The future?
#1
Posted 25 May 2012 - 07:00 AM
Namely, the big trump for CC is LUA. Eloraam seems to be going for retro styled computing, while this sounds fun and makes demos interesting it isn't the same as CC. CC is going towards actually being used by your average Minecrafter. Awesome projects or just small things that you don't want to spend half a year working on are a million times better suited to LUA than Forth.
The main trump that Eloraam has over CC is that RP Control is actually viable on SMP. The requirements for resources, processing and storage limits along with power consumption (althrough RP2 power is pretty sucky when it comes down to it) means it can be used on SMP without someone just making a hundred infinite loop running computers.
Suggestions:
1. Work with IC2 (not as a requirement, but optional). Have computers, turtles, modems, etc require IC2 power (if installed). This makes the game far more balanced, also IC2 resources could be used to create more realistic recipies (in terms of price to usefulness). I think it would be cool if we could set the broadcasting range of wireless modems, but it would use more power for longer messages and distances.
2. Work on SMP. I have seen CC devs simply say "you should never run CC on a public SMP server" in fact some of them act like SMP is just a dream. That no big communities thrive on SMP, that no modded servers have ever stayed online for more than a day. This seems silly, SMP is a vital part of any mod and should be worked on equally with (if not more than) SSP.
3. Add limits. Things like hard drive and RAM usage should be limited. This helps with SMP and makes it more balanced and challenging. Maybe add 128K RAM packs that can be attached to computers?? To supplement an exisiting 512KB of memory (LUA overhead ignored most programs could easily get by a couple 100KB)?? Hard disks could be a 1 or 2 MB (supplementing an exisiting 2 MB in the computer?)??
4. "CPU units" these would have nothing to do with computers. But could be placed on the ground and given a floppy disk. They would run this floppy disk in an endless loop. They would be aimed at replacing redstone solutions and such where high reliability is wanted (if they for some reason were stopped in someway they reboot). Alternatively they could have a set of functions that are automatically ran when certain events occur (like redstone input being changed), they would have a "vault" of persistant storage for variables.
The core functionality is good, but it isn't the same. Because it is free. The recipe for the computer is cheap as chips, and once you have it there are no on going costs. What has been created is awesome, the amount of functionality is amazing- but one of the things that has made Minecraft so succesful is making users work for that functionality.
#2
Posted 25 May 2012 - 07:27 AM
#3
Posted 25 May 2012 - 07:35 AM
I don't think you will ever see this mod dependant(optional or not) on another Mod such as IC2, this has been brought up several times and I'm pretty sure it will never happen.
There was already a post allong the lines of this one that was suggesting adding a fuel requirement to make the turtles more expensive to use. If you want more information on this subject I would read that post.
#5
Posted 25 May 2012 - 07:56 AM
Also its not depenant upon RP in anyway. You can use RP with CC for extra functionality but its not required to do anything.
Edited by luanub, 25 May 2012 - 07:57 AM.
#6
Posted 25 May 2012 - 08:59 AM
Quote
Quote
#7
Posted 25 May 2012 - 09:43 AM
bbqroast, on 25 May 2012 - 08:59 AM, said:
bbqroast, on 25 May 2012 - 08:59 AM, said:
They have already added peripheral support with which someone made ccsensors which is a great addon for CC which allows access to some of the IC2 stuff and furthers the functionality of CC w/IC2. This is the type of improvements we should see in regards to CC and other mods.
However it should be handled just as the ccsensors was as an addon to CC thats available to those that choose to use, not part of the vanilla CC.
And remember computers where made to make life easier, not complicate them.. If you want a challenge, dont use CC or RP Control, make it out of redstone and torches.. I remember the size of my 4bit decoder that I built and how limited it was, good times..
#8
Posted 25 May 2012 - 10:50 AM
bbqroast, on 25 May 2012 - 07:00 AM, said:
CC is perfectly viable for SMP - however, I do agree that a more expensive recipe should be an option. I will talk to Dan about a way to do that - I do have some ideas that I would like to experiment with once I am back on my computer.
bbqroast, on 25 May 2012 - 07:00 AM, said:
1. Work with IC2 (not as a requirement, but optional). Have computers, turtles, modems, etc require IC2 power (if installed). This makes the game far more balanced, also IC2 resources could be used to create more realistic recipies (in terms of price to usefulness). I think it would be cool if we could set the broadcasting range of wireless modems, but it would use more power for longer messages and distances.
I think that some interaction with the other tech mods, beyond interfacing with redpower wires would be neat. Again, I think it should be configured by server owners - but I think that if the integration is too heavy or it is too configurable for server owners, then users won't have a consistent experience. I'll speak to Dan about his thoughts on the matter - I do have some ideas on how to implement this.
bbqroast, on 25 May 2012 - 07:00 AM, said:
The reason we say CC shouldn't be run on a public SMP server is due to the fact that due to the way the Lua integration is designed, by necessity, people could cause issues. However, this does seem to be less of a problem than initially thought. SMP isn't an after thought - you can tell this by how all the features in SSP work in SMP with no problems.
I would like server owners thoughts on how to make things better for them. If you could send me a PM with your thoughts, I will look into it when I get time, and run my ideas by Dan.
bbqroast, on 25 May 2012 - 07:00 AM, said:
Due to the way Lua in Java works, adding RAM limits isn't possible. Adding hard drive limits is an option, but difficult to implement. However, I will speak to Dan for his thoughts.
bbqroast, on 25 May 2012 - 07:00 AM, said:
Nah, I don't think that is going to happen - all of this can be done presently from a regular computer, including the persistent storage. However, persistent variable storage which is transparent to the user is something that I want to look into included as part of the Vanilla mod. That is one thing that RP control has over CC right now - when you shut down a server it just resumes where it was. Ideally, I'd like to save the Lua state when a computer is shut down, but it wouldn't be easy to implement without significantly altering LuaJ and I don't think it is worth it.
Perhaps we can provide an API, Lua or Java side which will allow you to resume a program more or less in the same state as it was. It won't be transparent to the coder, but I think it would be useful. Usual applies - I'll speak to Dan.
bbqroast, on 25 May 2012 - 07:00 AM, said:
See above regarding an optional more expensive recipe. Having said that, I think luanub does make some good points regarding that coding is half the work - but as I said I would like suggestions from server owners to be PM'd to me.
#9
Posted 25 May 2012 - 06:42 PM
#10
Posted 26 May 2012 - 07:57 PM
Cloudy, on 25 May 2012 - 10:50 AM, said:
#11
Posted 30 May 2012 - 05:19 PM
You could using an recipe maker (or something like that do it your self).
#12
Posted 30 May 2012 - 09:51 PM
bbqroast, on 25 May 2012 - 07:00 AM, said:
bbqroast, on 25 May 2012 - 07:00 AM, said:
1. Work with IC2 (not as a requirement, but optional). Have computers, turtles, modems, etc require IC2 power (if installed). This makes the game far more balanced, also IC2 resources could be used to create more realistic recipies (in terms of price to usefulness). I think it would be cool if we could set the broadcasting range of wireless modems, but it would use more power for longer messages and distances.
Although the idea of a long-range modem that does require power (proportional to the square of the range of course) is nice.
bbqroast, on 25 May 2012 - 07:00 AM, said:
bbqroast, on 25 May 2012 - 07:00 AM, said:
bbqroast, on 25 May 2012 - 07:00 AM, said:
bbqroast, on 25 May 2012 - 07:00 AM, said:
#13
Posted 06 June 2012 - 08:13 PM
#14
Posted 08 June 2012 - 05:28 AM
immibis, on 30 May 2012 - 09:51 PM, said:
immibis, on 30 May 2012 - 09:51 PM, said:
immibis, on 30 May 2012 - 09:51 PM, said:
#15
Posted 11 July 2012 - 01:04 AM
Quote
I like this for some strange reason, basically to create a dedicated piece of hardware, or in effect a custom minecraft block whose type is decided by the floppy
#16
Posted 11 July 2012 - 07:48 AM
So honestly, tell me what a Computer does. Nothing. It sends and receives messages with the modem, it allows you to read and write programs that do potentially cool things. But it doesn't interact with the WORLD. This is why Redstone torches don't need fuel and regular torches don't burn out. Would it be realistic? Yes. But they require blocks to interact with them before they do anything, thus don't merit a resource cost.
All resource costs in the game to-date are based on item-block-world interaction. IC2, RP2, and most others all understand this. EquivEx and ThaumCraft have resource costs out the wazoo. Why? Because they creates, destroys, and modifies on a gargantuan level. IC2 is all about bigger and better, bigger and better, and works on it's own principles to expand the resource system. What do IC2 machines do? For the most part, they make IC2 machines. XD
Redpower (sans control), very similar. It builds mechanisms for DOING things. Auto-Farms, Factories, etc. And for that, Nikolite and other resources are very much so adequately considered.
The only real counterargument? Turtles. They can move, and destroy. I sometimes believe Turtles MIGHT merit a higher resource cost/require fuel/etc.
As for RP control? I think it is way under-powered for its resource cost, especially since it requires 3+ specialty blocks for it to even interact with the environment.
I agree with everyone else, the resource "cost" is time/code and should stay that way.
#17
Posted 11 July 2012 - 03:33 PM
#18
Posted 12 July 2012 - 08:14 AM
Teraminer, on 11 July 2012 - 03:33 PM, said:
Or if you just go creative mode instead of clinging to a EE broken survival
But yeah RP2 PCs are nice for a couple of tasks (e.g. long range wired transfer, easy tick-accurate processing etc)
#19
Posted 12 July 2012 - 10:25 AM
#20
Posted 12 July 2012 - 10:29 AM
bbqroast, on 25 May 2012 - 07:00 AM, said:
Namely, the big trump for CC is LUA. Eloraam seems to be going for retro styled computing, while this sounds fun and makes demos interesting it isn't the same as CC. CC is going towards actually being used by your average Minecrafter. Awesome projects or just small things that you don't want to spend half a year working on are a million times better suited to LUA than Forth.
The main trump that Eloraam has over CC is that RP Control is actually viable on SMP. The requirements for resources, processing and storage limits along with power consumption (althrough RP2 power is pretty sucky when it comes down to it) means it can be used on SMP without someone just making a hundred infinite loop running computers.
Suggestions:
1. Work with IC2 (not as a requirement, but optional). Have computers, turtles, modems, etc require IC2 power (if installed). This makes the game far more balanced, also IC2 resources could be used to create more realistic recipies (in terms of price to usefulness). I think it would be cool if we could set the broadcasting range of wireless modems, but it would use more power for longer messages and distances.
2. Work on SMP. I have seen CC devs simply say "you should never run CC on a public SMP server" in fact some of them act like SMP is just a dream. That no big communities thrive on SMP, that no modded servers have ever stayed online for more than a day. This seems silly, SMP is a vital part of any mod and should be worked on equally with (if not more than) SSP.
3. Add limits. Things like hard drive and RAM usage should be limited. This helps with SMP and makes it more balanced and challenging. Maybe add 128K RAM packs that can be attached to computers?? To supplement an exisiting 512KB of memory (LUA overhead ignored most programs could easily get by a couple 100KB)?? Hard disks could be a 1 or 2 MB (supplementing an exisiting 2 MB in the computer?)??
4. "CPU units" these would have nothing to do with computers. But could be placed on the ground and given a floppy disk. They would run this floppy disk in an endless loop. They would be aimed at replacing redstone solutions and such where high reliability is wanted (if they for some reason were stopped in someway they reboot). Alternatively they could have a set of functions that are automatically ran when certain events occur (like redstone input being changed), they would have a "vault" of persistant storage for variables.
The core functionality is good, but it isn't the same. Because it is free. The recipe for the computer is cheap as chips, and once you have it there are no on going costs. What has been created is awesome, the amount of functionality is amazing- but one of the things that has made Minecraft so succesful is making users work for that functionality.
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