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Werkbench observations #11

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bochen415 opened this issue May 17, 2015 · 3 comments
Open

Werkbench observations #11

bochen415 opened this issue May 17, 2015 · 3 comments

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@bochen415
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Werkbench report in a modded 1.7.10 personal tech modpack.


Model and textures 9/10

The block is really fancy and the textures are nice.
There are some visual problems if the block is placed between other blocks from weird sides (but this is not a usual setup)

Some people watching the model can expect the table to support some kind of tool storage (right clicking on the top block face) but afaik this is not the case.
This idea came from other modded blocks with that functionality (like Bibliocraft's Tool Rack) and the Werkbench top model side surely suggests such a thing.


Functionality compared to the vanilla crafting table 10/10 no comment here


Functionality compared to the TiCon Crafting Station 8/10

TiCon's table also supports vanilla single and double chests (one at a time, not two) but it supports the chests to be placed "behind" the station.

Someone can say that hiding items in a wall with Werkbench is not yet supported like it is with TiCon although TiCon's table doesn't support furnaces.
Both of them support leaving items in the crafting grid and closing the gui to walk away.
Main difference here is https://github.com/jakimfett/Werkbench/issues/10.
It's the only thing stopping me from adding the mod to my personal pack but I guess that's just a matter of time.
TiCon's table doesn't support modded item containers and that makes it hard to use in a heavily modded environment.


Functionality compared to Steve's Workshop Production Table n/a

Steve's Workshop supports up to 4 configurable parts of the table for crafting/furnaces with queue, upgrades and configurable import/export sides for every part.
It's a mod that wants to be an auto-crafting table and it requires power to operate but properly configured it can be a hell of a crafting table.

Production Table doesn't support external item containers contents to be visible in the gui but the furnace module is built-in.


Disclaimer: please excuse my not so well English.
This is my personal view of the mentioned crafting table blocks.

(copied from http://paste.ubuntu.com/11193853/)


As the ideas and conclusions from the report are long term enhancements I'll close this issue after 24 hours.
Just my 2 cents.

@jakimfett
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Loving the feedback, would you mind if I copypasta'd the full text to the ticket?

Also, go ahead and leave it open, once I'm on my computer (instead of my phone) I will do a breakdown/response...really loving the feedback!

@bochen415
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Sure. As you like. I wanted to catch you on irc hence it was a paste link.

@jakimfett jakimfett changed the title [Not an issue] Promised report. Werkbench observations May 18, 2015
@jakimfett
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@bochen415 thanks for all these fantastic observations. Here's some info about what I've got planned, and how that fits with your suggestions.

  • Visual Glitches: I'm planning to check for the presence of blocks on the various sides before rendering the sticking-out bits. Side checking is getting re-written at the moment, so visual stuff won't get implemented until after I release v1.3
  • Tools: I am planning to add tool storage, good catch on the model bit. Current plan is to allow storage of 3-6 tools in a "toolbox" area in the GUI, and have appropriate tools show up on the bench, so you can tell at a glance what tools you're storing.
  • Chests on back/front/diagonal: This is actually the main thing I'm working on right now. Werkbench v1.3 will have tabs in the GUI if more than 2 things are next to the bench. Click a tab, the inventory for that chest or furnace opens. I'm not planning to add support in v1.3 for above or below the bench, but the 8 blocks around the bench can all be used (eg, left, right, back, front, and the diagonals).
  • Modded stuff: I'm planning to add IronChests and JABBA support (tentatively planned for v1.4), aside from that, it just depends on what seems like it'd be useful (Note that I do not plan to add support for pipes, automation, or anything of that nature...the mod is called Werkbench, not AutomateAllTheThingsBench).
  • Shift clicking: I'm not sure how best to do this. Regardless of how I do it, it'll be after the v1.3 update. Something I thought of is that when the SHIFT key is held down, the player can designate where the shift+clicked items will go. Example: holding down shift highlights the crafting interface. If you click on an empty slot (or the edge) of a container (eg chest, furnace, etc) it switches the highlight...and shift click now puts items there instead of the crafting grid.

I've mentioned v1.3 a couple of times. The primary change with v1.3 is how the TileEntity detects whats around it. Right now (with v1.2), if someone breaks an adjacent chest/furnace while you have the GUI open, Weird Things™ happen, especially if you try to take an item from the chest when it's in the process of dumping its items into the world. I'm refactoring the whole process, adding support for diagonals, and adding tabs.

I'm definitely interested in feedback on any or all of this.

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