![]() ![]() Regarding the pinwheel pattern versus the spiral pattern. And the line of sight makes it easier to look for problems. I think its easier to use a straight staircase rather than the spiral. We would have to do the same for the spiral staircase. Currently we just change our direction to keep the staircase in solid rock. Either way we run into an issue with an open cave. We are just asking him to turn more often. Right now the miner will turn if he finds he runs into a chasm or open cave. That would probably not be an issue to use, or to change to. Theres also some esthetic appeal to the pinwheel and it may be easier for players to navigate. These are to fix some problems with efficiency and safety. There are two changes, 1) the circular staircase down, and 2) the pinwheel pattern. I was trying to hold off on this discussion until i understood it more. Wash, rinse, repeat.Īgain, how is it that much different from the present mining technique, except for a significantly higher efficiency, and smaller chance that the miners would get themselves killed, or mine in random locations and directions? The only part that would be left is what's already been done: Scan for location, scan for for empty blocks, mine if present. Near as I can tell, the only difference between these mining techniques is that the miners would carve out a space around the staircase for walking, then a main tunnel where the "branches" would be carved. Now, the description mentions that the miners scan for empty spaces, lava, and water, though they are not always able to get it in time. If the tunnel is long enough, loop around for another tunnel.If at depth limit, carve tunnel of a certain length.When the miner uses the staircase technique, I would theorize they perform a certain series of actions: ![]() How is it that the current miner technique uses minimal CPU, compared to my suggestion? Regarding CPU usage, I admit I do not understand. Here's to hoping we can make it better every time. Not saying it will be easy to code by any means, but from what I've seen, the ground/framework is there, it just needs a little tinkering to make it better.Īgain, thank you for this wonderful mod. Then, you would have a specific idea of how many blocks the miners would be mining outwards from the central shaft, and place another miner's chest an appropriate distance apart, maximizing the efficiency of said miners. So, in that case, it would make sense to either have it limited per level, or in the properties file. Now, in theory, you could use the pinwheel method to an unlimited length, per shaft. Furthermore, the miner's block can rest on the top and center of that staircase, so there is a confirmed location where the miner will mining from. This method allows the miner to use a 3x3 circular staircase, a two block space for efficiency, and can be scaled down to a depth that's based on the level of the miner's house. First, it's been shown in the current mining technique that the miners are able to turn using their automated system, and in the case of builders, they are able to place blocks in positions that a standard player character cannot. Now, I've given it some thought, and I was wondering how practical it would be to use something like the pinwheel method (). As soon as the miners collide with either of those, their responses are amusing at best. The problem that many have seen are things like caves, and other miners. That being said.įrom what I can tell, the miners use a system that basically "checks" the nearby blocks, using a staircase down to a such-and-such level. I've been wondering about something like this, I love it, no question. First and foremost, I want to thank the dev team for making the MineColony mod. Now, I will admit that this is my first post on this forum, so, bear with me.
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