Posts : 727 Join date : 2012-06-20 Age : 111 Location : omnipresent
Subject: -MACHINES- Wed Nov 07, 2012 12:31 am
The machines of Futurecraft! There are so many ideas about the machines of FC, so I thought they should all be in one place.
Post any ideas you have and I'll add it if it is accepted by the thread.
Cutting Tables
Saw table- cuts wood, stone, and weak metals.
plasma ark cutting table thing- cuts anything nonflammable up to semi-advanced alloys.
laser cutter table thing- cuts anything nonflammable, including super-advanced materials
molecular dissolution device-extremely expensive, can cut anything. ANYTHING.
Looms
loom-makes things out of wool, cotton, etc.
advanced loom-weaves carbon fiber and nanotube mesh
Refineries
Solid Refineries
Material Grinder Grinds Material.
Furnace Vanilla Furnace
Induction Furnace Better than the vanilla furnace.
Fusion Furnace MELTING THINGS WITH THE POWER OF THE SUN!
Liquid Refineries
Still-Used to make pure water, spirits, etc.
Centrifuge-Separates heavier from lighter
Petroleum Refinery-Refines oil into gasoline, kerosene, and plastic
Gas Refineries
Gas Mine It removes gas from the atmosphere and puts it in canisters.
Gas Separator Put mixed gas canisters in, get separated gasses out. Can be used to make a better Gas Mine.
Gas Mine MK-II Gathers, separates, and stores gasses for your convenience!
Advanced Gas Mine Built with multiple blocks, this gathers a much larger volume of gas and stores more.
Ship-Based Gas Mine Like the Advanced Gas Mine, it's made with multiple blocks and is more efficient than the MK-II, but is mounted on a ship.
Crafting
Crafting Table Vanilla crafting
3D Crafting Table 3x3x3 crafting
6x6 Crafting Table MOAR SLOTS
3D 6x6 Crafting table Only the most complex of complex things are built here.
Storage (Not exactly machines, but they do stuff.)
Weapon Rack Used to display your weapons. Anyone can take them.
Weapon Locker Displays your weapons, but only people that know the set code or are in your faction/crew (criteria can be changed by owner)
Chest Vanilla chest (I think the storage room should be decreased)
Crate Limited uses, mostly used for shipping. Much larger storage area than chest.
Last edited by catsonmeth on Sun Nov 11, 2012 10:04 pm; edited 3 times in total
Grand Imperial Thunder Infantry
Posts : 714 Join date : 2012-01-31 Location : Saturday is awesome.
Subject: Re: -MACHINES- Wed Nov 07, 2012 12:45 am
Why stop with that? We can have most everything!: MACHINES FOR Refining-Things to process things into better things like wood into woodly bits or stone into ore fragments, ore fragments into ore, ore to bars, bars to alloys, alloys to sheets, sheets to plates, and plates to armor with other uses all along the way for the bits and bobs and so forth
Defense-machines that load guns, give out guns, aim guns, raise shields, Identify friends and foes, and so much more
Cooking-at basics things like stoves but higher up cook bot!
Production-machines akin to the auto-crafting bench but maybe using a more drawn out system of machines like an assembly line or if that is too much just bits to an assembly line like you make the basic assembly machine block which can be specialized to make certain things when you add on bits to it. In example, You need to mass produce ammo, but making it all by hand will take forever, so you can make an assembly machine block and then specialize it to make ammo and then upgrade it even! THINK ABOUT ALL THE POSSIBILITIES!
Ivan2006 General
Posts : 2096 Join date : 2012-05-08 Age : 26 Location : The Dungeon.
Subject: Re: -MACHINES- Wed Nov 07, 2012 10:33 am
Also I think we could call the 3d-crafting table (which will most fittingly be a multi-block structure, considering the size of the stuff that´s supposed to be built there) a machine, as it will make sense for it to need power in order to work. Also, "3d crafting table" is a good temporary term, but if we want to release it, we need something more original, like "Machine Assembler". And yes, 3d crafting table, not 6d or even 11d, as about 99.9% of potential FC customers are unable to imagine more than 3 dimensions.
PS: Maybe add research machines for the lab system (and put the section in spoilers as the research thing isn´t confirmed nor denied by the devs yet)
Captain stufuzzycat Sergeant
Posts : 826 Join date : 2012-05-02 Age : 25 Location : At my computer, pwning s*** up with my warfrigate
Subject: Re: -MACHINES- Sun Nov 11, 2012 2:53 pm
Looks good, maybe we could "borrow" more of IC2's coding for the machines.
_Shadowcat_ Infantry
Posts : 421 Join date : 2012-10-22 Age : 28 Location : Master Theif
Subject: Re: -MACHINES- Sun Nov 11, 2012 8:37 pm
Captain stufuzzycat wrote:
Looks good, maybe we could "borrow" more of IC2's coding for the machines.
Or we could take IC2 change all the names by 1 letter and all the textures by 1 pixel so it seams original.
BEHOLD the niduction ufrnace!
ACH0225 General
Posts : 2346 Join date : 2012-01-01 Location : I might be somewhere, I might not.
Subject: Re: -MACHINES- Sun Nov 11, 2012 9:32 pm
I demand the starting portion of
Ivan2006 General
Posts : 2096 Join date : 2012-05-08 Age : 26 Location : The Dungeon.
Subject: Re: -MACHINES- Mon Nov 12, 2012 1:48 pm
Captain stufuzzycat wrote:
Looks good, maybe we could "borrow" more of IC2's coding for the machines.
Well, IC² does have some interseting mechanics, but other (newer) mods have had that set as the standard already when they first came out, so they had to do better in order to successfully compete. Take Railcrafts Rock Crusher for example. It´s far more realistic than ICs 1-block Macerator. Or, also from RC, those Iron tanks. We are bound to needing some kind of liquid piping and storage anyway. Or (RC multi-block structures strike again) the Steam Boiler/ Turbine assembly. I mean, that´s how power is produced in RL.
What I mean is that we should ask for the multi-block structure code for RC first before we go to IC² again. (looking at what the generic machine-mod comes up with, it seems quite easy to make machines, and as we use IC²´s electricity-code already, we can easily use their API (I´m no coder, but it seems reasonable)
The Schmetterling DEV
Posts : 3123 Join date : 2011-08-31 Location : I'm a butterfly.
Subject: Re: -MACHINES- Wed Nov 14, 2012 5:38 am
I do like these ideas, but they aren't necessary for Futurecraft, and will only be added in the later phases (if at all).
Soul of Jack Infantry
Posts : 671 Join date : 2012-03-12 Location : In the Baile System.
Subject: Re: -MACHINES- Wed Nov 14, 2012 8:25 am
The Schmetterling wrote:
I do like these ideas, but they aren't necessary for Futurecraft, and will only be added in the later phases (if at all).
Well they could be added...If you had more dev's.
torrentialAberration Infantry
Posts : 727 Join date : 2012-06-20 Age : 111 Location : omnipresent
Subject: Re: -MACHINES- Wed Nov 14, 2012 10:09 am
Well, i assume that the first few versions will be for hammering out bugs, then devs wil have more time for the machines and such.
I typed this with a cellular device.
Last edited by catsonmeth on Wed Nov 14, 2012 5:45 pm; edited 1 time in total
ACH0225 General
Posts : 2346 Join date : 2012-01-01 Location : I might be somewhere, I might not.
Subject: Re: -MACHINES- Wed Nov 14, 2012 11:32 am
Factories should be automated, like my above video.
Ivan2006 General
Posts : 2096 Join date : 2012-05-08 Age : 26 Location : The Dungeon.
Subject: Re: -MACHINES- Wed Nov 14, 2012 1:06 pm
Jack Root wrote:
The Schmetterling wrote:
I do like these ideas, but they aren't necessary for Futurecraft, and will only be added in the later phases (if at all).
Well they could be added...If you had more dev's.
Wrong. If the devs actually started coding the stuff that doesn´t require Copernicus.
Soul of Jack Infantry
Posts : 671 Join date : 2012-03-12 Location : In the Baile System.
Subject: Re: -MACHINES- Wed Nov 14, 2012 4:59 pm
Surp. Grm. Ivan Kintobor wrote:
Jack Root wrote:
The Schmetterling wrote:
I do like these ideas, but they aren't necessary for Futurecraft, and will only be added in the later phases (if at all).
Well they could be added...If you had more dev's.
Wrong. If the devs actually started coding the stuff that doesn´t require Copernicus.
Ok let me reword that If you had more dev's working on Copernicus.
Ivan2006 General
Posts : 2096 Join date : 2012-05-08 Age : 26 Location : The Dungeon.
Subject: Re: -MACHINES- Wed Nov 14, 2012 5:22 pm
Jack Root wrote:
Surp. Grm. Ivan Kintobor wrote:
Jack Root wrote:
The Schmetterling wrote:
I do like these ideas, but they aren't necessary for Futurecraft, and will only be added in the later phases (if at all).
Well they could be added...If you had more dev's.
Wrong. If the devs actually started coding the stuff that doesn´t require Copernicus.
Ok let me reword that If you had more dev's working on Copernicus.
A friend who has some (minor) knowledge about coding once told me that the more coders work on the same thing, the more likely it is to have bugs just due to conflicts with communication or programming styles...
torrentialAberration Infantry
Posts : 727 Join date : 2012-06-20 Age : 111 Location : omnipresent
Subject: Re: -MACHINES- Wed Nov 14, 2012 5:51 pm
TIME more TIME. Not more devs, although if we had a better organization (we have a lot of dormant devs awaiting orders) then some more things might get done...
_Shadowcat_ Infantry
Posts : 421 Join date : 2012-10-22 Age : 28 Location : Master Theif
Subject: Re: -MACHINES- Wed Nov 14, 2012 6:30 pm
Lets just make everyone a dev, Then dev will become the standerd and then we can implement UltraNeo and the new dev level rank.
Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 27 Location : AFK
Subject: Re: -MACHINES- Wed Nov 14, 2012 6:32 pm
I have to say, since I figured out how to block your messages from showing up on my account, this forum has been flowers and sunshine for me Shadow.
_Shadowcat_ Infantry
Posts : 421 Join date : 2012-10-22 Age : 28 Location : Master Theif
Subject: Re: -MACHINES- Wed Nov 14, 2012 10:59 pm
Tiel wrote:
I have to say, since I figured out how to block your messages from showing up on my account, this forum has been flowers and sunshine for me Shadow.
Offtopic:Wait wait wait if my messages are blocked from your account, How do you see this?
Ontopic: We need mechs, Mechs are machines correct?
torrentialAberration Infantry
Posts : 727 Join date : 2012-06-20 Age : 111 Location : omnipresent
Subject: Re: -MACHINES- Wed Nov 14, 2012 11:25 pm
_Shadowcat_ wrote:
Tiel wrote:
I have to say, since I figured out how to block your messages from showing up on my account, this forum has been flowers and sunshine for me Shadow.
Offtopic:Wait wait wait if my messages are blocked from your account, How do you see this?
Ontopic: We need mechs, Mechs are machines correct?
Mechs are vehicles.
_Shadowcat_ Infantry
Posts : 421 Join date : 2012-10-22 Age : 28 Location : Master Theif
Subject: Re: -MACHINES- Thu Nov 15, 2012 6:47 pm
Ok, How about robot arms and legs for asembling/smashing things in factories?
Ivan2006 General
Posts : 2096 Join date : 2012-05-08 Age : 26 Location : The Dungeon.
Subject: Re: -MACHINES- Fri Nov 16, 2012 3:41 pm
_Shadowcat_ wrote:
Ok, How about robot arms and legs for asembling/smashing things in factories?
I refuse to let my fighters be assembled by legs. Otherwise, good Idea.
_Shadowcat_ Infantry
Posts : 421 Join date : 2012-10-22 Age : 28 Location : Master Theif
Subject: Re: -MACHINES- Fri Nov 16, 2012 6:39 pm
But leg-assembled fighters are 50% cheaper to produce! (There is also a 50% drop in all stats, But you dont now that yet)
Ivan2006 General
Posts : 2096 Join date : 2012-05-08 Age : 26 Location : The Dungeon.
Subject: Re: -MACHINES- Sat Nov 17, 2012 4:10 pm
_Shadowcat_ wrote:
But leg-assembled fighters are 50% cheaper to produce! (There is also a 50% drop in all stats, But you dont now that yet)
I have had pleasant experiences with robot arms. Also, I do not believe in robot legs being quite as accurate as robot arms.
torrentialAberration Infantry
Posts : 727 Join date : 2012-06-20 Age : 111 Location : omnipresent
Subject: Re: -MACHINES- Sat Nov 17, 2012 4:57 pm
Surp. Grm. Ivan Kintobor wrote:
_Shadowcat_ wrote:
But leg-assembled fighters are 50% cheaper to produce! (There is also a 50% drop in all stats, But you dont now that yet)
I have had pleasant experiences with robot arms. Also, I do not believe in robot legs being quite as accurate as robot arms.
Arms? Yes. Legs? WTF?
Ivan2006 General
Posts : 2096 Join date : 2012-05-08 Age : 26 Location : The Dungeon.
Subject: Re: -MACHINES- Sat Nov 17, 2012 5:04 pm
catsonmeth wrote:
Surp. Grm. Ivan Kintobor wrote:
_Shadowcat_ wrote:
But leg-assembled fighters are 50% cheaper to produce! (There is also a 50% drop in all stats, But you dont now that yet)
I have had pleasant experiences with robot arms. Also, I do not believe in robot legs being quite as accurate as robot arms.
Arms? Yes. Legs? WTF?
Exactly my point.
However, let´s get back on-topic.
We need many more processors.
Let´s start with that rock-crushing-dust-making-device-every-tech-mod-seems-to-have and a centrifuge GregTech Style. If you don´t get enough info out of the link, look at this vid: