To be able to have more than 99 upgrades ?PolySaken wrote:what was the purpose of the change of upgrade for the generator?
[Mod] basic_machines [basic_machines]
Re: [Mod] basic_machines [basic_machines]
'My' wiki-pages: Build-a-home - basic-robot - basic_robot_csm - basic-machines - digtron - xdecor -
Map-Database
Map-Database
- PolySaken
- Member
- Posts: 817
- Joined: Thu Nov 09, 2017 05:18
- GitHub: PolySaken-I-Am
- In-game: PolySaken
- Location: Wānaka, Aotearoa
- Contact:
Re: [Mod] basic_machines [basic_machines]
no, I mean why use more generators to upgrade the generator?hajo wrote:To be able to have more than 99 upgrades ?PolySaken wrote:what was the purpose of the change of upgrade for the generator?
wn just replace the gold block with another diamond, then u can have the same amount as if u use more generators, and it actually makes sense.
Guidebook Lib, for in-game docs | Poly Decor, some cool blocks | Vision Lib, an all-purpose library.
Re: [Mod] basic_machines [basic_machines]
restyling of Basic Machines mod
low contrast, white/black deleted
low contrast, white/black deleted
Re: [Mod] basic_machines [basic_machines]
There had been a typo in mover.lua so that pine trees could not be dug in whole.
Also added aspen tree to mover code and fixed radius for acacia trees so that they
were dug in whole, too.
https://github.com/ac-minetest/basic_machines/pull/19
What is this part of mover code good for ? (line 794 ff):
I turned it off when it is in dig mode, because after each tree we had to manually switch the reverse
field in the mover from 1 to 0 to be able to dig the next tree.
Also added aspen tree to mover code and fixed radius for acacia trees so that they
were dug in whole, too.
https://github.com/ac-minetest/basic_machines/pull/19
What is this part of mover code good for ? (line 794 ff):
Code: Select all
action_off = function (pos, node,ttl) -- this toggles reverse option of mover
if type(ttl)~="number" then ttl = 1 end
local meta = minetest.get_meta(pos);
local mreverse = meta:get_int("reverse");
if mreverse == 1 then mreverse = 0 elseif mreverse==0 then mreverse = 1 end
meta:set_int("reverse",mreverse);
end
field in the mover from 1 to 0 to be able to dig the next tree.
Re: [Mod] basic_machines [basic_machines]
I also found that movers set the reverse-option by themselves,Gundul wrote:manually switch the reverse field in the mover from 1 to 0
when activated via mesecons (eg. with blinky-plants).
'My' wiki-pages: Build-a-home - basic-robot - basic_robot_csm - basic-machines - digtron - xdecor -
Map-Database
Map-Database
- rnd
- Member
- Posts: 220
- Joined: Sun Dec 28, 2014 12:24
- GitHub: ac-minetest
- IRC: ac_minetest
- In-game: rnd
Re: [Mod] basic_machines [basic_machines]
Thanks for tree fixes
- there are 2 types of signals: on and off.
- on signal activates movers and make them do 1 step
- off signal is used to reverse the direction of 'move'
- this is useful to make complicated mechanisms easily. you just need to be careful to not use off signal unintentionally.
- mesecons seems to activate stuff all the time ( even when not really needed), adding unnecessary lag
- there are 2 types of signals: on and off.
- on signal activates movers and make them do 1 step
- off signal is used to reverse the direction of 'move'
- this is useful to make complicated mechanisms easily. you just need to be careful to not use off signal unintentionally.
- mesecons seems to activate stuff all the time ( even when not really needed), adding unnecessary lag
1EvCmxbzl5KDu6XAunE1K853Lq6VVOsT
Re: [Mod] basic_machines [basic_machines]
Tried to send with github, but nothing
Need to replace this texture
Need to replace this texture
Re: [Mod] basic_machines [basic_machines]
Many of my players complained about loosing stuff when digging basic_machines
but forgot to empty its inventories first. I added security check for all machines to code,
so this will not happen again.
I opened a pull request on github if you are interested.
but forgot to empty its inventories first. I added security check for all machines to code,
so this will not happen again.
I opened a pull request on github if you are interested.
-
- Member
- Posts: 66
- Joined: Fri Sep 29, 2017 16:33
- GitHub: AngelX007GR
- IRC: AngelX007GR
- In-game: AngelX007GR
- Location: Greece,Athens
Re: [Mod] basic_machines [basic_machines]
I still don't understand how the mover works:/ i don't even know what i do wrong...I am trying to make the mover move a diamond from a chest to a grinder....Anything that explain why it doesn't work?
Re: [Mod] basic_machines [basic_machines]
AngelX007GR wrote:I still don't understand how the mover works:/ i don't even know what i do wrong...I am trying to make the mover move a diamond from a chest to a grinder....Anything that explain why it doesn't work?
-
- Member
- Posts: 66
- Joined: Fri Sep 29, 2017 16:33
- GitHub: AngelX007GR
- IRC: AngelX007GR
- In-game: AngelX007GR
- Location: Greece,Athens
Re: [Mod] basic_machines [basic_machines]
It doesnt work again...
-
- Member
- Posts: 66
- Joined: Fri Sep 29, 2017 16:33
- GitHub: AngelX007GR
- IRC: AngelX007GR
- In-game: AngelX007GR
- Location: Greece,Athens
Re: [Mod] basic_machines [basic_machines]
Nevermind it worked
Btw theres a problem the diamond dint go in the "IN" place but they go on the "OUt" place of the grinder
Btw theres a problem the diamond dint go in the "IN" place but they go on the "OUt" place of the grinder
Re: [Mod] basic_machines [basic_machines]
Well, it would be nice for other readers to have a summary hereAngelX007GR wrote:Nevermind it worked
about the problem and the solution.
'My' wiki-pages: Build-a-home - basic-robot - basic_robot_csm - basic-machines - digtron - xdecor -
Map-Database
Map-Database
Re: [Mod] basic_machines [basic_machines]
Already fixed as i understood when we spoke at Banana serverhajo wrote:Well, it would be nice for other readers to have a summary hereAngelX007GR wrote:Nevermind it worked
about the problem and the solution.
Re: [Mod] basic_machines [basic_machines]
Exist 2 annoying bugs
1) Place coal block (an example) or ethanol bottle in the battery, without upgrade - > fuel will not spend
2) Free sapling with leaves, dig mod and mover. Just dig with mover and distributor quickly and u will get infinity saplings without spending of leaves
I hope it ill be fixed as soon as possible
_______________________
Problem solved, thanx u
1) Place coal block (an example) or ethanol bottle in the battery, without upgrade - > fuel will not spend
2) Free sapling with leaves, dig mod and mover. Just dig with mover and distributor quickly and u will get infinity saplings without spending of leaves
I hope it ill be fixed as soon as possible
_______________________
Problem solved, thanx u
Re: [Mod] basic_machines [basic_machines]
I am trying to enable the mod but it just won't let me use it. I go into the configure menu and select it and then click enable and it turns green. I click the save button and then I try to play the game and there is nothing there. I went back into the configure menu and it shows that it isn't enabled. I have tried to enable it on a basic minetest game without any other mods enabled and the same thing happens every time. I have version 5.0.0 of minetest if that is what is causing the problem.
-
- Member
- Posts: 146
- Joined: Thu Sep 27, 2018 17:03
- GitHub: xXNicoXx
- IRC: xXNicoXx
- In-game: xXNicoXx
Re: [Mod] basic_machines [basic_machines]
SameLionsDen wrote:I am trying to enable the mod but it just won't let me use it. I go into the configure menu and select it and then click enable and it turns green. I click the save button and then I try to play the game and there is nothing there. I went back into the configure menu and it shows that it isn't enabled. I have tried to enable it on a basic minetest game without any other mods enabled and the same thing happens every time. I have version 5.0.0 of minetest if that is what is causing the problem.
-
- Member
- Posts: 146
- Joined: Thu Sep 27, 2018 17:03
- GitHub: xXNicoXx
- IRC: xXNicoXx
- In-game: xXNicoXx
Re: [Mod] basic_machines [basic_machines]
Can You make that a Player can have more than 5 aktive Generators that is not enought only 5 aktives
-
- Member
- Posts: 13
- Joined: Tue Oct 09, 2018 14:17
- In-game: onePlayer SteveG
- Location: In the Valley
a lill Question
Hey rnd
First, Many many Thanks for this Mod.
And now i have a Question. Is it possible to add a Field to the Mover what declares how many he moves? I know, if i add a Number to the previously set Filter, then the Mover will only move this Amount of filtered Item. But i want, that the Mover will move anything what he can get at the source, but only a declared Amount of Items.
So my Issue is, to add a Field to the Movers "MODE OF OPERATION" Tab, where the User can set a Number, what declares the Amount to move, independently of the Filter, if set or not.
Tell me please what do you think about it.
Thanks for your great Work
Steve
First, Many many Thanks for this Mod.
And now i have a Question. Is it possible to add a Field to the Mover what declares how many he moves? I know, if i add a Number to the previously set Filter, then the Mover will only move this Amount of filtered Item. But i want, that the Mover will move anything what he can get at the source, but only a declared Amount of Items.
So my Issue is, to add a Field to the Movers "MODE OF OPERATION" Tab, where the User can set a Number, what declares the Amount to move, independently of the Filter, if set or not.
Tell me please what do you think about it.
Thanks for your great Work
Steve
- rnd
- Member
- Posts: 220
- Joined: Sun Dec 28, 2014 12:24
- GitHub: ac-minetest
- IRC: ac_minetest
- In-game: rnd
Re: [Mod] basic_machines [basic_machines]
Mover in 'inventory' mode will automatically detect first itemstack it finds and move that. if you want to move say 5 diamonds just write in filter "default:diamond 5", to see names insert item in box next to filter.
For what you want to do: use detector in mode 4 ( you can read this in detector help), so that detector tells keypad what item it found. Then you can add whatever you want to that name using keypads and lastly apply result to mover filter ( target mover with keypad). Its possible you just need to read help in details.
For what you want to do: use detector in mode 4 ( you can read this in detector help), so that detector tells keypad what item it found. Then you can add whatever you want to that name using keypads and lastly apply result to mover filter ( target mover with keypad). Its possible you just need to read help in details.
1EvCmxbzl5KDu6XAunE1K853Lq6VVOsT
-
- Member
- Posts: 13
- Joined: Tue Oct 09, 2018 14:17
- In-game: onePlayer SteveG
- Location: In the Valley
Re: [Mod] basic_machines [basic_machines]
Hey rnd.
Another way as i awaited and a bit more complicated, but i have to try.
Thanks for the quick response.
Steve
Another way as i awaited and a bit more complicated, but i have to try.
Thanks for the quick response.
Steve
Re: [Mod] basic_machines [basic_machines]
That does not seem to work. Help of detector says "4 = if target keypad set its text to detected object name"rnd wrote: you want to do: use detector in mode 4 ( you can read this in detector help), so that detector tells keypad what item it found. Then you can add whatever you want to that name using keypads and lastly apply result to mover filter ( target mover with keypad). Its possible you just need to read help in details.
player mode works.
node mode works.
object mode works.
inventory mode works not.
Try to detect an empty slot of src furnace inventory for example. inventory mode in detector.
Even an unempty slot is not detected and send to keypad's infotext.
- rnd
- Member
- Posts: 220
- Joined: Sun Dec 28, 2014 12:24
- GitHub: ac-minetest
- IRC: ac_minetest
- In-game: rnd
Re: [Mod] basic_machines [basic_machines]
now detector works if you simply leave empty name in inventory mode:
update:
detector: when in inventory mode and empty 'node name' it will detect first item it finds (and optionally report its name when mode 4). In case inventory nonempty it will also trigger.
update:
detector: when in inventory mode and empty 'node name' it will detect first item it finds (and optionally report its name when mode 4). In case inventory nonempty it will also trigger.
1EvCmxbzl5KDu6XAunE1K853Lq6VVOsT
Re: [Mod] basic_machines [basic_machines]
Thanks. It works now.
- PolySaken
- Member
- Posts: 817
- Joined: Thu Nov 09, 2017 05:18
- GitHub: PolySaken-I-Am
- In-game: PolySaken
- Location: Wānaka, Aotearoa
- Contact:
Re: [Mod] basic_machines [basic_machines]
If the server has Ocular Networks installed you can use the Universe Tether, it will force the mapblock it's in to stay loaded.
Guidebook Lib, for in-game docs | Poly Decor, some cool blocks | Vision Lib, an all-purpose library.
Who is online
Users browsing this forum: No registered users and 18 guests