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[FEATURE] turtle need fuel for any action #2034

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abrossimow opened this issue Dec 15, 2024 · 7 comments
Open

[FEATURE] turtle need fuel for any action #2034

abrossimow opened this issue Dec 15, 2024 · 7 comments
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enhancement An extension of a feature or a new feature.

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@abrossimow
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Turtles need fuel to move but for no other action. I propose, that (if player/server opt-in via config) any action should use fuel.

This would make sense in terms of game design:
ComputerCraft is a very powerful tool, especially when using turtles. If CC is integrated into a Minecraft game with more focus on balancing and actual gameplay interaction it is very hard to put limits or add difficulty to CC.

Also fuel consumption can be turned off in the config, hence reducing game difficulty. There should be an option to do the opposite.

I have not looked at the code so I can't judge the implications of this. Still, I would be interested in arguments against this proposal and pointers to illustrative code. :)

@abrossimow abrossimow added the enhancement An extension of a feature or a new feature. label Dec 15, 2024
@SirEdvin
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Just nitpicking, but CC:T is powerful tool only in vanilla-like style modpacks.

@RGFTheCoder
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RGFTheCoder commented Dec 21, 2024

Just nitpicking, but CC:T is powerful tool only in vanilla-like style modpacks.

I believe that this ignores the very OP item transfer abilities of CC:T that can allow someone to have autocrafting with stone and redstone (and some programming), unless you’re speaking exclusively about turtles.

@zyxkad
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zyxkad commented Dec 21, 2024

imo the purpose of CC:T is introduce the fun of programming. if you don't program by yourself but just directly take someone else's, then you won't enjoy the time to make an "OP" achievement.

@zyxkad
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zyxkad commented Dec 21, 2024

I personally do not against to add fuel usage to all actions, this may involve more challenge on base design. But I hope (if the idea is accepted) the default fuel usage/ratio can be balanced between actions (e.g. dig block (maybe) should consume less fuel than moving).

@SirEdvin
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I believe that this ignores the very OP item transfer abilities of CC:T that can allow someone to have autocrafting with stone and redstone (and some programming), unless you’re speaking exclusively about turtles.

You will get only vanilla-compatible autocrafting and, well, not a very nice one. Iron and diamonds are not so expensive in non-vanilla modpacks and refined storage or AE2 ofter provides more value much faster, especially if you consider that CC item transfer are wired only and networks are 64 blocks limited, if I am not mistaken. And you will spend a lot of time to configure, setup and probably partully rewrite this autocraft system. It is a lot fun, of course, but I doubt it is overpowered in any sense.

@SquidDev
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SquidDev commented Dec 21, 2024

CC's item transfer system is definitely something which needs balancing, but probably off-topic for this issue. I don't think auto-crafting is especially OP, given that a CC turtle roughly costs the same as a vanilla auto-crafter.

@abrossimow
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abrossimow commented Dec 22, 2024

It is mainly an additional layer of challenge. Fuel in itself can be automated anyway and to require a more elaborate refuel-system early on would certainly add fun for me.

Auto-crafting aside, there are also havesting-turtles or wood-chopping turtles that, without moving, are oftentimes an exploit mechanism in my play style. Of course, this is opinionated - hence the feature request. :)

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