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List of things to do/planned to add

Also works as a features list (doesn’t look nice on GitHub tho)

list is in no particular order

Additions [16%]

Pattern P2P Tunnel [2/4]

Effectively copies pattern providers from the input(s) to the outputs

  • Works by letting pattern provider tunnel from the input to every output and seeing those as potential targets

Alllows stuff to be input from the output, to tunnel back to the pattern provider on the input

Keep track of which output goes to which input to allow sharing setups between ME systems

A way to passively (not via autocrafting) use pattern p2ps

  • Somehow let you push patterns through the p2p to help with parallel passive setups
  • Maybe an inverter card inverts the provider to need a redstone signal to push instead??
    • Or maybe just a redstone card?
    • Maybe inverter card makes it act like an export bus constantly pushing, then a redstone lets you control it
  • I don’t want to add new things just for this, but I still want it to make sense

Pattern Multitool

  • Already exists in ExtendedAE, might PR an improved version that works with GT patterns tho
  • From NAE2
  • Edits patterns in bulk
    • Ingredient/Output swapping
      • Maybe include amounts in this? or multiplcation on swapped stuff
      • ie replace Rubber with Silicone Rubber and half the needed amount since its twice as efficent
    • Multiplying the whole pattern amounts
      • if you Upgrade your setup so you need every pattern to move stacks at a time instead of just 1
        • Maybe get AE2 to natively push as much as possible (would cost performance tho)
    • Click on interface to open up its patterns for editing
    • Put patterns in tool for editing
    • Maybe for substituting allow the whole network to be edited?
      • How often would you not want to use your new ingredient everywhere?

GregTech Patterns

  • Processing patterns that can also set circuit numbers in GT machines
  • Being a seperate pattern makes it nicer internally, and would allow the circuit number to be included in blocking mode
    • ie allow patterns to be sent multiple times, but only if the circuit numbers match, so the circuits don’t interfere

Sticky Card

  • Card that goes in storage things
    • Storage bus
    • Storage cells
  • Makes it so that items that can enter the sticky storage will only ever enter the sticky storage, even if there’s free space elsewhere

Beam Former [0/2]

Allows a connenction to be formed through transparent blocks via a laser beam

Beam has bloom to look cooler

  • Not much use aside from looking cool
    • Would make nicer looking cabling inside transparent blocks, since they’d be no need for facades on the laser traveling through transparent blocks

Interface Capacity Card

  • Kinda crazy that is capped to 4 buckets of fluid
  • Either increase the native amount or just allow capacity cards to multiply it

Faulty Memory Card

  • Memory card to help with repetative tasks
  • Things like incrementing priority with each paste
    • or increment level emitter amount
    • Maybe try a generic way that lets players pick numbers in the paste to change??
  • Also AoE pasting?
    • Like 3x3 paste like a hammer
  • and/or affect every device on the network
    • Like set every non input p2p as an output of the frequency
    • Or paste to every device of the same type to quickly copy repeated setups
    • Need to be careful these pastes don’t fuck up mainnet easily
      • Undo? idk how possible that is

Guide Book Entries [25%]

  • [X] Pattern P2P Tunnel
  • [X] Multi P2P Tunnels
  • [ ] Dense CPU Components
  • [ ] Pattern Multitool
  • [ ] GregTech Patterns
  • [ ] Sitcky Card
  • [ ] Beam Former
  • [ ] Interface Capacity Card

Optimizations

Pattern P2P caching

  • Currently it rebuilds the whole list of outputs which time its queryed
    • Useful for if it changes, not useful when it’s inside a tick and impossible to change
      • Or at least, I don’t really care if someone does something so technical its editing the p2p outputs inside of the craft being outputted

Multi P2P Optimizations

  • Currently acts like a linked list when extracted from the output with the capability tunnel
  • There was some thing in AE2 UEL that combined all item p2p outputs into one inventory or something
    • Big thing would be getting it so accessing a slot out of all the input inventories is done in constant time, without getting all the inputs over and over
  • Maybe like mark it dirty on network change and rebuild it next time the output is interated with