[Mod] Gears and axles [gear3d] [0.1] [WIP]

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stu
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[Mod] Gears and axles [gear3d] [0.1] [WIP]

by stu » Sun Feb 03, 2019 22:33

Proof of concept gears and axles mod

Image
Sorry about the artefacts at the edge, I have no idea what keeps causing this

Very much a work-in-progress so only some decorative animated nodes for now. You will need to use the screwdriver to manipulate rotations, however, I do eventually plan to have intelligent placement along with support for mesecons, etc.

Much credit to the Watermill mod by AspireMint as I have adopted the same method of rotation and I’d hope these mods will also become compatible.

Download: Vesion 0.1

GithHub: gear3d

I would be interested to hear any ideas of possible applications or additional parts I could include.
Last edited by stu on Fri Feb 08, 2019 22:18, edited 1 time in total.
 

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Re: [Mod] Gears and axles [gear3d] [0.1] [WIP]

by StarNinjas » Sun Feb 03, 2019 23:37

Awesome!
Also what if this could be a whole new electrical mod?
generate electricity with gears/wind mills, or solar, or steam, and make electric furnaces and other machens.
 

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Re: [Mod] Gears and axles [gear3d] [0.1] [WIP]

by v-rob » Mon Feb 04, 2019 00:02

Yay! I've been thinking about a mod like this for a while! Well, this saves me from having to do the work :)
 

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Re: [Mod] Gears and axles [gear3d] [0.1] [WIP]

by GreenDimond » Mon Feb 04, 2019 02:09

Cool concept but..
your gears are turning the wrong directions relative to each other and it hurts
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Re: [Mod] Gears and axles [gear3d] [0.1] [WIP]

by Hume2 » Mon Feb 04, 2019 10:55

GreenDimond wrote:Cool concept but..
your gears are turning the wrong directions relative to each other and it hurts

Good point here.

The cube made of gears is impossible. There can be gears on four sides but not on all six. The reason is simple. When there are two gears next to each other, they all need to rotate to a different direction, one clockwise, one counter-clockwise. Gears can be never put into a triangle. Well, they can, but can't rotate at all, I've even tried it myself. Gears can be put only into cycles with even number of gears, because of the cw/ccw thing. And as you know, there are three gears at each vertex which make a circle with three gears. I see only one solution: Don't put any gears on top and bottom sides, so there will be only one circle with four gears, which is possible.
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Re: [Mod] Gears and axles [gear3d] [0.1] [WIP]

by ShadMOrdre » Mon Feb 04, 2019 17:34

Stu Rock!!!

This is exactly what I was thinking. Stu, thanks for doing this. I didn't post on the other thread, after I had dug around more, but there is also a .b3d model in that mod, that is complete, but does is not animated, and does not rotate. But none of that matters.

I likes the look of the windmill fan, with the ribbed sails. Now to just make some mesecons, pipeworks, digilines, fluid_lib compatible mods, so instead of black box nodes that do all the work with no visual candy, we replace them by making simpler components that now enable more realistic machines.

Maybe offer both wood and metal versions, for those who might want a more modern look. And maybe a rotating cog/gear or simple gearbox (not the animated node, but something visual to show two cogs/gears interlinked and rotating, which would further enable componentization.

Downloading now, and will update you on more possible uses.

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Re: [Mod] Gears and axles [gear3d] [0.1] [WIP]

by FaceDeer » Mon Feb 04, 2019 20:53

Oh, nice! This looks like it'd fit well with my long-term goal of recreating Dwarf Fortress in Minetest. :) In addition to rotating shafts, perhaps you could use chains or belts for long-distance energy transmission? The first factories of the industrial age had belt drives running from big central steam engines to operate all the machinery, something like that seems like it'd work with wind or water driven power sources too.
 

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Re: [Mod] Gears and axles [gear3d] [0.1] [WIP]

by Andrey01 » Mon Feb 04, 2019 21:13

I wonder how you could make model animation of the windmill on the screenshot. Really is it possible now?
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Re: [Mod] Gears and axles [gear3d] [0.1] [WIP]

by ShadMOrdre » Tue Feb 05, 2019 00:13

Stu,

Is it possible to add an on_place callback to "stop" the gearboxes, and thus, also, any attached axles or fans? I see you have already mentioned mesecons support, so I assume on/off switch is already planned?

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Re: [Mod] Gears and axles [gear3d] [0.1] [WIP]

by TumeniNodes » Tue Feb 05, 2019 01:48

Very nice stu, I always enjoy your work.
This is quite the "proof of concept"
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Re: [Mod] Gears and axles [gear3d] [0.1] [WIP]

by stu » Tue Feb 05, 2019 21:36

Thank you all for the encouraging feedback, I really was not expecting such a response for what is, for now, only a couple of clever 3d models :)

I would not normally make such an early state of development public, however, I thought that the more creative players might enjoy them in their worlds as pure decoration, for the time being.

Hume2 wrote:
GreenDimond wrote:Cool concept but..
your gears are turning the wrong directions relative to each other and it hurts

Good point here.

The cube made of gears is impossible. There can be gears on four sides but not on all six.


I can understand what you are getting at, if you had six opposing bevel gears all meshed together then nothing is going to move, correct! However, I’d like to imagine that the internals of the gear-box look something more like this:

Image

With this model, the current animations are almost technically correct, except for the vertical shaft. The switching variety would have a second larger downward pointing gear that will reverse its direction when engaged. Naturally, you will be able to rotate these boxes to suit your requirements.

Note to the budding engineers, I know that the horizontal shafts would turn faster than the vertical, however, this is a voxel world and there needs to be some creative licence here. I do not wish to create a 'lag machine'.

FaceDeer wrote:Oh, nice! This looks like it'd fit well with my long-term goal of recreating Dwarf Fortress in Minetest. :) In addition to rotating shafts, perhaps you could use chains or belts for long-distance energy transmission?


Thanks, I really like the idea of chains, I can probably make that work using the same technique! I am also a very big fan of your work, btw.

ShadMOrdre wrote:Is it possible to add an on_place callback to "stop" the gearboxes, and thus, also, any attached axles or fans? I see you have already mentioned mesecons support, so I assume on/off switch is already planned?


Sure, It will have all of those things and some but don’t expect it all to happen soon, I am mostly just looking for ideas at the moment :)
 

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Re: [Mod] Gears and axles [gear3d] [0.1] [WIP]

by v-rob » Wed Feb 06, 2019 00:14

I really like the idea of having the waterwheel as well. As for ideas, how about a pulley that can pull up or let down rope/chain? The rope or chain could be climbable, or perhaps pick things up. Also, will there be things like metal axles for more modern-looking machines?

For mesecons support, I think most people are thinking about the gears powering the mesecons, but what you could have a mesecons motor that powers the gears as well? So you could have a motor that powers a axle that powers a generator which powers the motor ;-P
 

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Re: [Mod] Gears and axles [gear3d] [0.1] [WIP]

by Hume2 » Wed Feb 06, 2019 06:15

stu wrote:I can understand what you are getting at, if you had six opposing bevel gears all meshed together then nothing is going to move, correct! However, I’d like to imagine that the internals of the gear-box look something more like this:

Image

With this model, the current animations are almost technically correct, except for the vertical shaft. The switching variety would have a second larger downward pointing gear that will reverse its direction when engaged. Naturally, you will be able to rotate these boxes to suit your requirements.

Note to the budding engineers, I know that the horizontal shafts would turn faster than the vertical, however, this is a voxel world and there needs to be some creative licence here. I do not wish to create a 'lag machine'.


I see, this really works. There should be something evident which denotes that there's something different and all six faces aren't the same. Currently, you have to watch all six faces and look which way they are rotating. It should be clear on the first sight which faces refer to which wheels.
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Re: [Mod] Gears and axles [gear3d] [0.1] [WIP]

by stu » Fri Feb 08, 2019 22:15

Hume2 wrote:I see, this really works. There should be something evident which denotes that there's something different and all six faces aren't the same. Currently, you have to watch all six faces and look which way they are rotating. It should be clear on the first sight which faces refer to which wheels.


I have now changed the gearbox textures so that you can see better what's going on and only put the 'cross' at the top, there is only so much you can do with 16x16 pixels.

There is also now a new spur gear for your enjoyment :)
 

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Re: [Mod] Gears and axles [gear3d] [0.1] [WIP]

by sorcerykid » Wed Feb 13, 2019 11:48

Wow, that is amazing. I know AspireMint would love if I something like this were added to JT2. The idea of wind becoming a fundamental game mechanic opens up a lot of possibilities for game design.
 


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