[1.4] Turtle power limit
#21
Posted 05 March 2012 - 07:19 AM
1.not all mods should(or can) be of the same SCALE as the big 3 industrial mods(buildcraft, redpower, industrialcraft)
2.any fuel (even optional) endorsed by dan200 in the form of including the option in the mod will ultimately make both sides of the debate unhappy.
3.there are other less controversial ways to increase how challenging the game is for yourself and for those playing with you in multiplayer
4.when 1.31 comes out you can learn java and mod computercraft to actually make real fuel consuming turtles and if it actually becomes popular enough then maybe it might get integrated into computercraft officially (an example success story is the pistons mod for minecraft, an example fail story is advanced machines for industrial craft)
if you need me to clarify further feel free to ask I'll try to hold back my tendency to rant.
I look forward to your NEXT idea
EDIT: didn't see your second "PD"-thing i'll take that as an attempt to bury the hatchet so just ignore this post or something
#22
Posted 05 March 2012 - 07:26 AM
#23
Posted 05 March 2012 - 10:33 AM
passinglurker, on 05 March 2012 - 05:53 AM, said:
3. this isn't buildcraft not all mods can be buildcraft and the mod community would be really boring if everyone tried to make buildcraft scale mods
No argument there. I'm getting tired of the giant "suite," mods, myself. Buildcraft was also less complex before SpaceToad added engines as mentioned, and IMHO it should have stayed that way.
#24
Posted 05 March 2012 - 10:34 AM
#25
Posted 05 March 2012 - 03:35 PM
The original "plan" was to have the pickaxe breaking when used enough times - however, dan forgot to implement that
I personally think turtles are slow enough to not be OP in comparison to mods like BC and IC.
#26
Posted 05 March 2012 - 07:36 PM
Yes, I want it to be added as an OPTION. Imagine us REAL CODERS coding the pain out of our ass coding a thing that will make the turtle refuel everytime it runs low. Oh wait, inserting things into the turtle automatically is impossible?
See?
If you would make an automatic turtle, go on.
Then if this gets added, you have to go to the digging site and refuel it.
Even BuildCraft would be better for digging for resources!
It has _unlimited_ space (can go to chests) where turtles have 9 SLOTS.
It can run with REDSTONE POWER. If this gets added, it is still better.
Now, think.
You make a turtle that digs deep undergound then comes to specific coords to drop the loop.
You make an ARMY of these.
Woops, one ran out of fuel.
Woops, two ran out of fuel.
Woops, my system got messed up.
Woops, that ran out of coal.
I refueled that one!
Oh dangit, that ran out of coal and it messed up the system. Now the turtles are dancing!
I'll go and refuel that one!
Oh wait, it still isn't fixed.
Oh god, now that ran out of fuel.
I NEED MORE COAL. DIG ME MORE COAL, TURTLES- oh wait....
#27
Posted 05 March 2012 - 08:30 PM
but more importantly we should remember not to compare mods against each other because that leads to dependency on the mods your comparing yourself against.
the big reason I am so adamant against nerfs is that this isn't a big suite mod like buildcraft or industrial craft or redpower the only time we should consider nerfs and buffs is when we are comparing computercraft against its self or minecraft, and computer craft isn't big enough to need nerfing right now IMO
as for fuel as you pointed out fuel is bad for gameplay reasons. what if when the turtle runs out of fuel its in the middle of a lake of lava? or in mid air(layer 192 would be the perfect place for this to happen)? or is digging like a mole? the very concept of "turtle needs fuel to move" is either wrong or not worth the effort to implement
so how about this as a compromise (i have said something like this before)
turtles don't need fuel to move they need fuel to move faster. basically let turtles keep their current function and speed. then add a new item called the "turbo module" and this item will be used to craft another new item called the "turbo turtle" the "turbo turtle" will have the ability to pull flammable items from its inventory and burn them for a speed boost when instructed to do so.
so how does that sound? turtle made structures are still "legit" and logistics heads get to play with coal and supply chains. looks like a win win for every one
EDIT:heck cut the turbo module and just combine a turtle with a powered minecart to make a "turbo turtle" same result for half the effort
#28
Posted 05 March 2012 - 08:37 PM
TheVarmari, on 05 March 2012 - 07:36 PM, said:
Yes, I want it to be added as an OPTION. Imagine us REAL CODERS coding the pain out of our ass coding a thing that will make the turtle refuel everytime it runs low. Oh wait, inserting things into the turtle automatically is impossible?
See?
If you would make an automatic turtle, go on.
Then if this gets added, you have to go to the digging site and refuel it.
Even BuildCraft would be better for digging for resources!
It has _unlimited_ space (can go to chests) where turtles have 9 SLOTS.
It can run with REDSTONE POWER. If this gets added, it is still better.
Now, think.
You make a turtle that digs deep undergound then comes to specific coords to drop the loop.
You make an ARMY of these.
Woops, one ran out of fuel.
Woops, two ran out of fuel.
Woops, my system got messed up.
Woops, that ran out of coal.
I refueled that one!
Oh dangit, that ran out of coal and it messed up the system. Now the turtles are dancing!
I'll go and refuel that one!
Oh wait, it still isn't fixed.
Oh god, now that ran out of fuel.
I NEED MORE COAL. DIG ME MORE COAL, TURTLES- oh wait....
Thats why I propose a dock station, so they (turtles) can refuel automatically (with some lines of code) when they have low battery . So, You only have to refuel the dock station
#29
Posted 05 March 2012 - 08:45 PM
#30
Posted 05 March 2012 - 08:49 PM
#31
Posted 05 March 2012 - 09:11 PM
passinglurker, on 05 March 2012 - 08:45 PM, said:
I said before that I keep writing on this thread because people keep writing in it. The post will die when nobody write in it... its a fact. Are you afraid that people continue to improve the idea to make it happend? if the idea is dead and nobody want this... that will never happend, so dont be afraid of sharing words
#32
Posted 05 March 2012 - 09:28 PM
P.S. most of the people that keep writing don't seem to like fuel
#33
Posted 05 March 2012 - 09:50 PM
#34
Posted 05 March 2012 - 10:05 PM
passinglurker, on 05 March 2012 - 09:28 PM, said:
P.S. most of the people that keep writing don't seem to like fuel
I agree with you, but all the reply that I post here was for calrify my original post, with no intentions to offend or make a flameware thread.
#35
Posted 05 March 2012 - 10:13 PM
so now that that is out of the way lets brain storm how fuel can be used to IMPROVE computercraft (making it harder is not an improvement it never is never will be)
this hasn't been the first time some one said "turtles need fuel" with out thinking all the way through and it won't be the last so lets come up with an idea that's good enough that no one feels inclined to suggest a bad fuel idea ever again (assuming they search the forums for previously proposed ideas first)
#36
Posted 06 March 2012 - 08:49 PM
Am I the only one that can see the potential for new and potentially fun mechanics springing from not-infinite/allpowerful turtles? (It's not a rethoric question, I honestly want to know)
Recharge stations, modem-like "attachments" that can wirelessly receive power, power antennas, different tiers of turtles with different fuel capacity/consumption/etc
Turtle upgrades (just walk, vertical climbing, hovering, various movement and mining speeds, huge-inventory "transport" turtles, scanner modules to find ores, "boat on the head" modlues to brin the player around, etc)
I see the point "well there's addons now, you can just code it", but there's no point in making a mod that actually REMOVES "power" from an mod, noone will use it.
The way I see it, the best (imo ofcourse) route would be to leave the actual turtle in (infinite fuel, hovering and all) as a basic all-around and add "advanced" turtles later that have improved and specialized features (based on crafting recipe or "mod slots" for examples) but require more energy to run (along with a non-annoying energy system, such as long duration batteries with recharge station for basic models up to medium-long range wifi transmission for example for advanced models)
Those "advanced turtles" would maybe able to only run, not fly but they'd be faster, or transport more stuff but be unable to mine, or again mine really fast and hover but require a power source nearby, or have no inventory and ability to mine but be able to transport people, etc..
I could make more examples and expand on the idea trying to balance it, but it's not really the point at the moment, just throwing food for thougth out there to see what everyone else thinks.
That said, I think that even if it's pretty clearn I'm in favor of fuel and stuff on the turtles, if the choice was mine I wouldn't do it now, but only way down the road in the addon development.
#37
Posted 06 March 2012 - 11:27 PM
keep turtles the way they are add turtle types that can in exchange for consuming resources provide superior performance
a simple way to do this would be something like. POWERED MINECART + (prefix)TURTLE = (prefix)TURBO TURTLE
I've described the turbo turtle in a previous post so read that for details.
one thing to keep in mind is IMO I don't think giving turtles the brains to just run back and recharge as a simple LUA statement fits in with the mod the next thing people will want is the ability to hunt diamonds with a single line of code(and you can use your imagination after that)
adding different advanced turtle functions is interesting but i think there should always be a slower freebie way to do things especially since this mod caters to more than just survivalists (survivalist = someone who would install an addon that kills functionality)
perhaps if there is a function or level of performance that requires fuel a turtle can be made to perform at that level without fuel if it takes a hit somewhere else (for example faster speed but it can't levitate without being next to a block)
#38
Posted 07 March 2012 - 12:55 AM
#39
Posted 07 March 2012 - 05:59 AM
#40
Posted 07 March 2012 - 06:51 AM
most of what you said(especially the parts about not comparing CC to other mods) I've already said multiple times. the reason I'm keeping this thread going is cause this isn't going to be the last time some one says "turtles op they need fuel". so instead of flamewaring them out of existence we can instead calmly say "its been discussed extensively before and we came up with a better idea than you and even that wasn't good enough this thread is now locked" other wise this issue will keep coming up like the lightning rod idea for IC2 every time CC gets attention and picks up new users. And if it does get implemented at least the damage will be minimized(at least compared to what would happen if dan200 listened to someones call for mandatory fuel)
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