Applied Energistics 2

Applied Energistics 2

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Channels per player

Goten87 opened this issue ยท 3 comments

commented

Describe the feature

sins you now always have access to the controller and channel cables can you make it that we can set the option per player with a command and then the global option in the config file to be the default how it will set first time when someone logs in

Reasons why it should be considered

not all people want to play with channels and some do
i have a few friends that loves to play with it and keep it in mind
but me personally always have it off on my server
so if we can set it per player i can leave the default option to default and then for me and other people who dont like it turn it off

this way we can enjoy the mod how we want it

Additional details

if this is already in please explain how i can use it

commented

It's not always possible to know the player for each network, this would be confusing as hell, as it would sometimes work, and sometimes it would not. This is already a problem for sub-networks without a security-station as they act as "anonymous" when they access the primary network.

So per-player will probably not happen unless someone comes up with an actual idea to implement it well.

commented

I have no idea what it would be like in terms of performance, but would a... let's call it a "channel provider" block (perhaps as part of the CPU) be feasible? Four different blocks, limit of one per network, block selection effectively limiting the channels available on its network.

It doesn't at all address the sub-network problem, nor is it "per player", but, instead, "per network", but it feels pretty close.

Again, though, I'd not want to see servers brought to their knees to support it. It just struck me as interesting.

commented

I mean the one block we currently have that is definitely "owned" by a player is the security terminal.
But any subnetworks you have do not inherit the ownership info.

p.s.: The same applies to a block that changes the networks channel mode.

Just to clarify: on the code-level I already implemented the ability to set the channel-mode on a per-network level. We use this for automated testing. I just see a problem in making this work well in normal gameplay.