[Mod] Factory [0.5.0.1] [factory]

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LemonLake
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Re: [Mod] Factory [0.4] [factory]

by LemonLake » Post

the_rouge_pilot wrote:Whenever I use the industrial furnace, the game crashes. No error code.
Strange. What version of Minetest are you running? I've tested this on 0.4.9, sfan5's latest in a minetext-NeXt world.

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Re: [Mod] Factory [0.4] [factory]

by RealBadAngel » Post

Very interesting mod. Im lookin forward to see your next ideas. Keep up the good work.

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Re: [Mod] Factory [0.4] [factory]

by Tedypig » Post

I see a possible problem using this in place of pipeworks. Anyone can walk up and take the stuff on the conveyor belt, or even just stand next to it thanks to the "drops" mod. This would be cool in singleplayer, or on a private server with just you and a few friends you can trust, but on a public server I think you would get ripped off 24/7. If I'm wrong, please tell me, also please tell me how you protect the entities. With pipeworks, the entities are inside of tubes so you can't take them.

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Re: [Mod] Factory [0.4] [factory]

by LemonLake » Post

Tedypig wrote:I see a possible problem using this in place of pipeworks. Anyone can walk up and take the stuff on the conveyor belt, or even just stand next to it thanks to the "drops" mod. This would be cool in singleplayer, or on a private server with just you and a few friends you can trust, but on a public server I think you would get ripped off 24/7. If I'm wrong, please tell me, also please tell me how you protect the entities. With pipeworks, the entities are inside of tubes so you can't take them.
In a future update, it's going to support protection mods so the selection box will just be large enough that you can't even select the conveyor belt properly unless you have permission too. I'm looking into that when I complete the power update, which should be pretty soon.

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Re: [Mod] Factory [0.4] [factory]

by Wuzzy » Post

Hi, I haven’t tried this mod yet, but I wonder wheather you had the idea from my old experimental conveyor belt mod. Anyways, it is great to see someone else tries to implement conveyor belts.
I’ll try this mod later.

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Re: [Mod] Factory [0.4] [factory]

by LemonLake » Post

Wuzzy wrote:Hi, I haven’t tried this mod yet, but I wonder wheather you had the idea from my old experimental conveyor belt mod. Anyways, it is great to see someone else tries to implement conveyor belts.
I’ll try this mod later.
Hey, never saw that mod before :P Hope you find it fun!

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Re: [Mod] Factory [0.4] [factory]

by TG-MyinaWD » Post

Hey Lemon. You should make bigger Smoke Tubes. Like we see in Real Life. I know sounds like be hard but bigger it is, the more better my Idea for Living Real can come a game mode.

But If it ok I can edit the Smoke tube I would then do myself.
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Re: [Mod] Factory [0.4] [factory]

by LemonLake » Post

Alt. Tester wrote:Hey Lemon. You should make bigger Smoke Tubes. Like we see in Real Life. I know sounds like be hard but bigger it is, the more better my Idea for Living Real can come a game mode.

But If it ok I can edit the Smoke tube I would then do myself.
Making a multi block structure for one single game mode is a bit overkill, especially for a potentially discontinued modm

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Re: [Mod] Factory [0.4] [factory]

by TG-MyinaWD » Post

Ok. Is it ok I can then change it to be about 4 blocks higher?
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Re: [Mod] Factory [0.4] [factory]

by LemonLake » Post

Alt. Tester wrote:Ok. Is it ok I can then change it to be about 4 blocks higher?
Just stack four of them. I'm releasing an update that'll add a setting for the height soon, though.

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Re: [Mod] Factory [0.4] [factory]

by cx384 » Post

this mod is awesome
Image
Can your read this?

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Re: [Mod] Factory [0.4] [factory]

by trainwrecktony » Post

FYI i get this crash error with wieldview mod enabled when holding belt

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ERROR: An unhandled exception occurred: C:\MINETEST2\bin\..\builtin\game\item.lua:20: attempt to call method 'gsub' (a nil value)
10:41:02: ERROR[main]: stack traceback:
10:41:02: ERROR[main]: 	C:\MINETEST2\bin\..\builtin\game\item.lua:20: in function 'inventorycube'
10:41:02: ERROR[main]: 	C:\MINETEST2\bin\..\games\twt\mods\wieldview\init.lua:27: in function 'get_item_texture'
10:41:02: ERROR[main]: 	C:\MINETEST2\bin\..\games\twt\mods\wieldview\init.lua:51: in function 'update_wielded_item'
10:41:02: ERROR[main]: 	C:\MINETEST2\bin\..\games\twt\mods\wieldview\init.lua:69: in function <C:\MINETEST2\bin\..\games\twt\mods\wieldview\init.lua:65>
10:41:02: ERROR[main]: 	C:\MINETEST2\bin\..\builtin\game\register.lua:348: in function <C:\MINETEST2\bin\..\builtin\game\register.lua:336>
Other than than nice mod. I'd like to see compressor be able to compress X amount of items into something(my example 100 copper maptools coin into ingot), maybe an easier recipelist instead of cooking type craft
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Re: [Mod] Factory [0.4] [factory]

by LemonLake » Post

trainwrecktony wrote:FYI i get this crash error with wieldview mod enabled when holding belt

Code: Select all

ERROR: An unhandled exception occurred: C:\MINETEST2\bin\..\builtin\game\item.lua:20: attempt to call method 'gsub' (a nil value)
10:41:02: ERROR[main]: stack traceback:
10:41:02: ERROR[main]: 	C:\MINETEST2\bin\..\builtin\game\item.lua:20: in function 'inventorycube'
10:41:02: ERROR[main]: 	C:\MINETEST2\bin\..\games\twt\mods\wieldview\init.lua:27: in function 'get_item_texture'
10:41:02: ERROR[main]: 	C:\MINETEST2\bin\..\games\twt\mods\wieldview\init.lua:51: in function 'update_wielded_item'
10:41:02: ERROR[main]: 	C:\MINETEST2\bin\..\games\twt\mods\wieldview\init.lua:69: in function <C:\MINETEST2\bin\..\games\twt\mods\wieldview\init.lua:65>
10:41:02: ERROR[main]: 	C:\MINETEST2\bin\..\builtin\game\register.lua:348: in function <C:\MINETEST2\bin\..\builtin\game\register.lua:336>
Other than than nice mod. I'd like to see compressor be able to compress X amount of items into something(my example 100 copper maptools coin into ingot), maybe an easier recipelist instead of cooking type craft
I can't be too sure but it looks like the error has something to do with the animated texture on the belt, I may make an inventory image for it just to work around this problem.
As for the compressor, that may require a more complicated version of the current code but I think it could be added if its really needed.

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Re: [Mod] Factory [0.4] [factory]

by trainwrecktony » Post

i may modify it myself borrowing some of the code from mining_plus grinder...

Question ... looking at code are furnace and compressor more efficient with 4 high smoke tube?
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Re: [Mod] Factory [0.4] [factory]

by LemonLake » Post

They are exactly the same no matter the height.

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Re: [Mod] Factory [0.4] [factory]

by hampa16 » Post

23:25:18: ERROR[main]: Server: Failed to load and run C:\Users\walter\Downloads\minetest-0.4.9\minetest-0.4.9\bin\..\mods\factory

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Re: [Mod] Factory [0.4] [factory]

by LemonLake » Post

hampa16 wrote:23:25:18: ERROR[main]: Server: Failed to load and run C:\Users\walter\Downloads\minetest-0.4.9\minetest-0.4.9\bin\..\mods\factory
Useless error. Please provide full log.

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Re: [Mod] Factory [0.4] [factory]

by falsegrayburger » Post

plz auto-crafter!

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Re: [Mod] Factory [0.4] [factory]

by LemonLake » Post

jenova99sephiros wrote:plz auto-crafter!
They already work, just add the node to the two furnace like tables in settings

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Re: [Mod] Factory [0.4] [factory]

by NyankoSensei » Post

LemonLake wrote:
jenova99sephiros wrote:plz auto-crafter!
They already work, just add the node to the two furnace like tables in settings
Please can you explain better ?

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Re: [Mod] Factory [0.4] [factory]

by LemonLake » Post

NyankoSensei wrote:
LemonLake wrote:
jenova99sephiros wrote:plz auto-crafter!
They already work, just add the node to the two furnace like tables in settings
Please can you explain better ?
If you look in settings.txt, it looks something like this:

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-- LemonLake's Factories: Config

-- Logging
factory.logTaker = true

-- Defines the furnace types for movers and takers.
-- Requires fuel, src and dst inventory types. 
-- Don't change unless you know what you're doing.
armDevicesFurnacelike = {"default:furnace", "default:furnace_active", "factory:ind_furnace", "factory:ind_furnace_active", "factory:compressor", "factory:compressor_active"}
takerDevicesFurnacelike = {"default:furnace", "default:furnace_active", "factory:ind_furnace", "factory:ind_furnace_active", "factory:compressor", "factory:compressor_active"}
In order to add the autocrafters, simply add "pipeworks:autocrafter" to the end of both furnacelike tablse like so:
armDevicesFurnacelike = {"default:furnace", "default:furnace_active", "factory:ind_furnace", "factory:ind_furnace_active", "factory:compressor", "factory:compressor_active", "pipeworks:autocrafter"}
takerDevicesFurnacelike = {"default:furnace", "default:furnace_active", "factory:ind_furnace", "factory:ind_furnace_active", "factory:compressor", "factory:compressor_active", "pipeworks:autocrafter"}

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Re: [Mod] Factory [0.4] [factory]

by NyankoSensei » Post

Nice mod, i have fun by improving speed on coocking items, a 3x furnace

Image

Image

Image

can be usefull an on/off switch for takers

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Re: [Mod] Factory [0.4] [factory]

by LemonLake » Post

On/off switch for takers? I like that idea. Will add in the next version!

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Re: [Mod] Factory [0.4] [factory]

by LemonLake » Post

Screenshots showing off the next update:
Spoiler
Image
Image
Image
Image
A few more features to come before this update is released!

Note: The next version will require Minetest 0.4.10

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[Mod] Factory [0.5] [factory] | v0.5 RELEASED!

by LemonLake » Post

Image
Version 0.5 has been released after a long wait!
The project is now hosted on a Bitbucket respository, found here.
Downloads are also located on my website at http://lemonlake.nuclearstorm.net/factory/downloads/ and you can find crafting recipes here. There are also alternative mirrors found on the OP.

Changelog:

Code: Select all

v0.5: New nodes: Portable tanks, fans, vacuums, swapper, miner, upgraded miner
    + Conveyor Belt movement is now smoother
    + Added more crafting components as well as a use for tree sap
    + Mesecons support on most machines
    + Organization, optimization and various bugfixes
    + And more!
A lot of work (and breaks) has gone into this update and I hope that soon I will be able to provide regular updates again!

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