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    posted a message on Request: Capsules Mod (idea)

    Is the quote-only reply an approval of the different name? :)

    Posted in: Requests / Ideas For Mods
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    posted a message on Request: Capsules Mod (idea)

    Ah, as I now see that there is a "Capsule Mod" that stores a region of blocks into an item, then re-deploys them elsewhere, this mod needs a different name.


    I suggest Gacha Mod, after the common Japanese capsule vending machine nickname.

    Posted in: Requests / Ideas For Mods
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    posted a message on Request: Capsules Mod (idea)

    Idea:

    Capsules Mod - A single-use, bio-degradable, timed item container.


    Description:

    Like the round, plastic capsules in coin-operated toy/candy machines, these capsules can contain items. When dropped, the pop open and disgorge their contents.

    The mod would help automate other mods that require items to be dropped in specific groups, as many mods do. By encapsulating the items into a single item, they can be easily transported and manipulated, while making sure that the quantities remain correct. By layering capsules within capsules, precise timing can be achieved. The capsules themselves must resist being picked up by players, hoppers, item collectors, etc, so that they remain in the world until they disgorge their contents. They don't despawn as long as they are still ticking.


    Basic:

    1) Craft three paper in a bowl pattern to make N capsules.

    2) Craft a capsule with 1-8 other items to make a filled capsule.

    3) Throw/drop the capsule into the world. After 1 second, the capsule dissolves, dropping its items into the world.


    Advanced:

    1) Craft a capsule as above with 1-8 items in it.

    2) Craft that filled capsule with another empty capsule to increase the time delay to 2 seconds.

    3) Throw/drop the capsule into the world. After 2 seconds, the capsule dissolves, dropping its items into the world.


    Expert:

    1) Craft two different capsules with items in them.

    2) Combine the two filled capsules with an empty capsule.

    3) Throw/drop the capsule into the world. After 2 seconds, the capsule dissolves, dropping all the items from both original capsules into the world.


    Example 1:

    1) Make a filled capsule with a wheat seed in it.

    2) Craft that filled capsule with another empty capsule and four white petals from Botania.

    3) Drop the final capsule onto a Botania apothecary. First the petals appear after one second, then a second later, the seeds appear.


    Example 2:

    1) Automate the crafting of capsules with one each of redstone, nether quartz, and certus quartz from AE2.

    2) Drop these into water to create AE2 fluix crystals. This guarantees that the items are always dropped in the correct quantities, even with automation.


    Example 3:

    A Refined Storage or Applied Energistics 2 auto-crafting system needs to provide more than 9 items to a machine for processing as a single operation.

    1) Make the auto-crafting recipes to craft a single nested capsule with all the required items.

    2) Make a final auto-crafting recipe that takes that capsule as input.

    3) Between the storage system and the machine that will do the processing, insert a Capsule Opener block that takes in the capsule and outputs its contents into the machine.


    Additional Components:

    #) A redstone-controlled Capsule Dropper block that accepts one capsule at a time and holds it until it pops its contents, which drop into the world to a configurable side. Can be oriented like a piston, and rotated with any "wrench" object.

    #) A Capsule Pusher which acts like the Capsule Dropper but instead pushes the items as they pop into an adjacent inventory.

    #) These two blocks, if given a GUI, could just be different modes on a single Capsule Opener block, which could have another feature: insta-open mode, which ignores the times of the contents and just pops a capsule all at once, instantly. (Good for emptying unwanted capsules quickly with automation.)

    #) Colored capsules - add a dye to the inside of the bowl recipe when crafting empty capsules.

    #) Timed capsules - add various materials above the bowl shape to change the time delay.

    Examples: 10s (cobble), 60s (stone), 1 hour (iron), etc. (all configurable times)

    It's possible to have faster capsules ( 1 tick (glowstone), 10 ticks (redstone) ), but that feature should be defaulted to off, or not implemented at all.


    Safety Measures:

    #) There is a limit on how many total items a capsule may contain. No more can be crafted into them beyond that limit. (suggest no more than 64)

    #) The capsules refuse to pop if there are too many drops nearby. In this state, they will despawn naturally like other items, losing their contents.

    (Imagine breaking a storage drawer with thousands of full capsules. That's a bad enough mess, but then, seconds later, they all pop!) This check is only preformed once and is never checked again -- once a capsule locks this way, it will never unlock until picked up and dropped anew.

    #) Even though they resist being picked up, capsules in the world can be picked up normally if the player is holding an empty capsule in either hand. Capsules picked up after they have popped some of their contents will only contain the remainder of their items.


    Tech Internals:

    #) A capsule item would contain a flat list of everything that has been crafted into it. Every item in that list also has a time value that starts at 1 (or whatever time period the capsule item uses) which gets incremented each time it is further encapsulated. So each item in the list can have a different time index, with the first item added having the largest number. (FIFO: first in, last out) Multiple identical items would be one element of the list, but with a quantity.

    So the Botania example above would have: 1 seeds (2s), 4 white petals (1s)

    If something else was added to this example in an additional crafting step, the list would become: 1 seeds (3s), 4 white petals (2s), 1 new thing (1s)

    #) Items are added to the end of the list in the order they were added, left-to-right, top-to-bottom in the crafting grid, with each additional capsule crafting appending its items to the end of the list (and incrementing the delays of all the rest by that capsule's time period).

    #) Instead of counting down all the times in the list, the capsule gets a timestamp for when it was activated and items are popped out when the difference between the current timestamp and the capsule's time stamp is greater than or equal to the item's drop time. This means the next item to pop is always at the top of the list, which means only one item delay needs to be checked at a time. But if it does get selected to pop, more items need to be scanned down the list until one fails to be ready. If picked up before it is done, it needs to save how long it has been ticking so that if it is dropped again, it picks up where it left off. (This is faster than updating the times for all the items. That should only be done when crafting the capsules.)

    #) As items are popped out, they are removed from the list, so that if the capsule is picked up, only the remaining items are left inside it. (So a deque is better than an indexed array/vector here, if you know what I mean.)


    Limits:

    #) If the shortest time period capsule available is 1 second, then the most items that can be dropped in 1 second is 8. The most in 2 seconds is 64 (eight capsules with eight items each crafted two layers deep). With three layers, the possible number of items gets ridiculous. For this reason, a hard limit of 64 items per capsule should be set. Though this can be lowered in the config, with a default of just 16, as a reasonable number.

    #) Because they don't despawn normally, there should also be an upper limit to the max time an item inside a capsule can have. If a machine spits out a 24-hour capsule every few seconds, that would be a big mess (though none of them would pop once there were too many items in the area). But a single 24-hour capsule has its use cases. An ideal solution (though one that comes with a significant performance cost) is to not only count the number of nearby items, but to also total the max times of all nearby capsules (the time of the first item in each capsule's list), and use both measurements to set the pop-restriction limit. That way there could be more short-delay capsules, but fewer long-duration capsules before they stop popping and start despawning normally. It will be important to try to break the game when testing to determine how such limits should be set.


    Me:

    While I am a professional programmer (and have even worked on major game titles in the past), I long ago made it a personal rule to keep Minecraft a play-only thing, no mod making. But I offer my coding skills to help whoever wants to take up, implement, and maintain this mod.

    Posted in: Requests / Ideas For Mods
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    posted a message on Cosmetic Smelteries

    Tinker's Construct is a good enough mod to be in most mod packs. It's a staple few can live without. But aren't you tired to staring at that same stack of seared bricks day-in and day-out? I am.


    Someone needs to make a mod that adds some variety to the smeltery blocks, beyond the simple carvings available to us. Let's break away from dark gray.

    Posted in: Requests / Ideas For Mods
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    posted a message on Batch Hopper

    Proposal: Batch Hopper


    Like a regular hopper, the Batch Hopper is controlled by redstone, however the functionality is reversed: applying a redstone signal allows the hopper to move items into its target, no signal prevents it from doing so.


    The Batch Hopper has two rows of slots instead of one. The bottom row behaves similar to a regular hopper—items entering the hopper arrive there and are later sent out. The top row is used to set a pattern. These top slots can actually hold stacks of items or only be "ghost" slots as seen in many other mods. The exact type and quantity of the items in the top row tell the hopper what it is waiting for before it will output items—even if given a redstone signal. Once the bottom row has at least the items listed in the top row, and the Batch Hopper is receiving a redstone signal, then it will output the exact number and types of items in its pattern and stop. This may mean excess items in the lower row remain behind. Even if it has enough materials to match the pattern more than once, it needs to have the redstone signal turned off to reset the hopper before it will output another batch.


    Extra Credit One: Each item in the top row instantly locks the slot immediately below it to only accept that item type, acting as an input filter as well.

    Extra Credit Two: Have the appearance of the hopper change (a colored stripe?) depending on whether it's A) waiting for items, B) has the needed items but is waiting for a redstone signal, C) is outputting items, D) is done outputting items and is waiting for the redstone signal to end.

    Extra Credit Three: More than a regular hopper's five slots. Perhaps several tiers of Batch Hoppers with additional slots each.


    This hopper would be invaluable for interfacing with other mods' crafting mechanics where several items (some may be duplicates) need to be provided in an all-or-nothing fashion. (Think Botania, Actually Additions, Draconic Evolution, etc.) Sticking a clock next tot he Batch Hopper would have it continue to output batches of items as soon as it has a complete set. Using more complicated redstone, batches could be limited to only when the crafting system is ready for them.

    Posted in: Requests / Ideas For Mods
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    posted a message on Looking for Underground Strata Formation Terrain Gen

    I'm looking for a mod that can replace the ubiquitous below-ground stone with many undulating strata of different rock types. Mods like Rockhounding add dozens of different stone variants but only distribute them in clusters and patches. In reality, the subterranean world is made up layers upon layers.


    You can picture the result by removing all stone below ground and turning the world over. Then start dropping soft pancakes of different stone types into the dirt-lined hollow. Differing sizes and random placements make the layers fold and flop over each other, filling in all available space. Once everything is full, level it off, apply the bedrock, and turn the whole thing back over. Ta-da! (This should not be the actual algorithm used...)


    I have an immediate need for such a mod, but further development could force all ores to generate in long veins that run along these strata or the boundaries between them.

    Posted in: Requests / Ideas For Mods
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    posted a message on Chisels & Bits + Flat Colored Blocks

    This suggestion could also be a separate add-on to C&B.


    Concept: Pocket Bit Shredder


    Use Case: Shift-right-click the Shredder in the air to put up to a stack of a single block type inside it. It has a second slot that can only hold one of that block type. As you need bits, the Shredder systematically removes them from that single "working" block. When it is used up, it moves a new block from the stack into the working slot. Likewise, when you break down blocks into bits of that type, the Shredder re-attaches them (layer by layer, row by row) to the working block until its full, then (when more bits of that type are collected) it shifts the block back into the stack and starts a new block in the working slot. Multiple Shredders could be held, each with a single block type inside. The first available empty Shredder will adopt the next bit picked up that has nowhere to go and lock itself to that type until empty. The Shredder can be used like a bit for placement and removal.


    Appearance: A mixture of the block icon and some sort of overlay like a box with teeth. When empty, just the box with teeth. The GUI would have just the two slots and whatever surrounding decoration is desired—perhaps themed as an industrial shredder.


    Admittedly, the "shredder" analogy doesn't really fit the bit-collecting function, but I couldn't think of any real-world device that both shreds and automatically reassembles parts like that. :)

    Posted in: Minecraft Mods
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    posted a message on Chisels & Bits + Flat Colored Blocks

    I've been happily using FCB (on its own and in conjunction with C&B) for the last few days since it was added to our pack, but now that I'm ramping up to a very large project, I found an issue I hadn't noticed before.


    When crafting a color that requires two dyes, it also takes two cobblestone, but only gives one output FCB. I'm guessing that this is a bug and the two cobblestone is to make up for using two dyes and should be outputting two FCBs.


    I'd also like to make a suggestion: allow the creation tool to be placed in a crafting table with dye(s), the cobble/glass/glowstone, and a previously-crafted target FCB. The output would be one more FCB that normal (due to the input FCB) and the tool wouldn't be consumed, of course. This would allow for auto-crafting of the FCBs in a simple and mod-compatible way.


    I couldn't tell you how much I'd like being able to auto-craft these—it took six manually-crafted inventories full just to do the ceiling of this build. :)


    I'm not where I can check, but I'm curious if the dye cost is configurable? I'm using insane amounts of dyes! (Luckily, I'm non-sane, so making insane amounts of things comes naturally.). ;)

    Posted in: Minecraft Mods
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    posted a message on The Agricultural Revolution (ver 0.9.1) Reinventing Cooking and Farming, Power of Crystals Update

    We've got a playability problem with Agricultural Revolution on our server.


    The mod was added recently, very late into the server's run. A massive amount of world has been explored and generated. But AR has so many things that can only be found in the three generated structures and which can't be crafted. This appears as a huge problem for us, since for everyone on the server to progress in the mod, they all have to start exploring like mad out beyond the bounds of the world.


    I can see this exploration-based progression limiter working in most cases—where the mod has been there from day one and abandoned farmhouses are everywhere—but it doesn't work all the time. It would be beneficial to those servers that would be harmed (low TPS while generating land, excessive world save sizes, etc) by the additional exploration of its members to have crafting recipe options (config-enabled perhaps) for all the items. And for items where a recipe doesn't make sense, some alternate method of acquisition... like getting the mod's seeds from breaking tall grass.


    The mod seems like a fun and engaging one, but the whole server-full of players here is shackled by server performance before they can even get started.

    Posted in: WIP Mods
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    posted a message on Chisels & Bits + Flat Colored Blocks

    Optimization question: If I make a full-cube striped wallpaper block from two different materials, does the material mix have a polygon cost in the form of separate geometry for each stripe? Or does the mod combine the textures and apply that to a simple cube?

    Posted in: Minecraft Mods
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    posted a message on [1.12.2][1.7.10] Galaxy Space [Addon for Galacticraft]

    Suggestion: Upgrade space station core block to make it mobile. Add more blocks for engines and control. Space stations become space ships and can orbit any planet/moon after traveling there. (Just change the sky and what it links to when you fall.)

    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]

    Feature suggestion:


    As Waypoints can be named, I suggest adding the same feature to Adapters. As it stands, Adapters get a new UUID whenever broken and replaced. When making a general-use program that needs more than one adapter attached to the same block type, like a comparitor, there's no way from the code to tell which is which without requiring the user to enter at least some of the non-user friendly UUID. If the user could instead name the Adapters when placing them, like the Waypoints, a program could automatically find and correctly assign them. This would replace the user having to use WAILA or a special tool to identify each Adapter.


    This doesn't add any new functionality, per se, but it would make shared code a good bit easier for non-programmers to use.


    This would also allow for a form of remote data entry if an Adapter's tag is changed on the fly. Code could note the change and, for example, change how it interacts with the external component—in situ calibration, of a sort.

    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]
    Quote from Nonsanity»

    Is there a known bug when it comes to Java 1.8—possibly only on Macs—where the screen's text is in a scrambled font? This is what I'm seeing in the FTB Horizons 2 Daybreaker pack, version 1.0.2...



    Restarting the client results in a different-looking set of randomized texture characters. This started happening when the FTB Launcher forced an update to Java 1.8 for the pack, even though I didn't upgrade the pack itself on the client or server. That suggests it's Java 1.8 specific—possibly only on a Mac (10.10.4), possibly only with the NVIDIA GeForce GT 750M 2048 MB drivers.


    If anyone else gets the problem, here's a fix: Once the game is open and running, hit F3 and t at the same time. This is one of the many debug keys in vanilla Minecraft, but this one reloads all the textures. The game will pause for a bit, unresponsive—longer if you have a lot of mods installed—but when it comes back all the "scrambled" textures and the computer font will be fixed.


    (The other command I use frequently is F3+a which reloads the world around you—handy when network issues leave a hole in the world when connected to a server.)

    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]

    Is there a known bug when it comes to Java 1.8—possibly only on Macs—where the screen's text is in a scrambled font? This is what I'm seeing in the FTB Horizons 2 Daybreaker pack, version 1.0.2...



    Restarting the client results in a different-looking set of randomized texture characters. This started happening when the FTB Launcher forced an update to Java 1.8 for the pack, even though I didn't upgrade the pack itself on the client or server. That suggests it's Java 1.8 specific—possibly only on a Mac (10.10.4), possibly only with the NVIDIA GeForce GT 750M 2048 MB drivers.

    Posted in: Minecraft Mods
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    posted a message on DT mods - EssentialCraft 3,Thaumic Bases, Essential Thaumaturgy, Buffed Tools, TerraArts, DifficultLife

    I can't find any information on how to use the Magical Activator and the GUI doesn't explain much with the stick and dye (?) ghost icons in the slots. How does it work? What do the different upgrades (?) do? Can it shoot a bow? Use a wrench on a machine?


    Also, there's a bug that needs fixing with it that I've written up on GitHub. Finding the bug didn't require getting the thing to work—I found it by flailing about.

    Posted in: Minecraft Mods
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