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Suggestions / Re: Mid-game logic systems
« Last post by Enigma on April 29, 2017, 04:53:17 am »Thanks for your interesting suggestions and toughts
Yes, we are aware that there is currently a gap to fill between "dumb" automation and the programmable stuff. And that is limiting the kind of interactions that can be done. We have some reflexions and improvement plans for future updates in order to bring more production schemes. But the confirmation of the user (you) on this point is useful for us.
You'll be happy to hear that many point you raised are already in our plan : logic gates, sensors and electronic circuits... and many, many more. (It's would be difficult to expose the 7 years of thinking we had around this game). All these will come. Though, these may work differently of what you described : Blackvoxel have a particular game logic and spirit . We should publish a guide to explain this.
For interfaces to voxel inventory, there are already some. That's what enable automation interactions (ex: Pump->Atomic Compressor). But I guess you mean : these are stream oriented and a direct access kind is missing for some kind of future blocks or the programmable robot. We'll add one.
About roadmap and priority, it's difficult to indicate when a particular feature will be implemented as the roadmap is dynamic and subjet to frequent re-evaluation and changes. This also depend on community returns.
For the actual gameplay, I would recommend not trying to control the production from the source (by "blocking" it's input) but rather to control the production from the end : When a machine produce something and you don't remove the produced block, the machine will stop and wait for producing another one. Yes, some resources are immobilized in the "pending" production. But that's not a real problem as resources in blackvoxel are plentiful enough.
About chaining production, I recommend to use the networks (Optical and Wireless). Several machines can be fed with one single input. You can make a factory that can build everything "on demand" with this.
The Blackvoxel Team
Yes, we are aware that there is currently a gap to fill between "dumb" automation and the programmable stuff. And that is limiting the kind of interactions that can be done. We have some reflexions and improvement plans for future updates in order to bring more production schemes. But the confirmation of the user (you) on this point is useful for us.
You'll be happy to hear that many point you raised are already in our plan : logic gates, sensors and electronic circuits... and many, many more. (It's would be difficult to expose the 7 years of thinking we had around this game). All these will come. Though, these may work differently of what you described : Blackvoxel have a particular game logic and spirit . We should publish a guide to explain this.
For interfaces to voxel inventory, there are already some. That's what enable automation interactions (ex: Pump->Atomic Compressor). But I guess you mean : these are stream oriented and a direct access kind is missing for some kind of future blocks or the programmable robot. We'll add one.
About roadmap and priority, it's difficult to indicate when a particular feature will be implemented as the roadmap is dynamic and subjet to frequent re-evaluation and changes. This also depend on community returns.
For the actual gameplay, I would recommend not trying to control the production from the source (by "blocking" it's input) but rather to control the production from the end : When a machine produce something and you don't remove the produced block, the machine will stop and wait for producing another one. Yes, some resources are immobilized in the "pending" production. But that's not a real problem as resources in blackvoxel are plentiful enough.
About chaining production, I recommend to use the networks (Optical and Wireless). Several machines can be fed with one single input. You can make a factory that can build everything "on demand" with this.
The Blackvoxel Team