Discussion on converting the Technic mod to mineclone2+ #23

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opened 2023-02-27 03:33:47 +01:00 by SmokeyDope · 11 comments
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I would really love to have the technic mod ported to mineclone2+. This thread discusses some of my thoughts on the matter.

Why?

Automation and machines are a big factor of enjoyment for myself as well as many other people. While vanilla mineclone has some automation in the way of redstone components and mob farms, its still quite limited with what can be fully automated. More complex redstone contraptions require a lot of space and mob farms can only drop certain items. There are many resources that are currently impossible to automate within vanilla mineclone such as cobble or wood. Finally, technic is just plain cool!

Technic Plus Benefits over Technic

It would probably be preferable to port technic_plus instead of the base technic mod as it focuses more on stability and makes several performance improvements such as:

  • Chainsaw and HV Quarry re-implementation
  • Switching station lag/polyfuse and globalstep execution
  • No forceload hacks
  • Additional HV machines
  • LV, MV, and HV digiline cables
  • Large parts of power network handling rewritten
  • Cheat mitigation through network overload mechanism
  • HV Grinder, Furnace, and Compressor
  • LV Lamp
  • Advanced chests
  • Less ABM triggers registered

That last one is most important since mineclone2 is already somewhat resource intensive, the less ABM calls the better it will perform.

Starting the port

We must start simply, getting the basic generators and lv machines working would be considered a major success. More advanced things like the quarry might prove difficult to impliment. Its better to chip away at the small managable things first.

Other mods for possible inspiration

We don't have to make a 1 to 1 port of technic/technic plus. Porting over technic is the easiest path to follow, but if anyone is willing to deviate from that, we can make a new mod that credits parts of technics code. Technic is largely inspired by the very popular (and very old) minecraft mods industrial craft and buildcraft, but there are other machine/automation mods that we can also take inspiration from.

For example thermal expansion, extreme reactors, and create. If we don't like parts of technic (I never liked the lv/mv/hv system or nuke reactors in industrial craft)

Industrial Craft: https://www.curseforge.com/minecraft/mc-mods/industrial-craft
BuildCraft: https://www.curseforge.com/minecraft/mc-mods/buildcraft
Thermal Expansion: https://www.curseforge.com/minecraft/mc-mods/thermal-expansion
Extreme Reactors: https://www.curseforge.com/minecraft/mc-mods/extreme-reactors
Create: https://www.curseforge.com/minecraft/mc-mods/create

I personally LOVE LOVE LOVE Create, but it looks like a technical nightmare and a half to program all the moving gears and machines.

All this is to say we have options on something other than a direct port if anyone is willing to go that extra mile with their own creative liberties.

Help

I would be happy to help out in any way I can. A lot of the more technical stuff is WAY above my programming skill level, this port isn't something I can currently acomplish on my own, some collaboration will be needed to ever see this idea become reality. But if a more experienced dev shows interest and wants to help on the more technical aspects, I can chew away at the little nitpicky stuff like changing the crafting recipes over to mineclone2's items and editing groups types.

I would really love to have the technic mod ported to mineclone2+. This thread discusses some of my thoughts on the matter. ### Why? Automation and machines are a big factor of enjoyment for myself as well as many other people. While vanilla mineclone has some automation in the way of redstone components and mob farms, its still quite limited with what can be fully automated. More complex redstone contraptions require a lot of space and mob farms can only drop certain items. There are many resources that are currently impossible to automate within vanilla mineclone such as cobble or wood. Finally, technic is just plain cool! ### Technic Plus Benefits over Technic It would probably be preferable to port technic_plus instead of the base technic mod as it focuses more on stability and makes several performance improvements such as: * Chainsaw and HV Quarry re-implementation * Switching station lag/polyfuse and globalstep execution * No forceload hacks * Additional HV machines * LV, MV, and HV digiline cables * Large parts of power network handling rewritten * Cheat mitigation through network overload mechanism * HV Grinder, Furnace, and Compressor * LV Lamp * Advanced chests * Less ABM triggers registered That last one is most important since mineclone2 is already somewhat resource intensive, the less ABM calls the better it will perform. ### Starting the port We must start simply, getting the basic generators and lv machines working would be considered a major success. More advanced things like the quarry might prove difficult to impliment. Its better to chip away at the small managable things first. ### Other mods for possible inspiration We don't have to make a 1 to 1 port of technic/technic plus. Porting over technic is the easiest path to follow, but if anyone is willing to deviate from that, we can make a new mod that credits parts of technics code. Technic is largely inspired by the very popular (and very old) minecraft mods industrial craft and buildcraft, but there are other machine/automation mods that we can also take inspiration from. For example thermal expansion, extreme reactors, and create. If we don't like parts of technic (I never liked the lv/mv/hv system or nuke reactors in industrial craft) Industrial Craft: https://www.curseforge.com/minecraft/mc-mods/industrial-craft BuildCraft: https://www.curseforge.com/minecraft/mc-mods/buildcraft Thermal Expansion: https://www.curseforge.com/minecraft/mc-mods/thermal-expansion Extreme Reactors: https://www.curseforge.com/minecraft/mc-mods/extreme-reactors Create: https://www.curseforge.com/minecraft/mc-mods/create I personally LOVE LOVE LOVE Create, but it looks like a technical nightmare and a half to program all the moving gears and machines. All this is to say we have options on something other than a direct port if anyone is willing to go that extra mile with their own creative liberties. ### Help I would be happy to help out in any way I can. A lot of the more technical stuff is WAY above my programming skill level, this port isn't something I can currently acomplish on my own, some collaboration will be needed to ever see this idea become reality. But if a more experienced dev shows interest and wants to help on the more technical aspects, I can chew away at the little nitpicky stuff like changing the crafting recipes over to mineclone2's items and editing groups types.

I think wsor was looking at the minetest technic mod and getting it to work with mcl2. Would this cover needs?

I personally still don't understand enough about this though.

I am reluctant to just throw anything in mcl2 plus. It has to add to the base game and be somewhat cohesive rather than mod soup. Each addition needs to add something imho.

I think wsor was looking at the minetest technic mod and getting it to work with mcl2. Would this cover needs? I personally still don't understand enough about this though. I am reluctant to just throw anything in mcl2 plus. It has to add to the base game and be somewhat cohesive rather than mod soup. Each addition needs to add something imho.
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I think wsor was looking at the minetest technic mod and getting it to work with mcl2. Would this cover needs?

I didn't want to call out wsor specifically in this post, I figured if they were still interested they would reply at some point.

I am reluctant to just throw anything in mcl2 plus. It has to add to the base game and be somewhat cohesive rather than mod soup. Each addition needs to add something imho.

This is a personal taste difference. To me, a good modpack requires at the very least a techology mod for advanced automation, a magical mod for progression diversity, and an inventory storage mod to unify storage inventory because managing and opening a billion chest eventually becomes a pain in the ass. AFAIK no magic mod exist for minetest (yet), nor an inventory storage mod (no storage drawers don't count, im talking AE2 or Toms simple storage type mods). Technic checks all the right boxes for a techology mod.

As said before, I am a person who likes fully automating resources through advanced machines. I like spending hours making expensive machines and designing systems that make things for me. This is my personal taste as someone who has been played modded minecraft for over a decade, and a tech mod is something I sorely miss.

If the goal is to "Enhance the gameplay experience of Mineclone 2." then technic would do this, for me.

It sounds like you are of the "vanilla-plus" mindset, where you want mods that add decorative blocks and maybe MAYBE some QOL things but don't want to radically change the progression of the base vanilla game. If thats what goal you want mcl2+ to have, then perhaps change the description of the pack to advertise it as such.

>I think wsor was looking at the minetest technic mod and getting it to work with mcl2. Would this cover needs? I didn't want to call out wsor specifically in this post, I figured if they were still interested they would reply at some point. >I am reluctant to just throw anything in mcl2 plus. It has to add to the base game and be somewhat cohesive rather than mod soup. Each addition needs to add something imho. This is a personal taste difference. To me, a good modpack requires at the very least a techology mod for advanced automation, a magical mod for progression diversity, and an inventory storage mod to unify storage inventory because managing and opening a billion chest eventually becomes a pain in the ass. AFAIK no magic mod exist for minetest (yet), nor an inventory storage mod (no storage drawers don't count, im talking AE2 or Toms simple storage type mods). Technic checks all the right boxes for a techology mod. As said before, I am a person who likes fully automating resources through advanced machines. I like spending hours making expensive machines and designing systems that make things for me. This is my personal taste as someone who has been played modded minecraft for over a decade, and a tech mod is something I sorely miss. If the goal is to "Enhance the gameplay experience of Mineclone 2." then technic would do this, for me. It sounds like you are of the "vanilla-plus" mindset, where you want mods that add decorative blocks and maybe MAYBE some QOL things but don't want to radically change the progression of the base vanilla game. If thats what goal you want mcl2+ to have, then perhaps change the description of the pack to advertise it as such.
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Alternatively, maybe we can create a new repo specifically for general mod conversion development to mcl2 that doesn't have the 'vanilla-plus' restriction.

For reference, here is the FTB team's take on the "vanilla-plus" format, what kind of mods they considered acceptable may help guide this pack.

https://ftb.fandom.com/wiki/Vanilla_Plus

Alternatively, maybe we can create a new repo specifically for general mod conversion development to mcl2 that doesn't have the 'vanilla-plus' restriction. For reference, here is the FTB team's take on the "vanilla-plus" format, what kind of mods they considered acceptable may help guide this pack. https://ftb.fandom.com/wiki/Vanilla_Plus

I think wsor was looking at the minetest technic mod and getting it to work with mcl2. Would this cover needs?

I didn't want to call out wsor specifically in this post, I figured if they were still interested they would reply at some point.

I am reluctant to just throw anything in mcl2 plus. It has to add to the base game and be somewhat cohesive rather than mod soup. Each addition needs to add something imho.

This is a personal taste difference. To me, a good modpack requires at the very least a techology mod for advanced automation, a magical mod for progression diversity, and an inventory storage mod to unify storage inventory because managing and opening a billion chest eventually becomes a pain in the ass. AFAIK no magic mod exist for minetest (yet), nor an inventory storage mod (no storage drawers don't count, im talking AE2 or Toms simple storage type mods). Technic checks all the right boxes for a techology mod.

This is a modpack technically, but not in spirit. Technically the game is a collection of modpacks, but that doesn't define what does or doesn't go in.

I have never played mc java. Many players haven't too. Many haven't touched mods, so what may be accepted meta in MC may not be here.

As said before, I am a person who likes fully automating resources through advanced machines. I like spending hours making expensive machines and designing systems that make things for me. This is my personal taste as someone who has been played modded minecraft for over a decade, and a tech mod is something I sorely miss.

That sounds like a noble cause and I think our redstone maybe a limitation for much of this. We need to get that good to help in this persuit.

If the goal is to "Enhance the gameplay experience of Mineclone 2." then technic would do this, for me.

It sounds like you are of the "vanilla-plus" mindset, where you want mods that add decorative blocks and maybe MAYBE some QOL things but don't want to radically change the progression of the base vanilla game. If thats what goal you want mcl2+ to have, then perhaps change the description of the pack to advertise it as such.

This was always the intention so I am not sure why it isn't there. The challenge with MCL2 is that people want to keep it pure, while some want to progress the game and add enhancements in. This gave that opportunity.

I'm a vanilla player so don't ilke a customised experience unless it makes sense.

Mod compatibility is important for those that want it, but for me this was something that every vanilla player would want. The unique mcl2 experience.

I cannot really do anything now though as I'm hours from aa PC! :)

> >I think wsor was looking at the minetest technic mod and getting it to work with mcl2. Would this cover needs? > > I didn't want to call out wsor specifically in this post, I figured if they were still interested they would reply at some point. > > >I am reluctant to just throw anything in mcl2 plus. It has to add to the base game and be somewhat cohesive rather than mod soup. Each addition needs to add something imho. > > This is a personal taste difference. To me, a good modpack requires at the very least a techology mod for advanced automation, a magical mod for progression diversity, and an inventory storage mod to unify storage inventory because managing and opening a billion chest eventually becomes a pain in the ass. AFAIK no magic mod exist for minetest (yet), nor an inventory storage mod (no storage drawers don't count, im talking AE2 or Toms simple storage type mods). Technic checks all the right boxes for a techology mod. This is a modpack technically, but not in spirit. Technically the game is a collection of modpacks, but that doesn't define what does or doesn't go in. I have never played mc java. Many players haven't too. Many haven't touched mods, so what may be accepted meta in MC may not be here. > As said before, I am a person who likes fully automating resources through advanced machines. I like spending hours making expensive machines and designing systems that make things for me. This is my personal taste as someone who has been played modded minecraft for over a decade, and a tech mod is something I sorely miss. That sounds like a noble cause and I think our redstone maybe a limitation for much of this. We need to get that good to help in this persuit. > If the goal is to "Enhance the gameplay experience of Mineclone 2." then technic would do this, for me. > > It sounds like you are of the "vanilla-plus" mindset, where you want mods that add decorative blocks and maybe MAYBE some QOL things but don't want to radically change the progression of the base vanilla game. If thats what goal you want mcl2+ to have, then perhaps change the description of the pack to advertise it as such. This was always the intention so I am not sure why it isn't there. The challenge with MCL2 is that people want to keep it pure, while some want to progress the game and add enhancements in. This gave that opportunity. I'm a vanilla player so don't ilke a customised experience unless it makes sense. Mod compatibility is important for those that want it, but for me this was something that every vanilla player would want. The unique mcl2 experience. I cannot really do anything now though as I'm hours from aa PC! :)

. . . I am not sure why it needs to be in the modpack. I would like to see it game agnostic too, but not so sure about being in the mineclone2 modpack. There are multiple different technic style mods, so the individual player should be able to decide. I have seen in the explore page of Mesehub that someone is coding something called Owl Tech, and that is technic stuff I think, never tried it out though.

. . . I am not sure why it needs to be in the modpack. I would like to see it game agnostic too, but not so sure about being in the mineclone2 modpack. There are multiple different technic style mods, so the individual player should be able to decide. I have seen in the explore page of Mesehub that someone is coding something called Owl Tech, and that is technic stuff I think, never tried it out though.
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This was always the intention so I am not sure why it isn't there. The challenge with MCL2 is that people want to keep it pure, while some want to progress the game and add enhancements in. This gave that opportunity.

I didn't call it "vanilla-plus" because I didn't think that it needed to be defined as such. MCLP was meant to be "These are the mods that we, the devs, created for Mineclone 2... that are not available elsewhere." And, are tested & officially approved by the Dev team. I included PrairieWind's mod(s) because it made sense to do so. He is one of the devs.

Mod compatibility is important for those that want it, but for me this was something that every vanilla player would want. The unique mcl2 experience.

Mod Compatibility is important, but should be in a different area. And the point that Prairie made:

. . . I am not sure why it needs to be in the modpack. I would like to see it game agnostic too, but not so sure about being in the mineclone2 modpack. There are multiple different technic style mods, so the individual player should be able to decide. I have seen in the explore page of Mesehub that someone is coding something called Owl Tech, and that is technic stuff I think, never tried it out though.

Again, is important.

I think (for what it is worth) that MCLP should (in this thought instance) have original mods for it... and, probably some extra redstone components that make sense to add. Like, something that genuinely ignores redstone signals (ie, an insulator) so that you can layer circuits... just as an example. That, and probably something that allows redstone to be placed vertically, as going up and down with redstone (even in MC) is a huge pain and consumes a ton of space. (You have to make a staircase to take redstone upwards.)

Smokey, I am not discounting your original comment and the feelings expressed therein. But, I would point out that if the respective mods are made game agnostic, or even simply to work with MCL2, then they do not need to be in the modpack. Whatever is in the modpack, we will have to support. And I intentionally use "we" here as it plays into what I want to do, also.

I'm not sure that I would want to support other people's mods... and want to have to keep up with their updates, and that's what would happen if those mods were included. But, then again, I really wasn't fond of jumping to make other mods in the ContentDB compatible and fixing their errors; I thought it was beyond the scope, especially when it caused Liberty to start reporting every. single. issue. with. every. mod. he. wanted. to. use. It quickly gets out of hand, and becomes a nightmare. And, from a logistics viewpoint, you have a limited amount of resources to spend, and if it's all spent on supporting someone else's mods, what do you have left for your game?

>This was always the intention so I am not sure why it isn't there. The challenge with MCL2 is that people want to keep it pure, while some want to progress the game and add enhancements in. This gave that opportunity. I didn't call it "vanilla-plus" because I didn't think that it needed to be defined as such. MCLP was meant to be "These are the mods that we, the devs, created for Mineclone 2... that are not available elsewhere." And, are tested & officially approved by the Dev team. I included PrairieWind's mod(s) because it made sense to do so. *He is* one of the devs. >Mod compatibility is important for those that want it, but for me this was something that every vanilla player would want. The unique mcl2 experience. Mod Compatibility is important, but should be in a different area. And the point that Prairie made: > . . . I am not sure why it needs to be in the modpack. I would like to see it game agnostic too, but not so sure about being in the mineclone2 modpack. There are multiple different technic style mods, so the individual player should be able to decide. I have seen in the explore page of Mesehub that someone is coding something called Owl Tech, and that is technic stuff I think, never tried it out though. Again, is important. I think (for what it is worth) that MCLP should (in this thought instance) have original mods for it... and, probably some extra redstone components that make sense to add. Like, something that genuinely ignores redstone signals (ie, an insulator) so that you can layer circuits... just as an example. That, and probably something that allows redstone to be placed vertically, as going up and down with redstone (even in MC) is a huge pain and consumes a ton of space. (You have to make a staircase to take redstone upwards.) Smokey, I am not discounting your original comment and the feelings expressed therein. But, I would point out that if the respective mods are made game agnostic, or even simply to work with MCL2, then they do not need to be in the modpack. Whatever is in the modpack, we will have to support. And I intentionally use "we" here as it plays into what I want to do, also. I'm not sure that I would want to support other people's mods... and want to have to keep up with their updates, and that's what would happen if those mods were included. But, then again, I really wasn't fond of jumping to make other mods in the ContentDB compatible and fixing their errors; I thought it was beyond the scope, especially when it caused Liberty to start reporting every. single. issue. with. every. mod. he. wanted. to. use. It quickly gets out of hand, and becomes a nightmare. And, from a logistics viewpoint, you have a limited amount of resources to spend, and if it's all spent on supporting *someone else's* mods, what do you have left for your game?
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Okay. I understand your points, they make sense. This issue can probably be closed. Though I am curious about the wording of this:

These are the mods that we, the devs, created for Mineclone 2... that are not available elsewhere." And, are tested & officially approved by the Dev team. I included PrairieWind's mod(s) because it made sense to do so. He is one of the devs.

By this logic, the copper stuff should not be included in the modpack since

A: I am not counted as a part of the mineclone2 dev team.
B: Its available on contentdb

Does this mean I should not try to include any more mods I make myself into the pack, and just publish them on contentdb?

If I make a mod for mcl2+ should it not be uploaded to contentDB?

Assuming my contributions are still welcome, perhaps at some point I can make my own very basic tech mod for mcl2+ then. Just a few blocks that synergize well with redstone contraptions like a block breaker that runs on coal or something.

Okay. I understand your points, they make sense. This issue can probably be closed. Though I am curious about the wording of this: >These are the mods that we, the devs, created for Mineclone 2... that are not available elsewhere." And, are tested & officially approved by the Dev team. I included PrairieWind's mod(s) because it made sense to do so. He is one of the devs. By this logic, the copper stuff should not be included in the modpack since A: I am not counted as a part of the mineclone2 dev team. B: Its available on contentdb Does this mean I should not try to include any more mods I make myself into the pack, and just publish them on contentdb? If I make a mod for mcl2+ should it not be uploaded to contentDB? Assuming my contributions are still welcome, perhaps at some point I can make my own very basic tech mod for mcl2+ then. Just a few blocks that synergize well with redstone contraptions like a block breaker that runs on coal or something.
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Smokey, never said (and I am very sorry that I gave the impression of this) that your contributions are not welcome. I personally see you as a great asset to the project, especially to the mineclone+ project.

I recognized as I was saying it, that it's hard to explain... as logically, it doesn't make sense. What you do with your code is on you to decide. But, the intent wasn't to include a soup of other people's mods into it, as the pack has to be supported. And, you will invariably get "why isn't this in the modpack, when it's in this mod here, on the CDB?" or, if there is an error, you have to fix it, without really knowing the code that you are working with, as it's someone else's code.

The goal is to have coolness without major headaches. And, in practice, it's a major headache to have to support someone else's project... especially, if they are not available to implement the changes. It's a different story when it's someone like you or Prairie -- you're available and are capable of fixing it, should the need arise. And, you know the game's codebase and how the two interrelate. Using the laser gun mod as an example -- the person that made the mod has been afk for a significant amount of time... and the codebase is languishing. (Or, was at the time that Prairie made a fix for it, to help out Liberty.) And, you really cannot have that if it is something that you are actively supporting.

Smokey, never said (and I am very sorry that I gave the impression of this) that your contributions are not welcome. I personally see you as a great asset to the project, especially to the mineclone+ project. I recognized as I was saying it, that it's hard to explain... as logically, it doesn't make sense. What you do with your code is on you to decide. But, the intent wasn't to include a soup of other people's mods into it, as the pack has to be supported. And, you will invariably get "why isn't this in the modpack, when it's in this mod here, on the CDB?" or, if there is an error, you have to fix it, without really knowing the code that you are working with, as it's someone else's code. The goal is to have coolness without major headaches. And, in practice, it's a major headache to have to support someone else's project... especially, if they are not available to implement the changes. It's a different story when it's someone like you or Prairie -- you're available and are capable of fixing it, should the need arise. And, you know the game's codebase and how the two interrelate. Using the laser gun mod as an example -- the person that made the mod has been afk for a significant amount of time... and the codebase is languishing. (Or, was at the time that Prairie made a fix for it, to help out Liberty.) And, you really cannot have that if it is something that you are actively supporting.

Okay. I understand your points, they make sense. This issue can probably be closed. Though I am curious about the wording of this:

These are the mods that we, the devs, created for Mineclone 2... that are not available elsewhere." And, are tested & officially approved by the Dev team. I included PrairieWind's mod(s) because it made sense to do so. He is one of the devs.

By this logic, the copper stuff should not be included in the modpack since

A: I am not counted as a part of the mineclone2 dev team.
B: Its available on contentdb

Does this mean I should not try to include any more mods I make myself into the pack, and just publish them on contentdb?

If I make a mod for mcl2+ should it not be uploaded to contentDB?

Assuming my contributions are still welcome, perhaps at some point I can make my own very basic tech mod for mcl2+ then. Just a few blocks that synergize well with redstone contraptions like a block breaker that runs on coal or something.

Your contributions are very welcome and I am glad you are around. You have a big say in everything. I would count the mineclone2 dev team as developers and contributors of which you are a part of.

I think it would be good to discuss which blocks you think are key. I don't understand much about this, so it would be cool to understand what is needed and the impact of it and how it would affect the game.

> Okay. I understand your points, they make sense. This issue can probably be closed. Though I am curious about the wording of this: > > >These are the mods that we, the devs, created for Mineclone 2... that are not available elsewhere." And, are tested & officially approved by the Dev team. I included PrairieWind's mod(s) because it made sense to do so. He is one of the devs. > > By this logic, the copper stuff should not be included in the modpack since > > A: I am not counted as a part of the mineclone2 dev team. > B: Its available on contentdb > > Does this mean I should not try to include any more mods I make myself into the pack, and just publish them on contentdb? > > If I make a mod for mcl2+ should it not be uploaded to contentDB? > > Assuming my contributions are still welcome, perhaps at some point I can make my own very basic tech mod for mcl2+ then. Just a few blocks that synergize well with redstone contraptions like a block breaker that runs on coal or something. Your contributions are very welcome and I am glad you are around. You have a big say in everything. I would count the mineclone2 dev team as developers and contributors of which you are a part of. I think it would be good to discuss which blocks you think are key. I don't understand much about this, so it would be cool to understand what is needed and the impact of it and how it would affect the game.
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Thanks for the clarification Michieal, im happy to help and keep contributing in any way I can. Just was a little confused. Definitely makes a lot of sense, should stick to mods we make and can actively support and intrinsically understand the codebase of instead of trying to convert pre-existing mods from authors we dont know/cant rely on for support.

Welcome back by the way! Very happy to see you again.

I think it would be good to discuss which blocks you think are key. I don't understand much about this, so it would be cool to understand what is needed and the impact of it and how it would affect the game.

My biggest want is that block breaker that I mentioned. Most solid blocks like stone and wood cannot be broken by redstone contraptions, only moved. In the discord one of our redstone contraption makers shared a 'tree farm' that moves logs out of the way, but those logs cannot be harvested and put into chest automatically, a player is still needed to manually mine them. Same with cobblestone generators, you can get a piston to move the cobble, but nothing in the game can automatically dig it. A block breaker would open up full automation of most solid blocks instead of only semi-automation.

Other redstone additions I can think of off the top of my head is a wireless relay that lets a signal be sent long distance without needing to run huge lines of redstone and repeaters, this would have 'frequencies' defined by two items put into it to define the channel, if that makes sense

Thanks for the clarification Michieal, im happy to help and keep contributing in any way I can. Just was a little confused. Definitely makes a lot of sense, should stick to mods we make and can actively support and intrinsically understand the codebase of instead of trying to convert pre-existing mods from authors we dont know/cant rely on for support. Welcome back by the way! Very happy to see you again. >I think it would be good to discuss which blocks you think are key. I don't understand much about this, so it would be cool to understand what is needed and the impact of it and how it would affect the game. My biggest want is that block breaker that I mentioned. Most solid blocks like stone and wood cannot be broken by redstone contraptions, only moved. In the discord one of our redstone contraption makers shared a 'tree farm' that moves logs out of the way, but those logs cannot be harvested and put into chest automatically, a player is still needed to manually mine them. Same with cobblestone generators, you can get a piston to move the cobble, but nothing in the game can automatically dig it. A block breaker would open up full automation of most solid blocks instead of only semi-automation. Other redstone additions I can think of off the top of my head is a wireless relay that lets a signal be sent long distance without needing to run huge lines of redstone and repeaters, this would have 'frequencies' defined by two items put into it to define the channel, if that makes sense
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I am glad that I could put it into words to help convey the concepts. I fully admit, it wasn't the easiest for my brain to describe. I do think that (once redstone is less of a mess, or if you want to use another resource) a redstone upgrade pack would be a really cool thing to have in the mcl+ modpack.

I am glad that I could put it into words to help convey the concepts. I fully admit, it wasn't the easiest for my brain to describe. I do think that (once redstone is less of a mess, or if you want to use another resource) a redstone upgrade pack would be a really cool thing to have in the mcl+ modpack.
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Reference: VoxeLibre/MineClone2-Plus#23
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