[Mod] Conveyor Belt [0.1] [conveyor_belt]

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Wuzzy
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[Mod] Conveyor Belt [0.1] [conveyor_belt]

by Wuzzy » Thu Oct 03, 2013 05:41

This mod introduces conveyor belts.

Conveyor belts are nodes which cause all entities which are closely above it to move slowly into its facing direction. For example, you drop an item on a conveyor belt and the conveyor belt will slowly move it.

They don’t appear in normal gameplay, you could obtain them with /giveme or the creative inventory. The itemstring is “conveyor_belt:conveyor_belt_on”.

Well, the entities move but that’s basicly it.

State of development: Alpha stage, version 0.1.
This is a very early version of this mod and therefore very buggy. The moving of the objects is still very dirty, but at least you get an idea.
For example, the objects “hang” for a while if they got pushed to the end of a conveyor belt. They also idle for a while before they start moving. Players are not moved at all because I haven’t figured out yet how to do it.
I am not even sure if I ever finish this.

Plans for this mod:
  • clean up the movement of entities
  • also move players (is this possible?)
  • introduce conveyor belts with different speeds
  • compatibility with Mesecons (but only after the moving of stuff works well)
    • one-way conveyor belts have one connector: it turns it on and the conveyor belt goes into its “innate” direction
    • two-way conveyor belts: have two different connectors, the moving direction changes depending on which connector is active. When both are active, the conveyor belt doesn’t move or gets destroyed.
  • use a better texture
  • use sounds

I probably need your help here:
  • To move the entities, on_timer() is used. This is probably not the best method to do it. What I need would a way to find when things stand on something.
  • How can I move players?
  • If you have other technical comments, ideas, rants, please tell me!

This is how it looks after I placed a sand item on the conveyor belt:
Image
This is how it looks a short time after that:
Image
Yes, the conveyor belt is animated. Yes, the textures suck hard atm. I hope to fix this someday.

The Zip file is here (or in the attachment #1). :-)

Dependencies: none (may change in future)

License of everything: WTFPL
Attachments
conveyor_belt_0.1.zip
(4.3 KiB) Downloaded 267 times
Last edited by Wuzzy on Wed Oct 23, 2013 05:33, edited 1 time in total.
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by Topywo » Thu Oct 03, 2013 09:02

Interesting!

I hope this works out well.
 

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by jojoa1997 » Thu Oct 03, 2013 09:51

Pics?
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by kaeza » Thu Oct 03, 2013 13:11

jojoa1997 wrote:Pics?

I don't see the point in requesting screenshots of something that is meant to be animated...
Last edited by kaeza on Thu Oct 03, 2013 13:13, edited 1 time in total.
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by jojoa1997 » Thu Oct 03, 2013 14:13

kaeza wrote:
jojoa1997 wrote:Pics?

I don't see the point in requesting screenshots of something that is meant to be animated...
oh it is animated. But I want to see how it works first.
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by RealBadAngel » Thu Oct 03, 2013 16:07

jojoa1997 wrote:
kaeza wrote:
jojoa1997 wrote:Pics?

I don't see the point in requesting screenshots of something that is meant to be animated...
oh it is animated. But I want to see how it works first.


Point is to see the animation to get how it works ;)

@Wuzzy
Anyway this seems like cool addition to technic, dont you think so?
 

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by hoodedice » Thu Oct 03, 2013 18:27

kaeza wrote:
jojoa1997 wrote:Pics?

I don't see the point in requesting screenshots of something that is meant to be animated...


.gif

BTW, I think DanDucombe was messing around with a similar mod a while back...
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by Dan Duncombe » Thu Oct 03, 2013 18:38

hoodedice wrote:
kaeza wrote:
jojoa1997 wrote:Pics?

I don't see the point in requesting screenshots of something that is meant to be animated...


.gif

BTW, I think DanDucombe was messing around with a similar mod a while back...

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by Zsoltisawesome » Thu Oct 03, 2013 18:40

Hey, This Looks really cool! I think technically the player is an entity, so that would mean that if you can move a sand block drop (an entity) you could technically move the player as well

I'm Downloading Now, I will write more later
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Re: [Mod] Conveyor Belt [0.1] [conveyor_belt]

by Wuzzy » Sat May 23, 2015 23:07

Yes, kinda. Feel free to move this to Old Mods.
 

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Re: [Mod] Conveyor Belt [0.1] [conveyor_belt]

by Hybrid Dog » Tue May 26, 2015 13:37

ImageImage
Attachments
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screenshot_20150526_153222.png
(269.88 KiB) Not downloaded yet

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Re: [Mod] Conveyor Belt [0.1] [conveyor_belt]

by ABJ » Tue May 26, 2015 13:53

That looks nice. These belts ain't useless. Even if they can't take players, they're still not to be discarded. They have so many uses still, if you have imagination and need :).

Wuzzy I think you can still go on. Do belts put items in chests/furnaces if that is what is at the end? Or could you try implementing this?
 

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Re: [Mod] Conveyor Belt [0.1] [conveyor_belt]

by Hybrid Dog » Tue May 26, 2015 17:22

ABJ wrote:Do belts put items in chests/furnaces if that is what is at the end? Or could you try implementing this?

You could use pipeworks or the eating chest in combination with this mod.

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Re: [Mod] Conveyor Belt [0.1] [conveyor_belt]

by DS-minetest » Wed May 27, 2015 20:04

That is a really cool mod!
maybe you should ad to todo list adding a crafting recipe
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Re: [Mod] Conveyor Belt [0.1] [conveyor_belt]

by Wuzzy » Wed May 27, 2015 21:51

Sorry, but I am not maintaining this mod anymore. The transport routine is simply too broken for my taste. Unless there is a major engine change which makes stuff like this easier and less “jaggy”, I am not interested in this mod anymore.

Feel free to fork it or find someone who forks it for you. :P
 

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