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Belt Observer modes

Kurtchekov opened this issue ยท 2 comments

commented

First of all, amazing mod you've got here! I'm a modder and gamedev myself and gotta say, I've never seen a mod this immersive and well made. This was the first time I forked a project just so I could take a peek into the upcoming features, and what I've seen so far pleases me a lot!

So, here's what I'm trying to do: I have a belt I want to run in front of the fan with lava to cook some bread. I thought it'd be nice to put a Belt Observer on the very spot where it gets cooked, so that it can trigger whenever dough shows up on the belt. The idea is to send RS to a clutch that stops the belt while the dough is being processed. Once it changes into bread, the Belt Observer wouldn't be sending RS anymore and the belt would start moving again. Problem is, the Belt Observer only sends a pulse rather than keeping the signal on for as long the item in front of it is valid. I can see why we'd want to have it work as a pulse, but would be nice if we can change its mode (with the wrench, for example) to hold the signal so that we don't have to make an overly complicated latch system for something so mundane.

I've tried a little hack here and replaced the Clutch with a Gearshift: the item would bounce back and forth as the Observer would be constantly triggering the Gearshift. Turns out that was a bad idea and, after a few seconds, the shaft connected to the Gearshift and belt both broke. Not sure if it was a bug, but I feel like I should let you know.

Once again, thank you so much for such a masterpiece of a mod, I just can't wait for the next release!

commented

Hi Kurtchekov,
The idea is brilliant. I've been unsure what to do with the belt observer now that items cannot be pushed off of belts anymore. It was originally added to make sorting possible when used with a piston.
The two modes will make it a lot more useful, especially for the case you described. The fact that that isn't possible has been a bit of a usability nightmare anyway. =D

The shafts breaking is a new security measure to protect contraptions from too many speed updates. It's similar to how redstone torches shut down after too much flickering. Speed updates are pretty hard on performace and its not intended that solutions rely on them.

Thanks for the fantastic suggestion, that's going right on the 0.2 list. =)
And I appreciate the kind words, it's always an honour to hear it from a fellow developer.

commented

It works! Thank you so much!