[Mod] Ocular Networks Legacy [ocular_networks_old]

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Lone_Wolf
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Re: [Mod] Ocular Networks [ocular_networks]

by Lone_Wolf » Post

PolySaken wrote:
Lone_Wolf wrote:
PolySaken wrote:I need some opinions on my new topic format
It's a bit big IMO
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I made three sizes for each button. should i use this one?
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That looks a lot better. +1
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Re: [Mod] Ocular Networks [ocular_networks]

by BEMos3 » Post

The technician manual does not include how to set up hekatron core.

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Re: [Mod] Ocular Networks [ocular_networks]

by BEMos3 » Post

Okie just by digging around in the code I found that it has to be surrounded in firebrick and has to have a pipe on top so ya and gorgeous mod btw I love it and If its okay with ya I won’t mind completing the guild.

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

BEMos3 wrote:Okie just by digging around in the code I found that it has to be surrounded in firebrick and has to have a pipe on top so ya and gorgeous mod btw I love it and If its okay with ya I won’t mind completing the guild.
If you want you can make your own guide with licenses and stuff and i'll include it.
The code is all on github so you can make pull requests
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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

New update: version 7.0 (r40)
- changed zweinium textures back to their original intended color
- Added powered furnace (finally)
- you can make paper from kelp
- rebalanced to make stuff less grindy
- the guide is now unsupported, i will replace it soon
Ocular Networks was always supposed to be an endgame mod, but my recent playthrough found it a little too endgamey. Thoughts?
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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

Computer stuff
the probe/channel network has been updated with support for full programs.
place a channel processor to use this feature

The basic command structure is:

Code: Select all

[keyword] <keyword_args> [command] <args>
[keyword] is a pre-command, such as if
<keyword_args> are the data for keywords
[command] is a function to run ("help all" for a list of commands)
<args> is a set of data for commands to use
computer
computer
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in the console
in the console
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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

Added an autocrafting system
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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

Just finished moving my workspace from my broken windows laptop to an ubuntu desktop.
- limited power pool to 10000 by default (config available)
- added a visual bar to display the user's current power that appears when wielding powertools, or if the user's inventory contains an aurometer.
- started working on guide
- revised versioning system
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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

Ocular Networks now depends on vision_lib
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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

The guide now includes:
- basic tutorial
- how to use the reactor
- material info
- how to use the data network.

requires guidebook_lib
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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

I've added fluid collectors and depositors that allow liquids from default and ocular_networks to be pumped through normal ocular_networks pipes and moved around.
If you add the name of a node to ocular_networks.pumpable_liquids with the value 'true' it will work with the pumps.
Demonstration:
https://youtu.be/21Mg54xkfaA
Note: you can't use pipe enabled crates with liquids, liquid tanks will be added soon.
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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

Added fluid tanks that retain their contents when broken. It's a shame I can't make the inventory image reflect that though. (They seem pretty foolproof but please report any bugs)
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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

Added the fluid transposer which takes liquids ant puts them in a bucket.
Only takes liquid from the fluid buffer of a normal pipe, not the item buffer.
---
Pipes work differently now:
Old pipes:
takes items from certain lists
puts items in certain lists
has an item buffer of 10

new pipes:
takes items from certain lists
puts items in certain lists
has an item buffer of 10
takes liquids from any node with the list "liq"
puts liquids in any node with the lists "liq", "liq_i"
has a fluid buffer of 10
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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

the jet ring now uses the velocity system rather than player physics, and the recipe has been rebalanced. You can also hold sneak and space at the same time in order to hover in place. (be warned, jet propulsion is dangerous and getting launched into the ground at mach 4 is entirely possible.)
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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

I don't like this mod anymore, it's no longer supported. Also it's broken in the newest version of MT and I can't be bothered doing a last update.
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