1
0
mirror of https://github.com/osmarks/website synced 2025-09-05 03:47:57 +00:00

updates and typo fixes

This commit is contained in:
osmarks
2024-11-21 12:02:59 +00:00
parent 32a9276cb3
commit 1c1648e0ff
4 changed files with 17 additions and 10 deletions

View File

@@ -20,7 +20,7 @@ Organizing items: previously a hard enough problem that [blog posts](https://gam
Somewhat later, [Feed The Beast](https://www.feed-the-beast.com/modpacks/76-ftb-ultimate?tab=mods) (1.4.7) brought, among *many* other things, Applied Energistics. [Applied Energistics](https://web.archive.org/web/20130301012622/http://ae-mod.info/ME-Storage-and-Automation/) replaced the complexity of pipe-based sorting and storage systems with a trivially extensible cabled network which also handled storage and on-demand autocrafting. This means that rather than requiring buildout of dedicated automation systems for every item and making everything else by hand, a much smaller set of machines could be shared between many recipes and only be invoked when needed[^1].
Applied Energistics' developer seemingly considered this a mistake, because around the time of [1.7.10](https://www.feed-the-beast.com/modpacks/23-ftb-infinity-evolved-17?tab=mods), the mod was overhauled with "channels", which encourage more thoroughly planned and complex network designs, as well as moving away from from standard "have ores in the ground" world generation to include rare meteors containing "alien processor presses" necessary to start. The channel system also encouraged creative subnetwork design for certain problems and incentivized organizing storage in certain ways which nobody ever did[^2] to optimize space use. Slightly earlier, Thermal Expansion introduced its "itemducts", essentially a simplified version of the RedPower pneumatic tubes which didn't need external support equipment, and [Ender IO](https://www.curseforge.com/minecraft/mc-mods/ender-io) has roughly contemporaneous conduits which simplify routing even further by fitting multiple pipes into a single block.
Applied Energistics' developer seemingly considered this a mistake, because around the time of [1.7.10](https://www.feed-the-beast.com/modpacks/23-ftb-infinity-evolved-17?tab=mods), the mod was overhauled with "channels", which encourage more thoroughly planned and complex network designs, as well as moving away from from standard "have ores in the ground" world generation to include rare meteors containing "alien processor presses" necessary to start. The channel system also encouraged creative subnetwork design for certain problems and the mod incentivized organizing storage in certain ways which nobody ever did[^2] to optimize space use. Slightly earlier, Thermal Expansion introduced its "itemducts", essentially a simplified version of the RedPower pneumatic tubes which didn't need external support equipment, and [Ender IO](https://www.curseforge.com/minecraft/mc-mods/ender-io) has roughly contemporaneous conduits which simplify routing even further by fitting multiple pipes into a single block.
::: captioned src="/assets/images/ae2_example_cn.png"
This mid-game system can store several thousand items and automatically craft a few types from its stocks.
@@ -36,7 +36,7 @@ A few other less-widely-used logistics solutions have existed:
* [Logistics Pipes](https://ftb.fandom.com/wiki/Getting_Started_(Logistics_Pipes)) extended Buildcraft pipes with AE2-like capabilities while remaining tied to the physical virtual world more than AE2. It seems to have been introduced around 1.4.7 (its history is shrouded in dead links). Modern versions have [Pretty Pipes](https://www.curseforge.com/minecraft/mc-mods/pretty-pipes).
* [ComputerCraft](https://tweaked.cc/) can move items between inventories (with several addons, in older versions), so people built storage systems such as [Milo](https://forums.computercraft.cc/index.php?topic=87.0), [Artist](https://github.com/squidDev-CC/artist), ItemSystem (which appears to be lost now) and about [four](https://github.com/osmarks/dragon) [janky](https://github.com/osmarks/wyvern) [projects](https://docs.osmarks.net/hypha/spectral) I've made.
* [XNet](https://www.mcjty.eu/docs/mods/xnet) is essentailly a confusing domain-specific programming language for moving items, energy and fluids.
* [XNet](https://www.mcjty.eu/docs/mods/xnet) is essentially a confusing domain-specific programming language for moving items, energy and fluids.
* [Botania's Corporea system](https://www.reddit.com/r/feedthebeast/comments/8hdl35/a_guide_to_botania_corporea_networks_what_are/) augments vanilla storage systems with some extra automation and IO capabilities.
* [Immersive Engineering](https://www.curseforge.com/minecraft/mc-mods/immersive-engineering) has conveyor belts with more or less the same restrictions as BuildCraft pipes.
* [PneumaticCraft](https://www.curseforge.com/minecraft/mc-mods/pneumaticcraft-repressurized) has its own logistics network based on drones, like Factorio's.
@@ -85,7 +85,7 @@ On the other hand, aside from weird outliers like Mekanism's [5x ore processing]
## Magic
Magic mods[^5] are much more heterogeneous, and don't borrow as much from each others' designs as tech mods, plausibly because they don't feel the need to interoperate as much or to match reality at all. Tekkit, for all that it generally has less powerful mods than newer packs, contains [Equivalent Exchange](https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1282288-1-2-5-equivalent-exchange-2-v1-4-6-7), which breaks everything by allowing anything to be converted into anything else for free (once you have one item as a template). Most magic mods do not interact with so much of the game: they have their own internal progression like Thaumcraft's [research](https://ftb.fandom.com/wiki/Research_(Thaumcraft_4)), to some extent Botania's runes, and [Astral Sorcery](https://www.curseforge.com/minecraft/mc-mods/astral-sorcery)'s attunement perk tree and only sometimes provide capabilities you can "bring out" of the mod. These are sometimes quite powerful - [Psi](https://www.curseforge.com/minecraft/mc-mods/psi) arguably obsoletes most early-to-mid-game tools - but they generally don't compound across mods or appear directly commensurable enough that developers react by increasing the capabilities of their own mods.
Magic mods[^5] are much more heterogeneous, and don't borrow as much from each others' designs as tech mods, plausibly because they don't feel the need to interoperate as much or to match reality at all. Tekkit, for all that it generally has less powerful mods than newer packs, contains [Equivalent Exchange](https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1282288-1-2-5-equivalent-exchange-2-v1-4-6-7), which breaks everything by allowing anything to be converted into anything else for free (once you have one item as a template). Most magic mods do not interact with so much of the game: they have their own internal progression like Thaumcraft's [research](https://ftb.fandom.com/wiki/Research_(Thaumcraft_4)), to some extent Botania's runes, and [Astral Sorcery](https://www.curseforge.com/minecraft/mc-mods/astral-sorcery)'s attunement perk tree, and only sometimes provide capabilities you can "bring out" of the mod. These are sometimes quite powerful - [Psi](https://www.curseforge.com/minecraft/mc-mods/psi) arguably obsoletes most early-to-mid-game tools - but they generally don't compound across mods or appear directly commensurable enough that developers react by increasing the capabilities of their own mods.
## Equipment