Contraption's goal is to provide a framework for adding increased functionality to blocks in minecraft. At its core it is meant to be highly flexible to the addition of new functional elements to individual minecraft blocks, allowing for the simple creation of a wide range of different kinds of interactive structures. This program will allow tens of thousands of interactive blocks to be added to the minecraft world in an efficient manner giving rise to emergent constructions of complex machinery.
A contraption is a single minecraft block that pieces together a bunch of widgets and resources. Widgets are functional components that interact with the minecraft world and the resources of the contraption. Resources are simple values within the contraption that represent a range of different properties, they allow widgets to interact with each other and factories to keep track of their current state. Via the composition of multiple widgets and resources contraptions will easily give rise to complex behavior and interaction with the minecraft world and other contraptions.
Potential contraptions include:
A contraption's widgets are what allow it to do things, and each contraption implementation decides how specifically to use the widgets that have been coded. These widgets can respond to events, do things over time, or respond to other widgets in the same contraption or others. Programmatic constraints dictate that widgets should not trigger chunk loads and should not be required to run frequently.
So I only follow civcraft development, so I don't know what is actually botted in game, but I can make a few points.
Contraptions will automate item movement and recipe usage without chunk loading, so assembly line type bots will be unnecessary.
To replace botted farming is harder from a design standpoint. My current thought is a Contraption that generates XP based on how much land area it is the closest Contraption to, so someone produces XP at a rate related to the territory he can exert his influence over (like this). This will lead to great player vs player interactions and have a global rate of XP generation set by us. I've found an O(n*log(n)) algorithm implementation to calculate the controlled land in Java too.
I'd be interested in hearing from involved players what the main uses of botting actually are.
Xp would just be another factory product.
N
I'm having a really hard time picturing what this will look like in practice and how you mean to store the information.
Whoa. No need for insults or hostility.
Hoppers need a check every block, custom implementations reduce load from moving items by orders of magnitude.
Gml could you add something like this http://www.reddit.com/r/Civcraft/comments/2ywhx7/morning_changelog_20150313/cpdqs3j
The first line of lore would be a unique identifier and below that would be a description of the item. Then in config you specify what damage extra or how much extra damage it takes and does by specifying the id or enchantment.
Current and future implementations of Factories support complete custom display name and lore specifications. So yes, producing an Item with lore is easy and can be handled through config changes.
The difficulty arises when integrating with enchanting, ideally the lore would be produced prior to enchanting then you would enchant the lored item (I think this is supported by minecraft?). If this solution works I'd suggest you just go with it.
Otherwise factorymod currently has strictly defined inputs>outputs, so you can't say add a string of lore to any sword with any enchantments, instead you need a unique recipe for each kind of enchanted sword in order to convert it to a sword with lore.
Please add the possibility of having an or statement for inputs
Also sub groups for recipes would be nice, it would make using factories with a huge number of recipes easier to use.
Good idea that would be extremely niceOn Wed, Mar 18, 2015 at 10:54 AM, Matthías Valdimarsson <goldma...@gmail.com> wrote:From the available ingredients yea
Don't worry about maven. I can do that for you.