Steam telepítése
belépés
|
nyelv
简体中文 (egyszerűsített kínai)
繁體中文 (hagyományos kínai)
日本語 (japán)
한국어 (koreai)
ไทย (thai)
Български (bolgár)
Čeština (cseh)
Dansk (dán)
Deutsch (német)
English (angol)
Español - España (spanyolországi spanyol)
Español - Latinoamérica (latin-amerikai spanyol)
Ελληνικά (görög)
Français (francia)
Italiano (olasz)
Bahasa Indonesia (indonéz)
Nederlands (holland)
Norsk (norvég)
Polski (lengyel)
Português (portugáliai portugál)
Português - Brasil (brazíliai portugál)
Română (román)
Русский (orosz)
Suomi (finn)
Svenska (svéd)
Türkçe (török)
Tiếng Việt (vietnámi)
Українська (ukrán)
Fordítási probléma jelentése
As for your line "As for some dedicated need for one side being in and the other out, I guess I just don't get it, hoppers have always worked for me and trust me, I've built some pretty huge logistic setups.", why does something have to be huge to be complex? I've created some very tight, compact complex logistic setups in minecraft. In this game though it feels like I need an aircraft hanger worth of space just to do some simple logistics.
Edit: Additionally, why are you even arguing against a simple change simply because you wouldn't use it? I've stated before one exact use (going from extractor to hopper to smelter to output hopper without bars ending up mixed with your ore) which you logistically can't do comfortably, so no, hoppers don't "always work".
It should also be worth mentioning that I'm not planning on allowing on-site smelting forever, because it's far FAR too bloody good, and completely trivialises the entire 'get your resources back to base' setup. Still rather shocked how few people have done it yet, too!
That is how I have always set up my mines. I figure that it's better to smelt the ores into bars and then do whatever I planned with them because it's a four times less of a problem moving on easy than it is the ore. (It was eight times less on easy when I first started.) Now I find out that you will be making the smelters no longer work below like you did with the PTGs so I am going to have to change my approach so when this change eventually goes into effect it wont break my systems. Oh well, luckily I started a new world a week or so ago and haven't gotten to smelting at my extraction sites yet so I can plan around it before it happens. :-)
I'm a programmer, so I know exactly what it entails. What you fail to mention is that the code to do this is already in place (for the conveyers) and all of those function calls to do this can probably be re-used from that. If the code is properly sectioned out, these checks will be seperated out and independant of the actual conveyer "class" or function and can be called from the smelter code in place of the code to "look north first". This check only has to be done each time the machine's orientation changes, and a variable inside the object can be set up to store this info to be used when checking outputs. This causes no additional overhead during runtime, trust me. Likewise as DJ said earlier in the thread, the one method that puts alot of strain on the system is "Some machines look at all potential outputs, then make a decision where to interact.(Missile assemblers)", not the other two (and I would agree with that too).
However, the whole point is kinda moot if dj doesn't ever intend on us creating compact machine setups by connecting machines together by hoppers alone, even above ground. If the intended method is to have two hoppers per machine for input and output, and connect all of these clusters by conveyers, then that can be clearly done using hopper permissions, and there's really no point to my request. I'm completely fine with that, I just came in here initially because I have always done things a bit different is all.
Edit: I'm not the only person to have complained about this issue, considering the confusing part has even been mentioned in the smelting section of the FAQ here: http://steamcommunity.com/app/254200/discussions/0/558754899341048392/
At the risk of being shot for some bad psuedo
setPolling(b) { Polling_Timer.Start(); }
Polling() { //get each block at cardinals and store poionters in descending order of prioty in Polled_Machines, remember to hook in for dispose event }
GetPolledMachine { return Polled_Machines[0]; }
GetCardinalityMachine() { whatever you do now; }
PullMats() { Hopper m = null; if(Polling) { m = getPoolledMachine(); } else { m = getCardinalityMachine(); if(m != null) {m.DoWhateverYouCurrentlyDo;} }
They'll level only in one direction; auto-levelling obeys hopper permissions.
does this mean we wont be able to use smelters underground ?
Eventually, but not without plenty of warning. On-site smelting means that the ENTIRE logistics part of the game can be skipped.