[Mod] TBM Reloaded! [0.5][tbm]

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aldobr
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Re: [Mod] TBM Reloaded! [0.5][tbm]

by aldobr » Post

btw this mod is based on my original TBM :P

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balthazariv
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Re: [Mod] TBM Reloaded! [0.5][tbm]

by balthazariv » Post

I tested and I have the same error that this version here

Code: Select all

22:58:18: ACTION[ServerThread]:  tried to dig default:stone at protected position (-58,4,-238)
22:58:18: ACTION[ServerThread]:  tried to dig default:stone at protected position (-58,4,-237)
22:58:18: ACTION[ServerThread]:  tried to dig default:stone at protected position (-58,4,-236)
22:58:18: ACTION[ServerThread]:  tried to dig default:stone at protected position (-58,3,-238)
22:58:18: ACTION[ServerThread]:  tried to dig default:stone at protected position (-58,3,-237)
22:58:18: ACTION[ServerThread]:  tried to dig default:stone at protected position (-58,3,-236)
22:58:18: ACTION[ServerThread]:  tried to dig default:stone at protected position (-58,2,-238)
22:58:18: ACTION[ServerThread]:  tried to dig default:stone at protected position (-58,2,-237)
22:58:18: ACTION[ServerThread]:  tried to dig default:stone at protected position (-58,2,-236)
I test on Minetest 0.4.10. In solo mode with "activate the damage" and "creative mode"

Thanks

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balthazariv
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Re: [Mod] TBM Reloaded! [0.5][tbm]

by balthazariv » Post

In testing I found that it was with the mod simple_protection.

I do not know if this mod is still in development but it would be nice:

- To have an additional small machine such as [Mod] Tunnel Boring Machine [0.4 beta] [tbm]
- To choose separately the replacement material for the ceiling, floor and walls and possibly the type of lighting.
- Another machine that could make holes in the ground and put ladders would be nice too.

proller
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Re: [Mod] TBM Reloaded! [0.5][tbm]

by proller » Post

mod is abandoned ?
github repo looks deleted https://github.com/DanDuncombe?tab=repositories

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aldobr
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Re: [Mod] TBM Reloaded! [0.5][tbm]

by aldobr » Post

search for version 0.4 on the forum.

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Krock
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Re: [Mod] TBM Reloaded! [0.5][tbm]

by Krock » Post

aldobr wrote:search for version 0.4 on the forum.
The link there is dead and this one has a forum attachment.
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>

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tbillion
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Re: [Mod] TBM Reloaded! [0.5][tbm]

by tbillion » Post

i still have this code, modified and un modified. I got a job while i was working on it and i just now got life to where i can code again so i will be working on my version of this but if anyone has a good place to stuff the old code so yall can get it id be happy to put it somewhere.

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kpo
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[Mod] TBM [0.6][tbm]

by kpo » Post

I have made some tinkering wit this mod which basically caused almost a total rewrite (some of the function names are still the same, and I kept the textures except the GUI).

My version offers these features:
* Re-design of GUI to be cleaner and fit the new features
* Where what goes matters now. The GUI will help out here.
* coke and torches and floor material is non-optional
* allows for optional materials for left wall, right wall, ceiling
* rail is optional
* allows for using gravel to inject in front of the TBM in order to remove water and lava.
Injecting gravel will return cobblestone or dirt.
* allows resupply from the material hold, i.e. store extra materials in the cargo
area of the material for longer digging range.

Download here:
https://github.com/kpoppel/tbm_mod.git

ZIP here:
https://github.com/kpoppel/tbm_mod/archive/master.zip

I am considering moving this mod into technic and use technic materials instead, what is your opinion on this?
One way to get both worlds is to check for technic and if present use that, else offer the current recipe, but never both.

(edit: typos)

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Bas080
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Re: [Mod] TBM Reloaded! [0.5][tbm]

by Bas080 » Post

I love how this mod has been redone by different people several times. Look foward to see your changes.

DoyleChris
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Re: [Mod] TBM Reloaded! [0.5][tbm]

by DoyleChris » Post

18:21:35: ERROR[main]: ========== ERROR FROM LUA ===========
18:21:35: ERROR[main]: Failed to load and run script from
18:21:35: ERROR[main]: D:\Games\Minetest\minetest-0.4.12-win64-msvc\minetest-0.4.12\bin\..\mods\tbm_mod\init.lua:
18:21:35: ERROR[main]: ...64-msvc\minetest-0.4.12\bin\..\builtin\game\register.lua:60: Name tbm:tbm does not follow naming conventions: "modname:" or ":" prefix required
18:21:35: ERROR[main]: stack traceback:
18:21:35: ERROR[main]: [C]: in function 'error'
18:21:35: ERROR[main]: ...64-msvc\minetest-0.4.12\bin\..\builtin\game\register.lua:60: in function 'check_modname_prefix'
18:21:35: ERROR[main]: ...64-msvc\minetest-0.4.12\bin\..\builtin\game\register.lua:96: in function 'register_item'
18:21:35: ERROR[main]: ...64-msvc\minetest-0.4.12\bin\..\builtin\game\register.lua:161: in function 'register_node'
18:21:35: ERROR[main]: ...-win64-msvc\minetest-0.4.12\bin\..\mods\tbm_mod\init.lua:204: in main chunk
18:21:35: ERROR[main]: ======= END OF ERROR FROM LUA ========
18:21:35: ERROR[main]: Server: Failed to load and run D:\Games\Minetest\minetest-0.4.12-win64-msvc\minetest-0.4.12\bin\..\mods\tbm_mod\init.lua
18:21:35: ERROR[main]: ModError: ModError: Failed to load and run D:\Games\Minetest\minetest-0.4.12-win64-msvc\minetest-0.4.12\bin\..\mods\tbm_mod\init.lua

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ExeterDad
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Re: [Mod] TBM Reloaded! [0.5][tbm]

by ExeterDad » Post

Doyle Chris
Rename folder tbm_mod to tbm and try again :)

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Re: [Mod] TBM Reloaded! [0.5][tbm]

by DoyleChris » Post

I got it to work but one question.
What if i run across lava what then.

DoyleChris
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Re: [Mod] TBM Reloaded! [0.5][tbm]

by DoyleChris » Post

Is there a way to extend the distance between the torchs. Or make the optional.

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tbillion
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Re: [Mod] TBM Reloaded! [0.5][tbm]

by tbillion » Post

you can change the torch here

Code: Select all

tbm.placetorch = function(pos, facing)
	-- places a torch besides the track
	local box = tbm.offsets[facing + 1]
	local ppos = {}
	ppos.x = pos.x + box[tbm.newposline][1].X
	ppos.y = pos.y + box[tbm.newposline][1].Y
	ppos.z = pos.z + box[tbm.newposline][1].Z
	minetest.env:place_node(ppos, { name = "default:torch" })
end

the distance of the torch here:

Code: Select all

if lightcount >= 10 then
or you can comment out this:

Code: Select all

        tbm.placetorch(pos, facing)
to ditch the torches all together...

or better yet you can give me like 2 or three more days and i will upload my very tweaked variation taking the best pieces from all the revisions of this code (i have followed this project since i first started playing) this version will have customizable bore size, customizable fuel, place tracks or tubes (pipeworks), change the material that it lays underground and a 3 purpose built tbms, ont that drills straight down and makes perfect mine shafts, one that paves roads with stree lamps (streets) and one that will build stairs. :) your choices.

heres a screen shot of the road paver.
Image

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tbillion
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Re: [Mod] TBM Reloaded! [0.5][tbm]

by tbillion » Post

some more pics of the road layer

Image

Image
Image
Image
Image

DoyleChris
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Re: [Mod] TBM Reloaded! [0.5][tbm]

by DoyleChris » Post

I have modified mine. But im willing to give yours a try. Ill be off work till monday if you want a tester.

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tbillion
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Re: [Mod] TBM Reloaded! [0.5][tbm]

by tbillion » Post

sounds good. :)

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