Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Some Suggestions and thoughts #9

Open
HarbingerOfCrazy opened this issue Feb 21, 2024 · 5 comments
Open

Some Suggestions and thoughts #9

HarbingerOfCrazy opened this issue Feb 21, 2024 · 5 comments

Comments

@HarbingerOfCrazy
Copy link

Fist i want to thank you for making this mod as the machines it adds are a nice platform for modpack customization (that is what i downloaded it for, when it was just the belt grinder and coiler). Please note that these are all suggestion that i am delivering because i believe that they would improve peoples experience with this mod, or at the very least my experience, since that is the only perspective i can offer. Feel free to ignore me, as this is after all your mod and not mine, and while have some ideas as to how to implement my ideas, i am afraid the necessary git setup might as well be black magic to me.

New:
The config button is superfluous, as the config is already accessible through Creates "Access Configs of other Mods".
If all create add-ons added their own, it would get really cluttered, really fast.
It's cool that you made one, but this mod is really not big enough, nor does it have enough config options to warrant one.
Quark and Create already annoy me enough, though create, at least has it as the entry point of the ponder index.

General:
It would be nice to have the required RPM for each machine (where applicable) displayed somewhere in the relevant ponder and/or Jei tab.
Imo it is better to have few but varied new mechanics than to add a lot of machines that really make one recipe.
Though you probably have planned more for the future and I'd like to read what.

Belt Grinder:

  • instead of having 3 predefined speed ranges, have the recipe specify a "MinRPM" and a "MaxRPM", though having a minimum rpm doesn't really make sense, the only penalty for that should be slow processing. Maybe add an optional "junk item" output for too high rpm, or add to the output pool with "x per rpm over max" as weight.
  • being able to change the belt texture by rightclicking with different sandpaper types (like the waterwheel) would be cool, may or may not be required for certain recipes, representing different grit profiles.
  • include things like log debarking, wax/oxidation off and stone polishing in the default recipes
  • maybe temporary sharpness/efficiency buffs for tools, though that could go through
  • a manual minigame: holding the use button with an item will make a progress bar appear under your cursor with a success window, with different results depending on where you release (under[nothing or negligible damage to the item], in [success] or over [heavy damage or outright destruction/transformation into a junk item]), maybe even have a similar window in the belt itself and drag the crosshair along the belt depending on speed. I'm gonna attempt to do something like this in KubeJs anyway.
  • fitting automation for grinding
  • maybe have the recipe more in line with the kelp belt (2x3) or utilize the Vacuum Chamber to glue sand to that belt

Vacuum Chamber

  • definitely could use some particle effects coming out the top while processing and lifting the lid, also processing sound while it is working
  • forms for vacuforming would make the Curving press even more obsolete, which really isn't different enough from the regular press or lossless deploying to warrant a separate machine (or entry in this list)
  • multi fluid and item input and output, i assume, very versatile, very unique
  • only thing missing is the optionale heat requirement from all basin type recipes, which totally off topic reminds me i have been looking for a cooled basin state for unrelated and limited uses

Spring coiling Machine

  • would be great to have a second input for e.G. filling empty spools from Crafts & Additions (would also require a variable input count)
  • an option to specify a Resource Location for the output block_model in the recipe, or at least a tint
  • dislike the bonk sound it makes on crafting, and how it spits out the item (too high), but that i mostly server performance paranoia on my part, also dislike spawning item entities for 1 tick when it could be directly inserted into an inventory.

Vibrating Table

  • config option to have it shake up/down a player standing on it (screen shake/randomly expelling items from their inventory)
  • thinking about that shaking off armor and other equipment from mobs, maybe even add a shake entity recipe type (feathers/eggs from chickens mainly, but I'm sure other people might come up with more ideas)
  • can double as a sifter in a pinch
  • could use different speeds to give boni to certain outputs

and finally
the Centrifuge

  • the reason i came here, because it annoyed me so much in the last update, input/output only being possible on the center block, it not being axis aligned in the rest position, it requiring you to manually apply basins when the mechanical crater is a perfectly viable way to craft it with those already attached, and it's model not properly fitting into an inventory slot, made me just want to delete it.
    pretty sure i could hack up something equivalent by checking mechanical bearing contraptions for basins and their inventory, and it be 10x cooler because you can build it however you want! (how did a deck of playing cards and a bunch of diamond hoes get in there).

Anyway the newest updates have me concerned on whether or not i would want to keep this mod in my modpack or just say screw it and use sandpaper overhaul instead.

Either way have fun developing the mod into the future and don't let anyone's criticism bring you down.

@Negodya1
Copy link
Owner

Thanks for your feed back

The config button is superfluous, as the config is already accessible through Creates "Access Configs of other Mods".
If all create add-ons added their own, it would get really cluttered, really fast.
It's cool that you made one, but this mod is really not big enough, nor does it have enough config options to warrant one.
Quark and Create already annoy me enough, though create, at least has it as the entry point of the ponder index.

You can disable config button, if set row as 0

It would be nice to have the required RPM for each machine (where applicable) displayed somewhere in the relevant ponder and/or Jei tab.

Will add this to the description, thanks

Imo it is better to have few but varied new mechanics than to add a lot of machines that really make one recipe.
Though you probably have planned more for the future and I'd like to read what.

More recipes will come in the future version

instead of having 3 predefined speed ranges, have the recipe specify a "MinRPM" and a "MaxRPM", though having a minimum rpm doesn't really make sense, the only penalty for that should be slow processing. Maybe add an optional "junk item" output for too high rpm, or add to the output pool with "x per rpm over max" as weight.

I think this makes Belt Grinder a little complicated, but I'll take note

being able to change the belt texture by rightclicking with different sandpaper types (like the waterwheel) would be cool, may or may not be required for certain recipes, representing different grit profiles.

I thought recently about red version of belt grinder, but your option is better

include things like log debarking, wax/oxidation off and stone polishing in the default recipes

debarking & stone polishing can be achieved by mechanical saw. Wax/oxidation off recipes such great idea

maybe temporary sharpness/efficiency buffs for tools, though that could go through
a manual minigame: holding the use button with an item will make a progress bar appear under your cursor with a success window, with different results depending on where you release (under[nothing or negligible damage to the item], in [success] or over [heavy damage or outright destruction/transformation into a junk item]), maybe even have a similar window in the belt itself and drag the crosshair along the belt depending on speed. I'm gonna attempt to do something like this in KubeJs anyway.

Will add something like this, but definitely not soon

fitting automation for grinding

In Create: Enchantment Industry has Disenchanter for this

definitely could use some particle effects coming out the top while processing and lifting the lid, also processing sound while it is working
forms for vacuforming would make the Curving press even more obsolete, which really isn't different enough from the regular press or lossless deploying to warrant a separate machine (or entry in this list)
multi fluid and item input and output, i assume, very versatile, very unique
only thing missing is the optionale heat requirement from all basin type recipes, which totally off topic reminds me i have been looking for a cooled basin state for unrelated and limited uses

Vacuum Chamber will get reworked in the future

would be great to have a second input for e.G. filling empty spools from Crafts & Additions (would also require a variable input count)

A good Idea

an option to specify a Resource Location for the output block_model in the recipe, or at least a tint

I'v tried it, but abandoned it, maybe I'll come back to this in the future

dislike the bonk sound it makes on crafting

It's a placeholder

how it spits out the item (too high), but that i mostly server performance paranoia on my part, also dislike spawning item entities for 1 tick when it could be directly inserted into an inventory.

Belt Grinder & Mechanical Saw works identically

Vibrating Table

config option to have it shake up/down a player standing on it (screen shake/randomly expelling items from their inventory)
thinking about that shaking off armor and other equipment from mobs, maybe even add a shake entity recipe type (feathers/eggs from chickens mainly, but I'm sure other people might come up with more ideas)
can double as a sifter in a pinch
could use different speeds to give boni to certain outputs

Mark it to the to do list

and finally
the Centrifuge
the reason i came here, because it annoyed me so much in the last update, input/output only being possible on the center block

This is a bug, input/output must work from any Centrifuge block. Can you tell more details? Because I can't repeat it in my tests

it not being axis aligned in the rest position

It's Flywheel render specific, rest positions of the shafts have variations depending on world coordinates, and Centrifuge head angle synced with the shaft. During development I tested not synced version and choose current variant, but I think I can add a option in the client config, so you can choose better look

it requiring you to manually apply basins when the mechanical crater is a perfectly viable way to craft it with those already attached

I will add attached variant in the future. In the first draft of the block, it can be placed horizontally as decoration, but I abandoned this idea

it's model not properly fitting into an inventory slot

Made it smaller right now

don't let anyone's criticism bring you down

This is what I'm here for. Feedback makes everything better

@Negodya1
Copy link
Owner

I divided mod development into three phases, now it's the end of the first one and I'm just polishing existing content

@HarbingerOfCrazy
Copy link
Author

HarbingerOfCrazy commented Feb 21, 2024

Belt Grinder & Mechanical Saw works

meant the coiling machine

This is a bug

was referring to the previous version, was fixed in the latest, sry for the confusion

@evertn
Copy link

evertn commented Feb 28, 2024

If I could add one more thing to this. For the curving press, being able to have recipes using the basin. Just like the Create Press also has compacting. So you could curve more than one item into something. For example curving several iron plates into a basin.

@HarbingerOfCrazy
Copy link
Author

Had a good long thought about the curving press.
My suggestion would be to have it behave more similar to a more forceful deployer than the press, so that instead of having one fixed Die you can swap it out for a variety (ofc. including custom ones), the main difference would be that the Die is not consumed by default (but may still be damaged). Could also come with a variant of the basin or depot that includes a slot for a lower Die.
As for bulk processing, well create gives it as a config option, so that would be appreciated.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

3 participants