martin-pitt / create-astral-calc Goto Github PK
View Code? Open in Web Editor NEWCalculator for the Create mod in Create: Astral
Home Page: https://martin-pitt.github.io/create-astral-calc/
Calculator for the Create mod in Create: Astral
Home Page: https://martin-pitt.github.io/create-astral-calc/
Depending how you input on the crushing wheel can affect the processing speed.
Need to expose configuration for this.
Although not sure how belt will affect the funnel here in terms of calculations.
Need someone or myself to check the calculations are actually correct.
I remember doing a few spot checks here and there and it seemed accurate but more methodical testing with a stopwatch is needed.
Test at some different RPM values (E.g. 32, 64, 128, 256?) and check different setting combinations.
Don't need to be too strict, I just want to be in the right ballpack at first and we can refine from there :)
Checklist:
I'd like to change the simple dropdowns into a full grid-based picker popover menu with search, icons and tooltips. How about having the UX resemble REI, hmm?
The reason I originally wanted to add the belt calculator was because I was setting up bulk processing lines in my factory and really wanted to know how to combine the fans with the belt and avoid having to painfully build up gear ratios and take them down constantly to tweak the speeds to be optimal. Not to mention having to sync this up with drills!
In the early game this is way too hard on players, who don't have speed rotation controllers or excess SU to throw at the problem due to restrained resources. Some players have to even use CSUs as hacky filter alternatives to brass funnels etc.
It is not like the calculator should do everything for you, but I do want the user to have a better sense of how to ratio things between each other more naturally. The user should be able to look at the tool and figure out things on their own by playing the mechanics and variables against eachother, so that they have a better sense and understanding of the tools at their disposal.
Create has a lot of different config that can be set. Would be good to have a page where this can be tweaked by the user for their server and having all the details available in one place in the code.
See classes that extend ConfigBase in Create code.
I really like the way the in-game pondering feels and once I have implemented 3D rendering (#3) it would be worth prototyping out 3D visualisations of the mechanics and movements.
Ideas:
I did a little research and think it might be possible to render the blocks.
The blocks are mostly as JSON files here:
https://github.com/Creators-of-Create/Create/tree/2201d87da7744cf9ee3f83e1e4c21643244f342b/src/main/resources/assets/create/models/block
A lot of these seem to be created with a tool called Blockbench.
As Blockbench was web-based and the Create mod uses raw bench json files, I initially thought of having a parser/renderer of these files. However it would add complexity and maintenance difficulties.
Blockbench recommends exporting to gLTF, so I'll do that.
I'd like to have little icons of the machines in the navigation tab, it's easier to relate the process to the machine visually that way.
There may be cases where the user can't pick a certain block/recipe from a dropdown, due to using different mods or modpacks. So it would be wise to allow them to input the hardness / recipe duration / recipe speed value directly.
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