[Mod] TBM Reloaded! [0.5][tbm]

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Wuzzy
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by Wuzzy » Mon Sep 30, 2013 14:07

Nice idea, but does it take the groups system into account? Does it dig slower/faster/not at all depending on which groups the nods are?
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Dan Duncombe
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by Dan Duncombe » Mon Sep 30, 2013 16:25

Wuzzy wrote:Nice idea, but does it take the groups system into account? Does it dig slower/faster/not at all depending on which groups the nods are?

Nope
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by Lukeking » Wed Oct 02, 2013 15:21

very cool mod :D
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by Element » Sat Oct 19, 2013 21:50

how do you make it go
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by Dan Duncombe » Sat Oct 19, 2013 21:52

Element wrote:how do you make it go

Ahem, first post:
Right-click it, and you will get a formspec. On the left you will see 4 labeled slots, for coke, floor blocks, torches and rails. On the right will be empty space where mined items will go.
Place the necessary items on the left, and it will start digging. All dug items will end up in the chest-type area on the right. RAILS ARE OPTIONAL!
Last edited by Dan Duncombe on Sat Oct 19, 2013 21:52, edited 1 time in total.
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by Element » Sat Oct 19, 2013 23:57

i did that and just the drills moved
Dan Duncombe wrote:
Element wrote:how do you make it go

Ahem, first post:
Right-click it, and you will get a formspec. On the left you will see 4 labeled slots, for coke, floor blocks, torches and rails. On the right will be empty space where mined items will go.
Place the necessary items on the left, and it will start digging. All dug items will end up in the chest-type area on the right. RAILS ARE OPTIONAL!
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by Dan Duncombe » Sun Oct 20, 2013 08:37

Element wrote:i did that and just the drills moved
Dan Duncombe wrote:
Element wrote:how do you make it go

Ahem, first post:
Right-click it, and you will get a formspec. On the left you will see 4 labeled slots, for coke, floor blocks, torches and rails. On the right will be empty space where mined items will go.
Place the necessary items on the left, and it will start digging. All dug items will end up in the chest-type area on the right. RAILS ARE OPTIONAL!

The drills always look like they are moving. Are you sure you coal coke and not coal?
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by Element » Sun Oct 20, 2013 14:36

yes...and it works now
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by BRICK » Tue Mar 11, 2014 20:05

For some reason, the download link will not load. Can you give me the link again?
 

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by CraigyDavi » Tue Mar 11, 2014 20:09

BRICK wrote:For some reason, the download link will not load. Can you give me the link again?

Here
 

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by tbillion » Fri Apr 18, 2014 07:49

i was a big fan of the old tbm in fact i took a crack at making it actually look like a drilling machine, i love what was done to make this one collect the objects but the old version was alot faster anyway in the code to make this one faster? i have already modified the code to make a bigger tunnel (3x6) but now it needs to be alot fater at what it does...
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by tbillion » Fri Apr 18, 2014 16:43

ok so i been messing with this thing all night, and i now have a TBM that eats up 675 blocks in just over 6 seconds, that is 27x25, i am considering making the adjustments to the Z axis and making it pull 25x27x25 blocks at one time and then working in a few other features to the code that will make it more than just a TBM but maybe a multipurpose flattening/paving device with customizable pavers/lighting options also considering integrating with mesecons so that it will grid the cieling with meselamps and wires, this you could make a ware house. I know absoloutly nothing about lua, but in the next few days i should have the coolest TBM ever.

i would like to change the form spec so that based on the number of per se sticks you put in each of three boxes it adjusts the x,y,z dig count that way it would be adjustable. think im gonna change the recipe and all that too becasue a machine like the one i described would more or less run on something alot bigger, like a fusion generator...lol
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by tbillion » Sat Apr 19, 2014 15:37

ok so far my progress on improving this mod goes like this, i have created a php script that creates the dimentiontables for tbm.offsets, the result is i can generate a static table to destroy any number of blocks, now i am working on porting the code from php to lua, then instead of a static table it will be dynamic allowing the parameters to be changed in the game. once i can get that working then i will change the formspec to have 3 new boxes, when you put in a certain number of objects they will change the width, depth and lenght of the bore. here are some screenshots to show the machine boring or rather clearing a 25 block wide, 27 block tall and one block deep zone, as you can see it is clearing an entire mountain!!!

Image
Image

i also seen there are controls that you can put on the formspec in the minetest developement info, so maybe i will go that way first off to port my php to lua :) wish me luck!
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Re: [Mod] TBM Reloaded! [0.5][tbm]

by Wayward_One » Wed Jul 30, 2014 16:54

Is it still possible to download this mod?
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Re: [Mod] TBM Reloaded! [0.5][tbm]

by LionsDen » Wed Jul 30, 2014 18:25

It looks like there is an attachment on the first post on the first page. That looks to be the mod, didn't download it but it makes sense anyway.
 

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Re: [Mod] TBM Reloaded! [0.5][tbm]

by Wayward_One » Fri Aug 08, 2014 22:39

Lol I wouldn't be posting this if it worked. :P
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Re: [Mod] TBM Reloaded! [0.5][tbm]

by twoelk » Sat Aug 09, 2014 01:24

The "attachement" at the end of the first post (under the pictures) is also not working? Not the one to the GitHub account that Dan wiped.
 

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Re: [Mod] TBM Reloaded! [0.5][tbm]

by LionsDen » Sat Aug 09, 2014 07:00

I just downloaded the forum attachment at the bottom of the first post and it looks like it is the mod. That particular attachment is working since it is embedded within the forum itself.
 

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by cx384 » Sat Aug 09, 2014 20:03

i like this mod :)
Can your read this?
 

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Re: [Mod] TBM Reloaded! [0.5][tbm]

by Krock » Sat Aug 09, 2014 20:54

I think this would be a good mod to fork and add voxelmanip to dig it faster, also more tools and functions could be added
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Re: [Mod] TBM Reloaded! [0.5][tbm]

by aldobr » Sat Aug 09, 2014 21:32

btw this mod is based on my original TBM :P
 

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Re: [Mod] TBM Reloaded! [0.5][tbm]

by balthazariv » Fri Aug 15, 2014 21:06

I tested and I have the same error that this version here
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
22:58:18: ACTION[ServerThread]:  tried to dig default:stone at protected position (-58,4,-238)
22:58:18: ACTION[ServerThread]:  tried to dig default:stone at protected position (-58,4,-237)
22:58:18: ACTION[ServerThread]:  tried to dig default:stone at protected position (-58,4,-236)
22:58:18: ACTION[ServerThread]:  tried to dig default:stone at protected position (-58,3,-238)
22:58:18: ACTION[ServerThread]:  tried to dig default:stone at protected position (-58,3,-237)
22:58:18: ACTION[ServerThread]:  tried to dig default:stone at protected position (-58,3,-236)
22:58:18: ACTION[ServerThread]:  tried to dig default:stone at protected position (-58,2,-238)
22:58:18: ACTION[ServerThread]:  tried to dig default:stone at protected position (-58,2,-237)
22:58:18: ACTION[ServerThread]:  tried to dig default:stone at protected position (-58,2,-236)

I test on Minetest 0.4.10. In solo mode with "activate the damage" and "creative mode"

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Re: [Mod] TBM Reloaded! [0.5][tbm]

by balthazariv » Sun Aug 17, 2014 22:38

In testing I found that it was with the mod simple_protection.

I do not know if this mod is still in development but it would be nice:

- To have an additional small machine such as [Mod] Tunnel Boring Machine [0.4 beta] [tbm]
- To choose separately the replacement material for the ceiling, floor and walls and possibly the type of lighting.
- Another machine that could make holes in the ground and put ladders would be nice too.
 

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Re: [Mod] TBM Reloaded! [0.5][tbm]

by proller » Fri Oct 10, 2014 10:28

mod is abandoned ?
github repo looks deleted https://github.com/DanDuncombe?tab=repositories
 

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Re: [Mod] TBM Reloaded! [0.5][tbm]

by aldobr » Fri Oct 10, 2014 16:02

search for version 0.4 on the forum.
 

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Re: [Mod] TBM Reloaded! [0.5][tbm]

by Krock » Fri Oct 10, 2014 16:07

aldobr wrote:search for version 0.4 on the forum.

The link there is dead and this one has a forum attachment.
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Re: [Mod] TBM Reloaded! [0.5][tbm]

by tbillion » Tue Nov 25, 2014 11:12

i still have this code, modified and un modified. I got a job while i was working on it and i just now got life to where i can code again so i will be working on my version of this but if anyone has a good place to stuff the old code so yall can get it id be happy to put it somewhere.
 

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[Mod] TBM [0.6][tbm]

by kpo » Sun Feb 22, 2015 21:56

I have made some tinkering wit this mod which basically caused almost a total rewrite (some of the function names are still the same, and I kept the textures except the GUI).

My version offers these features:
* Re-design of GUI to be cleaner and fit the new features
* Where what goes matters now. The GUI will help out here.
* coke and torches and floor material is non-optional
* allows for optional materials for left wall, right wall, ceiling
* rail is optional
* allows for using gravel to inject in front of the TBM in order to remove water and lava.
Injecting gravel will return cobblestone or dirt.
* allows resupply from the material hold, i.e. store extra materials in the cargo
area of the material for longer digging range.

Download here:
https://github.com/kpoppel/tbm_mod.git

ZIP here:
https://github.com/kpoppel/tbm_mod/archive/master.zip

I am considering moving this mod into technic and use technic materials instead, what is your opinion on this?
One way to get both worlds is to check for technic and if present use that, else offer the current recipe, but never both.

(edit: typos)
 

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Re: [Mod] TBM Reloaded! [0.5][tbm]

by Bas080 » Mon Feb 23, 2015 03:25

I love how this mod has been redone by different people several times. Look foward to see your changes.
 

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Re: [Mod] TBM Reloaded! [0.5][tbm]

by DoyleChris » Tue Aug 11, 2015 22:30

18:21:35: ERROR[main]: ========== ERROR FROM LUA ===========
18:21:35: ERROR[main]: Failed to load and run script from
18:21:35: ERROR[main]: D:\Games\Minetest\minetest-0.4.12-win64-msvc\minetest-0.4.12\bin\..\mods\tbm_mod\init.lua:
18:21:35: ERROR[main]: ...64-msvc\minetest-0.4.12\bin\..\builtin\game\register.lua:60: Name tbm:tbm does not follow naming conventions: "modname:" or ":" prefix required
18:21:35: ERROR[main]: stack traceback:
18:21:35: ERROR[main]: [C]: in function 'error'
18:21:35: ERROR[main]: ...64-msvc\minetest-0.4.12\bin\..\builtin\game\register.lua:60: in function 'check_modname_prefix'
18:21:35: ERROR[main]: ...64-msvc\minetest-0.4.12\bin\..\builtin\game\register.lua:96: in function 'register_item'
18:21:35: ERROR[main]: ...64-msvc\minetest-0.4.12\bin\..\builtin\game\register.lua:161: in function 'register_node'
18:21:35: ERROR[main]: ...-win64-msvc\minetest-0.4.12\bin\..\mods\tbm_mod\init.lua:204: in main chunk
18:21:35: ERROR[main]: ======= END OF ERROR FROM LUA ========
18:21:35: ERROR[main]: Server: Failed to load and run D:\Games\Minetest\minetest-0.4.12-win64-msvc\minetest-0.4.12\bin\..\mods\tbm_mod\init.lua
18:21:35: ERROR[main]: ModError: ModError: Failed to load and run D:\Games\Minetest\minetest-0.4.12-win64-msvc\minetest-0.4.12\bin\..\mods\tbm_mod\init.lua
 

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