PneumaticCraft: Repressurized

PneumaticCraft: Repressurized

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[Feature Suggestion] New Tube Module: Washer

HipHopHuman opened this issue ยท 2 comments

commented

I just thought of a neat idea for a new Tube Module; the Washer Tube Module.

It's the PNC counterpart to a real-life Pressure Washer, with a Minecraftian twist.

It basically functions like an Air Grate tube module. It has the same options for configuring it's range, but you can pipe fluid into it. What fluid you pipe into it will have different effects. Here are some effects I thought of:

  • No fluid
    • This will simply create a particle effect. The same particle effect that's inside the pressure chamber, but within the confines of the module's range. For decoration purposes.
  • Water
    • Any dyed entity (item or mob) in the module's range will have the dye washed off - like dyed Leather armor in the Cauldron, but with the addition of wool, beds, banners, etc - any dye will be washed off and the result will come out white.
    • Any fires or campfires in the area will be extinguished
  • Potion
    • The potion's respective effect will be applied to any entity within the module's range

Perhaps some new Effects could be created for using things like Ethanol, Crude Oil, the different gases, vegetable oil, memory essence etc. Perhaps Memory Essence could be dispensed as XP orbs

And it could have datapack support for modpack makers

I thought of being able to reverse the airflow (like the Air Grate module), which would "suck" all fluid sources (including water) out of the module's range, but the gas lift can already do that and it would make the name not make much sense.

Perhaps this mechanic could be involved in the ore multiplication system eventually as a fluid-blasting mechanic.

I also noticed there are a few dye recipes in the Assembly Table that are more efficient than the Vanilla recipes, but not all dyes are included. Maybe adding recipes for all the dyes to the Assembly Table, and adding a way to convert dyes to a liquid variant if given enough heat and some glass bottles, which can then be used in the Washer to automatically dye things.

This introduces the concept of potion fluids and dye fluids, so if implemented, care would need to be taken to ensure that these fluids don't already exist in the game. To my knowledge, Inspirations or Charm (can't remember which of the two) already adds liquid dyes (in the form of bottles), and Create already adds potion fluids. A cleaner implementation may just be to provide PNC-specific buckets or glass bottles of fluid for the dyes (without an actual fluid implementation) and just allow potion items directly. Or maybe the heat could melt the dye items in the washer directly? idk.

As for where it'd source this from, it could be piped in from the side, or look at storage modules

commented

This feels more like a machine than a tube model, I have to say. The concept of piping fluids into a tube module feels odd, to say the least.

  • Regarding particle effect (no fluid): these are the same particles that are used for air leaks, so that would just be confusing, leading players to wonder why their pipes are leaking.
  • The idea of some kind of fluid/potion disperser is interesting, though. Dispersing fluids with a fuel value through a burning block (fire/campfire/maybe lava & magma) could be a fun flamethrower...
  • More dye recipes in the Assembly Table is something worth considering, yep.
  • I really don't want to be messing around with adding dye & potion fluids, though.
commented

This feels more like a machine than a tube model, I have to say. The concept of piping fluids into a tube module feels odd, to say the least.

I thought so too, my mind just can't settle on whether it feels more machine-y or the similarities between it and the Air Grate module, but you're right. It is weird to pipe fluid into a module.

Regarding particle effect (no fluid): these are the same particles that are used for air leaks, so that would just be confusing, leading players to wonder why their pipes are leaking.

I think that's subjective - I've looked at the particle effect and often thought it'd be useful for decorative purposes (like a sauna - even though it makes no logical sense, the particle effects would fit such a build well). I think with enough knowledge of the mod, the player will be able to discern this easily. Perhaps the Washer could be gated towards the end game and require advanced tubes in it's recipe, this would lower the chances for confusion as players that have reached the end game would be more likely to understand that it's not an air leak. Though, it does consume air, so it technically is (in the same sense that a drone recharging itself is also an air leak)

The idea of some kind of fluid/potion disperser is interesting, though. Dispersing fluids with a fuel value through a burning block (fire/campfire/maybe lava & magma) could be a fun flamethrower...

That sounds awesome, a flamethrower never crossed my mind.

More dye recipes in the Assembly Table is something worth considering, yep.

๐Ÿ‘ The dyes it does support look lonely

I really don't want to be messing around with adding dye & potion fluids, though.

I figured as much, lol. Hence that part at the end where I mentioned foregoing them and using the items directly. It would still make sense that they get "melted down" into particulate because the machine would have heat requirements, so items can work.