by prestidigitator » Thu Mar 07, 2013 08:16
Pretty cool. Just about everything in that video would be reasonably easy to do in Minetest except for the flood lighting thing, which you'd probably have to hack using invisible non-physical blocks and might not work very well with other mods. For things like the router, you'd want to use inventory list names instead of "top", "bottom", etc. Also there's no way to get the complete set of list names for a particular inventory, so you'd just have to use the common names of the kind of nodes you are interested in (furnaces, chests, etc.).
For the electricity, it would be neat to use (more) realistic electrical engineering/circuit design principles instead of the hacked up job you see in the video. So figure out what the voltage requirement, max current, and input resistance of each device is, analyze whether any particular wire is being supplied with multiple incompatible power sources (and if so probably burn out one or more of them), etc. Have components randomly turn off and on if they don't receive enough current, and shut off completely if they don't receive enough voltage. This would be a good place to (finally!) use the copper, silver, and gold from the "moreores" mod, as lead wires are a pretty stupid idea.
EDIT: Oh, and I find the crafting recipe a neat idea (I've thought of such things myself and even mentioned them here), but badly implemented in the MC mod the video is showcasing. Why the heck would you store the recipe inputs with the recipe, and have the recipe used up just to build the one item? Just to save inventory slots? It would be much better to have a "stamper" type thing accept a recipe in one slot and ingredients in a big stock inventory, and have it continually use the recipe to pull inputs and produce outputs; like a furnace, but for more complex craft recipes.
Last edited by
prestidigitator on Thu Mar 07, 2013 08:19, edited 1 time in total.