Once again a good day =)
My English is still google translator
I'm not a programmer, and I do not understand the architecture of the MT work - so some of the ideas may not seem real, but MT seems to me to be conceived not only for the experience of programmers =)
Everything described below, my personal opinion at the level of the dilatant, including those not familiar with the features of licenses, and in addition the opinion of the deformed Google translator)
At the beginning of a little lyrics that would have become clearer why I offer these or other things, so to speak look at a few steps forward (or my dreams about MT), I think the big part described below does not apply directly to the "new Factory" - but it would significantly expand Would feature:
1) We need a workbench (the "engineer's desk"? - the name does not matter), with field sizes from 5x5 and more. Because of the base field 3x3 which was not designed for such a count of mods, recipes, etc. We have almost every mod - some intermediate ingredients, no longer useless, whose purpose is to increase the cost of the final product and at least somehow separate similar recipes. I'm tired of seeing this bunch of intermediate gears, "layer" and other garbage.
IMHO, the workbench should work in the same logic as repairing the "anvil" from the "cottage"
those. On the field 5x5 + lay out the ingredients in the right order - and knock on them (with a hammer? With a bare hand?) - to get the result in 1 piece you need to knock at least 2 seconds - yes it's not fast and in a couple of seconds you will not get a full stack - if you do not Like to always have a creative mode =)
On good it is necessary several such "workbenches" - on one the stone is processed, on the other tree, and the vertex must have different versions: simple for primitives, and advanced for complex shapes
And now how it relates to the "new Factory":
Do not want to see garbage ingredients
Want complex recipes from the basic components
Want more "natural" crafting process
And more complex: an "advanced" version of a bench (for example a circular saw) - must work from a source of energy (mechanical energy? From windy (which is unlikely to be weak) or a water mill (which is quite authentic)
We (on the forum) already have:
1) Workbenches with a grid more than 3х3 -
viewtopic.php?f=11&t=3275&hilit=5x5 (maybe there are other analogues, the theme is not new)
2) "advanced workbenches" (without an energy source)
viewtopic.php?f=11&t=10425&hilit=mymillworkDon has done a lot of work on this site, for the sake of brevity, only the mod name without links, and only those that I myself use (a complete list of his works (
http://donbatman.github.io/mymods.html):
Mybricks, mycorners, mydeck, myholeinthewall, mymeshnodes, mymillwork
To the same category "Circular Saw" from mod "More Blocks":
viewtopic.php?id=5093) good mods which in my opinion do not have enough "workbench" (that would remove a bunch of the same type of recipes from the main list of recipes)
- "castle_masonry" did not find, but it seems to me it's a part
viewtopic.php?f=11&t=9894&hilit=CastleHere simply gorgeous "arrow slits" and still braziers, etc. But the recipes show all the options: for a stone, for a desert stone, etc. - for me it's not so convenient, and the author that would somehow solve the problem with the limited field for recipes went to a simple receipt of one item from another
- "Columnia"
viewtopic.php?f=11&t=9892&hilit=CastlesThe same very good and beautiful mod, here the author introduced a concept of "The blueprint" to circumvent the problem of limitation,
- "lib_node_shapes"
viewtopic.php?f=9&t=16740&hilit=modpack_lib_shapesVery beautiful, with great possibilities and just a giant base for forms - great work has been done, but for a simple player not available for use
Here it is just the system of workbenches (perhaps through the mechanism of "workbenches" it will be possible to circumvent the problem of a large number of nods)
And in my opinion this is the most correct basis for filling workbenches
And now back to "new Factory" again:
I like logic - that for obtaining beautiful (complex) blocks for construction, etc. You need: either to run a lot (clay), or deep dig (mese), or to produce complex production chains
In my opinion, "techno mod" is not just the automation of some basic processes - it is primarily the expansion of capabilities, deeply integrated into the main game process, these are the original stages of development and access to technology, just like we start the game with a tree Picks, then stone and then iron
I understand that everything described above is very, very difficult and long, but it's necessary to start with something.
I'm sure: we are not MC - we are better! And OpenSource ultimately produces a much better product =)