Structurize

Structurize

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Feature Request: survival utility

Orinai opened this issue ยท 5 comments

commented

Prerequisites

  • [Y ] I am running the latest alpha version of Structurize for my Minecraft version.
  • [Y ] I checked the MineColonies/Structurize wiki and made sure that my issue is not covered there.
  • [Y ] I made sure that this feature request is not a duplicate of any existing feature request.

Context

  • Minecraft Version: 1.12.2
  • Structurize Version: structurize-1.12.2-0.10.277-RELEASE

Is your feature request related to a problem?

No

Feature description

It would be wonderful in any version of structurize to be able to use the mod in some way outside of creative mode, without having minecolonies installed. Being able to save and load in structures purely as previews, or perhaps even being able to build structures if you have the necessary blocks in your inventory. The self-build build capability of the structure wand could be disabled while minecolonies is installed, but still be available when only structurize is installed.

Notes or related things

I play in 1.12.2, and would of course love to see the feature in the versions I use. but it also seems like a worthwhile feature for newer versions.


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commented

I have an idea on how to easily implement this, as of right now you can already have a survival compat with the visual building and have players place in all the blocks instead of the builder, you will only need to make it easy to fill in the blocks, iirc mods like immersive engineering have this feature, but here's my proposal:

  • Make visualized placeholder block more transparent: not only this allows distinction between placed blocks and visualized blocks, but it will allow players to completely see the entire building full of block.
  • Make it so you can replace the visual block with a real block directly, like grass replacing mechanic, it doesn't have to be the matching block, since the player can just change the block if they feel to.
  • There will be no reward when finished, the entire structure just finished and that is the reward.
commented

Suggested Implementation for a "Builderize" companion to Structurize:

  • Use the Allay AI/Model for the "Builder." Should be passive and non-targetable by hostiles. Takes no water dmg nor breathes. Should simplify pathing AI? No leveling or other elements needed. Model can despawn when there is no active build project; reduce demand on system and no need for idle behavior.

  • Allay mine speed is set to the same as player using X tool. Where X = wood/iron/gold/diamond/nether. Tool required to perform job just like a MCol builder and usage is same as player. Placement speed is set internally and cannot be changed, but should be at speed that may roughly be equivalent to a mid-level MCold Builder with the goal to not be so slow as to be useless, but not necessarily be any faster than the player building it themselves.

  • Allay builds the blueprint using existing MCol Builder behavior. Copy/Paste that process wholesale using the above mentioned tool usage / speed.

  • Builderize block. Have a check to ensure there is only 1 block per player in a world. Builderize block spawns in a build tool unique to Builderize. Tool despawns after accepting placement of a blueprint. Only 1 blueprint at a time can be built, no need for a queue. A new build tool cannot be spawned into player inventory until the existing build is completed. Implement unique scan tool with same behavior as build tool?

  • Build tool utilizes Structurize but ignores any Minecolonies packs or MCol Huts. Pulls from the blueprints/Player/scans folder or a new blueprints/Builderize/ folder.

  • Builderize block works like an enchanting table and checks Racks within the same space at the initiation of a build order and periodically throughout the build process. However this works with the MCol Builder with the exception that there isn't a need for a "Builderize Hut" as the check would occur within the limited range and periodically. Makes the Builderize block breakable/movable and/or more flexible and doesn't require a pre-determined hut-like schematic. Utilize the existing Builder UI and Clipboard to see what is required. Implement the resource check when the player brings up the UI to check requirements?

  • Reverse MCol Builder Colony Checks - Builderize block can only be placed outside of a colony and the Allay can only build outside of a colony border. If a Builderize block ends up within a colony border, the next time the player interacts with it the block breaks (so it gets picked up by the player) giving a warning that it was inside a colony border. Any in process builds will still complete, no need to punish people.

It seems easier to implement a secondary limited-use Builder rather than use the player-print-function? I assume there is more than 1 way to code the player placing blocks, but the entire situation can be avoided by using already in place systems from Minecolonies/Structurize. Given that I imagine most of the functions of the Builderize mod are pre-existing either in Structurize or Minecolonies it shouldn't be difficult to copy the necessary functions over and prune the unnecessary code

This also provides a way for players to build decorative blueprints outside of the Minecolonies ecology within a MP world with many colonies.

I imagine the Allay Builder would be a different color or have a selectable skin. For magic based player worlds the Allay can be used, but for tech based builds it could be something like a Gnome with an elytra rocketpack.

commented

This is planned but target version is either 1.17 or 1.18 (even this is without gurantees), 1.12 definitely won't be updated

commented

What is the reason behind the scanning feature to be exclusive to Creative? This is a great building mod and could help those that struggle with builds, and not everyone is going to use Minecolonies.

commented

Few things (if we aren't just going with "classic" ghost utility):

  • the way player supply items - probably chest?
  • the way player pay the build - probably burn time, chest with furnace interface?
  • the way we store and start/finish the build - this should be fairly easy as we have similar code in mcol already

It's indeed a basic idea, but the way player interacts with it need a bit more discussion - so any ideas are gladly welcome

(also original issue mentions exclusivity of survival and mcol builder - I would like to see a generic approach to interact with our building system, that's why it's not done yet)