- Turtle Fuel Config
- The ability to change how much fuel is consumed per turtle.forward()/turtle.back() command. Setting to 0 would disable fuel consumption for turtles.
- Possibly an option for advanced turtles to use less fuel or at least a different fuel amount than regular turtles.
- Enable/Disable turtle.inspect()
- [acronym='*COUGH*Cruor*COUGH*']Some[/acronym] feel this is a bit too overpowered, and wish to remove the option, without having to alter the ROM and nil'ing the functions.
This is a read-only snapshot of the ComputerCraft forums,
taken in April 2020.
Additional config options
Started by Cranium, 30 September 2014 - 08:00 PMPosted 30 September 2014 - 10:00 PM
There should be a few more config options for ComputerCraft for those who want a slightly more customizable experience with the mod. Here's a list of what I've gathered around the forums and from IRC:
Posted 18 November 2014 - 05:40 PM
+1, for I'm one of these who find turtle.inspect() overpowered.
Additionnal suggestions for turtle fuel config :
the ability to let other turtle function (like turn or dig) consume fuel
Additionnal suggestions for turtle fuel config :
the ability to let other turtle function (like turn or dig) consume fuel
Posted 28 November 2014 - 11:41 AM
+1 for the fuel config. I totally dig this. It would probably only take small changes on the developer's side and would allow for the creation of different scenarios where the exploration of some alternative e.g. mining algorithms, which are just suboptimal in the current scenario, would be meaningful. (Yay for new problems! ^^)
It would be a good idea to allow for a finer granularity than integers for the fuel consumption costs though, so one is able to balance the different values against each other without altering the scale.
I think a lot of the turtles' functions could be meaningfully parametrized with a fuel parameter. Some examples:
- back more expensive than forward but cheaper than turnLeft, turnLeft, forward, turnLeft, turnLeft to discourage extensive turning (one could also wish for the other way around, because facing an obstacle backwards results in more work, therefore encouraging known routes)
- dig-functions more expensive to encourage "probing for veins" even more in comparison to "mining everything in an area"
- inspect much more expensive than detects and compare to alleviate the OPness (or even disable inspect by setting it to 100k)
- place more expensive to discourage graveling or "mana podding" turtles
Coming to think of it, this would also make sense in some kind of turtle upgrade or custom construction system which would allow for the building of specialised turtles for their tasks. With upgrades like "-20% fuel consumption for dig, +30% fuel consumption for forward, back", but that's an other topic.
It would be a good idea to allow for a finer granularity than integers for the fuel consumption costs though, so one is able to balance the different values against each other without altering the scale.
I think a lot of the turtles' functions could be meaningfully parametrized with a fuel parameter. Some examples:
- back more expensive than forward but cheaper than turnLeft, turnLeft, forward, turnLeft, turnLeft to discourage extensive turning (one could also wish for the other way around, because facing an obstacle backwards results in more work, therefore encouraging known routes)
- dig-functions more expensive to encourage "probing for veins" even more in comparison to "mining everything in an area"
- inspect much more expensive than detects and compare to alleviate the OPness (or even disable inspect by setting it to 100k)
- place more expensive to discourage graveling or "mana podding" turtles
Coming to think of it, this would also make sense in some kind of turtle upgrade or custom construction system which would allow for the building of specialised turtles for their tasks. With upgrades like "-20% fuel consumption for dig, +30% fuel consumption for forward, back", but that's an other topic.
Posted 28 November 2014 - 02:08 PM
+1 for the fuel config. I totally dig this. It would probably only take small changes on the developer's side and would allow for the creation of different scenarios where the exploration of some alternative e.g. mining algorithms, which are just suboptimal in the current scenario, would be meaningful. (Yay for new problems! ^^)
It would be a good idea to allow for a finer granularity than integers for the fuel consumption costs though, so one is able to balance the different values against each other without altering the scale.
I think a lot of the turtles' functions could be meaningfully parametrized with a fuel parameter. Some examples:
- back more expensive than forward but cheaper than turnLeft, turnLeft, forward, turnLeft, turnLeft to discourage extensive turning (one could also wish for the other way around, because facing an obstacle backwards results in more work, therefore encouraging known routes)
- dig-functions more expensive to encourage "probing for veins" even more in comparison to "mining everything in an area"
- inspect much more expensive than detects and compare to alleviate the OPness (or even disable inspect by setting it to 100k)
- place more expensive to discourage graveling or "mana podding" turtles
Coming to think of it, this would also make sense in some kind of turtle upgrade or custom construction system which would allow for the building of specialised turtles for their tasks. With upgrades like "-20% fuel consumption for dig, +30% fuel consumption for forward, back", but that's an other topic.
I hope you realize, turtle.dig, turtle.inspect, turtle.turnRight/Left, and turtle.place don't use fuel…
Posted 28 November 2014 - 02:21 PM
I think they do, they did say this after allI hope you realize, turtle.dig, turtle.inspect, turtle.turnRight/Left, and turtle.place don't use fuel…
I think a lot of the turtles' functions could be meaningfully parametrized with a fuel parameter.
Posted 28 November 2014 - 05:26 PM
I hope you realize, turtle.dig, turtle.inspect, turtle.turnRight/Left, and turtle.place don't use fuel…
Yes, I do.
Sorry, if my english is sometimes quite messy or difficult/disturbing to read. To save me another sentence of that bad english ;)/>, I assumed that "X more expensive" includes the case of jumping from value 0 to some value >0.
Posted 28 November 2014 - 06:17 PM
A couple of requests:
Global Whitelist
When computers are turned on, some variables are set to nil. This generally doesn't matter, but the debug library would be useful. The global whitelist option could be used to allow some globals, probably on single player only though.
Computer timeout
Again, only useful for debugging scripts, it would be nice if we could change this.
I tried to write a mod that would add config options, but it kinda died. If anyone want to continue it, feel free.
Global Whitelist
When computers are turned on, some variables are set to nil. This generally doesn't matter, but the debug library would be useful. The global whitelist option could be used to allow some globals, probably on single player only though.
Computer timeout
Again, only useful for debugging scripts, it would be nice if we could change this.
I tried to write a mod that would add config options, but it kinda died. If anyone want to continue it, feel free.
Posted 28 November 2014 - 09:03 PM
Man I wish we had the debug library… Takes ten minutes just to reason out the stack trace of a bug. This should definitely be in the configs
Edited on 28 November 2014 - 08:08 PM
Posted 29 November 2014 - 10:00 AM
Definitely agree to the whitelist suggestion, or at least the ability to enable the debug API.
I'm not so sure about the usefulness of being able to set turtle movement costs. If anything I think advanced turtles should use more fuel that regular turtles.
I understand why people think turtle.inspect is somewhat overpowered, although it just makes programs more advanced and easier. I'm not sure that giving server owners the ability to easily disable it is a great idea really.
I'm not so sure about the usefulness of being able to set turtle movement costs. If anything I think advanced turtles should use more fuel that regular turtles.
I understand why people think turtle.inspect is somewhat overpowered, although it just makes programs more advanced and easier. I'm not sure that giving server owners the ability to easily disable it is a great idea really.