Closed LewisSaber closed 3 years ago
This behaviour is probably inherited by all multis, so it would probably be all or none. GT++ does this, so it's definitely possible. The question is, do we want to dumb down multis and their use? As convenient as it is, that may be too easy, and this is the tradeoff for using a multi. If you don't want this behaviour, use a singleblock would be my opinion.
I think, it was useful to be switch the voiding mode with a screwdriver, like a T.F.F.T
It would be useful for some setups to have the option to turn voiding on/off, like the distillation tower I always leave running, and just void some stuff as the rest I need. Same with LCR if a secondary output is to say water and or oxygen, and I don't want that, let it void and give me the main product I want. I know some multis already stop if the output hatch is full
What if when hatches are full, they start placing fluid sources in the world
I would love that, that would add another factor to the game play. But what about stuff that are only gas?. Fluids would work
Maybe fluid sources that rise instead of fall? Like thaum goo lol
If we wanna get real fun with it, it could be cool to have a corrosive mechanic to some of them. Make them eat through your pipes/logistics/building/etc
We could make use of that not gas-safe thing if we really wanted to go down that route.
Multiblocks shouldn't be so dumb to void outputs as you use complex circuitry in its crafting. They should be able to stop running if the output is full ¯_(ツ)_/¯. It would be more realistic also.
Stop with troll in github at least
The point is that you can think of the fluids clogging up the machine and causing damage. Maybe increased rate of maintenance issues could be cool
Try to keep the discussion polite, ok?
There are ways to satisfy all of concerns:
A solution to satisfy all the above:
noVoid
or smart
NBT tag to existing output hatches and buses.No code change for existing controllers or add-ons: As a voluntary implementation, existing controller tiles would work unchanged, they would just ignore the NBT tag and not check inventory / tank, and void output if no room left as before.
Good for hardcore or casual players:
Mod-pack maintainers would have control on the kind of recipe or action is needed to enable the noVoid
tagging on the output blocks.
noVoid
tagged version.100% Backward compatible:
noVoid
NBT tagged output blocks, so they would continue to operate exactly same as before.noVoid
tag, would continue to use output blocks exactly same as before, regardless of NBT tag.checkMachine
methods would still recognise the output blocks because BlockID and Meta values would be unchanged.Thanks for the detailed suggestion which I highly appreciate. Would love to see this implemented. Could also be a feature for output buses.
Multiblocks shouldn't be so dumb to void outputs as you use complex circuitry in its crafting. They should be able to stop running if the output is full ¯(ツ)/¯. It would be more realistic also.
`>Implying the circuits you craft are more complex than the in world automation asked of you. Smh
You wouldn't need much complexity for basic fluid amount reading and stopping the machine I believe.
I think if we allow non-voiding it should be a new, very expensive hatch. Or hatch upgrade, like the muffler item. Otherwise, it just seems like dumbing things down. Do you not enjoy setting up a system to turn it off when full? Are we going to allow turbines to turn off automatically when full next?
It is the opposite of dumbing down. Multiblocks are so dumb to continue working when full. This is about making them smarter.
Yes, which dumbs down the usage of them.
Yes, which dumbs down the usage of them.
You would be able to continue to run redstone signals for flow control as you did before if you feel like it makes the game more interesting and inline with your play style, and if it cause no significant issue on your server.
As a simple reminder for why multi-blocks were introduced in the first place:
Now, when a multi-block requires an external infrastructure of ticking tiles redstone, logic blocks for flow control, this just nullify the saved ticking tiles compared to many single-blocks that don't need external flow control.
Multiblocks voiding output should be considered as a major bug and be fixed in my opinion.
Can we reopen this please? @leagris stated some very good ideas and people upvoted the idea and as it is not being worked on it looks like the downvoting minority wins this one ¯_(ツ)_/¯. I would very much appreciate if someone works on this.
This issue is stale because it has been open 90 days with no activity. Remove stale label or comment or this will be closed in 3 days
Which modpack version are you using?
2.0.9.0QF4 #
If in multiplayer; On which server does this happen?
private #
#
What do you suggest instead/what changes do you propose?
Make Large chemical reactor(LCR) stop working when one of output hatches is full,it will lead to increasing of server perfomance because players wont need to build redstone scheme for each of their LCR to stop fluids from voiding, together with this it will also make it be easier to settup.