all ways there to help :)echosa wrote:Ah. Ok. The main post just says "Dependence: default". Thanks. I'll try that tomorrow.
[Mod] basic_machines [basic_machines]
- ManElevation
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Re: [Mod] basic_machines [basic_machines]
My Public Mods! Discord: Rottweiler Games#3368
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Re: [Mod] basic_machines [basic_machines]
and those textures are part of the sky modDS-minetest wrote:no, you have to add the textures to the "textures" folder of basic_machines or to another mod textures folder but then you have to add this mod to depends.txt (add a "?" to the end of the mod name to make it optional)
the textures are:
"sky_pos_y.png",
"sky_neg_y.png",
"sky_pos_z.png",
"sky_neg_z.png",
"sky_neg_x.png" and
"sky_pos_x.png"
they should explain themselves
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Re: [Mod] basic_machines [basic_machines]
you can find examples for these textures in sky mod topic but you could also take other texturesManElevation wrote: and those textures are part of the sky mod
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Re: [Mod] basic_machines [basic_machines]
It's strange to me that 1.) the initial post doesn't have instructions for this, and 2.) that this is required at all. I would have expected basic_machines to tell me it needs the textures/another mod or to have the textures/other mod already bundled with it. I guess I'm used to most mods either being complete or telling me that extra stuff is required. Like I said, it's just strange to me. ¯\_(ツ)_/¯
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Re: [Mod] basic_machines [basic_machines]
true but its easier for himDS-minetest wrote:you can find examples for these textures in sky mod topic but you could also take other texturesManElevation wrote: and those textures are part of the sky mod
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Re: [Mod] basic_machines [basic_machines]
yea i know its hard, but when you get how to do it youll never forget, wiki ---> https://github.com/ac-minetest/basic_ma ... wiki/moverRuggero wrote:I've tried out this mod. It's a little difficult to play but it can replace mesecons AND technic quite good. But the thing that leaved me most impressed of all was the Recycler. Now, i can't understand the code at all but i thinked: "if the Recycler can return only 75 percent of the stuff used for the crafting why can't it return ALL the stuff?" If this is possible the Recycler would turn into a kind of reverse crafting table device! (Good stuff for a mod)
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Re: [Mod] basic_machines [basic_machines]
https://github.com/ManElevation/basic_m ... ro-no-fuel
i edited basic machines and made the enviro with out the need of fuel like the older versions
i edited basic machines and made the enviro with out the need of fuel like the older versions
My Public Mods! Discord: Rottweiler Games#3368
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Re: [Mod] basic_machines [basic_machines]
Rnd you can use this texture for something like a machine. no need to credit
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Re: [Mod] basic_machines [basic_machines]
It looks like a compass.ManElevation wrote:Rnd you can use this texture for something like a machine. no need to credit
You should post the texture at Post your mod texture requests here.
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Re: [Mod] basic_machines [basic_machines]
getting recently new error
Code: Select all
2017-01-16 19:08:23: ERROR[Main]: ServerError: Lua: Runtime error from mod '' in callback item_OnPlace(): /root/.minetest/mods/basic_machines/mover.lua:225: bad argument #3 to 'show_formspec' (string expected, got nil)
2017-01-16 19:08:23: ERROR[Main]: stack traceback:
2017-01-16 19:08:23: ERROR[Main]: [C]: in function 'show_formspec'
2017-01-16 19:08:23: ERROR[Main]: /root/.minetest/mods/basic_machines/mover.lua:225: in function 'on_rightclick'
2017-01-16 19:08:23: ERROR[Main]: /usr/share/minetest/builtin/game/item.lua:337: in function </usr/share/minetest/builtin/game/item.lua:330>
Re: [Mod] basic_machines [basic_machines]
Simple - It is a design-decision to give the player some loss.Ruggero wrote:"if the Recycler can return only 75 percent of the stuff used for the crafting
why can't it return ALL the stuff?"
See wiki: "Recycler turns stuff back into the materials used to make it,
with 25% loss of materials ( random based )"
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- rnd
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Re: [Mod] basic_machines [basic_machines]
try new update:getting recently new error
-gui tweaks ( mover, distributor forms now autorefresh)
-all (trap)doors from 0.4.15 can now open/close with signal
-better distributor mechanics ( when delay is used all targets activate inside one minetest.after)
-better keypad mechanics (prevents spamming multiple active minetest.after)
Example (Automatic smelting station - works for players who are not in protection)
insert items in left chest, open trapdoor to activate, get product from right chest
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Re: [Mod] basic_machines [basic_machines]
What is the point of that trapdoor,rnd wrote:Example (Automatic smelting station ..
insert items in left chest, open trapdoor to activate, get product from right chest
when there is already a keypad to use as start/stop-button ?
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Re: [Mod] basic_machines [basic_machines]
suppose you put diamonds in and you want to get them back.. push that keypad
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Re: [Mod] basic_machines [basic_machines]
good ideaDS-minetest wrote:It looks like a compass.ManElevation wrote:Rnd you can use this texture for something like a machine. no need to credit
You should post the texture at Post your mod texture requests here.
My Public Mods! Discord: Rottweiler Games#3368
Re: [Mod] basic_machines [basic_machines]
Idea: colored lights (e.g. send a color-name or RGB-value from a keypad)
And maybe colors for the keypads, too.
Also: I don't understand how batteries and power / energy work,
and how to determine the power-requirements of a set of machines.
(Other then trial-and-error, or max-everything)
The wiki-pages about battery and generator only have the crafting recipes.
BTW, lights are completely missing in the List of machines at the github-wiki.
And maybe colors for the keypads, too.
Also: I don't understand how batteries and power / energy work,
and how to determine the power-requirements of a set of machines.
(Other then trial-and-error, or max-everything)
The wiki-pages about battery and generator only have the crafting recipes.
BTW, lights are completely missing in the List of machines at the github-wiki.
'My' wiki-pages: Build-a-home - basic-robot - basic_robot_csm - basic-machines - digtron - xdecor -
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Re: [Mod] basic_machines [basic_machines]
I cannot get distributors to work correctly.
E.g. I have 2 working stacks with a battery, keypad and furnace:
F1 xx F2
B1 K0 B2
K1 D0 K2
The keypads K1 and K2 point to the batteries B1 and B2
that power the furnaces F1 and F2 on top of their stacks,
and they cook the items inside them - ok so far.
The stack in the center has a keypad K0 and a distributor D0,
where the keypad triggers the distributor,
and the distributor is set to trigger both batteries (and in turn the furnaces),
just as if K1 and K2 had both been pressed - but it doesn't work.
Mode is 1, to pass the original signal (keypads send 2=ON),
and no delay.
Rightclicking and 'show 1' etc. highlight the correct blocks,
(and I did already try other combinations, e.g. point at the keypads or furnaces),
but no success.
Also, to activate a keypad reliably, the player has to wield a pickaxe when punching.
When holding an axe, shovel, torch, or empty hand, sometimes there is no reaction.
BTW, keypads have a field for "repeat",
but I don't see how the timing for that repeat works.
(i.e. I would like to trigger the furnaces again after the burn has finished
- say about once every minute)
Also, is there a way to list/dump the setup of such a machine/cluster of machines?
E.g. I have 2 working stacks with a battery, keypad and furnace:
F1 xx F2
B1 K0 B2
K1 D0 K2
The keypads K1 and K2 point to the batteries B1 and B2
that power the furnaces F1 and F2 on top of their stacks,
and they cook the items inside them - ok so far.
The stack in the center has a keypad K0 and a distributor D0,
where the keypad triggers the distributor,
and the distributor is set to trigger both batteries (and in turn the furnaces),
just as if K1 and K2 had both been pressed - but it doesn't work.
Mode is 1, to pass the original signal (keypads send 2=ON),
and no delay.
Rightclicking and 'show 1' etc. highlight the correct blocks,
(and I did already try other combinations, e.g. point at the keypads or furnaces),
but no success.
Also, to activate a keypad reliably, the player has to wield a pickaxe when punching.
When holding an axe, shovel, torch, or empty hand, sometimes there is no reaction.
BTW, keypads have a field for "repeat",
but I don't see how the timing for that repeat works.
(i.e. I would like to trigger the furnaces again after the burn has finished
- say about once every minute)
Also, is there a way to list/dump the setup of such a machine/cluster of machines?
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Re: [Mod] basic_machines [basic_machines]
Is that... HAL?
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Re: [Mod] basic_machines [basic_machines]
You mean the detector ?GreenDimond wrote:Is that... HAL?
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Re: [Mod] basic_machines [basic_machines]
Yes.hajo wrote:You mean the detector ?GreenDimond wrote:Is that... HAL?
Also, the mover has incorrect pine tree names (ie. default:pinetree should default:pine_tree).
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Re: [Mod] basic_machines [basic_machines]
Deleted
Last edited by Salex on Mon Jun 19, 2017 11:20, edited 1 time in total.
Salex will not be an active account on forums.I asked Admins of server I play to change my name from Salex to FGH or to help me get the account back.So now I'll play as FGH(my old nickname)and my minetest forum account will be FGH.
Re: [Mod] basic_machines [basic_machines]
Deleted
Last edited by Salex on Mon Jun 19, 2017 11:20, edited 1 time in total.
Salex will not be an active account on forums.I asked Admins of server I play to change my name from Salex to FGH or to help me get the account back.So now I'll play as FGH(my old nickname)and my minetest forum account will be FGH.
Re: [Mod] basic_machines [basic_machines]
Some more ideas/suggestions for basic_machines:
clockgen - could use a dialog for setting the activation-timing
(like the deactivation-dialog for lights)
lights - colors for lights (eg. traffic-lights),
maybe using the text from keypad to specify the color.
keypad :
* allow to set the prompt text (currently fixed at "enter text" / "enter password")
* allow to edit an existing text (like for signs)
* colors for the keypad (eg. red/green for start/stop-buttons)
Also, it would be nice to have some way to get a list of valid sounds that can be played.
Maybe as a book, made by the constructor ?
And some more sounds/door-chimes would also be nice (new mod 'basic_sounds' ?).
distributor :
* staged delays: start the delay-timer for entry#2 when entry#1 has been triggered, etc.)
This would enable animated sequences with just 1 distributor
(e.g. traffic-lights, airlock/drawbridge-animation, etc.)
* use input-signal (from keypad) as start-address
This would enable several animated sequences with just 1 distributor,
eg. use the entries 1-8 for a door-animation from outside->in,
and the distributor-entries 9-16 for the animation of the doors inside->out
(with maybe an empty entry as stop/end-marker between sequences)
mover - setting it up as a teleporter can be a hassle
* needs a better error-message then "click closer to mover" (by how much?)
* allow direct input of coordinates, if the target-area belongs to the player
autocrafter - could use improvements:
* it is not smart enough to recurse on recipes
(e.g. given wood to make ladders doesn't work - it needs sticks as input)
* the grid doesn't support moving stuff in&out with shift-click
constructor / grinder / robot-worker - could use different textures / colors
* using the same textures is confusing in a crowded factory
Also, some more documentation/examples about detector / environ / ball-spawner.
clockgen - could use a dialog for setting the activation-timing
(like the deactivation-dialog for lights)
lights - colors for lights (eg. traffic-lights),
maybe using the text from keypad to specify the color.
keypad :
* allow to set the prompt text (currently fixed at "enter text" / "enter password")
* allow to edit an existing text (like for signs)
* colors for the keypad (eg. red/green for start/stop-buttons)
Also, it would be nice to have some way to get a list of valid sounds that can be played.
Maybe as a book, made by the constructor ?
And some more sounds/door-chimes would also be nice (new mod 'basic_sounds' ?).
distributor :
* staged delays: start the delay-timer for entry#2 when entry#1 has been triggered, etc.)
This would enable animated sequences with just 1 distributor
(e.g. traffic-lights, airlock/drawbridge-animation, etc.)
* use input-signal (from keypad) as start-address
This would enable several animated sequences with just 1 distributor,
eg. use the entries 1-8 for a door-animation from outside->in,
and the distributor-entries 9-16 for the animation of the doors inside->out
(with maybe an empty entry as stop/end-marker between sequences)
mover - setting it up as a teleporter can be a hassle
* needs a better error-message then "click closer to mover" (by how much?)
* allow direct input of coordinates, if the target-area belongs to the player
autocrafter - could use improvements:
* it is not smart enough to recurse on recipes
(e.g. given wood to make ladders doesn't work - it needs sticks as input)
* the grid doesn't support moving stuff in&out with shift-click
constructor / grinder / robot-worker - could use different textures / colors
* using the same textures is confusing in a crowded factory
Also, some more documentation/examples about detector / environ / ball-spawner.
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- rnd
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Re: [Mod] basic_machines [basic_machines]
This was used to test during debug to see if this mod causes lag - by turning off all machines using this command. Normally admin/or that 'special' player can use it
Last edited by rnd on Sun Jun 11, 2017 15:46, edited 2 times in total.
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