What’s Stuck? now reduces reporting false positives by waiting “10m” to report new things as stuck. I’ve also removed the Buildings tab for now since I was running into problems there, but I added an Enemies tab in its place to alert you when enemies can’t path to your hearth (since stuck enemies can be a significant source of lag).
Here’s a new thing. It’s not going to look perfect because it’s trying to compress a graph into a tree, but for our purposes it should work fairly well (and anyone else can mod it to display differently/better): multiple job requirements!
The plan so far is to include this with ACE. Not the ridiculous requirements for a potter for the Dwarven kingdom, but the capability to specify multiple required jobs for a hearthling to be promoted to a particular job. You can even specify some of those requirements as only needing
"one_of"
them. The first required job specified in the "parent_jobs"
array will be used as the organizational parent (e.g., in this case the mason was specified as the first of the potter’s parents). Perhaps a cook should be promotable from either a farmer or a trapper? That’s now a possibility!
So this would enable things like needing both blacksmith and knight levels to become super_blacksmith? Awesome!
Yup! Or footman + engineer to make some sort of combat engineer who crafts and uses ballistas, wears armor, and repairs things in combat.
You guys forgot the most classical example? Knight+Cleric = Paladin
So, what I’m currently working on is a bit of an undertaking, and it will hardly get used in ACE, but I think it should provide a lot of opportunity for future modders: it’s a generic entity connection service. This service won’t exactly “do” anything on its own: it merely allows you to specify ways in which entities can “connect” to one another, and then maintains graphs of those connections. However, you can then build other services/systems that make use of those connection graphs.
The specific one I have in mind for ACE is a “mechanical” system that allows you to translate mechanical power from something like a water wheel across axles/gears into something that can consume it, like a grain mill (having a water wheel power an enhanced workbench is something we’re currently planning for, if I recall correctly, the engineer in a town that selects a particular Tier 3 bonus). Could this particular objective be achieved in a vastly simpler way? Sure, but then the infrastructure wouldn’t be there for doing similar mechanical things. And it wouldn’t be there for doing other connectivity things, like, for instance, redstone.
If I succeed with this endeavor, ACE will contain an easily expandable system for using entities to create/translate/consume mechanical power (even if it’s only used for a handful of entities with limited interaction), as well as this system being an example for creating other systems that use the connection service.
Honestly this sounds the coolest shit ever to me Paul XD
(back in the days when minecraft was still fun and not owned by m$, there was a mod with mechanicle stuff too, that had promise back then except the guy who made it did -not- like compatabillity…with anything. so i never actually played with it. but mechanicle power transmission is a thing i love
Paul’s been awfully quiet for a few months, hasn’t he? I wonder if he’s been working on a new mod after ACE 0.9.3 went live a little while ago… I bet we’ll find out real soon!
Nah. I bet he was just kidnapped by aliens. It’s always aliens. You just can’t be too careful these days.
I would say I’m more likely than aliens to kidnap Paul
Oh no, that must logically means that @DaniAngione is an alien. (Flawless logic)