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Bats!

Transportation / logistics using bats
item image
Also shows a visualization of linked paths when holding guano.

Also shows a visualization of linked paths when holding guano.

Lower priority + blacklist coal

Lower priority + blacklist coal

Even non-strictly-inventory, inventory blocks

Even non-strictly-inventory, inventory blocks

Description

For the past few weekends (sorry other mods) I've been working on my own take of a logistics mod.

 

With only a few things missing I'm ready to put this out there for beta testing. It is not ready to be included in major mod packs!

You could summarize it as "Phantomface-esque Storage Drawers Controller for any inventory".

 

It's bat themed, but that really is just a theme and does not influence the actual behavior in any way. In other words, the bats are just a visual representation of linked blocks.

 

So, how does it actually work?

  • Capture bats, craft a bat cage and link it to up to 8 nearby block faces. There must be an open path between the cage and the linked blocks!
  • It does not transport items on its own, you need to push/pull into the bat cage, e.g. with a hopper
  • This means transport speed depends on your insertion/extraction method
  • Even though there are bats flying, transportation is instantaneous
  • The bat cage basically represents all the linked blocks (like a phantomface)
  • You can use the GUI to interact with the inventories directly or
  • set filter rules for what can be import/exported from the linked inventories by external blocks.
  • If you are not able to place an item in a slot then that is because automation would not be able to either.

What kind of bugs am I expecting?

  • Performance issues with many nested cages connected to large inventories
  • All the issues that come with logistics and transportation mods
  • client/server issues, sync problems, calling non-existing code
  • The must be a dupe bug in there somewhere
  • Filters (ore, nbt, meta, mod) might not be matching like they should
  • Weird slot behavior in the GUI
  • Minor Rendering issues
  • It's not balanced and it does not require much effort
  • Capturing bats is annoying

What will I definitely implement before hitting 1.0.0?

  • Fluid and Forge Energy support
  • More server performance improvements. Cache all the things.
  • Hwyla/TOP integration

What other major features/refactors have I been thinking about, but can't implement because of time constraints:

  • Bats require food, i.e. you need to provide them with fruits -> less OP
  • Links are saved on captured bats instead of on the batcage -> more convenience
  • Instead of requiring 8 bats to craft a bat cage, make the bat cage accept individual bats -> makes a lot more sense
  • Render the bats actually carrying the last transferred stack, instead of just representing the link -> immersion
  • Configurable dash board with configurable slot visibility/positions, i.e. build your own gui from multiple blocks -> convenience

I appreciate any feedback here or on the github issue tracker. I'd prefer bugs on github though :), thanks

The Bats! Team

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