The purpose of this article is to provide designers with a place to jot down ideas that pertain to broad categories such as machine and power plant behavior. For specific ideas individual design documents will be used.
IDEAS
-machines should automatically output items into nearby pipes/inventories
-periodic "maintenance" ticks could determine if a part in a multi-block machine breaks, broken parts need repaired or replaced
-machines should automatically pull items from attached inventories if appropriate
-machines could have a "operations" bar which builds up for each operation of one type that they do, once it hits a certain level it can then do those operations at a diminished cost but using the machine to perform a different operation sets the bar back to its start
-heavy crane (multi-block). when supplied power removes shovel-diggable blocks in an area and deposits them in attached inventories. area serviced depends on size of crane
-for running machines on fuel rather than electricity values the BTU values of various fuels could be looked into and compared to the BTU value of a kw
-add the ability to use extensive electronic and sensor systems to exercise more precise control over things therefore making them more efficient
-instead of keeping massive chunks loaded at all times use a system that just keeps one loaded, loads a bunch of nearby ones, runs its check, then unloads the chunks
-better yet, have the machine itself act as an access point to a data node which is persistently loaded via a simple list somewhere. data node then remains functional even if the block is not loaded. upon being reloaded, the node syncs with the block
-can unloaded chunks be reloaded by something in the chunk? what came first, the chunk or the loading? #deepthoughts
-designate separate tech and social modules, so players can avoid social aspects if desired
-spawn tough to mine, regenerating ores on bedrock
-consider idling player by workshop to be contributing toward labor input?
INTRO
The purpose of this article is to provide designers with a place to jot down ideas that pertain to broad categories such as machine and power plant behavior. For specific ideas individual design documents will be used.
IDEAS
-machines should automatically output items into nearby pipes/inventories -periodic "maintenance" ticks could determine if a part in a multi-block machine breaks, broken parts need repaired or replaced -machines should automatically pull items from attached inventories if appropriate -machines could have a "operations" bar which builds up for each operation of one type that they do, once it hits a certain level it can then do those operations at a diminished cost but using the machine to perform a different operation sets the bar back to its start -heavy crane (multi-block). when supplied power removes shovel-diggable blocks in an area and deposits them in attached inventories. area serviced depends on size of crane -for running machines on fuel rather than electricity values the BTU values of various fuels could be looked into and compared to the BTU value of a kw -add the ability to use extensive electronic and sensor systems to exercise more precise control over things therefore making them more efficient -instead of keeping massive chunks loaded at all times use a system that just keeps one loaded, loads a bunch of nearby ones, runs its check, then unloads the chunks -better yet, have the machine itself act as an access point to a data node which is persistently loaded via a simple list somewhere. data node then remains functional even if the block is not loaded. upon being reloaded, the node syncs with the block -can unloaded chunks be reloaded by something in the chunk? what came first, the chunk or the loading? #deepthoughts -designate separate tech and social modules, so players can avoid social aspects if desired -spawn tough to mine, regenerating ores on bedrock -consider idling player by workshop to be contributing toward labor input?