Woot

Woot

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Refresh for Minecraft 1.13

Ipsis opened this issue ยท 8 comments

commented

No, I'm not starting to port Woot to 1.13 yet. I'm hoping there is still a good while left on 1.12 to let my play with code.

So my plan is to rewrite most of the code for Woot for 1.13.
Why - because I like writing code and part of the reason I do this is to learn how to do things better.

In doing so it also means I can redo the player experience a bit and get rid of some of the bad ideas I had.
(There have been a few of them ... Stygian Anvil in-world crafting - I'm looking at you)

I'm looking at this now, so that when 1.13 becomes a real, popular target I should have the rework done.
Of course I could just decide against this eventually and port the 1.12 codebase if I want to...

The basics will stay the same

  • It will be a big multiblock
  • It will require lots of power
  • It will learn loot drops
  • It will use Guide-API for the book
  • It will have bad textures

I'll be using this issue to basically track what I'm thinking of doing.
Of course people are free to put there own suggestions here - I might say yes or I might say no.
(No is also the answer I use for "I don't think I'm capable of doing that")

commented

Since I've been quietly working on the 1.13 mechanics for a little while (ie. its still in 1.12).
Two things that I am changing:
1 - Structure will be cheaper to build, since it does take a LOT of resources. There will still be the big multiblock but the cost will be in the running not the construction.
2 - I'm trying to change how you power the factory. The general idea will be that internally the factory runs on Woot Units (WU!?). There will be different configurable options to generate those units. eg. the standard one will be an RF power cell which does 1RF->1WU so works as before. But this would allow you to drop RF completely and have other options such as Botania Mana -> WU or Tesla -> WU or mob essence to WU etc. I've even got a test one that allows you to run the factory power free and it runs off ticks instead and I can easily swap over to a RF one instead.

commented

It will have bad textures

Some things never change...

commented

I personally liked the Stygian Anvil in-world crafting and would love to see it return in 1.13, but I'm maybe alone with this opinion... :D Also I don't think the textures are bad, I like the looks of the multiblock.

I have one suggestion though, would it be possible to add compatibility for other power systems like EU from Industrial Craft or Mana from Botania to have an equivalent to RF/FE? Some mods go nuts with power production and it would be cool if the modpack author could choose which power system (maybe also more than one at a time) can be used to power the factory.

commented

For the Stygian Anvil - I'd probably change it such that the items are not just dropped on, but appear on the anvil when you right click them, a bit like the dye.
The textures are a running joke - I just don't have the artistic skills to get something good. Although it could be that there are more vocal haters of my art :)

I'm going to try and keep the power system generic so it should be possible, in a coding sense, to change from RF to something else. May not work out in the long term, but I would like to support some of the other energy power systems like EU.

commented

I honestly liked the old textures better.

commented

Perhaps a config option to turn on the anvil crafting for people who do like it, while the rest of us can have recipes without needing the anvil?

commented

The option already exists :)
"allowAnvilVanillaCrafting" in the general config section in woot.cfg, defaults to false. You can set it to true and 90% of the tedious crafting can be done via the vanilla crafting table. It needs to be set on both server and client.

commented

It would be nice if there was some GUI for the anvil. There's lots of people who love to be able to automate it somehow that isn't so finiky as it is now.