Here are some recipes:
Gear:
[] [] []
[] []
Makes 4/8 (prefer 8 as iron is rare but it is breaking convention that way...)
Iron bar: [] []
Basically a metal . Can be used for making more durable tools, jail bars, grates, pipes, - if the make crossbows - bolts etc.
Makes 4
Pipe:
( =Iron bar) [] []
Couldn't think of any other way to do it.
Makes 2
Valve:
( = lever, = pipe) [] []
Rope:
( =string)
Either, [] [] []
or [] [] []
or [] []
I'm thinking either of the first two because it requires 3x3 and rope isn't easy to make.
makes 2,1,1 respectively
Grate:
( =iron bar)
cobblestone for less iron use, maybe they will look like jail bars because people want such a thing and grates and jail bars look similar
alternative recipe could be:
[] []
a lot more iron usage though
Makes 4,4.
Gearbox: = wood, = gear
Iron in the middle is optional, Makes 1 (costs 2-5 iron with optional iron and if gear recipe only make 4)
Redstone box: = redstone, = copper
Don't know what circuit box would look like or exactly what you mean by this pump (picture!!!)
Timer: = clock, others see above []
what I am see with this is an analog clock that sticks out of the item you stick it in. The timepiece itself could just be used as the timer to avoid complication though.
Windmill:
(did you know that is actually white cloth? I didn't)
Steam engine: =gear box, = bucket
Cobblestone could be replaced by brick, wood or other blocks. looks like this: //en.wikipedia.org/wiki/File:Grazebrook_Beam_Engine.jpg" target="" data-ensure-absolute>http://en.wikipedia.org/wiki/File:Graze ... Engine.jpg" width="" height="" alt="" />
Boiler: =furnace! , see above, =pipe []
accelerator:
(track)
(conveyor)
(gearbox)
conveyor:
factory items:
(:_: conveyor, gearbox, redstone, copper.
Replace bench with furnace for a furnace (derp)
it's really expensive for a reason.
I personally like what you've got going grimrecka, but the majority would probably call it over-complicated.
Keyofdoor: What exactly does leaking do? Interrupt flow temporarily? I don't really think pipes made of sticks or stone make sense. xD
Lost Ninja: The game has no setting. =D There are too many conflicting elements to say that there is one overarching theme, so I call anything below modern technology fair game for the most part.
As for device breaking, it seems too annoying.
Rollback Post to RevisionRollBack
Choose your words wisely.
Defend your words flexibly.
Change your words fittingly.
Let prejudice, popular opinion, and preconception be free from your judgments.
I personally like what you've got going grimrecka, but the majority would probably call it over-complicated.
Keyofdoor: What exactly does leaking do? Interrupt flow temporarily? I don't really think pipes made of sticks or stone make sense. xD
Lost Ninja: The game has no setting. =D There are too many conflicting elements to say that there is one overarching theme, so I call anything below modern technology fair game for the most part.
As for device breaking, it seems too annoying.
Wooden pipes cant carry lava
but if water leaks your stuff might get flooded or redstone washed away or lava turning into obsidian or something
also if your stone pipe leaks lava
your screwed
Rollback Post to RevisionRollBack
Mod edit: Please stay on topic. This is a thread about how to dispose a corpse
Quote from Inception Cat »
Keyofdoor and only Keyofdoor is allowed to have me on his avatar.
This system sounds awesome, and incredibly useful. To the arguments saying that it's too complex, it really isn't, the building blocks of the proposed system are actually quite simple, it's the possibilities that they present for mechanical contraptions that are complex, just like redstone. The system is simple, the possibility to make logic gates and Turing machines is not. Things that increase the complexity of the game itself are generally bad, but things that let players increase the complexity of their creations are not.
Anyway, an idea to deal with pipes, this might be too convoluted, just a thought (actually several):
Every section of pipe would have a pressure value, representing the M.E. potential of the fluid inside. This would decrease as you move along the pipe (decreasing a lot when the pipe splits), like how water flowing in an in-game channel goes lower and lower until it stops. Moving upwards would cause a much greater pressure loss than moving sideways, but would be possible, moving down would generate pressure, so a pipe could be infinitely long if it had a certain slope, again, like in-game channels, but a shallower slope. Pumps would take in M.E. (say from a windmill), and add pressure to the line, turbines would extract energy to turn camshafts by reducing the pressure. Inlets and outlets would also affect pressure, an inlet at the bottom of a lake would generate a lot of pressure in the line, outlets would spill out water and reduce the pressure. A simple example of something to make with this would be:
[]
[]
[]
[]
Where the sticks are pipes and the furnace is a turbine. This idea would also work with any changes in the fluid system, since it doesn't really depend on it, it could work equally well with the infinite water in creative, the quasi-infinite water in alpha or even a perfectly realistic finite water system, though it would be more useful as a pipeline if there was finite water.
Anyway, this is my first post, so please go easy if you hate the idea :smile.gif:
Rollback Post to RevisionRollBack
"They are ill discoverers that think there is no land, when they can see nothing but sea."
Sir Francis Bacon
I'm going to quote you and make my comments/suggestions beside them
Quote from Qwill »
Liquid/Gas
When harnessed by drains, liquids or gases flow through pipes to mechanisms that utilize them or to other drains to be redistributed. Possible liquids/gases: water, lava, steam, combustible gas, float gas, mud, et cetera.
Harnessing a fluid by a drain is reasonable, however harnessing a gas by a drain isn't very useful/or realistic. to make a gas do work, it has to be at a great pressure and be able to change its volume or transmit its pressure. So ideally in a gas system it would need to be a closed loop system (more in the boiler section)
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.
Gears are not really useful unless you can somehow specify a gear ratio
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!
I disagree on the point of no corners. Without being able to create a corner you are unable to create a lever arm to do work. However if you are able to make a shaft that goes parallel to the output and create a lever arm that way, then it is all good.
Pipe
Connects drains to move liquids easily. 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 drains to move steam easily, or boil water. Move lava, harvest gases, make burners, etc.
I think it should be a prerequisite that anything that can move a fluid has a valve on the output by default. So if one wanted to they could have the fluid just dump out somehwere, ie pumping water out of a room to the lake above. So the pipe could be open by default and not capped.
Valve
Craft onto a pipe end to make a valve with a small animation of whatever the pipe carries spraying out. For combustible gas, it's a small flame that lights things on fire. Steam does damage to any mobs/players next to it. Lava obviously does high damage, burns things. Water and mud do nothing. Float-gas or other gases make the player suffocate (like swimming, but faster) when in close range.
The valve should have a selectable direction. Such as an arrow on top of it, and when the player hits/activates it, it will change in 90 degree increments; this could also be accomplished by redstone I suppose. 3 of which are direction and 1 which will be off
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.
It would be nice if the rope could connect two movable objects together, so one could make pulleys or something.
Pressure Plate
Right now pressure plates are only a logical 1 0 it would be nice if there was someway to have a truth table from the plates. This would make a logical gate based weight, for sorting or something.
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. Inspired by this concept.
It would be nice to incorporate a gear ratio in these as to eliminate the need for gears.
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.
I really like this idea, instead of having very large and cumbersome redstone circuits, replace them with one box. Also being able to label these boxes with a player defined name would be nice (ie AND gate box).
Drain/Pump
Crafted with iron, gravel, and a gear, takes user input (in dialog form) as to what sides take in water/steam/other liquids and what sides release water/steam/other liquids. Can be used with conjunction with pipes. Redstone to turns it on or off. When it's "off", no water is allowed through.
This really doesn't sound useful, it more of a glorified valve. Now what would make this useful is requiring power so that it can actually pump some stagnant fluid. Such as if you wanted to drain a lake and put that lake elsewhere. The power would then be limiting to how far, or tall, one could transport their fluid. So if I wanted to transport fluid 50m up then I would need like 2 windmils or something to give it enough power to do so.
Timer
Turns connected gear boxes and redstone boxes on and off over a certain interval. Immensely useful for certain types of automation. Made using a time-piece, gear, and copper.
This should be something that is in a circuit box, as to control the gearbox, or device that way.
Mechanisms:
[Power] Windmill
Placed on a gear box, above ground, with at least 6 blocks of space in front of it, it creates M.E.(mechanical energy). Intermittently switches on and off. Inspired by this concept.
The windmill (and other power sources) should have an associated power rating to them. So a windmill requires no resource to run, but only puts out 10 units of energy. However other devices like the boiler/steam engine put out 100 units of energy but require resources. Also I think it would be more convenient to always have the power source power things, instead of being intermittent, what if a security system was run by a windmill and decided to stop working at a critical battle?
Steam Engine
Placed adjacent to a gear box, and given a steam pipe from a boiler, it produces M.E..
The steam engine by itself sounds kind of redundant when you think about it. why should I make a furnace, a boiler, pipes, and find water just to run an engine to run something else? It would be simpler if the steam engine was a whole unit; ie you craft all the above items and then take those finished goods to the workbench and you then have a complete steam engine, where you can place anywhere. So the only required input is a fuel source. and the final good may take up like a 1 x 3 x 3 box.
The fuel source used would just determine how long the unit is running, and not the efficiency of the system. Although the conversion of heat energy to mechanical could have an efficiency rating. So complete unit could produce 100 Watts (convenient to use Watts for now I guess) to do work for a specified time, much like how the furnace currently works.
Boiler
given water input form a pipe, and fed coal, it outputs steam form another pipe. Incredibly efficient.
By itself it should really only be used as a pressure vessel that can be heated, so one could have a volume, or a piston/linear actuator to activate when a valve is opened to it. And being a pressure vessel it is really meant for energy storage. Combined to make a steam engine sounds more practical as I mentioned before.
This could be a combination of a pressure vessel and a furnace.
Coal Engine
Burns coal very quickly for M.E. when placed next to a gear box. Incredibly inefficient.
This is really unneeded and limiting, seeing as the furnace is already a suitable heat source, and can use many different fuels. Making a coal engine by itself would be akin to saying you put a gearbox on a furnace and it goes, but it can only use coal. Much like how you can currently put a furnace in a mine cart and it will go, and you can still power it with anything.
there really isn't a "coal engine" that converts coal directly to mechanical energy in the real world (yes I know it's not the real world). steam engines/boilers/turbines all require heat sources and fluids to turn heat energy to mechanical energy. In all practicality there isn't anything that converts heat directly to mechanical energy in one step.
Now if there were a different heat-source that was more efficient than the furnace, then that would be good. Like a futuristic nuclear reactor type thing. Although as you said I think this is more of an "older era" game setting. So only natural sources of energy make sense, such as a Watermills, windmills, and steam engines.
As a note to power ratings, the free energy sources such as watermills and wind mills could have a 1:1 power ratio, but a low power output. Now steam engines can have a substantially higher output but require resources to run.
[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.
Couldn't this just be as simple as laying a track over a gearbox?
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.
This could be where the pressure vessel/furnace combination actually prove useful. If you have a pressure vessel and a piston/linear actuator you could then tell a logic circuit to trigger a valve at a certain pressure, and thus launch a cart.
Honestly, if we can avoid making new parts and just use the same ones in different ways it opens creativity more.
Extender
Attach to a gear box. Then attach other blocks to it. Don't let these blocks touch any other surface. 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) number of blocks or until the construction hits a block. Made with iron and gears. Utilizes the block-grid entity idea by Mystify. Look it up.
I really don't follow what this is and how it differs from a driveshaft.
Bridger
attached to a gear box. when the gear box activates, the bridger extends a half-block thick surface 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.
Once again, i'm not too sure on this.
Misc.
Gondola
It's one of the current boats. Can be attached to rope to make an elevator. Can be combined with a chest. Has all the current properties of a boats, except can be placed on land, and is a bit more durable.
pulleys and ropes? seems simpler than making something completely new.
Compactor
Given M.E., it compacts materials, working like a furnace. EXAMPLES: Dirt to compact dirt, snow blocks to ice, hides to leather, and so on. Made with stone and iron. Exports finished product to an adjacent [chest/factory workbench/compactor/furnace/etc]. If fed incompatible (non-compactible) materials, it breaks, and must be destroyed.
I think this is kind of useless, what use does compact dirt serve that normal dirt doesn't?
Factory Workbench
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
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. Sorter
Takes a stream of materials and based on player set rules, it puts them onto one of four possible adjacent spots. Any materials without a defined action are destroyed. Needs an M.E. feed to run. Made with gears and wood.
Making all these I think removes the creativity from the game. I think the factory workbench would be better served as a much larger bench with the ability to create larger Items.
Factory furnace is once again redundant/unnecessary if it is just used for automation. If it were to store a larger amount of fuel (128 units vs 64) and have a output space equal to that I think that would be better.
The sorter I probably have the biggest beef with. A sorter implies that the player is basically required to "write" a code that specifies how this thing works. That doesn't sound too enjoyable to me. Now a more purely mechanical system sounds more fun in implementation. If pressure plates could sense weight, then have a circuit chest that drives a pressure valve to push a piston to push a material on or off a conveyor. That sounds more creative than just having a block that does it all for you, imo.
Automation would be nice, but to a point.
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.
A system to Kill mobs and harvest their drops.
Better mine-cart track systems.
Easier redstone logic systems for more compact locks, central control computers for a factory, and more.
Faster player transport systems.
Combination with auto-drills to completely automate strip-mining.
Briders for moats and bridges and such.
Extender has a huge array of uses. Some might be as a fancy elevator, moving platform, or many other creative things.
Pure simple decoration.
AND MORE!
TLDR: More mechanical and logic stuff which works together in a complicated system.
I agree with a lot of what you are wanting. I myself am in the process of strip mining my current map and would love a conveyor system that has auto fills storage carts, although driven by a logic circuit I create rather than be autonomous. such as this:
So by default it is manually switched, but if the player decides it can be controlled via redstone, and then inturn by logic circuits.
For removing material it would be nice to have physics work on the contents of a storage car, so when flipped it would fall into something. However I am not sure how a contraption like this would work in game, if it would be a custom piece or could be user created, but here is a realword example:
I am also all for faster mining, but completely automating the process, I am not for. The process of gathering should be fun to do. I should be excited about getting to use a tracked excavator, or drill cart to mine. Maybe if I were ambitious enough I could create logic circuits to assist me in this endeavor, but I think a person shouldn't be completely removed from it.
So that is my take on your ideas. Overall I love them, but there are some knit-pick items in there.
I don't like it for much the same reason the earlier naysayers didn't, but before you oversimplify the issue by making more logical fallacies (and trying to make me feel like a moron for disagreeing with your opinion) here's why it will not work. Your mechanisms combine too many things into one. The idea of Minecraft is not complexity for complexity's sake. The reason Minecraft generates the creativity it does is because simple devices can be combined to perform complex functions. Redstone is a relatively simple tool, but people have used them to create massively strong locks, and even some pretty clever traps. Minecarts don't entirely work properly, but people have still created massive rail lines. Hatter made this with rails, pressure plates, and redstone.
I like some of the ideas you put forth, but not all the complicated machines. The gears and windmills are excellent, and I have liked those since the first time they were suggested, but the compactor, steam engines, and all that are just too much. There is no need for electricity beyond powering mine carts, and we have coal for that. I do like the idea of pipes, drains, valves, and the like though. I think they could make some really awesome traps. Especially with something like oil, which could be channeled through to empty out over a fire to make a flamethrower trap.
It works, and I like it, although I probably won't use a lot of it. I like science and am actually Aetheist (IDK how to spell that ....) but I do prefer fantasy concepts over mechanics in video games, except for a few select ones. Minecraft feels like it should have both. So I accept this idea!
I don't really see the point of the redstone box (according to the current description it only looks steampunkish but does the same thing as the powder)
However... If it served to convert a redstone signal (so long as it is not from a torch, pressure pad, lever, or stone button, maybe from solar panels people seem to keep suggesting) into mechanical energy.
With the solar panel thing it would have to be at least 15 light to activate the panel, meaning it would have to be daylight for anything to get done, or you would need a lightstone block.
It also probably shouldn't provide that much mechanical energy, maybe enough to power one thing. That would require you to build huge solar farms or harvest tons of lightstone to do very much with nothing but this power source.
Also, what happens if a chest fills up and a conveyor belt keeps trying to put stuff in it?
One problem though, it seems your gear boxes are breaking the law of conservation of energy. If you wanted to you could probably make an endless chain of free energy using nothing but gear boxes and providing one little push to start it off. I think it would be preferable if different energy sources provided different amounts of energy to use.
Rollback Post to RevisionRollBack
You have just started
To read the haiku that you
Just finished reading
Considering that gears were the original redstone and gearboxes might act like torches, just install glimmars steampunk pack, and... well...
I didn't really think this post through did I?
STEAMPUNK COMPUTER
THERE.
HAPPY?
I HATE YOU!
DISCLAMER:I had an unusual severe TL;DR attack here and only made it into the first sentence, catching some names as I scrolled down. And it is particularly late in my time zone so my brain has the consitancy of boiled applesauce.
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.
This seems best as a component used of the other objects, but may have some aesthetic value.
Quote from Qwill »
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!
I like this, let gear boxes handle corners.
Quote from Qwill »
Valve
Craft onto a pipe end to make a valve with a small animation of whatever the pipe carries spraying out. For combustible gas, it's a small flame that lights things on fire. Steam does damage to any mobs/players next to it. Lava obviously does high damage, burns things. Water and mud do nothing. Float-gas or other gases make the player suffocate (like swimming, but faster) when in close range.
Seems redundant with the pump
Quote from Qwill »
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.
I have always wanted this, though more as a connect two entities or blocks by setting maximum distance.
Quote from Qwill »
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 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. Inspired by this concept.
I like it as a redirector but I'd prefer if it was either limited to one direction exclusively or entirely open. If it is open a numerical power system would probably be in order (see dwarf fortress)
Quote from Qwill »
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.
Hidden redstone? Better to find a way to do on-wall redstone than invent something new and strange.
Quote from Qwill »
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.
Notch has said he likes this idea.
Quote from Qwill »
Drain/Pump
Crafted with iron, gravel, and a gear, takes user input (in dialog form) as to what sides take in water/steam/other liquids and what sides release water/steam/other liquids. Can be used with conjunction with pipes. Redstone to turns it on or off. When it's "off", no water is allowed through.
No need to have a dialog, just make it in one side out the other (perhaps chosen like doors) and let the player fit it into their system.
Quote from Qwill »
Timer
Turns connected gear boxes and redstone boxes on and off over a certain interval. Immensely useful for sertain types of automation. Made using a time-piece, gear, and copper.
Sounds interesting, but more info please.
Quote from Qwill »
Coal Engine
Burns coal very quickly for M.E. when placed next to a gear box. Incredibly inefficient.
Perhaps, but seems redundant and unlikely to be used.
Quote from Qwill »
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.
Seems unnecessary, simply use flowing water for this function.
Quote from Qwill »
Extender
Love it, as for people saying its unrealistic, tell them it telescopes.
Quote from Qwill »
Bridger
Like, again, say it telescopes.
Quote from Qwill »
Gondola
It's one of the current boats. Can be attached to rope to make an elevator. Can be combined with a chest. Has all the current properties of a boats, except can be placed on land, and is a bit more durable.
No need to rename, simply allow rope to attach to it. Chest boats will come eventually. (also like increased durability)
Quote from Qwill »
Compactor
Given M.E., it compacts materials, working like a furnace. EXAMPLES: Dirt to compact dirt, snow blocks to ice, hides to leather, and so on. Made with stone and iron. Exports finished product to an adjacent [chest/factory workbench/compactor/furnace/etc]. If fed incompatible (non-compactible) materials, it breaks, and must be destroyed.
Doesn't seem to fit with the purpose of the thread, use this thread to create the new system not add unrelated items. This would work as a suggestion after and if this is added.
Quote from Qwill »
Sorter
Takes a stream of materials and based on player set rules, it puts them onto one of four possible adjacent spots. Any materials without a defined action are destroyed. Needs an M.E. feed to run. Made with gears and wood.
I'd prefer mechanics to be added to entities (such as floating, flammability, etc.) so that you could build your own in game sorter. Seems more minecrafty, and more of a challenge.
Gear:
[]
[]
Makes 4/8 (prefer 8 as iron is rare but it is breaking convention that way...)
Iron bar:
Basically a metal
Makes 4
Pipe:
(
Couldn't think of any other way to do it.
Makes 2
Valve:
(
Rope:
(
Either,
or
or
I'm thinking either of the first two because it requires 3x3 and rope isn't easy to make.
makes 2,1,1 respectively
Grate:
(
cobblestone for less iron use, maybe they will look like jail bars because people want such a thing and grates and jail bars look similar
alternative recipe could be:
[]
a lot more iron usage though
Makes 4,4.
Gearbox:
Iron in the middle is optional, Makes 1 (costs 2-5 iron with optional iron and if gear recipe only make 4)
Redstone box:
Don't know what circuit box would look like or exactly what you mean by this pump (picture!!!)
Timer:
what I am see with this is an analog clock that sticks out of the item you stick it in. The timepiece itself could just be used as the timer to avoid complication though.
Windmill:
(did you know that
Steam engine:
Cobblestone could be replaced by brick, wood or other blocks. looks like this:
Boiler:
accelerator:
(track)
(conveyor)
(gearbox)
conveyor:
factory items:
(:_: conveyor,
Replace bench with furnace for a furnace (derp)
it's really expensive for a reason.
can't think of recipes for other items ATM
viewtopic.php?f=1&t=56267
Leaks quite alot
leaks very little
leaks never
all recipes should yield 16
I personally like what you've got going grimrecka, but the majority would probably call it over-complicated.
Keyofdoor: What exactly does leaking do? Interrupt flow temporarily? I don't really think pipes made of sticks or stone make sense. xD
Lost Ninja: The game has no setting. =D There are too many conflicting elements to say that there is one overarching theme, so I call anything below modern technology fair game for the most part.
As for device breaking, it seems too annoying.
Defend your words flexibly.
Change your words fittingly.
Let prejudice, popular opinion, and preconception be free from your judgments.
Wooden pipes cant carry lava
but if water leaks your stuff might get flooded or redstone washed away or lava turning into obsidian or something
also if your stone pipe leaks lava
your screwed
Anyway, an idea to deal with pipes, this might be too convoluted, just a thought (actually several):
Every section of pipe would have a pressure value, representing the M.E. potential of the fluid inside. This would decrease as you move along the pipe (decreasing a lot when the pipe splits), like how water flowing in an in-game channel goes lower and lower until it stops. Moving upwards would cause a much greater pressure loss than moving sideways, but would be possible, moving down would generate pressure, so a pipe could be infinitely long if it had a certain slope, again, like in-game channels, but a shallower slope. Pumps would take in M.E. (say from a windmill), and add pressure to the line, turbines would extract energy to turn camshafts by reducing the pressure. Inlets and outlets would also affect pressure, an inlet at the bottom of a lake would generate a lot of pressure in the line, outlets would spill out water and reduce the pressure. A simple example of something to make with this would be:
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Where the sticks are pipes and the furnace is a turbine. This idea would also work with any changes in the fluid system, since it doesn't really depend on it, it could work equally well with the infinite water in creative, the quasi-infinite water in alpha or even a perfectly realistic finite water system, though it would be more useful as a pipeline if there was finite water.
Anyway, this is my first post, so please go easy if you hate the idea :smile.gif:
Sir Francis Bacon
*make luquid flow forever without stoping *unless its leaking*
*make luquid go up
*tubine power :biggrin.gif:
I have some great suggestions for the power transport systems. After I am done for the day I'll make some nice sketches.
I agree with a lot of what you are wanting. I myself am in the process of strip mining my current map and would love a conveyor system that has auto fills storage carts, although driven by a logic circuit I create rather than be autonomous. such as this:
So by default it is manually switched, but if the player decides it can be controlled via redstone, and then inturn by logic circuits.
For removing material it would be nice to have physics work on the contents of a storage car, so when flipped it would fall into something. However I am not sure how a contraption like this would work in game, if it would be a custom piece or could be user created, but here is a realword example:
I am also all for faster mining, but completely automating the process, I am not for. The process of gathering should be fun to do. I should be excited about getting to use a tracked excavator, or drill cart to mine. Maybe if I were ambitious enough I could create logic circuits to assist me in this endeavor, but I think a person shouldn't be completely removed from it.
So that is my take on your ideas. Overall I love them, but there are some knit-pick items in there.
Defend your words flexibly.
Change your words fittingly.
Let prejudice, popular opinion, and preconception be free from your judgments.
That sucks, hope things get better.
I like some of the ideas you put forth, but not all the complicated machines. The gears and windmills are excellent, and I have liked those since the first time they were suggested, but the compactor, steam engines, and all that are just too much. There is no need for electricity beyond powering mine carts, and we have coal for that. I do like the idea of pipes, drains, valves, and the like though. I think they could make some really awesome traps. Especially with something like oil, which could be channeled through to empty out over a fire to make a flamethrower trap.
Support!
Dragons need to be implemented. No arguments.
A noble effort. I still like the idea. My arguments all stand.
Defend your words flexibly.
Change your words fittingly.
Let prejudice, popular opinion, and preconception be free from your judgments.
Well, your MOM makes your mom jokes that don't make sense.
However... If it served to convert a redstone signal (so long as it is not from a torch, pressure pad, lever, or stone button, maybe from solar panels people seem to keep suggesting) into mechanical energy.
With the solar panel thing it would have to be at least 15 light to activate the panel, meaning it would have to be daylight for anything to get done, or you would need a lightstone block.
It also probably shouldn't provide that much mechanical energy, maybe enough to power one thing. That would require you to build huge solar farms or harvest tons of lightstone to do very much with nothing but this power source.
Also, what happens if a chest fills up and a conveyor belt keeps trying to put stuff in it?
One problem though, it seems your gear boxes are breaking the law of conservation of energy. If you wanted to you could probably make an endless chain of free energy using nothing but gear boxes and providing one little push to start it off. I think it would be preferable if different energy sources provided different amounts of energy to use.
To read the haiku that you
Just finished reading
I didn't really think this post through did I?
STEAMPUNK COMPUTER
THERE.
HAPPY?
I HATE YOU!
DISCLAMER:I had an unusual severe TL;DR attack here and only made it into the first sentence, catching some names as I scrolled down. And it is particularly late in my time zone so my brain has the consitancy of boiled applesauce.
This seems best as a component used of the other objects, but may have some aesthetic value.
I like this, let gear boxes handle corners.
Seems redundant with the pump
I have always wanted this, though more as a connect two entities or blocks by setting maximum distance.
I like it as a redirector but I'd prefer if it was either limited to one direction exclusively or entirely open. If it is open a numerical power system would probably be in order (see dwarf fortress)
Hidden redstone? Better to find a way to do on-wall redstone than invent something new and strange.
Notch has said he likes this idea.
No need to have a dialog, just make it in one side out the other (perhaps chosen like doors) and let the player fit it into their system.
Sounds interesting, but more info please.
Perhaps, but seems redundant and unlikely to be used.
Seems unnecessary, simply use flowing water for this function.
Love it, as for people saying its unrealistic, tell them it telescopes.
Like, again, say it telescopes.
No need to rename, simply allow rope to attach to it. Chest boats will come eventually. (also like increased durability)
Doesn't seem to fit with the purpose of the thread, use this thread to create the new system not add unrelated items. This would work as a suggestion after and if this is added.
I'd prefer mechanics to be added to entities (such as floating, flammability, etc.) so that you could build your own in game sorter. Seems more minecrafty, and more of a challenge.
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Former King of Alesgan