[mod] technology : Hi-Tech and steel structures

jimy
Member
 
Posts: 25
Joined: Mon Mar 12, 2012 22:15

[mod] technology : Hi-Tech and steel structures

by jimy » Fri Jun 20, 2014 16:40

TECHNOLOGY - This mod aims to provide some modern stuff into Minetest

Contain
======================================
+ steel (bronze) structures
|----+ bronze bridges
|----+ bronze leaning
|----+ bronze ladders
+ tools
|---+ jackhammer (fast digging)
|---+ wrench
+ hi-tech
|----+ modern flat screens (animated)
|----+ patrollers
|----+ elevators
|----+ overall plans


Screenshots
google image album

bridges, leanings and ladders (most popular features)
Image

jackhammer


License
======================================
Distributed under GNU GPL v2, see for art assets credits: https://github.com/jimy-byerley/minetest-technology/blob/master/README.md

Download
======================================
current version (v2): http://github.com/jimy-byerley/minetest-technology
old version (v1): https://github.com/jimy-byerley/minetest-technology/tree/v1 (without patroller, plan and elevator)


depends:
mesecons
technic
moreores, but this mod is now in minetest_game (the default provided mod)
farming, but this mod is now in minetest_game (the default provided mod)

compatibility:
minetest from version 0.4.4 to 0.4.17
farming (basic), all versions
mesecons, all versions

Crafting
=======================================

hi-tech features
For complex machines, there is not any long chain of crafting. In reality when you want to build a complex machine, you actually have a overall plan and you just have to follow it to assemble essentials components right ?
So it's the same here with machines. You have to get an overall plan of a mechanism and just put it in the craft table with required components ... and it's finished !
Yet the problem is to get the overall plan. There is currently only one way to get it: have it generated by a computer: my computer mod. Idealy, this mod would require a sketching table node to achieve plans.

* enter the following command in a computer : design ELEVATOR (replace 'ELEVATOR' by the plan name of the machine you want) then the plan is added in your inventory.
put it randomly in the crafting table with components Image
then you have the machine crafted.

- Patroller -
machine name: PATROLLER
components:
  • 8 motor from technic
  • 1 HV transformer from technic
  • 1 MV transformer from technic
  • 10 mesecon line (alias electric wire)
  • 6 steel ingot
  • 1 silver ingot
  • the plan
Image

- Elevator -
machine name: ELEVATOR
components:
  • 1 motor from technic
  • 1 HV transformer from technic
  • 4 mesecon line
  • 6 bronze ingot
  • the plan
(this entity deserves a picture, but the limit of 3 were reached, see it on google image album)

- Elevator rail -
machine name: ELEVATOR_RAIL
components:
  • 4 mesecon line
  • 6 steel ingot
  • the plan

to use elevator place rails side by side to the elevator space (a 2x2x6 space), a steel sign in the 4x4 space around the elevator markup a stop for a stage.
Enter/exit the elevator by right clicking on the entity
Get it move to the desired stage by punching it seeing bottom to descend or up to climb.


basic materials

plastic : put cotton in furnace

wire :
________________ ________________ _______________
[_____plastic____] [__steel_ingot___] [_______________]
[________________] [________________] [_______________]
[________________] [________________] [_______________]

button :
________________ ________________ ________________
[_____plastic____] [________________] [________________]
[___steel_ingot__] [________________] [________________]
[___steel_ingot__] [________________] [________________]

electronic card :
________________ ________________ ________________
[___steel_ingot__] [________________] [________________]
[____plastic_____] [________________] [________________]
[________________] [________________] [________________]

modern screen :
________________ ________________ ________________
[____plastic_____] [________________] [________________]
[____plastic_____] [_electronic_card] [_____glass______]
[____plastic_____] [________________] [________________]

concrete :
________________ ________________ ________________
[________________] [________________] [________________]
[______sand______] [______gravel____] [__bucket_water__]
[________________] [________________] [________________]

armature :
________________ ________________ ________________
[__bronze_ingot__] [__bronze_ingot__] [__bronze_ingot__]
[________________] [__bronze_ingot__] [________________]
[__bronze_ingot__] [__bronze_ingot__] [__bronze_ingot__]

armature (vertical) :
________________ ________________ ________________
[________________] [________________] [________________]
[_armature_horiz_] [________________] [________________]
[________________] [________________] [________________]

armature (horizontal) :
________________ ________________ ________________
[________________] [________________] [________________]
[_armature_verti_] [________________] [________________]
[________________] [________________] [________________]

grid :
________________ ________________ ________________
[________________] [__bronze_ingot__] [________________]
[__bronze_ingot__] [__bronze_ingot__] [__bronze_ingot__]
[________________] [__bronze_ingot__] [________________]

put grid vertical in craft-table (like armature) to have horizontal grid

bridge railing :
________________ ________________ ________________
[__bronze_ingot__] [__bronze_ingot__] [________________]
[__bronze_ingot__] [__bronze_ingot__] [________________]
[________________] [________________] [________________]

structure reinforcments :
________________ ________________ ________________
[________________] [__bronze_ingot__] [__bronze_ingot__]
[________________] [________________] [__bronze_ingot__]
[________________] [________________] [________________]

bridge floor :
________________ ________________ ________________
[__bronze_ingot__] [__bronze_ingot__] [________________]
[________________] [________________] [________________]
[________________] [________________] [________________]

edge angle : put edge in craft table

bronze stairs :
________________ ________________ ________________
[________________] [________________] [__bronze_ingot__]
[________________] [__bronze_ingot__] [________________]
[__bronze_ingot__] [________________] [________________]

bronze ladder :
________________ ________________ ________________
[__bronze_ingot__] [________________] [__bronze_ingot__]
[__bronze_ingot__] [__bronze_ingot__] [__bonze_ingot___]
[__bronze_ingot__] [________________] [__bronze_ingot__]

security ladder :
________________ ________________ ________________
[________________] [__bronze_ladder_] [________________]
[________________] [__bronze_ingot__] [________________]
[________________] [________________] [________________]
Attachments
patroller.png
(449.34 KiB) Not downloaded yet
plan-craft.png
(9.14 KiB) Not downloaded yet
bridges-ladders-railings.png
(751.86 KiB) Not downloaded yet
Last edited by jimy on Sat Mar 24, 2018 10:38, edited 14 times in total.
 

User avatar
DS-minetest
Member
 
Posts: 969
Joined: Thu Jun 19, 2014 19:49
Location: in front of my pc (which is at home)
GitHub: DS-Minetest
In-game: DS

Re: [mod] technology : Hi-Tech and steel structures

by DS-minetest » Fri Jun 20, 2014 18:04

you did many mistakes
for example: you used the old moreores copper and bronze
Do not call me -minetest.
Call me DS or DS-minetest.
I am German, so you don't have to pm me English if you are also German.
The background is a lie.
 

4aiman
Member
 
Posts: 1208
Joined: Mon Jul 30, 2012 05:47

Re: [mod] technology : Hi-Tech and steel structures

by 4aiman » Fri Jun 20, 2014 19:09

The old moreores is anything but a mistake.
Some games don't have bronze and/or copper by default.
So, there only should be a check for 'default:bronze' or a note about compliant games.
 

User avatar
DS-minetest
Member
 
Posts: 969
Joined: Thu Jun 19, 2014 19:49
Location: in front of my pc (which is at home)
GitHub: DS-Minetest
In-game: DS

Re: [mod] technology : Hi-Tech and steel structures

by DS-minetest » Fri Jun 20, 2014 21:01

but normally bronze and copper is disabled

and it depenses "explosion"
Do not call me -minetest.
Call me DS or DS-minetest.
I am German, so you don't have to pm me English if you are also German.
The background is a lie.
 

jimy
Member
 
Posts: 25
Joined: Mon Mar 12, 2012 22:15

Re: [mod] technology : Hi-Tech and steel structures

by jimy » Sat Jun 21, 2014 07:17

DS-minetest wrote:but normally bronze and copper is disabled

and it depenses "explosion"

explosion is an other mod I created, but it is not yet, I remove it from depends.txt .
Last edited by jimy on Sat Jun 21, 2014 08:25, edited 1 time in total.
 

jimy
Member
 
Posts: 25
Joined: Mon Mar 12, 2012 22:15

Re: [mod] technology : Hi-Tech and steel structures

by jimy » Sat Jun 21, 2014 07:42

4aiman wrote:The old moreores is anything but a mistake.
Some games don't have bronze and/or copper by default.
So, there only should be a check for 'default:bronze' or a note about compliant games.

I corrected these mistake. This mod is now compatible with minetest from 0.4.4 to 0.4.9
 

jin_xi
Member
 
Posts: 165
Joined: Mon Jul 02, 2012 18:19
 

User avatar
Wuzzy
Member
 
Posts: 3013
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

Re: [mod] technology : Hi-Tech and steel structures

by Wuzzy » Sun Jun 22, 2014 14:04

OK. I like the idea of this mod very much.
I like a lot of the nodeboxes. My favourite one is the closed ladder. This looks like something I could use in Riventest in the future.

But currently, the mod is a bit messy and chaotic. There needs to be a cleanup before this mod can be used seriously.

I confirm that there are many mistakes or just weird things in this mod.

  • Textures are missing:
    Code: Select all
    14:57:47: ERROR[main]: generateImage(): Could not load image "jackhammer_bottom.png" while building texture
    14:57:47: ERROR[main]: generateImage(): Creating a dummy image for "jackhammer_bottom.png"
    14:57:47: ERROR[main]: generateImage(): Could not load image "bronze_grid_side.png" while building texture
    14:57:47: ERROR[main]: generateImage(): Creating a dummy image for "bronze_grid_side.png"
    14:57:47: ERROR[main]: generateImage(): Could not load image "bronze_grid_front.png" while building texture
    14:57:47: ERROR[main]: generateImage(): Creating a dummy image for "bronze_grid_front.png"
    14:57:47: ERROR[main]: generateImage(): Could not load image "steel_grid_front.png" while building texture
    14:57:47: ERROR[main]: generateImage(): Creating a dummy image for "steel_grid_front.png"
    14:57:47: ERROR[main]: generateImage(): Could not load image "steel_grid_side.png" while building texture
    14:57:47: ERROR[main]: generateImage(): Creating a dummy image for "steel_grid_side.png"
  • What the hell is the file cps-vflSymP2Q.swf doing in the folder named “sounds”?
  • Documentation says: “plastic : put cotton in furnace”. How? You can obtain cotton only by cheating.
  • Documentation says: “License is GNU GPL v2, do it what you want !”. “do it what you want !” is NOT what the GNU GPL v2 says!
  • README.md has invalid syntax. There is an underscore in “minetest_game”, however, an underscore starts italic text. To fix this, you could enclose the directory name in backticks (“`”):
    Code: Select all
    As other minetest mod : extract the zip file as "technology" in the `games/minetest_game/mods` directory.


    (Protip: GitHub does NOT parse Markdown. For some fucked-up reason, they had to do their own proprietary Markdown interpreter … -_-)
  • Please spell the group “mecanic” “mechanic”.
  • Bad on_punch definition (metal_punch). You know something is wrong with your node definitions if even the admin pickaxe can’t mine it! The admin pickaxe is supposed to mine everything which is pointable. Because you redefined on_punch, many weird shit is happening. I see you used metal_punch just for sounds. You don’t have to redefine on_punch just for sounds. Node definitions have a field called “sound” for that.
  • You don’t need to have a seperate node definition for other alignments of nodes. For example, the steel amatures. There is a minetest_game mod for that: screwdriver.
  • Some descriptions are poor. Instead of “bronze ladder closed”, use “closed bronze ladder”. Instead of “electric lamp small”, say “small electric lamp”. The description of the battery says “12V” but when you point it, the game shows you “12.5V”. Well, I think it is impossible to be a 12V and a 12.5V battery at once! ;-)

And I still do NOT understand why this mod relies on the moreores copper and bronze. The default mod has copper and bronze, too!

Edit:
  • The selection box for stairs is … weird
 

jimy
Member
 
Posts: 25
Joined: Mon Mar 12, 2012 22:15

Re: [mod] technology : Hi-Tech and steel structures

by jimy » Mon Jun 23, 2014 20:37

I reply to Wuzzy, I take note about your reply. I just write to say : moreores is needed in from 0.4.4 to 0.4.7 versions of minetest. So moreores is not essential in recent versions, but it is a necessity in old versions. Remove it from depends.txt if you haven't it.
 

User avatar
Fixer
Member
 
Posts: 829
Joined: Sun Jul 31, 2011 11:23
Location: Ukraine
IRC: Fixer
In-game: Fixer

Re: [mod] technology : Hi-Tech and steel structures

by Fixer » Fri Feb 02, 2018 17:42

I've noticed those nice blocks on LL server, they are compatible with 0.4.16, right? Also, please update those missing images.
 

jimy
Member
 
Posts: 25
Joined: Mon Mar 12, 2012 22:15

Re: [mod] technology : Hi-Tech and steel structures

by jimy » Tue Feb 06, 2018 16:00

I even use it with version 0.4.17 ^^
Which images are missing ?
 

User avatar
Fixer
Member
 
Posts: 829
Joined: Sun Jul 31, 2011 11:23
Location: Ukraine
IRC: Fixer
In-game: Fixer
 

jimy
Member
 
Posts: 25
Joined: Mon Mar 12, 2012 22:15

Re: [mod] technology : Hi-Tech and steel structures

by jimy » Fri Mar 23, 2018 23:06

Fixerol wrote:Screenshots section in first post

Now fixed with new screenshots !
 

User avatar
rubenwardy
Moderator
 
Posts: 5237
Joined: Tue Jun 12, 2012 18:11
Location: United Kingdom
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy

Re: [mod] technology : Hi-Tech and steel structures

by rubenwardy » Fri Mar 23, 2018 23:19

Wuzzy wrote:(Protip: GitHub does NOT parse Markdown. For some fucked-up reason, they had to do their own proprietary Markdown interpreter … -_-)


There is no standard for Markdown. Instead, there's a guideline for basic syntax and then many different derivatives.

Github-flavoured markdown is one of the betters ones, and is an open source standard, not proprietary. According to a search, Github does markdown on their server so the implementation is ok by the open source definitions. Github-flavoured markdown offers stuff like code highlighting, which is very useful
 

jimy
Member
 
Posts: 25
Joined: Mon Mar 12, 2012 22:15

Re: [mod] technology : Hi-Tech and steel structures

by jimy » Sat Mar 24, 2018 09:13

Wuzzy wrote:
  • Documentation says: “plastic : put cotton in furnace”. How? You can obtain cotton only by cheating.
    but I can get cotton by digging cotton shoot ?
  • Documentation says: “License is GNU GPL v2, do it what you want !”. “do it what you want !” is NOT what the GNU GPL v2 says!
  • README.md has invalid syntax. There is an underscore in “minetest_game”, however, an underscore starts italic text. To fix this, you could enclose the directory name in backticks (“`”):
    Code: Select all
    As other minetest mod : extract the zip file as "technology" in the `games/minetest_game/mods` directory.


    (Protip: GitHub does NOT parse Markdown. For some fucked-up reason, they had to do their own proprietary Markdown interpreter … -_-)
    fixed
  • Please spell the group “mecanic” “mechanic”.
    done ... finally :-)
  • Bad on_punch definition (metal_punch). You know something is wrong with your node definitions if even the admin pickaxe can’t mine it! The admin pickaxe is supposed to mine everything which is pointable. Because you redefined on_punch, many weird shit is happening. I see you used metal_punch just for sounds. You don’t have to redefine on_punch just for sounds. Node definitions have a field called “sound” for that.
    fixed for sound in v2, I added `cracky` in node groups but now the structures are diggable with pick, that seems wreid and unrealistic to me ...
  • You don’t need to have a seperate node definition for other alignments of nodes. For example, the steel amatures. There is a minetest_game mod for that: screwdriver.
    You made me discover the screwdriver, it's a wonderful tool ! but to rotate blocks each time I place one is boring, so I will keep a separated definition for vertical and horizontal ...
  • Some descriptions are poor. Instead of “bronze ladder closed”, use “closed bronze ladder”. Instead of “electric lamp small”, say “small electric lamp”.
    Isn't that more logic to postfix a name ?
 

Christian_Soldier
New member
 
Posts: 6
Joined: Thu Feb 08, 2018 17:36
In-game: Christian_Soldier

Re: [mod] technology : Hi-Tech and steel structures

by Christian_Soldier » Wed Apr 18, 2018 17:53

I can't get the elevator to work. :(
I tried copying the one in your pictures, too, but that doesn't work, either.
plz see my map from The Stanley Parable. https://forum.minetest.net/viewtopic.php?f=12&t=19944&p=0&e=0
 

jimy
Member
 
Posts: 25
Joined: Mon Mar 12, 2012 22:15

Re: [mod] technology : Hi-Tech and steel structures

by jimy » Wed Apr 18, 2018 19:49

Christian_Soldier wrote:I can't get the elevator to work. :(
I tried copying the one in your pictures, too, but that doesn't work, either.


I am so sorry that my pictures were not very explicit:
What isn't shown on it is that an elevator must have at least 1 stop mark to work. A stop mark is a steel sign placed in the direct neighboorhood of the elevator (2 blocs from its center).
Place 2 marks at different altitudes to go up or down by simply punching the elevator seeking up or down. (of course it's necessary to get 'into' the elevator to use it, that can be managed by right-click it like boats)

An elevator can only work where there is rail on one of its sides, and only go to steel signs.
 


Return to WIP Mods



Who is online

Users browsing this forum: No registered users and 3 guests