Sculk Transporting

Sculk Transporting

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[Suggestion/Idea] Long Range Vibration pipe network

deadspidervenom opened this issue · 2 comments

commented

Long Range Vibration pipe network

To help deal with longer rang applications, like if you have a mega base or want to transport items from a distant farm.

5 new blocks.
• Sculk Pipe Receiver
• Sculk Pipe
• Sculk Pipe Emitter
• Sculk Pipe Booster
• Sculk Pipe Relay

How it would work, is you would need to make a Pipe receiver to pick up a sculk vibration and channel it into a pipe. The pipe would have both opaque (for performance reasons) and transparent variants. With transparent letting you seeing the vibration and items travel.

The booster would increase the speed of the vibrations, at the cost of the vibrations become unstable(will explain what this means in the next item).

The pipe Relay would be need every so often to strengthen the signal else the items will just pop out of the pipe.

Finally the item will end at the Pipe emitter where it goes back into the normal system.

Now to help prevent players from just doing pipes without punishing them for using it, in order for the pipe network to be valid it needs at least 32 blocks of pipe/booster/relay, and at least 1 pipe relay. This way it make it encourage players to use the system for long range and the normal system for close range.

For relays and boosters. I would think 1 relay ever 16 blocks unless unless it goes through a boost then divide the remaining blocks by two, if it hits 0 or goes below 1 then the item just pops out. When using boosts if its "Relay>booster>pipe" it should be 8 blocks of pipe till you need a relay.

for booster stacking, i would say if you allow it, make the speed boost only 0.25 per booster. Meaning after 4 boosters you would double the speed, but your pipe network would just be boosters and relays. If you dont allow stacking (i would recommend this to keep it simple) Then the boost simply doubles the speed.

The exact theming does not need to be pipes, it could be a long range variant, cable variant, or warden blast variant. Whatever you feel fits. Most of what i was talking about was meant to be how it function using a concept that easy to understand.

commented

Hm, I feel like this strays away from the original concept of the mod too much. I realize with the restrictions in place that you mentioned it will mean Sculk Transporting doesn't become yet another pipe mod, but the original idea was to have the item travel be true to vanilla in the sense that it happens the same way vanilla sculk signals are transmitted. With pipes this would no longer be the case.

commented

that it happens the same way vanilla sculk signals are transmitted. With pipes this would no longer be the case.

I did state at the end that the exact theme of the how the blocks look and act can be changed.

Example

Instead of pipes, the long range transport is called "Sonic".

Pipes would be "sonic pathways", visually you wont see anything unless wearing a special "sensor" helmet or goggles (could add curious support). To create sonic pathways you place down relays and boosters, and using a sonic wand which uses echo shards to craft, you right click the various blocks.

How it would visually look would be something like the warden sonic attack when it can't reach the player. To also add demerit you could make the pathways dangerous, if item is moving on a sonic pathway and collides with you its like getting hit by a warden.

This way its functionally the same for the most part, and visually vanilla. The upgrade could be locked behind the warden. Since vanilla your not supposed to kill the warden, perhaps making it a passive drop like eggs from chickens. This way to get it you have to lure the warden.

EDIT: You would still need the normal system as you would have to convert it from vibrations to sonic then back.