103 posts
Posted 19 June 2014 - 02:32 PM
Like the ability to manipulate dig speed, placement speed, travel speed, etc… In fact it'd be nice to see things like coal allows turtles to move this fast, lava goes faster, coal coke goes even faster, etc, etc…
I'd also like the ability to equip turtles with magical picks and such (you may be able to with 1.64 - I haven't tried it in truth. But I would like to see more options. That's the one thing I really liked with Open Computers…
In fact stealing a good idea from that mod: Levels on turtles.. Level 1's dig much slower than level 30's - they go through tools faster too.
3790 posts
Location
Lincoln, Nebraska
Posted 19 June 2014 - 04:27 PM
Speedy turtles were in a previous snapshot, but were removed due to extreme bugginess, and won't likely be re-added.
Turtles can already use enchanted tools, and the enchantments do still work in the same ways.
Levels? You mean differently powered turtles that get progressively more powerful? I don't really like that idea.
103 posts
Posted 20 June 2014 - 03:56 AM
Interesting - I didn't know that about the speedy turtles. That's really too bad. :(/>
But regarding levels - In my opinion anyway, it's a very cool idea. I used Open Computers for a while (it's unfortunately very buggy in areas - but there were some very cool features); Basically the robots (his version of a turtle) would start at level 1 - and then as they dig, they would gain levels. His tools also used durability; so a level 1 robot would go through iron tools at the same speed a player does. But, as they leveled - not only did they get faster, but the robot would gain 'proficiency' with the tool; So a level 30 robot was twice as fast as a level 1 robot - and it's tool was exactly like CC's turtles (ie. it didn't degrade). The thing that made it so cool; is it kinda gave robots a personality in a way. If you lose a CC turtle, you go 'oh well' and make a new one… If you lose your level 30 robot from OC; you really cared and went out of your way to try and rescue it if possible…
And truthfully; one of my biggest complaints about CC has always been they're kinda overpowered because they don't lose item durability.
But, like I said - I thought it was a cool feature. Thanks for replying tho… :)/>
724 posts
Posted 20 June 2014 - 09:47 AM
regarding levels - In my opinion anyway, it's a very cool idea.
Has it some intelligent brain to collect some experience? No.
Has it something, what needs to be warmed? No.
Has it anything, what make experience gain logical? No.
If you lose a CC turtle, you go 'oh well' and make a new one…
In order for you to "really cared and went out of your way to try and rescue it if possible" I would prefer forbidding direct internet connection and adding special peripheral/modem for this. (Not hijack, do not discuss it here, please. If anyone really want it, feel free to make real suggestion.). So you will have valuable information, not valuable machine.
7083 posts
Location
Tasmania (AU)
Posted 20 June 2014 - 01:07 PM
Turtles can already use enchanted tools, and the enchantments do still work in the same ways.
Are you talking about the 1.64pre2 build or some such?
3790 posts
Location
Lincoln, Nebraska
Posted 20 June 2014 - 03:41 PM
No, enchantments should work just fine with turtles, and they've been in for a while now.
103 posts
Posted 23 June 2014 - 06:07 PM
Has it some intelligent brain to collect some experience? No.
Has it something, what needs to be warmed? No.
Has it anything, what make experience gain logical? No.
No offense intended - but so what? Does it make sense to create a computer with pick axes and a furnace as your own tool? No. Does it make any sense that you can program a turtle made from stone, iron and some redstone? No.
I understand the desire not to have it in; I thought it was a cool idea - that's just my opinion; but those 3 reasons why not to do it are completely irrelevant.
724 posts
Posted 23 June 2014 - 07:34 PM
Does it make sense to create a computer with pick axes and a furnace as your own tool? No. Does it make any sense that you can program a turtle made from stone, iron and some redstone? No.
Yes, it does. :P/> A little sense.
You cannot make sword from stones, but Minecraft has several "materials" so it has some logic.
You cannot make computer from stone, glass and some dust, but it has some logic to have "materials" for corpse, screen, "internal logic".
Look at Thaumcraft. In order to collect XP it use brains.
Game should not have perfect logic, but should have some logic in order to keep
itself you from insanity ;)/>
I understand the desire to encourage to care about Turtles. What do you think about my idea to care about information more?
33 posts
Posted 26 June 2014 - 12:00 AM
The only way this could make sense would be if the player manually upgraded it somehow everytime it would gain a level.
How does using a robot more make it faster? It seems to me like in real life, it would only wear the robot down and make it slower.
59 posts
Posted 26 June 2014 - 04:00 AM
No, enchantments should work just fine with turtles, and they've been in for a while now.
I'll check when I get home but I'm pretty sure you get an error in CC 1.6.3 if you try to equip and enchanted tool. Sooo I'm hoping this is something that is fixed/added in 1.6.4?
7083 posts
Location
Tasmania (AU)
Posted 26 June 2014 - 05:14 AM
As far as I'm aware, it was only possible to equip enchanted items in the earlier stages of the 1.6 beta (during which time they bugged out when unequipping). Dan referred to it as an oversight and blocked them.
I don't believe they've ever granted turtles special powers such as silk touch or fire aspect, though you never know - Cranium did sound pretty certain.
59 posts
Posted 26 June 2014 - 06:18 AM
You are correct, he removed the option to equip them as it was a bug and not intended.
Spoiler
DESCRIPTION:
Enchanted pickaxes cannot be safely un-equiped.
EXPECTED RESULT:
Enchanted tools to be un-equiped successfully, returning the tool, if they are unused.
REPRODUCTION STEPS:
Enchant a diamond pickaxe.
Place pickaxe in turtle.
Run turtle.equipLeft() to attach the pickaxe.
Run turtle.equipLeft() to detach the pickaxe.
The bug here was that enchanted pickaxes could be equipped at all. Fixed in pr2