[Mod] Jumpdrive [1.4] [jumpdrive]

BuckarooBanzay
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[Mod] Jumpdrive [1.4] [jumpdrive]

by BuckarooBanzay » Mon May 07, 2018 19:40

Jumpdrive for minetest

Description
A simple https://en.wikipedia.org/wiki/Jump_drive for minetest Convert your buildings to working spacecrafts and jump them around the map

Demo
The mod is installed and usable at the Pandorabox Server: https://forum.minetest.net/viewtopic.php?f=10&t=20311

Screenshots
Basic interface:
Image

Spaceship:
Image

Operation

  • Place a 'jumpdrive:engine' into the center of your creation.
  • Connect it to your HV-Technic network
  • Choose your target coordinates (should be unprotected air blocks)
  • Select your cube-radius (from 1 to 19 blocks)
  • Click "jump"

Bookmarks
Visited placed can be bookmarked with books (write to/read from in interface)

Dependencies
default
technic
mesecons?
travelnet?
elevator?
vacuum?
locator?

Download

Git: https://github.com/thomasrudin-mt/jumpdrive

Version 1.4

Old releases:
+ Spoiler


License

Code: LGPL 2.1
Textures: CC0
Last edited by BuckarooBanzay on Wed Dec 05, 2018 09:12, edited 12 times in total.
 

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Re: [Mod] Jumpdrive [1.0] [jumpdrive]

by RSLRedstonier » Mon May 07, 2018 20:11

so this is like a teleporting version of meshnodes?
anyways pretty cool
"A programmer is just a tool which converts caffeine into code"

try out my skytest mod always being updated!
https://forum.minetest.net/viewtopic.php?f=9&t=17568
 

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Re: [Mod] Jumpdrive [1.0] [jumpdrive]

by BuckarooBanzay » Tue May 08, 2018 05:28

Yes, i did not like the meshnode. I had to recover a few buildings and planes from backup. I had no such issues with the jumpdrive. Plus: Together with the cannons mod and some pirate ships you get some epic battles :)

Here my latest creation (19 block radius):
Image
 

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Re: [Mod] Jumpdrive [1.0] [jumpdrive]

by false_chicken » Wed May 09, 2018 00:06

This is dope! Keep up the great work! I was planning to do something like this for my space survival mod I am working on.

You have earned a star from me.
DISCLAIMER: I am probably wrong.
 

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Re: [Mod] Jumpdrive [1.0] [jumpdrive]

by false_chicken » Thu May 24, 2018 08:48

Great work as always! Quick question. Does this have any code for handling collisions? I can easily see two structures teleporting to the same location. Or using this to grief protected areas.
DISCLAIMER: I am probably wrong.
 

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Re: [Mod] Jumpdrive [1.0] [jumpdrive]

by BuckarooBanzay » Thu May 24, 2018 09:25

For handling collisions: only jumping in protected areas is not allowed.
I removed the piece of code that checks the entire target area for air and ignore for performance reasons but i think i could rewrite it as a setting.

You mentioned a space survival server...
I'm working on a vacuum mod right now for my own server, space survival is a level there too :)
If you like to comment or have any suggestions: https://github.com/thomasrudin-mt/vacuum
 

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Re: [Mod] Jumpdrive [1.0] [jumpdrive]

by false_chicken » Thu May 24, 2018 09:26

Oooohhh.. Awesome :). Ill check it out! Starred!
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Re: [Mod] Jumpdrive [1.1] [jumpdrive]

by false_chicken » Mon May 28, 2018 11:53

I did a very similar mod for my space survival subgame. It seemed to do much more complex simulation of pressure than yours does. The issue I had was such intense simulation had way too much of a performance impact (At least the way I implemented it.) so I have scrapped it for now. I am going to play with this now and see how it works :).
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Re: [Mod] Jumpdrive [1.1] [jumpdrive]

by false_chicken » Mon May 28, 2018 13:35

It works pretty well! And it doesn't destroy my CPU like my solution did. Mine actually simulated air pumping node by node. Each air node had a pressure property from 1 to 100 and tried to equalize/distribute the pressure to node that had less than its neighbour. Eventually if the pump did not continuously keep pumping (setting the pressure value to the node above it to 100) and there was a leak it would get sucked out of the hole and dissipate semi-realistically. Pressure from the back of the room was sucked to the hole. But to do so at a speed that I found acceptable required quick updates to basically every node in the room. Running those ABMs on all the nodes took a lot of time lol. Plus a lot of my code was probably inefficient.

I did experiment with a one time check of the enclosed area then instantly pressurize similar to how yours seems to work. But could not think of a good solution for detecting a leak and (realistically) dropping the pressure to zero. You seem to have found a way xD.

What about ship protection? Do protect blocks from mods like tenplus1's Move with the ship and function properly?
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Re: [Mod] Jumpdrive [1.1] [jumpdrive]

by BuckarooBanzay » Mon May 28, 2018 15:35

All blocks move pretty smooth with the jumpdrive. The protector-check works dependent on position of the block, so it works out-of-the-box.

There were some issues with position-dependent blocks that i had to write compatibility code for:
  • Travelnet: fixed with rewiring of the station (mobile teleporter :)
  • Elevator (smooth elevator): the motor gets replaced after each jump

If you find other block that won't work after a jump please feel free to open an issue :)
 

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Re: [Mod] Jumpdrive [1.1] [jumpdrive]

by BuckarooBanzay » Tue May 29, 2018 09:32

false_chicken wrote:I did a very similar mod for my space survival subgame. It seemed to do much more complex simulation of pressure than yours does. The issue I had was such intense simulation had way too much of a performance impact (At least the way I implemented it.) so I have scrapped it for now. I am going to play with this now and see how it works :).


I made a post for the vacuum mod: https://forum.minetest.net/viewtopic.php?f=9&t=20195
 

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Re: [Mod] Jumpdrive [1.1] [jumpdrive]

by theFox » Tue May 29, 2018 14:40

It'd be cool if you could send the target position with digilines.
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Re: [Mod] Jumpdrive [1.2] [jumpdrive]

by BuckarooBanzay » Fri Jun 15, 2018 08:02

Version 1.2
 

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Re: [Mod] Jumpdrive [1.3] [jumpdrive]

by BuckarooBanzay » Thu Nov 08, 2018 07:36

Version 1.3
 

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Re: [Mod] Jumpdrive [1.3] [jumpdrive]

by Fixer » Tue Nov 13, 2018 20:12

Nice! Now people with space stations can actually travel around (like I did some time ago as experimental build).
 

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Re: [Mod] Jumpdrive [1.3] [jumpdrive]

by BuckarooBanzay » Wed Nov 14, 2018 07:46

Fixer wrote:Nice! Now people with space stations can actually travel around (like I did some time ago as experimental build).


I'm curious, what experiental build was that? I did look initially if something like this already existed before i wrote the mod but found nothing like it...
 

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Re: [Mod] Jumpdrive [1.3] [jumpdrive]

by PolySaken » Thu Nov 15, 2018 23:03

Could I use this in the Starbound Themed sub game I'm working on?
I'd need to make a new texture set.
 

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Re: [Mod] Jumpdrive [1.3] [jumpdrive]

by Fixer » Fri Nov 16, 2018 00:37

BuckarooBanzay wrote:
Fixer wrote:Nice! Now people with space stations can actually travel around (like I did some time ago as experimental build).


I'm curious, what experiental build was that? I did look initially if something like this already existed before i wrote the mod but found nothing like it...


I did experimental build of a space station high in the skies, not the mod :)
 

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Re: [Mod] Jumpdrive [1.3] [jumpdrive]

by BuckarooBanzay » Fri Nov 16, 2018 08:15

PolySaken wrote:Could I use this in the Starbound Themed sub game I'm working on?
I'd need to make a new texture set.


Of course, please give some feedback if you use it (can be good or bad:)
Are you making a new texture set of my (rather limited) textures?

If you are making something space-themed i can recommend my other mods:

If you are into space-battles, i'm working on space-cannons (weapons) and a warzone layer without protection:

All of those are of course installed on the pandorabox-server if you need a test drive (except the warzone thing, thats still in progress)

Happy jumping :)
 

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Re: [Mod] Jumpdrive [1.3] [jumpdrive]

by PolySaken » Fri Nov 16, 2018 09:35

BuckarooBanzay wrote:
PolySaken wrote:Could I use this in the Starbound Themed sub game I'm working on?
I'd need to make a new texture set.


Of course, please give some feedback if you use it (can be good or bad:)
Are you making a new texture set of my (rather limited) textures?

If you are making something space-themed i can recommend my other mods:

If you are into space-battles, i'm working on space-cannons (weapons) and a warzone layer without protection:

All of those are of course installed on the pandorabox-server if you need a test drive (except the warzone thing, thats still in progress)

Happy jumping :)


Yes, I would be making more appropriate textures for the starbound theme.
I really like this mod, and only have one problem so far: The cubic radius thing. if it were a rectangular prism with defined corners it would be better for most designs, and would still work for cubic ships.
Maybe a normal jumpdrive with the cubic thing and a complex/upgraded jumpdrive with definable corners?
other than that, I have no issues with the mod.
 

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Re: [Mod] Jumpdrive [1.3] [jumpdrive]

by Pyrollo » Fri Nov 16, 2018 10:51

I also have some mapgen that could interrest you : CraterMG.

Still in dev, but it's not missing much to be released (actually, only missing ores now).
[ Display Modpack ] - [ Digiterms ] - [ Crater MG ] - [ LATE ]
 

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Re: [Mod] Jumpdrive [1.3] [jumpdrive]

by BuckarooBanzay » Wed Dec 05, 2018 09:10

Release 1.4
Changes:
  • Added fleetcontroller and backbone (allows building bigger ships that get jumped sequentially)
  • Optimized/Moularized code

Fixes:
  • Fixed node-timer issue
  • Fixed remaining metadata issue
 


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