Nomifactory

Nomifactory

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[Suggestion] Add Stargates

catt0 opened this issue · 12 comments

commented

With Advanced Rocketry and different planets in the pack, I think it would fit the theme to add Stargates to travel between dimensions in style. Also GT already contains Stargate references, so it does not seem that far fetched to have them in this pack :)

This mod is a continuation of SGCraft by gcewing, which I used a lot, wrote an early Computercraft integration for and never had troubles with. I have not yet tested this version, but I will do so soonish(tm) by adding it to Omnifactory.

The mod adds content besides the Stargates, especially ZPMs and ZPM Hubs that can provide IC2 power. In order to not influence balance or progression, these should most likely be disabled.

My main goal would be to allow these to be used relatively early for travel between planets, maybe as early as after visiting the Moon. If we use GT Naquadah for constructing the gates, this would move them far further down the line, which might lead to them not being used as much. At least I personally would like access to them earlier. Considering that Telepads can already be used to only require a single rocket launch to the Moon, putting Stargates at the same tech level as Telepads would not influence progression imo.

If this idea is not totally unrealistic, I can provide at least a basic integration of the mod and configs, but I am currently unsure how we should integrate it into progression. I will playtest it a bit to find issues with the mod itself and hopefully get some ideas how to integrate it. From what I can see at this point, we should be able to tweak the power consumption to add a decent cost to them. Even if building gate components is gated behind GT Naquadah, finding pre-built gates or maybe villager trades can provide an early source of components. If everything else fails and the Tokra villagers can be DMLed, this might be way to obtain gate components...

P.S. This mod also has OpenComputers integration, so if #309 is "resolved" by adding OC this mod can also profit off that. I can even provide some basic Stargate control programs for OC, which I will create for my own use anyway.

commented

The easiest way to implement it would be to make it require a little power, and crafted with a dislocator/telepad, so you gain nothing except aesthetics from using them?

commented

What is the purpose of adding stargates if telepads, and later dislocators, already perform the same function?

commented

We can already use Telepads before we get too the moon.

And Dislocators/Adv. Dislocators are cheap compared to a full Stargate MB.

Not worth effort for addition

commented

As cool as the Stargate mod is, it's addition would add literally nothing to OF.

commented

We can already use Telepads before we get too the moon.

And Dislocators/Adv. Dislocators are cheap compared to a full Stargate MB.

Not worth effort for addition

I don't think it's a good argument that an existing solution is cheaper or not, because if an SG setup would be the cheaper than that would be the problem, because then it would be too OP.
It's a bad argument also because by default it's actually way cheaper, and I think too cheap for a tech modpack. The SG mod would definitely need recipe modifications, though.

I haven't tried out the 2 you mentioned, but I've watched a few videos about building and using them.
Telepads are a flat multiblock that consumes energy and a fluid and teleports on click, while dislocators are even simpler, an item that doesn't damage or consume anything.
This of course can be understood, because none of these 2 are focused on transportation, they are general mods that do a lot of interesting things. Still, I think it would be cool to have a way of transportation that is a bit more fancy than that.

Considering that the project description says that it's an "expert-style tech modpack", and does not say a word about magic, I think Stargate would fit the pack even more than Draconic Evolution, which is basically a magic mod, and has been (over)used a lot in recent years' modpacks, or at least in those that I've heard of.
Also, the part "focused on automating large-scale factories" also fits Stargate, because it can be controlled with computer mods, and because (I think) a large moving multiblock structure is rather industrial than a different colored floor which just says "poof" and done.

I think you should consider adding this mod to version 1.3. As I can see from the milestones you're just starting to make the changes, so it's the prefect time to consider it.
The mod has (relatively) a lot of configuration options, so your hands are not tied in how it will work, so integration shouldn't be a problem.

commented

I don't think it's a good argument that an existing solution is cheaper or not, because if an SG setup would be the cheaper than that would be the problem, because then it would be too OP.
It's a bad argument also because by default it's actually way cheaper, and I think too cheap for a tech modpack. The SG mod would definitely need recipe modifications, though.

Dimensional Travel is not a major sticking point for Omnifactory, you only have too visit 1 Dim for 1 Item that is easily farmed once you get the first one(Chorus Fruit), as far as Planets the only one "required" is the moon(for the quest book), all other planets hold nothing that is required for the pack, they are just "There" as something to do.

Considering that the project description says that it's an "expert-style tech modpack", and does not say a word about magic, I think Stargate would fit the pack even more than Draconic Evolution, which is basically a magic mod, and has been (over)used a lot in recent years' modpacks, or at least in those that I've heard of.
Also, the part "focused on automating large-scale factories" also fits Stargate, because it can be controlled with computer mods, and because (I think) a large moving multiblock structure is rather industrial than a different colored floor which just says "poof" and done.

DE in this pack is not considered a "Magic" mod, it is used as a tech mod and a lot and I mean ALOT of the DE items are all used for End Game, were the whole Tech/Magic argument goes out the window.

I think you should consider adding this mod to version 1.3. As I can see from the milestones you're just starting to make the changes, so it's the prefect time to consider it.
The mod has (relatively) a lot of configuration options, so your hands are not tied in how it will work, so integration shouldn't be a problem.

Would probably do good for Omega mode, but as far as Standard Omnifactory no.

commented

you only have too visit 1 Dim for 1 Item that is easily farmed once you get the first one(Chorus Fruit)

Doesn't GregTech have machines to extract minerals from lava? If they (still) have, and if the player wants to use that for some reason, then it could be needed to frequently travel to the nether to move the pumps when the lava lake near to the pump dries up.
Also, nether quartz is only found in the nether, which is needed for Applied Energistics (and probably for other mods too)
These are things in the nether which is relatively easy to access, but then ExtraUtils has it's own mining dimension, and I don't know much about Advanced Rocketry (already in the pack) (it's hard to look up their docs because their sites are currently broken), but looking at it's currently implemented features list it seems that traveling is important for them, if the player wants to deal with the mod in-depth. And maybe there are others mods in the pack that add dimensions, but I don't know about them now.

You probably meant that only 1 item is needed for the quests, but what if the player wants to explore the whole pack, even features that are not highlighted in the quest tree? The streamer who let me know about the pack probably won't go further than completing the questbook, but I will because I'm interested in the mods, and about what's changed/what's new since I left modded Minecraft a few years ago. Like I've just found that calculator mod while searching for mods that I know they have dims, and this seems to be very useful, I'll need to look into that.

DE in this pack is not considered a "Magic" mod, it is used as a tech mod and a lot and I mean ALOT of the DE items are all used for End Game, were the whole Tech/Magic argument goes out the window.

<opinion>
Honestly, I can't look at DE as a tech mod. It's based on killing and resurrecting the dragon, multiple times, and other bosses too. It has a large focus on fight and weapons (not exactly a problem, the problem is what kind of weapons), which is actually the main pillar of progression in it.
In a tech mod I can imagine progression in ways like how GregTech does it, with complexity and procedures more or less like how it's done in reality, like with increasingly complex/finer things need to be created with increasingly complex machines.
But instead of that, DE focuses on progression with obtaining specific mob drops, and doing things with them that are rather far from the real world and more like to what magical mods do. That's an other story that it has tools for technical mods, but that does not make it a tech mod for me.
I agree that DE can be interesting too to do things with, but it's not a tech mod in my opinion.
</opinion>

commented

Considering the fact that infinite quantities of both lava and nether quartz can he obtained without leaving the overworld once, that is not a very good thing with which to justify adding an entirely different mod for a utility that already exists.

commented

Doesn't GregTech have machines to extract minerals from lava? If they (still) have, and if the player wants to use that for some reason, then it could be needed to frequently travel to the nether to move the pumps when the lava lake near to the pump dries up.

Lava is free and infinite thanks to Deep Mob Learning.

Also, nether quartz is only found in the nether, which is needed for Applied Energistics (and probably for other mods too)

Incorrect, Nether Quartz spawns in the Overworld and has a very easy recipe.

then ExtraUtils has it's own mining dimension

Disabled in this pack.

Honestly, I can't look at DE as a tech mod. It's based on killing and resurrecting the dragon, multiple times, and other bosses too. It has a large focus on fight and weapons (not exactly a problem, the problem is what kind of weapons), which is actually the main pillar of progression in it.
But instead of that, DE focuses on progression with obtaining specific mob drops, and doing things with them that are rather far from the real world and more like to what magical mods do. That's an other story that it has tools for technical mods, but that does not make it a tech mod for me.
I agree that DE can be interesting too to do things with, but it's not a tech mod in my opinion.

This is very incorrect in terms of this pack. Draconic Evolution is a tech mod and Omnifactory removes all dependency on killing mobs, and doesn’t focus on obtaining tools and weapons at all.

@MPeti1 Not to be rude or anything, but I’m pretty sure you should play the modpack first without basing your opinion just on the mod list.

commented

I want to play the modpack, but first I'll need to have time for it. Though sorry for saying incorrect things, and sorry if it seemed like if I wanted to "know it better than you", I just thought I may add suggestions based on what I've seen already until I can play the pack.
Actually, in these circumstances this mod really doesn't fit well the pack. but the circumstances are weird. I didn't see why the need for dimensional travel is removed, but I would probably really need to play the pack first to understand that.

commented

This pack puts a heavy emphasis on engineering automation and supply logistics while making resources pretty much a non-issue.

In the beginning you have mining hammers and massive GTCE ore veins for plentiful resources, and a Scanner to track down veins. As early as MV you have DeepMobLearning for power generation and infinite of many basic ingot types.

Starting in HV you get access to Micro Miners, which are consumable ships that mine a wide variety of resources via a Microverse projector, and these come in ten progressively more complex tiers which mine different and rarer kinds of resources.

Consequently, the pack is playable entirely in peaceful mode if you want to, and exploration isn't really a major focus. You can travel to other planets or dimensions if you want for different kinds of oregen if you enjoy doing that, but it's by no means required.

commented

There is also the option to add the mod to your own instance. If you want to play a mod in your own playthrough, you may add it without any problems.