Sorry about the title. Had to catch your attention somehow.
LINKED SUGGESTION WARNING EVERYTHING IN RED LINKS TO MY VEHICLES SUGGESTION
Mechanics and systems. Uses countless half-formed ideas by countless people. Assumes that new materials will be implemented. (copper, steam)
No crafting recipes are proposed. Feel free to supply them.
DISCLAIMER: This is far-fetched, but possible, I think.
Mechanical energy indicates that a component is "on". it's pretty much what it sounds like. Sometime abbreviated M.E.
There are three types of flow: Flows:
Redstone Current
As it is. It's either on or off. It adds elements of logic and control to the system. Liquid/Gas
When harnessed by drains, liquids or gases flow through pipes to mechanisms that utilize them or to valves to be redistributed. Possible liquids/gases: water, lava, *steam, *combustible gas, *float gas, *mud, et cetera. Mechanical Energy
The energy that powers the mechanical system. Power mechanisms provide a "mechanical energy charge" that can power one mechanism. For every mechanism in the system, there needs to be one energy source. If more mechanisms than power sources are attached, those placed over the limit won't work. If a necessary source is removed, the entire system will stop and must be replaced (salvageable).
Components:
Gear
Pretty simple, but with many uses. It's the base of the mechanics system. Crafted with iron. You get about 2 for each iron ore. Used in many other pieces/parts. You can also place gears on walls (like the ones from indev) to channel energy between gearboxes and mechanisms in the vertical 2D plane. Possible uses are M.E. logic gates or pure decoration. Drive Shaft
Made from logs, it connects gear boxes, and some mechanisms. It transfers mechanical energy. Only connects in a single line, no corners, from a gear shaft or mechanism to another gear box or mechanism. About one log for each block of length. Inspired by this concept which may or may not have been made by a "jon_z". I really don't know. Great job, whoever you are! Pipe
Connects drains to other objects to move liquids. Placed like the drive-shaft, but allows bends. It cannot, however, branch. When a pipe ends unconnected to a drain or anything else, it is capped for simplicity. If pipes carrying different substances meet, the reactions could be either harmless, debilitating, or explosive in certain situations... Examples: Connect boilers and valves or drains to move steam easily, or boil water. Move lava, harvest gases, make burners, etc. Pipes are relatively inexpensive, probably yielding about 8 for every ingot of metal. Valve
Place onto a pipe end. The valve releases whatever is flowing through the pipe at the level it is flowing at. If a valve carrying combustible gas is lit on fire, it acts like a dangerous torch, spreading light, but also lighting things on fire. Rope
Starts as a single block entity. Attached to a regular block, it can be extended with a held right click, and retracted with another. Player can climb said rope like a ladder. Attached to the bottom of a gear box, it either extends or is shortened continually (not block-by-block), depending on whether gear box is on or off. Moving entities, including more rope for more extension, can be attached to other end (not like like in extenders, this is strictly entities). Made with lots, and lots of string. Has some maximum extension length. Grate
Simpler than a drain, it allows the flow of water and nothing else. Made with iron. Minecart Track Switch Button Pressure Plate Redstone Torch Redstone
Intermediary Blocks:
Gear Box
Crafted using iron, wood, and gears. It's a place-able block that takes one drive shaft input and can output another or mechanical energy in another direction. It also allows mechanisms as inputs directly. A redstone or wire input can activate/deactivate it. Low yield. About one for 4 iron. Can work in conjunction with circuit blocks to create complex systems. Conducts M.E. to other gear boxes directly adjacent as well. Inspired by this concept. Redstone Box
Crafted using copper, redstone, and wood. It acts exactly like redstone, in block form, and looks a little more steam-punk tech-ish. High yield, about one for each wood and copper. Circuit Box
Crafted using copper, redstone, and iron. It's a block that allows the user to create large redstone circuits inside, on a sort of crafting grid. You can select which sides are inputs and outputs. Low yield, about one for four iron and four copper Can work in conjunction with gear boxes to create complex systems. Drain/Pump
Crafted with iron, gravel, and a gear. Any liquid or gas can flow into the drain from any side, or the top. Connect a pipe to one side, and the level of liquid or gas that was flowing into the drain will flow through the pipe. If connected to an M.E. source, the level that flows through the connected pipes will be maxed (does not work with lava). Redstone current switches it "off". When it's "off", no water is allowed through, and the connected pipes return to zero level. Timer
Turns connected redstone power on and off over a certain user-defined (by GUI) interval. Immensely useful for sertain types of automation. Made using a time-piece, gear, and copper.
Mechanisms:
[Power] Windmill
Placed on a gear box, above a certain altitude, with at least 24 blocks of space directly in front of it, and some radius of blocks free around it, it creates M.E.(mechanical energy). Intermittently switches off and on. An array of windmills are required to be a dependable energy source. Only produces a single M.E. counter. Inspired by this concept. Steam Engine
Placed adjacent to a gear box, and given a steam pipe from a boiler, it produces 2 M.E. counters. Boiler
Given water input from a pipe, and fed coal or source lava from another pipe, it outputs steam from a third pipe. Moderately coal efficient. Coal Engine
Burns coal very quickly for M.E. when placed next to a gear box. Coal inefficient. Produces only one M.E. counter. The sole advantage is that it's quick and easy.
[Utilities] Minecart Accelerator
Given M.E. (mechanical energy), and having a minecart track placed on top, it accelerates the minecart swiftly. Made with stone and a gear. Inspired by this concept. Launcher
Given M.E. it launches any entity on top of it into the air, while they retain their horizontal momentum. Useful for bridging gaps on a minecart. made with gears, wood, and springs. Conveyor
Given M.E., it moves any entities on top of it in the direction of linkage to the next conveyor. It conducts M.E. to adjacent conveyors. Acts like minecart tracks when placing it. Made with cloth, wood, and gears. Extender
Attach to a gear box. (It will extend away from the box when active). Then attach other blocks to it. Only blocks placed on the extender and placed on blocks placed on the connecter and so on will be included. When done with whatever you wanted to attach, right click the extender. If the construction you made is under a certain block number, it "bakes" it into a block-grid entity, blocks that move like entities, but with block-style collisions. When the host gear box is activated, the end object on the extender extends a player-set (in the "bake" stage, along with connector visibility) number of blocks or until the construction hits a block. Moves freely in fluids. Made with iron and gears. Utilizes the block-grid entity idea by Mystify. Look it up.
Could be used for elevators, moving plats, large doors, bridges, hidden pathways under lava or water, cycling crushers (traps), and a lot more. Bridger
Attached to a gear box. when the gear box activates, the bridger extends a half-block thick surface (texture debatable. multiple recipes?) to stand on in the direction opposite the gear box, until it meets another block or solid entity, or a max distance. Made with wood and gears. Used for simple bridges and such.
Misc.
Multi-purpose Boat
It would be a replacement/modification of the current boat. Can be attached to rope to make an elevator. Can be combined with a chest. Has all the current properties of the current boat, except can be placed on land, and is a bit more durable.
NOTE: These last few are for end-game resource management, allowing the user to focus on more complex building and crafting, rather than gathering materials.
Factory Workbench
M.E. required. Can set a design to automate, given the materials. It can receive material from conveyors. Exports finished product to an adjacent [chest/factory workbench/compactor/furnace/etc]. Made with gear, wood, and iron. If fed incompatible materials, it breaks, and must be destroyed. Factory Furnace
M.E. required. Can set a certain smelt to automate, given the materials. It can receive material from conveyors. Exports finished product to an adjacent [chest/factory workbench/compactor/furnace/etc]. Made with gear, furnace, and iron. If fed incompatible materials, it breaks, and must be destroyed.
Vehicle Factory
Crafting the block requires iron, a gear, redstone, and smooth stone. Yields 3. 9 blocks must be placed in a three by three configuration. This then requires two M.E. inputs. Used to build vehicles on a 7x7 crafting grid.
Details in: VEHICLES REDOX
AMAZING EXAMPLES :ohmy.gif:
A system using conveyors to dump your mining products on that deposits them in a factory furnace to be refined and then to a factory workbench to be turned into stairs, or steps, or tracks, or anything else.
A system to Kill mobs and harvest their drops easily using gas flames and conveyors.
Better mine-cart track systems.
Easier redstone logic systems for more compact locks, a central control computer for a factory, and more.
For example, you could have an array of factory furnaces and workbenches connected to your automining system. You have a control room with circuit boxes. Each can have multiple switches and ouputs on them. That way you can controller the conveyor flow and divert resources to the factory equipment you need working a the tinme. It would be a system requiring ingenuity, but do-able.
Faster player transport systems. (Elevators, moving platforms, etc.)
Combination with auto-drills to completely automate strip-mining.
Dynamic bridges for crossings over moats and such.
Extender has a huge array of uses. Some might be fancy elevators, moving platforms, or many other creative things.
Extravagant decorations and doodads.
AND MORE!
TLDR: A combination logic/mechanical system, utilizing power sources and mechanisms to construct complex systems for a variety of tasks and functions.
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Defend your words flexibly.
Change your words fittingly.
Let prejudice, popular opinion, and preconception be free from your judgments.
I pretty much love all of it, except the coal engine, factory workbench and dynamo. I just dislike the concept of free energy, automatic crafting and that one easy, simple, albeit inefficient source of mechanical energy for an otherwise very intricate system. I think that for complicated and potentially awe-inspiring devices such as this shoulden't have shortcuts like that.
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Gib zu mir etwas fußbodenbelag unter diesen fetten, fließenden Sofa.
Water Mills - Using small one-block water wheels you can generate M.E., angle of water flow (and thus kinetic energy produced by gravitational accelleration) determines the amount of M.E. produced.
M.E. Should have a quantitative system. Number of units determines the amount of force that can be produced and therefore how much work you can do, so putting numbers on it makes our life much easier.
I like the idea of an effective mechanical system, so this is looking good. :smile.gif:
too complicated. Some ideas are pointless as well. Grates could make water spawn griefers really happy, so that was a bad idea. Come up with jut a few devices that can perform several functions. Its pointless to make an object that needs 3 others to do anything useful.
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Quote from Destrozo »
So you say 1.4 is fail because you don't know how to update your server? WTF
Thats like saying all cars fail because you don't know how to put gas in them.
@theicychameleon: Exactly what inspired the thread. Thanks for posting that. I forgot to give credit.
@mossman: Keep in mind that the only way a single power source can power multiple things is by chaining gear boxes together, because besides that caveat, gear boxes can only have one input, and one output. That's expensive, because gear boxes aren't exactly soft resource wise. Combine that with the initial cost of a dynamo, or the over-time costs of a coal engine, and neither are really overpowered. The factory work-bench is debatable. It is powerful, but prevents monotony and aids actual creative building in stead of repetitive crafting.
@admiral: I thought about that, but then removed it because the coding is needlessly complicated, and it would make the boiler useless anyway.
@EVERYONE: Thanks for all the enthusiastic support.
ALSO: I added three very important things; extenders, bridgers, and timers.
Quote from zoram »
too complicated. Some ideas are pointless as well. Grates could make water spawn griefers really happy, so that was a bad idea. Come up with jut a few devices that can perform several functions. Its pointless to make an object that needs 3 others to do anything useful.
It's pointless to be sitting building things in a video game when you could be doing them in real life.
Complexity is what makes the game fun, that's the point. I realize it's somewhat in violation of Notch's "conserve the block/entity spaces" policy, but hey, what else will he add? Complicated systems are awesome, and correct me if I'm wrong, but:
To farm: craft hoe -> harvest seeds -> dig irrigation -> hoe ground -> plant seeds -? harvest crops -> make bread
In your logic we should just break dirt blocks to get seeds, plant grain that grows instantly and break it for immediate bread. And even that's three steps. Perhaps you should try creative mode instead. Much simpler.
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First of all, stop bumping your post, it's against the forum rules for a reason.
Second of all, I like a few of the ideas you've got in there, but the problem is they are surrounded by a lot of overcomplicated crap. I think the beauty of Minecraft and in fact a way to find beauty in most things is through simplicity. You don't want to have to have majored in physics or quantum mechanics in order to play the game efficiently. Yes I agree sometimes complicated systems are fun, but I think that's only really when the complication isn't absolutely necessary. Complication is only really good when used just to make things seem more intelligent and extravagant, or to build complex mechanisms that aren't vital to the playing of the game. Therefore aI think a revision of your ideas is needed, and by revision I mean delete some of it not just add more.
First of all, any bumps I have done were either to conquer the initial forum flooding at the time I posted, or after that to signal new additions to the OP. That's not against forum rules, I think.
Secondly, "Complication is only really good when used just to make things seem more intelligent and extravagant, or to build complex mechanisms that aren't vital to the playing of the game". Uh, yeah, exactly. I don't really see how this suggestion violates that in any way. Is it necessary to make steam powered auto-mining systems? No. Would it be cool? Yes.
Quote from Erup »
Holy moses this is gold.
I can't get my head around some of the "constructive criticisms" against you. I feel as a new and progressive game, surely it's expansion is important to keep the game interesting and also still have the same block mechanics that we all cherish.
If you could make your suggestions more visual you may convey your message across in greater clarity, because it's evident some users hate more than one step [eg. break block, get block, place block, break block..] , looking at a pretty picture is simpler than reading, no?
+1 on the windmill concept whoever crafted that ;D
Yeah, I know what you mean. Unfortunately I'm not a good pixel artist and I don't ahve a ton of time on my hands. I can try though. Maybe I'll have some concept illustrations soon.
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Yeah, I can see how that might be a problem. How about:
redstone enhancements -> some mechanical power/transfer components -> utility mechanisms -> more mechanical power/transfer components -> piping -> anything else left hanging
It's a little slow, but it avoids update-shock.
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Let prejudice, popular opinion, and preconception be free from your judgments.
I like the idea of creating a metropolis out of nothing. Using the ability to craft mechanisms which automate certain processes would give the game a whole new dynamic, not to mention quite a learning curve at the same time... However, aside from it's seemingly complex parts, I can't deny the fact that I would love to see this in the game.
As of right now, the only semi-practical mechanisms i've seen so far (traps, hidden doors) where created using exploits of known bugs, such that ladders create air pockets and stop liquids, while torches somehow block/destroy falling granite/sand... Others would have to be set back up every time (just a pointless pain). I would like to see realistic mechanisms which go beyond simple hacks/quick fixes and show true ingenuity.
In conclusion, I think this should be implemented, maybe not in its totality (there is a lot of convolution) but certainly in a more streamlined way which is more obvious to those less technically/mechanically inclined. Notch seems to have a thing about features in the game being "obvious". In other words, if you can't figure out what to do with some entity at a glance, then it probably won't be implemented or at least implemented in the same way as described. The game should always stay intuitive and it should always stay a game, but i'm all for designing REAL automation and REAL machines/traps/hidden secret stuff haha.
Ok, I have no constructive criticism for this thread. I love the idea, and the only quarrel I had was already addressed by Wilks228. So if it was introduced in sections that would be the fix to the only flaw I saw. I hope that Notch sees this
You did a great job seeing this through before posting it. It seems well developed and thought out. Posts like this make me enjoy reading threads. Unlike some not so intelligent posts of people who don't do research. (i.e. People who think their torches are going to go out this next update on the 31st and their house will become a dungeon.) But all things aside 4 thumbs up on your idea. =]
In conclusion, I think this should be implemented, maybe not in its totality (there is a lot of convolution) but certainly in a more streamlined way which is more obvious to those less technically/mechanically inclined. Notch seems to have a thing about features in the game being "obvious". In other words, if you can't figure out what to do with some entity at a glance, then it probably won't be implemented or at least implemented in the same way as described. The game should always stay intuitive and it should always stay a game, but i'm all for designing REAL automation and REAL machines/traps/hidden secret stuff haha.
Great idea.
It saddens me that Notch might think this way. Just because a two-year-old can't figure it out, doesn't mean it shouldn't be in the game.
Anyway, glad to hear that you like it.
Also, some more things added/further explained.
@theicychameleon and kranzziss: Glad to hear it!
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Defend your words flexibly.
Change your words fittingly.
Let prejudice, popular opinion, and preconception be free from your judgments.
Mecha Mage:
To the contrary - I think a drill would be something that a well-established player should have for that very reason. It would be incredibly difficult to find the parts to make the drill, perhaps, but a for a very well-established player I see no reason why they should not be able to get resources for minimum input.
The more you go along in the game, the more you should be able to get done with the same amount (or less) work.
That's not to say it shouldn't cost you. I could see a drill costing 1 coal per block it mines through, and eventually breaking.
I do agree with the failures part, though.
LINKED SUGGESTION WARNING EVERYTHING IN RED LINKS TO MY VEHICLES SUGGESTION
Mechanics and systems. Uses countless half-formed ideas by countless people. Assumes that new materials will be implemented. (copper, steam)
No crafting recipes are proposed. Feel free to supply them.
DISCLAIMER: This is far-fetched, but possible, I think.
Mechanical energy indicates that a component is "on". it's pretty much what it sounds like. Sometime abbreviated M.E.
There are three types of flow:
Flows:
Redstone Current
As it is. It's either on or off. It adds elements of logic and control to the system.
Liquid/Gas
When harnessed by drains, liquids or gases flow through pipes to mechanisms that utilize them or to valves to be redistributed. Possible liquids/gases: water, lava, *steam, *combustible gas, *float gas, *mud, et cetera.
Mechanical Energy
The energy that powers the mechanical system. Power mechanisms provide a "mechanical energy charge" that can power one mechanism. For every mechanism in the system, there needs to be one energy source. If more mechanisms than power sources are attached, those placed over the limit won't work. If a necessary source is removed, the entire system will stop and must be replaced (salvageable).
Components:
Gear
Pretty simple, but with many uses. It's the base of the mechanics system. Crafted with iron. You get about 2 for each iron ore. Used in many other pieces/parts. You can also place gears on walls (like the ones from indev) to channel energy between gearboxes and mechanisms in the vertical 2D plane. Possible uses are M.E. logic gates or pure decoration.
Drive Shaft
Made from logs, it connects gear boxes, and some mechanisms. It transfers mechanical energy. Only connects in a single line, no corners, from a gear shaft or mechanism to another gear box or mechanism. About one log for each block of length. Inspired by this concept which may or may not have been made by a "jon_z". I really don't know. Great job, whoever you are!
Pipe
Connects drains to other objects to move liquids. Placed like the drive-shaft, but allows bends. It cannot, however, branch. When a pipe ends unconnected to a drain or anything else, it is capped for simplicity. If pipes carrying different substances meet, the reactions could be either harmless, debilitating, or explosive in certain situations... Examples: Connect boilers and valves or drains to move steam easily, or boil water. Move lava, harvest gases, make burners, etc. Pipes are relatively inexpensive, probably yielding about 8 for every ingot of metal.
Valve
Place onto a pipe end. The valve releases whatever is flowing through the pipe at the level it is flowing at. If a valve carrying combustible gas is lit on fire, it acts like a dangerous torch, spreading light, but also lighting things on fire.
Rope
Starts as a single block entity. Attached to a regular block, it can be extended with a held right click, and retracted with another. Player can climb said rope like a ladder. Attached to the bottom of a gear box, it either extends or is shortened continually (not block-by-block), depending on whether gear box is on or off. Moving entities, including more rope for more extension, can be attached to other end (not like like in extenders, this is strictly entities). Made with lots, and lots of string. Has some maximum extension length.
Grate
Simpler than a drain, it allows the flow of water and nothing else. Made with iron.
Minecart Track
Switch
Button
Pressure Plate
Redstone Torch
Redstone
Intermediary Blocks:
Gear Box
Crafted using iron, wood, and gears. It's a place-able block that takes one drive shaft input and can output another or mechanical energy in another direction. It also allows mechanisms as inputs directly. A redstone or wire input can activate/deactivate it. Low yield. About one for 4 iron. Can work in conjunction with circuit blocks to create complex systems. Conducts M.E. to other gear boxes directly adjacent as well. Inspired by this concept.
Redstone Box
Crafted using copper, redstone, and wood. It acts exactly like redstone, in block form, and looks a little more steam-punk tech-ish. High yield, about one for each wood and copper.
Circuit Box
Crafted using copper, redstone, and iron. It's a block that allows the user to create large redstone circuits inside, on a sort of crafting grid. You can select which sides are inputs and outputs. Low yield, about one for four iron and four copper Can work in conjunction with gear boxes to create complex systems.
Drain/Pump
Crafted with iron, gravel, and a gear. Any liquid or gas can flow into the drain from any side, or the top. Connect a pipe to one side, and the level of liquid or gas that was flowing into the drain will flow through the pipe. If connected to an M.E. source, the level that flows through the connected pipes will be maxed (does not work with lava). Redstone current switches it "off". When it's "off", no water is allowed through, and the connected pipes return to zero level.
Timer
Turns connected redstone power on and off over a certain user-defined (by GUI) interval. Immensely useful for sertain types of automation. Made using a time-piece, gear, and copper.
Mechanisms:
[Power]
Windmill
Placed on a gear box, above a certain altitude, with at least 24 blocks of space directly in front of it, and some radius of blocks free around it, it creates M.E.(mechanical energy). Intermittently switches off and on. An array of windmills are required to be a dependable energy source. Only produces a single M.E. counter. Inspired by this concept.
Steam Engine
Placed adjacent to a gear box, and given a steam pipe from a boiler, it produces 2 M.E. counters.
Boiler
Given water input from a pipe, and fed coal or source lava from another pipe, it outputs steam from a third pipe. Moderately coal efficient.
Coal Engine
Burns coal very quickly for M.E. when placed next to a gear box. Coal inefficient. Produces only one M.E. counter. The sole advantage is that it's quick and easy.
[Utilities]
Minecart Accelerator
Given M.E. (mechanical energy), and having a minecart track placed on top, it accelerates the minecart swiftly. Made with stone and a gear. Inspired by this concept.
Launcher
Given M.E. it launches any entity on top of it into the air, while they retain their horizontal momentum. Useful for bridging gaps on a minecart. made with gears, wood, and springs.
Conveyor
Given M.E., it moves any entities on top of it in the direction of linkage to the next conveyor. It conducts M.E. to adjacent conveyors. Acts like minecart tracks when placing it. Made with cloth, wood, and gears.
Extender
Attach to a gear box. (It will extend away from the box when active). Then attach other blocks to it. Only blocks placed on the extender and placed on blocks placed on the connecter and so on will be included. When done with whatever you wanted to attach, right click the extender. If the construction you made is under a certain block number, it "bakes" it into a block-grid entity, blocks that move like entities, but with block-style collisions. When the host gear box is activated, the end object on the extender extends a player-set (in the "bake" stage, along with connector visibility) number of blocks or until the construction hits a block. Moves freely in fluids. Made with iron and gears. Utilizes the block-grid entity idea by Mystify. Look it up.
Could be used for elevators, moving plats, large doors, bridges, hidden pathways under lava or water, cycling crushers (traps), and a lot more.
Bridger
Attached to a gear box. when the gear box activates, the bridger extends a half-block thick surface (texture debatable. multiple recipes?) to stand on in the direction opposite the gear box, until it meets another block or solid entity, or a max distance. Made with wood and gears. Used for simple bridges and such.
Misc.
Multi-purpose Boat
It would be a replacement/modification of the current boat. Can be attached to rope to make an elevator. Can be combined with a chest. Has all the current properties of the current boat, except can be placed on land, and is a bit more durable.
NOTE: These last few are for end-game resource management, allowing the user to focus on more complex building and crafting, rather than gathering materials.
Factory Workbench
M.E. required. Can set a design to automate, given the materials. It can receive material from conveyors. Exports finished product to an adjacent [chest/factory workbench/compactor/furnace/etc]. Made with gear, wood, and iron. If fed incompatible materials, it breaks, and must be destroyed.
Factory Furnace
M.E. required. Can set a certain smelt to automate, given the materials. It can receive material from conveyors. Exports finished product to an adjacent [chest/factory workbench/compactor/furnace/etc]. Made with gear, furnace, and iron. If fed incompatible materials, it breaks, and must be destroyed.
Vehicle Factory
Crafting the block requires iron, a gear, redstone, and smooth stone. Yields 3. 9 blocks must be placed in a three by three configuration. This then requires two M.E. inputs. Used to build vehicles on a 7x7 crafting grid.
Details in: VEHICLES REDOX
AMAZING EXAMPLES :ohmy.gif:
A system using conveyors to dump your mining products on that deposits them in a factory furnace to be refined and then to a factory workbench to be turned into stairs, or steps, or tracks, or anything else.
A system to Kill mobs and harvest their drops easily using gas flames and conveyors.
Better mine-cart track systems.
Easier redstone logic systems for more compact locks, a central control computer for a factory, and more.
For example, you could have an array of factory furnaces and workbenches connected to your automining system. You have a control room with circuit boxes. Each can have multiple switches and ouputs on them. That way you can controller the conveyor flow and divert resources to the factory equipment you need working a the tinme. It would be a system requiring ingenuity, but do-able.
Faster player transport systems. (Elevators, moving platforms, etc.)
Combination with auto-drills to completely automate strip-mining.
Dynamic bridges for crossings over moats and such.
Extender has a huge array of uses. Some might be fancy elevators, moving platforms, or many other creative things.
Extravagant decorations and doodads.
AND MORE!
TLDR: A combination logic/mechanical system, utilizing power sources and mechanisms to construct complex systems for a variety of tasks and functions.
Defend your words flexibly.
Change your words fittingly.
Let prejudice, popular opinion, and preconception be free from your judgments.
Defend your words flexibly.
Change your words fittingly.
Let prejudice, popular opinion, and preconception be free from your judgments.
Poll added to gauge opinions.
Defend your words flexibly.
Change your words fittingly.
Let prejudice, popular opinion, and preconception be free from your judgments.
Defend your words flexibly.
Change your words fittingly.
Let prejudice, popular opinion, and preconception be free from your judgments.
Water Mills - Using small one-block water wheels you can generate M.E., angle of water flow (and thus kinetic energy produced by gravitational accelleration) determines the amount of M.E. produced.
M.E. Should have a quantitative system. Number of units determines the amount of force that can be produced and therefore how much work you can do, so putting numbers on it makes our life much easier.
I like the idea of an effective mechanical system, so this is looking good. :smile.gif:
@mossman: Keep in mind that the only way a single power source can power multiple things is by chaining gear boxes together, because besides that caveat, gear boxes can only have one input, and one output. That's expensive, because gear boxes aren't exactly soft resource wise. Combine that with the initial cost of a dynamo, or the over-time costs of a coal engine, and neither are really overpowered. The factory work-bench is debatable. It is powerful, but prevents monotony and aids actual creative building in stead of repetitive crafting.
@admiral: I thought about that, but then removed it because the coding is needlessly complicated, and it would make the boiler useless anyway.
@EVERYONE: Thanks for all the enthusiastic support.
ALSO: I added three very important things; extenders, bridgers, and timers.
It's pointless to be sitting building things in a video game when you could be doing them in real life.
Complexity is what makes the game fun, that's the point. I realize it's somewhat in violation of Notch's "conserve the block/entity spaces" policy, but hey, what else will he add? Complicated systems are awesome, and correct me if I'm wrong, but:
To farm: craft hoe -> harvest seeds -> dig irrigation -> hoe ground -> plant seeds -? harvest crops -> make bread
In your logic we should just break dirt blocks to get seeds, plant grain that grows instantly and break it for immediate bread. And even that's three steps. Perhaps you should try creative mode instead. Much simpler.
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First of all, any bumps I have done were either to conquer the initial forum flooding at the time I posted, or after that to signal new additions to the OP. That's not against forum rules, I think.
Secondly, "Complication is only really good when used just to make things seem more intelligent and extravagant, or to build complex mechanisms that aren't vital to the playing of the game". Uh, yeah, exactly. I don't really see how this suggestion violates that in any way. Is it necessary to make steam powered auto-mining systems? No. Would it be cool? Yes.
Yeah, I know what you mean. Unfortunately I'm not a good pixel artist and I don't ahve a ton of time on my hands. I can try though. Maybe I'll have some concept illustrations soon.
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redstone enhancements -> some mechanical power/transfer components -> utility mechanisms -> more mechanical power/transfer components -> piping -> anything else left hanging
It's a little slow, but it avoids update-shock.
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As of right now, the only semi-practical mechanisms i've seen so far (traps, hidden doors) where created using exploits of known bugs, such that ladders create air pockets and stop liquids, while torches somehow block/destroy falling granite/sand... Others would have to be set back up every time (just a pointless pain). I would like to see realistic mechanisms which go beyond simple hacks/quick fixes and show true ingenuity.
In conclusion, I think this should be implemented, maybe not in its totality (there is a lot of convolution) but certainly in a more streamlined way which is more obvious to those less technically/mechanically inclined. Notch seems to have a thing about features in the game being "obvious". In other words, if you can't figure out what to do with some entity at a glance, then it probably won't be implemented or at least implemented in the same way as described. The game should always stay intuitive and it should always stay a game, but i'm all for designing REAL automation and REAL machines/traps/hidden secret stuff haha.
Great idea.
You did a great job seeing this through before posting it. It seems well developed and thought out. Posts like this make me enjoy reading threads. Unlike some not so intelligent posts of people who don't do research. (i.e. People who think their torches are going to go out this next update on the 31st and their house will become a dungeon.) But all things aside 4 thumbs up on your idea. =]
It saddens me that Notch might think this way. Just because a two-year-old can't figure it out, doesn't mean it shouldn't be in the game.
Anyway, glad to hear that you like it.
Also, some more things added/further explained.
@theicychameleon and kranzziss: Glad to hear it!
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To the contrary - I think a drill would be something that a well-established player should have for that very reason. It would be incredibly difficult to find the parts to make the drill, perhaps, but a for a very well-established player I see no reason why they should not be able to get resources for minimum input.
The more you go along in the game, the more you should be able to get done with the same amount (or less) work.
That's not to say it shouldn't cost you. I could see a drill costing 1 coal per block it mines through, and eventually breaking.
I do agree with the failures part, though.
Thanks Admiral for explaining the drill.
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