Got a fun idea I'm gonna try pulling off... Using deployers, blocks can be placed, one row at a time, onto a frames back. With a frames engine to move this back up after each new row is added, you end up with a 2D printed bunch of blocks on a frames backing. You can then move these 2D panels of blocks on frames backings using frame engines. Those blocks can have gaps, ect, between them, as they all have the frames back on them. Then you need to create a system to feed the correct blocks (or no blocks) into the deployers as they are needed. I think this shouldn't be too difficult to do; essentially just some filters. After a 2D panel is printed in this way, it is moved into position; one block offset from the previous panel. Finally, a frames engine (could be the same one grabbing them and pulling them into position) runs along the back, block-breaking the frames, and returning them to the machine building the panels.
Essentially 3D printing. But my purpose for it will be rather interesting: procedurally generating buildings and towns! It shouldn't be too terribly difficult to create procedural building designs, and allowing it to use curves and similar should ensure the buildings are visually interesting as well (if it just makes a billion cobble shitshacks, I will have failed). I think I will set the chests up such that there are special materials (crafting tables, chests, things like that) which are placed specifically, roof materials (wood & that sort of thing), floor materials (wool, wood, etc), wall materials (marble brick, brick, stone, etc), and secondary wall materials (dark logs, that sort of thing; essentially for accenting the primary wall material). It could then decide 'this house is marble brick & obsidian, with dark wood roofing and light wood floors' or something to that degree, and get to work. By using some form of inventory management, it should be able to avoid materials it is short on.
To create a house, it would first need to create a 3D design for it (shouldn't be too difficult), followed by translating that into a row-by-row instruction for building it. The tricky part is then positioning each layer in place w/o error. On the system's first pass, it will lay down rows of 'navigation holes' in the surface under the structure being built. These should allow the other frame engines equipped with the correct reader device to localize where it is in the area without depending on memory, and without depending on the 'move' command always moving it. Though I'm also considering mffs based navigation, as those have a power range, and by positioning a bunch of mffs generators around the construction site, you could probably triangulate position for a small construction area. Though cost and difficulty of this setup makes it less viable. On a side note, anyone know of a good gps setup? As the computer system controlling it will reset when the server reboots every day or so, I plan on using a 'hard drive' consisting of blocks placed in the world in a sort of external memory system. To read a bit, you can simply blockbreak the bit's position, sending the results through an item detector, before replacing it back where it was.
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In other news, apparently horizontal deployers will deploy frames 1 block below where they normally would. After that slot below the normal one is filled, they place the next in the normal position.
DN
X
D = deployer, N = normal placement position
X = first placement position