[mod] windmill [1.0][windmil]

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Sokomine
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[mod] windmill [1.0][windmil]

by Sokomine » Post

[Edit 01.07.2018]Re-added at least some pictures[/Edit]

Want to have a windmill in Minetest? One with sails that really look like a windmill and which rotate? That's what this mod is good for. Nodes with signlike and plantlike as drawtype support visual_scale. That allows for animated images to be shown at larger scale. This is especially useful for windmills, watermills (to a degree!), large tv screens etc.

There are many windmill types available:
Image

Sample windmill - the wings/rotor blades are animated and rotate:
Image

The same animation acting as a watermill:
Image

The classic:
Image

If you want it to rotate counter-clockwise, just craft the sails alone:
Image

There may not always be enough wind, and you may wish your sails to be idle:
Image

Modern rotors can be crafted like this:
Image

There's also a 4-blade-version of the modern blades available:
Image

Farms sometimes seem to be equipped with these:
Image

If the normal classic sails are too small for your mill, consider these:
Image

The 4-blade-version is also available in a large version:
Image

This may be helpful for making a visual connection between rotor and rest of the structure:
Image

Added a larger version of the historic windmill and the idle one. The windmill sails are 20 nodes in diameter, and the media files are larger. It's nothing for servers but may enrich your singleplayer world.

The animated textures have all been done by VanessaE.

Download: https://github.com/Sokomine/windmill/zipball/master
Browse code: https://github.com/Sokomine/windmill
Version: 1.0
Licence: WTFPL for textures and code (code is more like sample code)

For the larger Version (do not use that on servers! The media files are large.):
Download: https://github.com/Sokomine/windmill_la ... all/master
Browse code: https://github.com/Sokomine/windmill_large
Attachments
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Last edited by Sokomine on Sun Jul 01, 2018 14:07, edited 4 times in total.
A list of my mods can be found here.

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rubenwardy
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by rubenwardy » Post

Wow very nice!

Will you be able to power things with mechanical axial?
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VanessaE
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by VanessaE » Post

In theory one could make it do that, with the right kind of code, but as of now it's decorative. The intent is to hopefully use this or something substantially similar, for the Technic wind turbine.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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by Jordach » Post

http://mg.viewskew.com/u/jordach/m/windmill-prototype/

^ Prototype model.. Now if only we could have meshes as nodes...

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by Sokomine » Post

We have now more windmill types. Enjoy!
A list of my mods can be found here.

Josh
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by Josh » Post

Cool! Maybe they could power other things like Mesecon structures.

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by Sokomine » Post

The mesecon structures usually are very low-power. Even the watermill is to my knowledge only a sensor (water flowing/not flowing). I hope they can be used in technic eventually. That already has windmills in the new version. They're a great source of MV energy and can run a variety of machines.
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by Sokomine » Post

Update: Added a version that contains a historic windmill and an idle one which are about 20 nodes in diameter. Due to the large textures that requires, using the windmill_large mod on a server is not recommended (download of the media data would take too long). It is intended for your singleplayer world where you can enjoy larger windmill sails with this. windmill_large depends on windmill.
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by Sokomine » Post

Update: Added two more windmills in large versions - namely the more modern 3- and 4-blade-windmills. They're larger now. Unfortionately, that also increases download size. So best use this only in singleplayer! The new windmills are in the windmill_large mod.
A list of my mods can be found here.

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by Forgelander » Post

I play minetest with this,

+1
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Re: windmill

by balthazariv » Post

Hello,

I like this mod but there he has a chance to produce energy with?

Thanks

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Re: windmill

by Sokomine » Post

balthazariv wrote: I like this mod but there he has a chance to produce energy with?
Not really. This mod's just for the decorative part of rotating windmill sails. If you want energy, you also need something that consumes the energy. Many players combine the windmill from technic with the animated textures from this mod, as the windmill from technic has very tiny sails/arms. With technic, you get grinders, furnaces powered by electricity, a tool repair workshop, a cnc machine, and a lot of fun.
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Re: [mod] windmill [1.0][windmil]

by qwrwed » Post

The windmill:windmill_modern has become uncraftable as homedecor:plastic_sheet has been updated/renamed to homedecor:plastic_sheeting. Can you update the craft recipes?

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Re: [mod] windmill [1.0][windmil]

by Sokomine » Post

qwrwed wrote: The windmill:windmill_modern has become uncraftable as homedecor:plastic_sheet has been updated/renamed to homedecor:plastic_sheeting. Can you update the craft recipes?
Updated. Thanks for reporting it!
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Re: [mod] windmill [1.0][windmil]

by Sokomine » Post

Re-added the missing pictures. If mediacrush.sh wents down now...not my fault :-/ Hope at least this third service of its kind will survive long enough.
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Re: [mod] windmill [1.0][windmil]

by mahmutelmas06 » Post

Do you have a plan to add windmill to mg_villages ?
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Re: [mod] windmill [1.0][windmil]

by Sokomine » Post

mahmutelmas06 wrote: Do you have a plan to add windmill to mg_villages ?
Hmm. Might be a good idea. The block windmill is right now a pretty static issue. Having one with rotating sails would be nice. Right now, it'd require a diffrent windmill. I originally planned to have more things move inside villages so that they're less static. Just didn't get around to that part yet.
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Re: [mod] windmill [1.0][windmil]

by poikilos » Post

Images are expired, and I can't find anything on Google or Youtube showing this. Can you please repost?

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