12 posts
Posted 08 January 2013 - 11:55 PM
As much as I love using turtles, my biggest "WTF" comment is how much fuel you can put into that tiny little turtle in front of you. I don't think there's a limit, and if there is one, then it's set way too high.
Suggestion: Turtles now have a maximum fuel capacity of 6000 blocks. (Which can be altered in the configuration file)
With the assistance of plugins with miscperipherals, adding a solar panel to your turtle would probably give your turtle near infinite amoutns of fuel. (Say… a fuel level of one million blocks) This isn't good if someone makes an extremely retarded error and their turtle runs off into the night, never to be seen again.
Anything more than that is beyond rediculous for most applications. With with setting digging out a 3x3 tunnel you will get a distance of about 650 blocks. Clever mining programs can go a long ways on 6000 blocks. Turltes can be written to refuel themselves anyway. Gotta balance these things somehow, right?
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Posted 09 January 2013 - 12:03 AM
I would assume the limit would be Java's int limit of 2^32
however I do agree, its always made me think "where is this fuel stored?!"
724 posts
Posted 09 January 2013 - 02:34 AM
I programmed turtle to drink lava and do not want such low limit.
2447 posts
Posted 09 January 2013 - 03:21 AM
I can see merit to a limit. I'll speak to Dan and see what he thinks.
1619 posts
Posted 09 January 2013 - 04:10 AM
If I was on my comp I'd +1 this. I think it's a good way to balance turtles.
Edit: Back home. +1.
2005 posts
Posted 09 January 2013 - 07:38 AM
Heh, I'd wonder where all the blocks the turtle collects are stored. It's minecraft, I can easily sprint/jump around while hauling a few thousand tonnes of rock without even wearing a backpack.
Maybe the limit should be comparable to an inventory full of coal…nah, that's pretty high. But at least a few full stacks of coal rather than just most of one.
3 posts
Posted 10 January 2013 - 05:13 AM
I'd like the option for server admins to set their own fuel limit. I'd like each API function to be able to require fuel to complete, and the ability for the server admin to set how much fuel each function uses. It would be great if each function would check in real-time for this value, but could be a big resource drain for functions that don't require fuel, so would probably check at compile time. (if no fuel required skip the fuelcheck inclusion at the compile time).
I assumed there was a fuel limit (most minecraft things are limited in such a way) and spent a good 30 minutes trying to find out what it actually is. :rolleyes:/> I like the additional programming challenge it would add to turtles, without it I find they are too 'cheap' compared to other powermods.
In survival mode the whole point is scarcity of resources (either by rarity and/or consumption) and I'd love computercraft to support that playstyle, as well as allow server admins to customize the difficulty (more/less fuel used). I'd like to see the option for limits to # of turtles per player or limits/throttling to number of parallel operations in progress per player (across all computers/turtles owned by that player)
2447 posts
Posted 10 January 2013 - 06:25 AM
I'd like the option for server admins to set their own fuel limit.
Maybe, if we implement it.
I'd like each API function to be able to require fuel to complete, and the ability for the server admin to set how much fuel each function uses.
Like what functions? We've already made the ones which make sense (moving) take fuel.
It would be great if each function would check in real-time for this value, but could be a big resource drain for functions that don't require fuel, so would probably check at compile time. (if no fuel required skip the fuelcheck inclusion at the compile time).
Compile time wouldn't be very configurable. It would mean shipping two builds of ComputerCraft. Not to mention there isn't such a thing as compile time checks in Java.
I'd like to see the option for limits to # of turtles per player or limits/throttling to number of parallel operations in progress per player (across all computers/turtles owned by that player)
Then someone would just get round it by using something which places blocks with a fake player, like Redpower deployers, or even our own Turtles. Yes, we could work round that in our code for turtles, but it gets ugly fast - and if it is unreliable, it isn't worth doing. Also bear in mind that there's no fool proof way of detecting when a block has been destroyed, or an item has been destroyed - meaning any such limit would be unreliable in itself.
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Posted 10 January 2013 - 08:11 AM
I'd like each API function to be able to require fuel to complete, and the ability for the server admin to set how much fuel each function uses.
Do you mean every API tool requiring fuel?
That would just limit the peripheral coders even more, I think it would be better to leave this to the coders so they can decide how much fuel they want to consume depending on balancing and how powerful the peripheral is.
3 posts
Posted 10 January 2013 - 10:30 AM
I'd like each API function to be able to require fuel to complete, and the ability for the server admin to set how much fuel each function uses.
Do you mean every API tool requiring fuel?
That would just limit the peripheral coders even more, I think it would be better to leave this to the coders so they can decide how much fuel they want to consume depending on balancing and how powerful the peripheral is.
Yes, the idea is the peripheral coder would set a default value, but use a config file so the server admin could specify different values.
I'd like the ability for rednet communications to require power, but mostly as an option for peripheral coders.
When I say 'compile' I mean when a server is booted up, checking if a (txt) config file has defined a fuel amount, like with how other mods utilize config files.
2447 posts
Posted 10 January 2013 - 11:08 AM
Yes, the idea is the peripheral coder would set a default value, but use a config file so the server admin could specify different values.
Already possible for peripheral authors to do this.
I'd like the ability for rednet communications to require power, but mostly as an option for peripheral coders.
Not gonna happen. Rednet using fuel just wouldn't make sense in the slightest - especially as regular computers don't have fuel. It seems like you're trying to be waaaay too controlling over your users, personally.