Create: Wareworks 0.8.0-alpha
Curse Maven Snippet
What's new
Added
- Give an aisle a name, with an item you already renamed. Right-click a warehouse controller with an item you have named in an anvil and the aisle in front of it is called that; right-click a warehouse interface and the aisle it stands in is called that — so naming aisle B is a matter of clicking something that stands in aisle B, with no syntax to remember and nothing to type. A plain name tag takes the name off again. The action bar answers every click with exactly one line: which aisle is called what now, that the aisle has no name any more, or that the block belongs to no aisle yet — and a name longer than 16 characters is shortened in that same line, so it still tells you which aisle it went on. The item is never used up
- A name belongs to its aisle and stays there. It survives saving and reloading, a chunk unload, a dock you break and build again, and the aisle letter being scrolled from A to D — the name follows the letter, and scrolling back puts everything where it was. Only breaking the controller takes the names away, together with everything else it knows. Click the face of the block, a little away from the value box in the middle: that box still keeps every click that hits it, a wrench still turns the block however you named it, the clipboard still copies the aisle letter, and sneaking still places a renamed block the way it always did
- The name then stands wherever the letter stands. With goggles on, the controller reads "Warehouse A — Ores", and its list of aisles gives each named one its name where it used to give a rail count: "Aisles: A Ores · B Metals · C 14". Standing at any block of the warehouse — an interface, an input, an output, a port, a terminal, a production station, a stock keeper, a waiting place — its address now reads "Address: B-03-07R (Ores)", which is the line you see without looking anything up. A Warehouse Summary display board gets one more row, "Names: A Ores · B Metals", as the last row of all — under every count and every warning it already showed, so naming an aisle can never push something you asked for off the board. The row also fits itself to the board it is on: a narrow one names as many aisles as there is room for and counts the rest, "Names: A Ores (+2)", instead of being cut off in the middle of a word. The address itself never changes: the name stands beside it, because the address is what the terminal and every report speak
- Until you have named something, the controller tells you how. A quiet grey line at the end of its goggle text says to right-click with a renamed item — and it goes as soon as that tooltip has a name of its own to show you
- The goggles say what the crane got done. Look at a stacker crane dock through Engineer's Goggles and the machine reports the last minute of its own work: "Busy: 78% of the last minute", and under it "Blocked: 4%" whenever something really held it up — a full output, a target it cannot reach, a rail somebody broke behind it. Then where that time went: "Travel 54% · turning 6% (9 corners) · at the rack 18%" — the corners counted are the ones it turned while working, so the count and the share beside it are about the same minute — and what came of it, "Trips: 9 · items: 412". It answers the question you cannot answer by watching: is the crane the bottleneck, or has it simply got nothing to do
- The numbers are honest about themselves. A crane that has just been loaded, or whose chunks were away, says "of the last 23 s" and never scales nine trips up to a minute. The minute a chunk spent unloaded counts as neither work nor waiting, nothing is remembered across a restart — a machine that stood still all night does not open the morning claiming it was busy — and the breakdown adds up to the busy share printed above it, instead of the two being rounded apart. A crane with nothing to show shows nothing: a parked machine's tooltip reads exactly as it did before. The turning share and the corner count only appear on a warehouse that bends, because a straight aisle never turns
- The controller carries the two numbers you came for. Look at a warehouse controller through goggles and its crane block now ends with "Busy: 78% of the last minute" and, above zero, "Blocked: 4%" — enough to tell whether the crane is your bottleneck without walking to the dock. The long breakdown stays on the dock, where the machine is
- A display board can watch the crane's output. A Display Link on a stacker crane dock offers a second source, "Crane Throughput": four rows with "Trips: 9", "Items: 412", "Busy: 78%" and "Turning: 6%". The rows never move, so a four-row board never loses one, and while the crane has not yet run a whole minute the board says "Measuring" instead of showing a number about ten seconds as though it were about a minute. "Crane Status" is still the source a link offers first, so every display you have already built keeps showing what it showed
- The in door for Create packages says that it is one. Put a Create Packager against a warehouse input — back of the Packager to the block, which is how it faces itself when you place it — and addressed packages fed to it are taken apart into the warehouse. That already worked; now the input says so. With goggles on it reads "Takes packages apart" and counts them, "Packages opened: 12", so you can see at a glance whether the door is doing anything at all
- And it says why a package was turned away. Create opens a package whole or not at all, so an input that has room for two stacks refuses a package of three kinds of item — and until now nothing anywhere in the game said a word about it: the box simply sat in the funnel. The input now reads "Last package refused: stacks in it 3, free slots 2" in gold, which is the one line that tells you to wait for the crane rather than to rebuild the door. "Room" rather than "a free slot": a stack also goes into a slot that already holds that very item. The refusal goes as soon as a package fits again, and nothing of a refused package is ever lost — it waits where it is
- A world from 0.7.0-alpha opens unchanged. Nothing in this release writes anything new into your save until you use it: a controller grows its list of aisle names the moment you name one and loses it again when you clear the name, and everything else these two features show — the crane's busy minute, what a door says about packages — is worked out while you look at it and never stored
- The out door for Create packages says that it is one. Put a Create Packager against a warehouse port — back of the Packager to the block, which is how it faces itself when you place it — and a redstone pulse, or a Smart Observer facing the port that keeps emptying it by itself, packs whatever the warehouse put there into an addressed package. That already worked; now the port says so. With goggles on it reads "Hands over as a package", and an overflow port says it too, so what your warehouse cannot keep can leave your base in boxes
- The address is a sign, and the port reads it out to you. Hang a plain sign on that Packager and the port's
goggle text says "Addressed to: Base North" — read by Create's own rule, off the signs that are there right
now, so what you are shown is what the next box the door sends will carry rather than what the last one did. Without
a sign the line turns gold and says "No address — hang a sign on the Packager", which matters more than it
looks: Create only ever delivers an unaddressed box to a Package Port that has no name of its own, or to one
named
*, so a chain conveyor carries it past every other named one - And it names the one mistake nothing else in the game mentions. A Stock Link on that Packager puts it on a logistics network, and from that moment it ignores every redstone signal — no pulse, no lever, no message, no particle, nothing anywhere to read, and the door simply never opens again. The port now says it in gold, "The Packager is linked to a logistics network and ignores redstone", so one block you put down for another reason cannot quietly stop your deliveries for ever. While the link is on, that line stands instead of the address line: a linked Packager never reads the sign, so an address there would be a promise no box keeps
- And Ponder shows you how to build both doors. Hold W over a warehouse port or a warehouse input and a new scene, "Packages at a Warehouse Door", builds the whole thing in front of you: the Packager's back against the station — which is the only thing that decides whether the door sends or receives, and the reason you cannot wire one the wrong way round — the sign that is the address, a Smart Observer over the port that sends a box whenever something is waiting there, about one box a second with up to nine stacks in it, and the warning that a package is opened whole or not at all. In English and German, like every scene before it
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