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Implement Quantum Storage Controller Network #1963
Implement Quantum Storage Controller Network #1963
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Completely rendering fluid drawers (and by extension, storage drawers) useless. Yes! |
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this pr will be ready for review once the 2.8 branch is merged into master and I rebase it if need be |
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The controller the tank/chest is connected to in the GUI is a nice touch, but if possible, it might be even nicer to have it as a clickable button that highlights the controller in world.
Also, I am having thoughts about the Controller having a GUI that lists all the fluids/items that are stored via connected tanks/chests.
Also, thoughts on the controller having a power upkeep requirement?
In addition, I think that the parts should be gated differently, but that is just me, we will have to see what everyone else thinks
Also, I am not sure about the need for the ULV super tanks/chests. The super chest 1 is available extremely early (basically only needs 4 LV circuits), so I think relying on our crates is fine until this point.
If it is decided to keep these, then they need recipes.
I encounter a slight error in linking, detailed more in discord.
Could this PR make use of the Neighbor cache with MTE.getNeighbor, instead of calling GTUtility.getMTE
src/main/java/gregtech/common/metatileentities/storage/MetaTileEntityQuantumStorage.java
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:servernotforrendering: (Honestly not a bad idea, but i'd have to figure out rendering to do that)
I don't know about this, you could just as easily slap an AE2 storage bus on the controller or proxy to see all the items or fluids.
Hmm, this could be interesting. I'd probably add an "energy acceptor" type block to power the quantum controller network (to keep the sides of the controller or proxy open for I/O)
The idea behind the ULV chests/tanks is that they can compete with drawers from Storage Drawers, which mostly need wood to craft. Though, it does seem that LV super chests are much cheaper compared to LV super tanks. Maybe the ULV chest isn't that much more cheaper, but a ULV tank certainly would be. A ULV tank could probably take a bronze drum, wrought plates, and something to replace the pump, For the ULV chest, it could take some wrought iron, a bronze crate, and ULV-tier circuits, |
I did some thinking on it, and thought that if implemented, it should be kept pretty low. The numbers I was thinking about internally were 8 EU/t per connected Tank/Chest and 2 EU/t per connected extender. And yeah, an "energy acceptor" type block could be a nice solution to keep some faces free on the controller.
I think Trouser's AE fork does something like this, if you need a possible example. From the interface terminal for highlighting interfaces in the world |
ideally, a full rebuild is only necessary once at load make energy container list protected
revert back to EnergyContainerList prevent dynamos from looking for networks
simplify controller searching a bit
use VH instead of V
add type pos map to make iteration over specific types faster fix creative tank showing fluids weirdly
This reverts commit 06938f0
move logic to new method
handle type pos map better
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What
Implements the Quantum Storage Controller, a block which combines the inventories of connected Super/Quantum Tanks/Chests to allow I/O from attached storages. This PR continues the work of the
ds-quantum-storage-improved
branch.Implementation Details
IQuantumStorage
andIQuantumController
.MetaTileEntityQuantumStorage
with logic to handle dis/connecting from the Quantum Controller.To-do
Outcome
Players can connect several super/quantum chests/tanks together and I/O from them all.
Additional Information
8mb.video-Tmh-Y5Mci6p6.mp4
Potential Compatibility Issues
Existing instances of super/quantum tanks/chests should not be affected, otherwise no other compatibility issues afaik.