[Mod] Gravel Sieve [gravelsieve]

User avatar
GamingAssociation39
Member
 
Posts: 827
Joined: Mon Apr 25, 2016 16:09
Location: Maryland, USA
GitHub: Gerold55
IRC: Gerold55
In-game: Gerold55

Re: [Mod] Gravel Sieve [gravelsieve]

by GamingAssociation39 » Sat Jun 17, 2017 07:04

bell07 wrote:Rarity: For rarity I analyzed the registered_ores how often the ores are generated by mapgen. I get ~
iron_lump = 30,copper_lump = 50,tin_lump = 65,gold_lump = 150,mese_crystal = 200,diamond = 300
I recommend to do it more rarer then mapgen does, so the gravelsieve could be used in each worlds without take the usual searching for ores whole obsolete, so I recomend the next values at the time:
Code: Select all
   iron_lump = 35,
   copper_lump = 60,
   tin_lump = 80,
   gold_lump = 175,
   mese_crystal = 275,
   diamond = 340,


manual vs. automatic: new idea: If the gravelsieve is at next to the flowing_water it will be auto like: https://de.wikipedia.org/wiki/Goldsucher#/media/File:Goldwaschrinne.jpg But in auto-mode the rarity should be higher (factor 2x?) then manual because "you do not see all treasures"..

I seen an other issue with random number generator. After ~ 10-~15 99-Stack it seems not be working anymore. I get no ores anymore, even with old rarity. I usually use just
Code: Select all
if math.random(probability) == 1 then
in my mods. But I do not know if PseudoRandom() should be used. A static seed 1234 is not a good idea.


Would it be neat to have an actual node that's a water generator instead of beside just free flowing water?
Jesus Is Lord and Savior!!!
 

User avatar
joe7575
Member
 
Posts: 345
Joined: Mon Apr 24, 2017 20:38
Location: Germany, in the deep south
GitHub: joe7575
In-game: JoSto

Re: [Mod] Gravel Sieve [gravelsieve]

by joe7575 » Sat Jun 17, 2017 14:33

Thanks to all, I really appreciate you proposals and hints.

This lead me to my almost final proposal :-)
  • The sieve is now available in two versions: standard and automatic. The later can be build be means of the standard sieve plus two Mese Crystals, which should be available after some time. (Thanks to GamingAssociation39)
  • Output of both sieves (beside the ores) is almost 50 % (standard) Gravel and almost 50 % Sieved Gravel. The standard Gravel can be reused. The Sieved Gravel can be recycled or has to be thrown away. (Thanks to bell07)
  • Recycling is possible my means of the Compressed Gravel recipe and the Cooking recipe to cook Cobblestone from Compressed Gravel (Thanks to Modern Hippie)
  • The rarity of the output is now configurable by means of a rarity factor. Standard values are according to the mapgen (Thanks to bell07)

I hope everybody can live with that, otherwise feel free to react.
The random bug is also fixed. The results are on GitHub.
Last edited by joe7575 on Sun Jun 18, 2017 00:15, edited 1 time in total.
Sent from my Commodore 64. My Mods: TechPack, Hyperloop, Tower Crane, Lumberjack, Iron Age, Entrance, Minecart, Signs Bot.
 

User avatar
azekill_DIABLO
Member
 
Posts: 7494
Joined: Wed Oct 29, 2014 20:05
Location: OMICRON
GitHub: azekillDIABLO
In-game: azekill_DIABLO
 

User avatar
Otter
Member
 
Posts: 146
Joined: Fri May 12, 2017 21:17

I have been testing this mod

by Otter » Sun Jun 18, 2017 00:10

Image
I really like this mod. I think it has an important place in a game about mining.

Without MOBs, in the same time it takes to babysit the equipment, self powered or powered, I could have mined a lot more. If I were in a competition to see who could get all of the basics in good supply first, I would skip using the gravel sieve.

With MOBs, this would allow me to obtain mese and diamond in limited quantities without venturing too deep into the depths. If the competition required that you not lose a single life, I would use the sieve at least until I had a good sword.

A few other products could be produced by the sieve or be used in the sieve. Sand for example.
I think the real virtue of this mod will be when it expands it's range and starts being used by mods like technic. If the sieve were used on clay to make a finer clay to make superior ceramics that would be pretty nifty.
Attachments
screenshot_20170617_184819.png
(455.1 KiB) Not downloaded yet
 

User avatar
GamingAssociation39
Member
 
Posts: 827
Joined: Mon Apr 25, 2016 16:09
Location: Maryland, USA
GitHub: Gerold55
IRC: Gerold55
In-game: Gerold55

Re: [Mod] Gravel Sieve [gravelsieve]

by GamingAssociation39 » Sun Jun 18, 2017 01:28

Is it possible 2 add something like a water power generator 2 power the auto sieve instead of it doing it automatically without power?
Jesus Is Lord and Savior!!!
 

User avatar
joe7575
Member
 
Posts: 345
Joined: Mon Apr 24, 2017 20:38
Location: Germany, in the deep south
GitHub: joe7575
In-game: JoSto

Re: [Mod] Gravel Sieve [gravelsieve]

by joe7575 » Sun Jun 18, 2017 16:55

Thank you for your responses.

The idea behind this mod was a third way between creative and survival. It's up to the admin to simplify the game play by adjusting the "rarity factor".

GamingAssociation39 wrote:Is it possible 2 add something like a water power generator 2 power the auto sieve instead of it doing it automatically without power?

Yes, would be possible. But I already hear them screaming: Not yet another technique mod!

... a steam engine with transmission belt for all kind of machines would be nice. :-)
Is something like that available?
Sent from my Commodore 64. My Mods: TechPack, Hyperloop, Tower Crane, Lumberjack, Iron Age, Entrance, Minecart, Signs Bot.
 

User avatar
azekill_DIABLO
Member
 
Posts: 7494
Joined: Wed Oct 29, 2014 20:05
Location: OMICRON
GitHub: azekillDIABLO
In-game: azekill_DIABLO
 

Byakuren
Member
 
Posts: 816
Joined: Tue Apr 14, 2015 01:59
GitHub: raymoo
IRC: Hijiri
In-game: Raymoo + Clownpiece

Re: [Mod] Gravel Sieve [gravelsieve]

by Byakuren » Mon Jun 19, 2017 16:02

joe7575 wrote:Thank you for your responses.

The idea behind this mod was a third way between creative and survival. It's up to the admin to simplify the game play by adjusting the "rarity factor".

GamingAssociation39 wrote:Is it possible 2 add something like a water power generator 2 power the auto sieve instead of it doing it automatically without power?

Yes, would be possible. But I already hear them screaming: Not yet another technique mod!

... a steam engine with transmission belt for all kind of machines would be nice. :-)
Is something like that available?

You could have an optional dependency on technic and have a powered autosieve if technic is installed.
Every time a mod API is left undocumented, a koala dies.
 

CWz
Member
 
Posts: 197
Joined: Tue Dec 24, 2013 17:01
Location: Banana Land
GitHub: chaoswormz
IRC: CWz
In-game: CWz

Re: [Mod] Gravel Sieve [gravelsieve]

by CWz » Tue Jun 20, 2017 11:59

Could you fix the issue of everyone hearing the hammer all over the server
 

User avatar
joe7575
Member
 
Posts: 345
Joined: Mon Apr 24, 2017 20:38
Location: Germany, in the deep south
GitHub: joe7575
In-game: JoSto

Re: [Mod] Gravel Sieve [gravelsieve]

by joe7575 » Tue Jun 20, 2017 21:13

CWz wrote:Could you fix the issue of everyone hearing the hammer all over the server


Thanks for the hint.
An update is available on GitHub.
Sent from my Commodore 64. My Mods: TechPack, Hyperloop, Tower Crane, Lumberjack, Iron Age, Entrance, Minecart, Signs Bot.
 

User avatar
TumeniNodes
Member
 
Posts: 2850
Joined: Fri Feb 26, 2016 19:49
Location: in the dark recesses of the mind
GitHub: TumeniNodes
IRC: tumeninodes
In-game: TumeniNodes

Re: [Mod] Gravel Sieve [1.00] [gravelsieve]

by TumeniNodes » Sat Jun 24, 2017 18:56

Everything looks very nice. the nodebox, the textures, formspec... nice work
just downloaded and will try over the weekend
Ich mag keine grünen Eier und Schinken, ich mag sie nicht Sam I Am
 

Sokomine
Member
 
Posts: 3976
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine

Re: [Mod] Gravel Sieve [1.00] [gravelsieve]

by Sokomine » Wed Jun 28, 2017 02:13

joe7575 wrote:But I don't like to build a perpetual motion machine. The outcome should be less than the input.
So we need a reprocessing plant for gravel, which needs fuel and produces 50 % "clean" output gravel from the sieved input gravel.

How about concrete? That's a nice white material (well, if painted...) and useful for a lot of constructions.
A list of my mods can be found here.
 

User avatar
joe7575
Member
 
Posts: 345
Joined: Mon Apr 24, 2017 20:38
Location: Germany, in the deep south
GitHub: joe7575
In-game: JoSto

Re: [Mod] Gravel Sieve [1.00] [gravelsieve]

by joe7575 » Wed Jun 28, 2017 16:32

Sokomine wrote:
joe7575 wrote:But I don't like to build a perpetual motion machine. The outcome should be less than the input.
So we need a reprocessing plant for gravel, which needs fuel and produces 50 % "clean" output gravel from the sieved input gravel.

How about concrete? That's a nice white material (well, if painted...) and useful for a lot of constructions.


I guess this is a misunderstanding. "clean" output means "Sieved Gravel free of further ores". But Sieved Gravel can converted to Compresses Gravel, which can be cooked to Cobblestone again.
Sent from my Commodore 64. My Mods: TechPack, Hyperloop, Tower Crane, Lumberjack, Iron Age, Entrance, Minecart, Signs Bot.
 

User avatar
joe7575
Member
 
Posts: 345
Joined: Mon Apr 24, 2017 20:38
Location: Germany, in the deep south
GitHub: joe7575
In-game: JoSto

Re: [Mod] Gravel Sieve [1.00] [gravelsieve]

by joe7575 » Sat Jul 08, 2017 12:13

V1.01 on GitHub with support for the moreores mod
Sent from my Commodore 64. My Mods: TechPack, Hyperloop, Tower Crane, Lumberjack, Iron Age, Entrance, Minecart, Signs Bot.
 

User avatar
BrunoMine
Member
 
Posts: 1070
Joined: Thu Apr 25, 2013 17:29
Location: SP-Brasil
GitHub: BrunoMine

Re: [Mod] Gravel Sieve [1.02] [gravelsieve]

by BrunoMine » Fri Jul 14, 2017 01:33

It looks very cool. It would be nice if there were another machine for compacting the gravel.
 

User avatar
azekill_DIABLO
Member
 
Posts: 7494
Joined: Wed Oct 29, 2014 20:05
Location: OMICRON
GitHub: azekillDIABLO
In-game: azekill_DIABLO
 

User avatar
joe7575
Member
 
Posts: 345
Joined: Mon Apr 24, 2017 20:38
Location: Germany, in the deep south
GitHub: joe7575
In-game: JoSto

Re: [Mod] Gravel Sieve [1.02] [gravelsieve]

by joe7575 » Tue Oct 03, 2017 12:01

Contrary to my own forecast (:-)), I developed two technic Mods called Tubelib and Tubelib Extension.
With the adaptation of the Gravelsieve to this Mods, a complete automated mining, grinding, sieving, and sorting of ores is now possible.

Have fun...
Sent from my Commodore 64. My Mods: TechPack, Hyperloop, Tower Crane, Lumberjack, Iron Age, Entrance, Minecart, Signs Bot.
 

Chem871
Member
 
Posts: 945
Joined: Sat Aug 19, 2017 21:49
Location: SCP-2935
GitHub: Chemguy99
In-game: Dwaba_Kukai

Re: [Mod] Gravel Sieve [1.02] [gravelsieve]

by Chem871 » Tue Nov 07, 2017 22:27

For the crafting, the inputs need to be enclosed by apostrophes, not quotation marks. Just letting you know.
What is SCP-055 again? I forgot.
 

Chem871
Member
 
Posts: 945
Joined: Sat Aug 19, 2017 21:49
Location: SCP-2935
GitHub: Chemguy99
In-game: Dwaba_Kukai

Re: [Mod] Gravel Sieve [1.02] [gravelsieve]

by Chem871 » Tue Nov 07, 2017 22:32

Nvm, that wasn't the problem. It's not registering the crafts for any of the sieves, just the compressed gravel and the hammer.
What is SCP-055 again? I forgot.
 

Chem871
Member
 
Posts: 945
Joined: Sat Aug 19, 2017 21:49
Location: SCP-2935
GitHub: Chemguy99
In-game: Dwaba_Kukai

Re: [Mod] Gravel Sieve [1.02] [gravelsieve]

by Chem871 » Tue Nov 07, 2017 22:36

I changed the outputs from "gravelsieve:sieve" and "gravelsieve:auto_sieve" to "gravelsieve:sieve3" and "gravelsieve:auto_sieve3", respectively, and it registered the crafts.
What is SCP-055 again? I forgot.
 

Sokomine
Member
 
Posts: 3976
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine

Re: [Mod] Gravel Sieve [1.02] [gravelsieve]

by Sokomine » Thu Nov 30, 2017 19:02

Compressed gravel can be used for building purposes:
Image

The sieves may not be the most efficient way to get ores - but they're certainly fun and decorative. Finally, gravel does get some use and is actively searched for instead of considered as trash.
Attachments
compressed_gravel_house.jpg
(118.95 KiB) Not downloaded yet
A list of my mods can be found here.
 

Chem871
Member
 
Posts: 945
Joined: Sat Aug 19, 2017 21:49
Location: SCP-2935
GitHub: Chemguy99
In-game: Dwaba_Kukai

Re: [Mod] Gravel Sieve [1.02] [gravelsieve]

by Chem871 » Thu Nov 30, 2017 19:35

This mod is definitely useful on any Skyblock or Unternull world/server.
What is SCP-055 again? I forgot.
 

User avatar
joe7575
Member
 
Posts: 345
Joined: Mon Apr 24, 2017 20:38
Location: Germany, in the deep south
GitHub: joe7575
In-game: JoSto

Re: [Mod] Gravel Sieve [1.02] [gravelsieve]

by joe7575 » Thu Nov 30, 2017 20:04

Sokomine wrote:Compressed gravel can be used for building purposes:
Image

The sieves may not be the most efficient way to get ores - but they're certainly fun and decorative. Finally, gravel does get some use and is actively searched for instead of considered as trash.


Cool building. 1+
That's real recycling :)
Sent from my Commodore 64. My Mods: TechPack, Hyperloop, Tower Crane, Lumberjack, Iron Age, Entrance, Minecart, Signs Bot.
 

Chem871
Member
 
Posts: 945
Joined: Sat Aug 19, 2017 21:49
Location: SCP-2935
GitHub: Chemguy99
In-game: Dwaba_Kukai

Re: [Mod] Gravel Sieve [1.02] [gravelsieve]

by Chem871 » Fri Dec 01, 2017 22:43

Is the gravelsieve hopper-compatible?
What is SCP-055 again? I forgot.
 

User avatar
azekill_DIABLO
Member
 
Posts: 7494
Joined: Wed Oct 29, 2014 20:05
Location: OMICRON
GitHub: azekillDIABLO
In-game: azekill_DIABLO
 

PreviousNext

Return to Mod Releases



Who is online

Users browsing this forum: No registered users and 1 guest