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[1.4] Turtle power limit


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#61 JoneK

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Posted 07 April 2012 - 05:14 AM

View PostJ0P5, on 06 April 2012 - 11:21 AM, said:

I think making turtles require a form of power has no use. For the simple reason that if you make it require something (for instance coal), you can just make another turtle for gathering and dropping coal, give the other turtles a line to pick the coal up and you are done.

It's still fully automated, requires no (extra) personal effort, so it doesn't really change anything.


Turtles are always going to be able to provide for themselves in a way, making them require energy redundant.

Yees.. a quary can allso support it self by collecting coal/redstone/what ever it uses to power BC quaries.. or future RedPower Quaries..

#62 JoneK

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Posted 24 April 2012 - 01:46 PM

View PostJoneK, on 07 April 2012 - 05:14 AM, said:

View PostJ0P5, on 06 April 2012 - 11:21 AM, said:

I think making turtles require a form of power has no use. For the simple reason that if you make it require something (for instance coal), you can just make another turtle for gathering and dropping coal, give the other turtles a line to pick the coal up and you are done.

It's still fully automated, requires no (extra) personal effort, so it doesn't really change anything.


Turtles are always going to be able to provide for themselves in a way, making them require energy redundant.

Yees.. a quary can allso support it self by collecting coal/redstone/what ever it uses to power BC quaries.. or future RedPower Quaries..

The BIG difference is that, you would not get the volume of stuff! If you consume some of it to power your systems.

The point of the game is not to be easy but hard.. Get NEI if you just want to build without mining.


+ I like micro managing stuff..

#63 Plystire

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Posted 25 April 2012 - 04:03 PM

View PostJoneK, on 24 April 2012 - 01:46 PM, said:

The point of the game is not to be easy but hard.. Get NEI if you just want to build without mining.

This is a conceited statement, and I'm tired of seeing people make statements like this one. You know full well that what you're saying is not fact, it is opinion, so don't post it as though it is.

I enjoy a hard gameplay as much as the next hardcore goer, but let's be fair to those who don't. Why do you think Minecraft has difficulty options other than "Peaceful" and "Hardcore"? It's because there are a myriad of players out there with varying tastes concerning difficulty.

As for me, I like coding turtles... my current project is getting an army of turtles to mine out the continent, transporting goods to a central bus-line for shipping, and returning to the main hub when they've completed their task. While they're out adventuring, getting lost, breaking down, doing what turtles do in their time off, I enjoy building. But building gets old quickly, as with anything else for me, thus gathering resources to CONTINUE building, fighting monsters, exploring new opportunities, etc. keeps me going.

I wouldn't be against the idea for fueled turtles, personally, but I think before that Dan could focus on a turtle's ability to carry out an issued task between world loads... right now that's a huge hurdle for me to overcome with the turtle stripmining operation I have going. :)/>

*ahem* But to remain on topic about turtle "upgrades", I propose one of the previous ideas stated here (somewhat). How about having turtles start out... simplistic? The first turtle to be crafted only has treads to move itself around with, thus only allowing them to climb one-block-high obstacles. These turtles could then be upgraded with the ability to climb large vertical obstacles. After that, the turtle would then gain the ability to hover as they do now. I don't think it's as much of a "balancing" idea as it is an expansion idea. If upgrading a turtle to hover costs me resources, I may be more inclined to settle for a crawling turtle to mine out a tunnel, saving my precious hoverturtle for projects more suited to his ability. We wouldn't be forced to micromanage the turtles any more than we do now, but we now have options as far as what turtles we want to use. :)/>

~Plystire

#64 JoneK

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Posted 14 May 2012 - 03:01 PM

View PostPlystire, on 25 April 2012 - 04:03 PM, said:

View PostJoneK, on 24 April 2012 - 01:46 PM, said:

The point of the game is not to be easy but hard.. Get NEI if you just want to build without mining.

This is a conceited statement, and I'm tired of seeing people make statements like this one. You know full well that what you're saying is not fact, it is opinion, so don't post it as though it is.

~Plystire


Wasn't a statement, as I previously explained my point of view on the game... As an Admin my view differs from just players who want other things from this game...

How ever.. Over Powered Or OP things in minecraft demise the game it self an in my opinion ruin the game. I was promoting this as an option to CC.. And OP is OP

Ouh and obviously i should have chosen my words more carefully for the ppl who don't read who threads... Here you go "The point of what I want to provide as a game of modded minecraft for my multi players is plaa plaa plaa don't remember the rest.."

#65 deus101

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Posted 28 June 2012 - 09:45 AM

Just going to add to the choir.

Yes, for the people who have IC/BC/RP/ETC some power consumption and charging would be nice.

Mining with turtles almost puts miners from other mods to shame.

Also...limitations are fun to solve :P/>

#66 kazagistar

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Posted 03 July 2012 - 12:52 AM

The concept of balance is ill defined.

Do you mean turtles are overpowered compared to IC2 because they don't consume fuel? If you set up a mass fabricator and some solar panels, you have the same situation: you can create matter for free, infinitely. That is even more overpowered then CC, because you don't have to rely on mining the world at all! Buildcraft seems like it eats more fuel, but you can set up automated tree farms, and, while it is complicated, it creates the same "infinite resource" problem. Other mods can create their own fuel endlessly, and thus have the exact same theoretically issues as CC.

Not only that, Computercraft is actually reliant on other mods if you want to make it able to actually even emulate a BC quarry, in that turtles cannot place anything into a chest, let alone automatically craft. They additionally cannot place pipes, so you still have to construct the same level of surrounding expensive infrastructure as you would with BC or whatever.

Your problem seems to come from the fact that "startup costs" for turtles is low. You discount coding to be startup cost, since it just involves "copy/pasting". Aside from details such as paste not working in computercraft, the theoretical "OP" programs you talk about don't actually exist in a published form. Show me a video turtles being OP, and I will believe you. Oh sure, they have the potential to be swarm robots perfectly cleaning out diamonds and self replicating and growing exponentially. But this has never been done, and will not be a problem until it has been done, which I posit will not be for quite some time. The "World Eater" videos are impressive, but what they achieve is slow AND unpublished (afaik).

#67 ChunLing

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Posted 07 July 2012 - 03:33 AM

How about using a bucket of lava in the crafting recipie? We can pretend that minecraft lava source blocks are able to produce infinite lava because they contain some kind of extraordinary fissionable (or whatever) material that produces unlimited intense (rock melting) energy. It would make an ideal energy source (not only infinite energy, but also infinite mass generation, as unlimited cobblestone generators can attest).

This has the effect of completely explaining how turtles have unlimited energy as well as making them a fair bit harder to construct (even the non-mining turtles), without any possibility of crippling their function.

#68 glopso

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Posted 12 July 2012 - 10:27 PM

Buckets of lava aren't really that hard to get; by the time you have iron to spare you will (probably) have already found magma lakes to get lava from. I don't really support nerfing turtles but if I wanted to make them harder to get I wouldn't require a cheap resource like lava just because it makes sense in a sort of contrived way.

#69 lu.LCat

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Posted 18 July 2012 - 02:21 AM

As far as I've read, I really like the Iron Mining Turtle.
Have an iron pickaxe, non-stackable, for the turtles.
Degrades over the usage of a normal iron pickaxe.

Fuel idea would be inbalanced though...

#70 TheCursed_Donkey

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Posted 18 July 2012 - 12:12 PM

quite true, cuz u can just mine and mine with the turtle and the pickaxe doesent break... But would with time run out, and if u play on a server they will be needing to re-generate it all and lose their buildings...I would think that dan should add like wave/wind-energy that powers the turtle with EL or something. Then the turtle would have a docking station or something :P/> Great idea

#71 francogp

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Posted 30 July 2012 - 08:30 AM

Yes! Fuel for the turtles in 1.4! :ph34r:/>

#72 ChunLing

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Posted 01 August 2012 - 02:19 AM

True. The upgrade pretty much kills this discussion. I haven't really explored enough to say whether I love it or not, but overall I like what I've seen thus far.





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