Refined Relocation

Refined Relocation

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Relocator Modules Feature Ideas

Micky2506 opened this issue ยท 4 comments

commented

EDIT: Moved a few things into here, also cleaned this up & reposted things removed in a comment.

  • A module that would have a couple of options, and be intended for placing on an inventory, and would be intended for use with extraction modules with redstone control. Perhaps this module could also have a way of integrating with the sneaky module's functionality, and reading the correct slot of said inventory. This is different than the BC gate, because those read our own relocators :).
    • Output redstone if inventory full
    • Output redstone if inventory empty
    • Output redstone if inventory has space
    • Other things?
  • Some way of transmitting redstone or other signal across the pipe itself, similar to Buildcraft's pipe wires, but with named channels, perhaps.
  • All modules should probably have integrated redstone control.
  • Module stock should allow greater than 64 items per slot, perhaps up to 512, 1024, or 2048. Hopefully 2048 items is enough for more people
  • Module Stock should add set number to slot on shift click, not double like it does now.

Moving #111 here, closing that issue:

We need to decide on a route for items to take when entering a 6 way junction in relocators. My idea was that they always try go forward (as in keep going the same direction).

For my idea to work, it'd be nice to add modules for `preferred` route and `last` route.
These modules would be nice anyway, since currently there is no real way to tell a specific item where it should try to go first.
Perhaps these modules could be further improved by allowing them to stack. (As in, 2 preferred route modules override 1 preferred route module).

I'd be happy to hear any other ideas, though. Thoughts?

My comment:

Come to think of it, you can already use this idea with buffer priorities, but perhaps something a little more relocator centered would be nice.

Your comment :)

This is a good idea. Could you add this to the module features ideas? There are too many issues right now :S

@Dynious: These are all just ideas, no particular order.

commented

Most these things are on my todo list.
The problem with the one way module is that I have just 4x4 pixels to show what way items can go, it's really hard to make a understandable texture in 4x4 pixels!
About the whole border, I'm not 100% sure if I want to do that, I think it's good enough as it is.

commented

And referencing the whole border thing, now that I think more about it, I'm thinking I agree.

commented

Should we change the functionality for modules so that shift-right clicking (to remove a module) does not require an empty hand?

commented

Reposting content above here.

  • The extraction modules (both versions) could have a feature that specifies how much they should pull out at one time, this would be useful, as the only way to do this right now is to place a stock module at an inventory in the middle of the router with just one item in it. That does not completely satisfy what this feature would do. (See #159 for this) (Create Limiter module instead?)
  • I feel like the stock module could use an 'upgraded' version that combined stocking with sneaky functionality, as (in example) you might want to keep 10 pieces of coal in a furnace, not 64, but you want to pipe into the top. Arguably, you could use an advanced block extender, but that seems to not follow the theme of relocators. This feature is one of the reasons why I strongly suggest putting time into multiple modules per relocator connection, otherwise you will have this need of combining modules a lot. Will be fixed upon adding combined modules.
  • The one way module could use retexturing, as the current arrow-like texture doesn't really look too much like an arrow. Perhaps a real arrow, or something different? Removed this because I can't come up with a better texture on a 4x4 pixel area.
  • This idea is for a new module: this module would output a redstone signal when an item passes through the connection it is on. This would be handy for starting machines when an item enters them, for example. Should probably be done on all relocators (without module) and use a vanilla comparator to detect if needing to output.
  • The current idea for the corners of each item being the color of the strip around the relocator is nice, but I feel like these corner texture could perhaps extend around the whole border.
  • The sneaky module could use some lightening, as you can barely see the mask/glasses inside.
  • Moved here from #99 : The redstone block module should probably have either a partner or a GUI which allows setting it to allowing items through with redstone signal (The opposite of the current functionality).