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This project forked from sleepytrousers/enderio-1.5-1.12

0.0 0.0 0.0 64.52 MB

Home Page: http://enderio.com/

License: The Unlicense

Java 100.00%

enderio's People

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adaptivity avatar alch3mist avatar artemissystem avatar buuz135 avatar codewarrior0 avatar crazypants avatar epicsquid avatar eracer avatar geever avatar henryloenwind avatar hilburn avatar ironfractal avatar joduwei avatar leviathan143 avatar lumberwizard avatar matanshahar avatar matthiasmann avatar mezz avatar mymagadsl avatar predakanga avatar pupnewfster avatar samernieve avatar sybershot avatar thundr avatar tonius avatar tterrag1098 avatar tyler489 avatar vexatos avatar vt-14 avatar yazgoo avatar

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enderio's Issues

Enhancements for Drain

a second "dirty" texture...could do. burn like netherreack when filled with hootch and use it up...could do. explode when lit on fire with rocket fuel in it...could do

fill with water when its raining. fill with sewage when it exists and there are animals atop

Remove limitations people don't like

Thinks like:

  • machines/items needing power to work
  • crafting recipes using items that are hard to get
  • enchanting costing levels
  • magnet needing to be in special slots
    ...

Portable Crafting Table

Like factorization pocketcrafting table. You use the 9 slots on the right side of your inventory as a crafting grid. Must support nei integration and a output slot :)

Liquid solidifier

Opposite of smeltery. Also like Mariculture's vat to make obsidian

Pouch

[09:28] < Sverd> a silicon pouch, like golden bag :)
[09:29] < HenryLoenwind> I'd like a bag, but only if it adds a tab to the main inventory. Hate that right-click to open stuff
[09:31] < ChJees> Would be made even more useful if you could place blocks straight out of the bag :P
[09:31] < Sverd> I was thinking later, it would be able to upgrade it. link it to inventories with a dimensional tranciever upgrade and stuff

Quite Dark Glass

alloy smelter - 1 quite clear glass with 1 ink sack, dark glass that blocks light but you can see in for mob spawner rooms.

Zoo: Mimic

The Mimic is not a very original monster, but it also is not very widespread.

Spawning: Mimics should spawn at chunk gen, then very rarely. They should either not spawn near other mobs to prevent clogging dark-room mob spawners.Chunk gen Mimics should not despawn, the others only after a long lifetime.

Passive state: After spawning, Mimics are in their passive state. In this state they mimic common blocks (chest, dirt, diamond ore, carpets, ...) and do not move. They are good, but there will be small details that are wrong; e.g. lighting or positioning (both automatic because entities vs blocks) or slight coloring differences.

Active state: On collision and left/right-click Mimics go into active state and attack players. It'd be nice if they would morph into some kind of "beast shape" (with arms/legs/teeth) but keep their texture. It may be much simpler for them to just "open" their eyes and mouth, maybe just use the Magma Cube model?

Booster upgrade for dark steel boots

So I was thinking, a jet booster upgrade for the boots that uses rocket fuel made in vat. So you can fly up with it, hover for a greater cost of fuel. This would help so much since we already have glider on dark steel chest plate (I suggested that as well).
The boosters would have to be a new recipie. And you would have to enable tanks on the boots so you can refill them in a ender io tank.

Void fluids

There is no way to void a fluid if you get too much. Either a block that voids items/fluids or a conduit upgrade with priority enabling would be nice.

Cobbleworks

A machine that implements an advanced cobble gen.

Input: 2 Tanks, Lava and Water; Energy

Output: One slot each for Cobblestone, Stone, Gravel, Sand, Glass, Quite Clear Glass, Flint(?)

The output slots will always show a full stack. When the user removes items, appropriate amounts of energy are removed and the stacks re-fill instantly (or next tick?). With upgrades, additional internal (i.e. not visible in the GUI) slots are filled, so more than one stack per tick can be pulled out.

Appropriate amount is the amount generating the items from cobble using sag mill/alloy smelter would take plus a small amount for generating the cobble.

Optional: It will also use a small amount of water and lava. (1mB per Cobble or Stack of Cobble?).

CobbleGen

A block that condenses RF into items.

Takes an input item as recipe selector. Recipe specifies the chance that the input item is lost.

Examples:

cobble(0%) -> cobble(100%)
fossilized enderman remains(100%) -> ender pearl(10%) + enderman head (2.5%)
enderman head(100%) -> ender fragment(250%)

Miner

Moves along a straight line, creating a vanilla mineshaft.

Needs planks, torches and stone bricks as input (or materials to craft them).

Contains a specialized crafter/smelter (build-in automatic recipes only). Contains internal slots (target stacksize 8):

stone, stone bricks, wood, planks, sticks, coal, torches, iron, rails, (cobble, iron ore, coal ore?)

Will craft when target stacksize is not met and materials are available. Crafting smelting is cheatingly instant. Will smelt wood into char coal id there is no coal. Will burn wood/planks/stick if there is no (char)coal. Will crush coal ore into coal silently. Overflow from crafting goes into internal slots, too.

A dimensional transceiver is part of the recipe, and is internally available for RF (in) and items (in/out).

Will leave a rail after moving, if one is available. Moves faster if there is. Will take in a rail in front and put it back when moving on/being broken. (hidden internal buffer)

Crafted rails will be "machine rails". They don't brake when getting wet. They drop as normal rails if the rails recipe is vanilla. They drop a machine rails otherwise. In that case they can be sagmilled for scraps (6 16th iron nuggets and 1 16th stick).

Lays down stone bricks as flooring for it's path. Doesn't care about the rest of the floor, the walls or ceiling. Has no problems with lava/water in its path.

Dark Steel Hammer

3x3 - gotta love it :)
Dark iron blocks on top of 2 dark steel ingots. Activate with crystal for power and diamond shovel. Can use maybe capacitor banks instead of capacitors for more RF storage since it uses more.

Miner (2)

A large multi-block structure. It slowly expands down to bedrock, eating blocks into a hidden internal buffer. Multiple sizes should be available, e.g. any NxN from 5x5 to 15x15? Only the top 1 or 2 layers need to be placed to form the multiblock (lower layers are pseudo-blocks, like lightnodes but solid).

While working, it selects a random block in the internal buffer and copies it into an output slot. There's a chance that the buffered block will be destroyed, so the mine will eventually be exhausted. Chance to select should be 1 in (maximum size when placed at y-level 128) to prevent people placing it at low y-levels to maximize good output. Chance to destroy should be so that a mine produces about 10 (20?) times the blocks it encompasses.

When broken, it'll replace all blocks that still exist but for the blocks that form the outer shell (and maybe the center core). Those are dropped or deleted (maybe a chance?). (Think hole drill.)

Breaking it without shutting it down first may result in some unpleasant results, e.g. explosions, destroyed blocks, debris flying around...

Possible exploit: Placing down silk-touched ore blocks, or storage blocks to be mined. At least some whitelisting for naturally occurring blocks should be done, so all others have a 100% chance to be consumed on being selected as output. Maybe even add some sanitizing logic that checks for unlikely high percentages of "not-Stone".

Maybe special handling for TEs and maybe entities (dungeon minecarts!) to spit them out directly when in the critical path (where blocks must be replaced*) or left alone when not.

*) That is: Blocks around the edge (to be replaced by unbreakable dummies to block the player) and in the core (to be replaced by dummies that render the y-slice).

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