[Mod] Terumetal [v2.2][terumet]

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Re: [Mod] Terumetal [v1.9][terumet]

by RSLRedstonier » Tue Jan 16, 2018 18:57

btw what application do you use for your textures?
gimp?
cause your textures are really cool
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Re: [Mod] Terumetal [v1.9][terumet]

by Terumoc » Tue Jan 16, 2018 18:59

Chem871 wrote:So you mean heat rays can travel through crops?


They should. Specifically what it looks for is if the nodedef has
Code: Select all
sunlight_propagates = true
in its properties, which covers anything that allows light to pass. Looking at the default farming mod, crop nodes have this property so it should.

RSLRedstonier wrote:btw what application do you use for your textures?
gimp?
cause your textures are really cool


Yeah, just GIMP. There's a (very lazy) XCF file for the file I've made all the textures in at the base directory. I just export that as a png and use the python script to split it up into the individual textures for minetest.
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Re: [Mod] Terumetal [v1.9][terumet]

by RSLRedstonier » Tue Jan 16, 2018 19:02

Terumoc wrote:Yeah, just GIMP. There's a (very lazy) XCF file for the file I've made all the textures in at the base directory. I just export that as a png and use the python script to split it up into the individual textures for minetest.


0_0
didn't know that could be done...
for my textures I either use other textures and colorize or change them a bit
or just create each texture indavidually
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Re: [Mod] Terumetal [v1.9][terumet]

by Terumoc » Tue Jan 16, 2018 19:10

RSLRedstonier wrote:0_0
didn't know that could be done...
for my textures I either use other textures and colorize or change them a bit
or just create each texture indavidually


I find it much easier to work on one big sheet of textures for the whole mod. It lets you easily look at other parts to borrow from and really contributes to a consistent color scheme and theme.

You can see "split_textures.py" in the base directory to see the fast and lazy way I do the splitting from the png I export. It just requires the python package "Wand" installed which allows you to do image editing functions like cropping. It's so much easier than doing it manually, I probably would have gone insane if I had to cut up the textures by hand every time I change things.
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Re: [Mod] Terumetal [v1.9][terumet]

by RSLRedstonier » Tue Jan 16, 2018 20:19

how bout upgrades for the thermos box, thermos distributer, and heat rays?
perhaps a faster moving ray upgrade
or a more heat transference upgrade
maybe make them by default lose a little heat though transference and then add a upgrade that makes them more efficient
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Re: [Mod] Terumetal [v1.10][terumet]

by Terumoc » Wed Jan 17, 2018 06:45

Image

Uggggh, I really need to take some time to do some GUI cleanup soon. With the last few additions the formspecs for machines are starting to get pretty messy
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Re: [Mod] Terumetal [v1.10][terumet]

by RSLRedstonier » Wed Jan 17, 2018 14:54

OooooOoooo what's the little bronze ingot button for?
an on/off switch?
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Re: [Mod] Terumetal [v1.10][terumet]

by RSLRedstonier » Wed Jan 17, 2018 15:47

oh derp
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Re: [Mod] Terumetal [v1.10][terumet]

by Terumoc » Sun Jan 21, 2018 00:08

Things have been quiet lately but I'm still working on things, don't worry.

Work has kept me busy lately, plus I've been working on a major overhaul of the entire formspec system for machines that will be easier to maintain and probably less wasteful of server time/resources. This big change will definitely be a 2.0 release.

More info as it gets closer to done!
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Re: [Mod] Terumetal [v1.10][terumet]

by RSLRedstonier » Sun Jan 21, 2018 19:48

Terumoc wrote:Things have been quiet lately but I'm still working on things, don't worry.

Work has kept me busy lately, plus I've been working on a major overhaul of the entire formspec system for machines that will be easier to maintain and probably less wasteful of server time/resources. This big change will definitely be a 2.0 release.

More info as it gets closer to done!

I'm very excited!
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Re: [Mod] Terumetal [v1.10][terumet]

by Terumoc » Mon Jan 22, 2018 19:14

Image

SOON™

(by the way, don't bother trying it out from the repo yet, ONLY the alloy smelter has been updated to the new system and all other machines will crash, so it's really nowhere ready)
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Re: [Mod] Terumetal [v1.10][terumet]

by RSLRedstonier » Mon Jan 22, 2018 19:39

[quote="Terumoc"]Imagequote]
dat looks SICK!

keep up the good work!
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Re: [Mod] Terumetal [v1.10][terumet]

by Terumoc » Tue Jan 23, 2018 00:15

Image

Solar Heaters should be easier to understand since they now have a meter display of the light situation. The yellow bar is light while the dark green is nearby interference from torches/other artificial light sources. So how much of a yellow bar is visible gives you an idea of how much effective heat you're getting.
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Re: [Mod] Terumetal [v1.10][terumet]

by RSLRedstonier » Tue Jan 23, 2018 00:31

hmm I think the fire like button is to enable/disable heat moving from the gen to the machine using it?
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Re: [Mod] Terumetal [v1.10][terumet]

by Terumoc » Tue Jan 23, 2018 00:42

RSLRedstonier wrote:hmm I think the fire like button is to enable/disable heat moving from the gen to the machine using it?


Oh yeah, you can now enable/disable heat transfer for any machine or heater. That's what that button is for.
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Re: [Mod] Terumetal [v1.10][terumet]

by RSLRedstonier » Tue Jan 23, 2018 00:50

Terumoc wrote:
RSLRedstonier wrote:hmm I think the fire like button is to enable/disable heat moving from the gen to the machine using it?


Oh yeah, you can now enable/disable heat transfer for any machine or heater. That's what that button is for.

neat!
also SOO useful
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Re: [Mod] Terumetal [v1.10][terumet]

by Terumoc » Wed Jan 24, 2018 06:20

It still has some tweaking to do, but here's some video of the new top tier heater in action: https://youtu.be/f666MNAaEKE

(oh and please excuse the music, I'm usually listening to something while working and didn't realize my capture was picking it up. Next time I'll remember to pause it before taking WIP video)
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Re: [Mod] Terumetal [v1.10][terumet]

by RSLRedstonier » Wed Jan 24, 2018 15:50

the top tier heater looks sick also here are some suggestions for it
1.turns lava into obsidian
2.turns stone to cobble
3.turns fire into air
4.can burn all vegetation (plant type)
5.any node with the group tag {hu=<amount of heat given>} so modders can easily add their nodes to the able to generate heat list(like say some sort of quantum heater block which gives like {hu=623782547253} per block
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Re: [Mod] Terumetal [v1.10][terumet]

by Terumoc » Wed Jan 24, 2018 16:18

Yep, it already does a lot of that:
(each step occurs with one "pass" of the machine)

water -> ice
lava -> obsidian
stone -> cobblestone -> gravel -> silver sand
sandstone -> sand
leaves -> air
coal block -> stone w/coal -> stone
grassy dirt -> dirt (renewable, obviously)
air gives a little heat without modification

I'm definitely considering adding vegetation in general, like the papyrus around the machine in the video. Having it untouched feels kind of weird.

The idea of supporting groups definitely a good one, the only problem is that groups only allow you to set a single number attributed to it. A single number works fine for determining how many heat units can be extracted, but the other attributes like how long it takes and what it turns into after extraction aren't as easy to set that way. Right now there is just a table that you can add your own node names to.

Oh and 2.0 is nearly ready for a proper release, the only broken thing that hasn't been updated yet is custom machines and the API really will need a rewrite for the new formspec system.

Added: Here's what the area from the video looks like after 2 passes of the machine: Image
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Re: [Mod] Terumetal [v1.10][terumet]

by RSLRedstonier » Wed Jan 24, 2018 16:49

ah ok
perhaps make the table a global table so it can be accessed and have things added to it from sub mods without having to modify the original mod?
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Re: [Mod] Terumetal [v1.10][terumet]

by Terumoc » Wed Jan 24, 2018 16:52

RSLRedstonier wrote:ah ok
perhaps make the table a global table so it can be accessed and have things added to it from sub mods without having to modify the original mod?


Yeah, I'll be adding API-style functions that let you add other nodes in other mods without having to look at the details of how the table works in my mod.

I'm a bit overdue providing this for most of the machine functions really, I should add those before releasing 2.0 too.
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Re: [Mod] Terumetal [v1.10][terumet]

by Terumoc » Mon Jan 29, 2018 06:14

Version 2.0 is basically done at this point and up on the repo. There are a lot of changes, especially "under the hood" and with the API so check out the changelog and interop/terumet_api.lua carefully.

I haven't made it a full release yet because I really need to update most of the readme and screenshots and it's just way too late to do that now. I'll try to actually do a proper release soon. In the meantime, enjoy!
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Re: [Mod] Terumetal [v1.10][terumet]

by RSLRedstonier » Mon Jan 29, 2018 15:12

YAY!
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