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Auto Vine Farm - Exploity?

Posted: Sat Jul 27, 2013 5:44 am
by jorgebonafe
I wanted to make a vine farm in preparation to my mob trap, but I don't have a lot of iron to spare, so I decided to try an idea I had... It worked pretty well, but I wonder if this would be considered an exploit.... Any thoughts?


Re: Auto Vine Farm - Exploity?

Posted: Sat Jul 27, 2013 5:49 am
by Gormador
I would say it is extremely border line. If not beyond.

What bothers me is the "hot swap" or the saw.

Re: Auto Vine Farm - Exploity?

Posted: Sat Jul 27, 2013 6:05 am
by jorgebonafe
Gormador wrote:What bothers me is the "hot swap" or the saw.
Well, yeah, that is the part I meant could be considered exploity... Anyway, just thought I'd show this is possible to do with saws so FC can decide if its something that should be fixed or not.

Re: Auto Vine Farm - Exploity?

Posted: Sat Jul 27, 2013 6:17 am
by Azdoine
Pistons need SFS now instead of iron, so I think that goes a long way towards balancing this machine.
It still seems like it could be a potential problem, but I'm unsure.

Re: Auto Vine Farm - Exploity?

Posted: Sat Jul 27, 2013 6:19 am
by Psion
Not entirely sure if it's needed to be nerfed or not, considering pistons now require a SFS ingot each. It might use less iron, but at that point you could also just use block dispensers anyways. :x

Re: Auto Vine Farm - Exploity?

Posted: Sat Jul 27, 2013 7:05 am
by devak
Not to mention gearboxes costing gold. Essentially you displaced the expenses from iron to gold (&redstone)

Re: Auto Vine Farm - Exploity?

Posted: Sat Jul 27, 2013 7:06 am
by DaveYanakov
It's a large complex and above all else, creative redstone build to get around a temporary limitation on a resource by spending rather a lot of others. It seems like exactly the sort of thing to be encouraged rather than stomped on.

Re: Auto Vine Farm - Exploity?

Posted: Sat Jul 27, 2013 9:04 am
by jkievlan
Looks fine to me, and very cool. It seems a bit odd that the saw can just get pushed to another axle and keep running, but I wouldn't consider it an exploit so much as a quirky bit of MC physics.

Re: Auto Vine Farm - Exploity?

Posted: Sat Jul 27, 2013 10:05 am
by Jesar
Seriously, if this was an exploit, could it be fixed? Pistons can push blocks, saws cut things when they receive mechanical power, etc.

This is just a situation where doing this works fine. In fact, I would never use that many damn saws. It's just not economical man. Also, because this is pre-mob trap, how could you have enough iron for that many saws? I feel this is actually ideal, not exploity. Thanks for sharing this!

Re: Auto Vine Farm - Exploity?

Posted: Sat Jul 27, 2013 11:19 am
by FlowerChild
Jesar wrote:Seriously, if this was an exploit, could it be fixed?
Yes. Of course.

I'll think about it jorge. It certainly breaks a few of the conventions on mech power, but it's also pretty cool. My first instinct is to call it an exploit, but I just woke up, so I'll mull it over some.

There's already precedent set for this kind of stuff for the Gear Box and such, and really, on consistency alone it should be breaking the Saw and/or connected Axle.

Re: Auto Vine Farm - Exploity?

Posted: Sat Jul 27, 2013 11:39 am
by DaveYanakov
It is an exploit but it's also encouraged gameplay that uses different resources and a lot of brainpower. The real question is whether having the saw not break when transfered could be used in a much more cheaty fashion to get around having to delve down into the bottom layers of the strata.

Re: Auto Vine Farm - Exploity?

Posted: Sat Jul 27, 2013 11:57 am
by FlowerChild
DaveYanakov wrote:It is an exploit but it's also encouraged gameplay that uses different resources and a lot of brainpower.
I said it was cool man, you don't need to reiterate the above. I heard you the first time.

Re: Auto Vine Farm - Exploity?

Posted: Sat Jul 27, 2013 6:09 pm
by jorgebonafe
Yeah, I posted this because of the precedent. When I thought about doing this I was sure it would break the axles since pushing a gearbox would, and I was a bit surprised it worked.

By the way, about the higher cost in gearboxes, that is actually not true. Making a vine trap like this does not really need more gearboxes, because the only thing I removed were the extra saws. I still need the axles to power them as I would if I had all saws in place. I only had to make 4 extra pistons and add some redstone and a turntable to control them...

Of course, I'm not comparing this with a block dispenser vine farm, that has a whole different type of material requirements...

Re: Auto Vine Farm - Exploity?

Posted: Sat Jul 27, 2013 6:22 pm
by mazer246
What you have built should be achievable no matter what. Now that I've seen it, this game absolutely needs moving table saws. Very clever and economic design IMO.

Re: Auto Vine Farm - Exploity?

Posted: Sun Jul 28, 2013 12:27 am
by agentwiggles
Yeah, I can see where it might... raise an eyebrow. But...

It really looks totally badass.

Re: Auto Vine Farm - Exploity?

Posted: Sun Jul 28, 2013 7:56 pm
by Thorium-232
I'm actually surprised it was as complex as it was. Does the Saw-on-turntable-powered-from-above setup no longer work? I haven't kept a world around long enough lately to have gotten to that point.

Re: Auto Vine Farm - Exploity?

Posted: Sun Jul 28, 2013 8:23 pm
by DiamondArms
Thorium-232 wrote:I'm actually surprised it was as complex as it was. Does the Saw-on-turntable-powered-from-above setup no longer work? I haven't kept a world around long enough lately to have gotten to that point.
It still works. I use 3 modules of that for my vine farm. Jorge's build is interesting though. if you have the redstone to spare, it's an even match for output?
not sure, needs spading.