v2.0.0
The water lines. A perimeter is only half the build: the other half is the channels that carry
what you throw in at a beacon to the digsort in the middle. The mod now plans them, and it has its
own page for it.
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A Water page, not a ninth tab. Nine tabs did not fit in one row, and the water lines are not
a ninth setting of the same thing anyway: they are the perimeter seen from underneath. Press
Water > at the end of the tab row and the whole screen turns the page, to Currents (the
map you draw on), Setup (drain, shape, ice, how far a source carries, colours) and Cost
(the whole bill). < Beacons brings you back. -
Its own map. Same view as the beacons map, so turning the page keeps you
looking at the same piece of the world, but the nodes step back and the channels come forward:
a run one block wide has no chance against a hundred coverage boxes at full strength. The
beacons themselves are drawn bigger rather than dimmer, and every pyramid base is outlined,
because those are what the channel has to fit between. -
The first time you open it, it says who this is for. This part of the mod assumes you are
building a digsort, and anybody who is not deserves to be told so once rather than left to work
it out from a screen full of jargon. Once, and then never again; there is a button on the tab to
read it back. -
Excluded nodes get no channel. They are outside the perimeter: nobody throws shulkers in at
one, so running ice out to them was digging for nothing. They are still drawn and still avoided,
because their pyramid sits on the channel's own layer. On a real perimeter with nineteen of them
that is 1,700 blocks of channel and nine shulkers of ice saved. -
Generate, and you get the whole network worked out from the plan: one spine per row, one
trunk to the drain, every run a block clear of every pyramid base. The shape is a fishbone
because what is being optimised is the trip and not the bill: every item travels its own exact
Manhattan distance to the middle around a single corner, which nothing without diagonals beats.
The tree shape is a button away for the perimeters where it wins. -
Draw your own. Turn Draw on and drag: runs are one block wide and snap to the axis, right
click erases one whether Draw is on or not. What is on the map is what gets built, so a run you
draw is not an override sitting on top of a calculation. That is also why Generate throws away
what you drew, and asks first when there is anything to lose. -
You point at the drain. The middle of a grid is not a place: it is usually inside the centre
node's own pyramid, and the sorter is wherever it actually got built. Aim at the block the water
leaves by, open the screen, press the button. -
The count, in the Materials tab: channel, ice, buckets, pressure plates, junctions, and the
shulkers of ice you actually have to mine, which is nine times the ice you place for packed and
eighty one for blue. On a real hundred node perimeter that is the difference between a weekend
and a fantasy, and it is better to know before the first block goes in. -
It tells you what is wrong rather than refusing. A run dug through a pyramid base is drawn in
red, a node the channel never reaches gets a cross, and a network that does not join up says how
many nodes are stranded. Your call, every time. -
The channels are drawn in the world at the layer they will be dug on, so you can stand in the
hole and see where the next one goes. Toggle and colour on the Display tab. -
The water lines are saved with the plan and travel with it: opening a shared plan brings its
channels, and editing them on a shared plan sends them up when you close the screen. -
The channel reads itself back out of the world. Every block of it is scanned as you get near,
the same way the pyramids are, and drawn by what it is waiting for: cyan is still solid rock,
yellow is dug out with no ice under it, green is floored and waiting for water, and a stretch
with water in it stops being drawn at all. So the map empties as the thing gets built, and the
line that is left is the work that is left. Blocks too far away to read are never counted as
missing. -
Erasing takes out the stretch between crossings, not the whole eight hundred block spine.
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A node whose beacon already has water on it gets a ring on the currents map: that is the drop
into the channel working, and it is the one part of it that can be checked from a distance. -
Sources and plates can be shown (Setup, off by default): a source at the head of each run and
every few blocks after it, a stop where each run flows into another. Marked as a proposal
everywhere it appears, because nothing about those positions has been checked against a channel
that runs. Dig one stretch, see what the water really does, then trust them. -
The channel's Y is yours to set, not fixed at the bottom layer.
Not in this release, on purpose: the network does not export to a litematic yet, and the water
sources and pressure plates are counted rather than placed. Those are the parts a compiler cannot
check, and they wait until the shape has been dug in a real world.
Full Changelog: v1.3.0...v2.0.0