Starbound

Starbound

StarTech - Stardust Technologies
Runac 2016 年 9 月 20 日 下午 12:44
[Suggestion] Network Output/Input Node
So, just got the point of making one of these. So far, enjoying it.. Partly because everything I own fits into a 64k cell. :P

Though, something I do wish was a thing, if only for more inter-mod interactions - Something that holds a small amount (say, one) of a selected item, taking up just a block or two of space, that can be used by the Steambound Reloaded mod (or any other mod that has item transport) to pull out a particular item. That, or the ability to set filters/priorities on a storage bus would be quite nice, if only to allow for, say, auto-piping of fuel into a fuel tank, putting ores into a container near the furnace, putting food in fridges, etc. The Input node would be able to act as an automated input, like how the Terminal can act now.


Just a couple of thoughts of mine on this.. Looking forward to see how it evolves!
< >
正在显示第 1 - 8 条,共 8 条留言
Zia Satazaki  [开发者] 2016 年 9 月 20 日 下午 7:03 
I/O buses for pushing/pulling are coming as soon as I figure out how I want to implement them (particularly from a performance standpoint); also, you CAN set filters/priorities for storage buses: shift+rightclick with a wrench.

(also, you might want to forget about fridges and use a drive for food; since it's stored as data on the drive, it doesn't tick decay at all. oh, and I added #ore, #ingot and #gem to all the relevant vanilla items, though "gem" is a bit less literal, used to refer to any orelike item that doesn't have a distinct refined form.)
Runac 2016 年 9 月 20 日 下午 8:27 
Neat! Now just to wait for something to handle autocrafting.. xP

And I'm guessing that having data on one network being able to used on another (off-planet, etc) is to be left for the far-flung future for performance reasons?
Zia Satazaki  [开发者] 2016 年 9 月 20 日 下午 9:08 
Well, I'm actually not sure it's even really possible. Region loading will most certainly be a sticking point, plus you can't just port a lua table to an entity in a different world; not only does it have to make the transition to JSON and back, but it's also inherently an asynchronous operation, which simply doesn't work with how the rest of the network is set up.
Niamhi 2016 年 9 月 21 日 下午 7:05 
I could see the benifit of a chunk load-- er, world ancho-- er, thing that makes a world/area stay loaded..

as for getting items across the world gap, without carrying storage...disks around, perhaps a single item, a small chest, that uses the JSON mechanism? then the existing (and planned) features of the network could simply interact with said chest? might be -ender,esting-
claudekennilol 2017 年 9 月 12 日 下午 12:11 
Has there been any more research done into this? Or was it pretty firmly decided that this isn't possible?
Zia Satazaki  [开发者] 2017 年 9 月 13 日 下午 5:58 
It's coming whenever I get around to the full rewrite I've been planning for the transmat network... might be a while, but it'll get there.
Engine Of Darkness 2018 年 6 月 30 日 下午 1:54 
After the fix to the item loss bug I would definitely love such a feature so I can finally make factories in FU with their new assembly line machine in conjunction with the storage drives.
最后由 Engine Of Darkness 编辑于; 2018 年 6 月 30 日 下午 1:55
Zia Satazaki  [开发者] 2018 年 6 月 30 日 下午 2:28 
Coming in a couple days, probably; once SGDQ ends, I'll be thoroughly refamiliarizing myself with the codebase.
< >
正在显示第 1 - 8 条,共 8 条留言
每页显示数: 1530 50