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[Mod] Workers [2.0] [workers]

Posted:
Thu Jul 26, 2012 23:51
by LocaL_ALchemisT
Nodes which move on its own, and ready to serve you
Workers available:








Some screenshots:





Depends on "default" and "bucket" (highly recommended)
To be done:
1. Find & fix bugs
2. More workers
Known bug(s):
1. Worker moves too fast to north and east
License: WTFPL for code & textures, CC BY-SA for sounds
Version(s):
0.01.0: Added gardener & miner
1.1: Improved miner's inventory management
2.0: Added 5 more workers (and user guide
doc for v2.0)

Posted:
Thu Jul 26, 2012 23:55
by cae2000
cool! +1

Posted:
Thu Jul 26, 2012 23:58
by ashenk69
Really cool unique idea.

Posted:
Fri Jul 27, 2012 01:14
by Topywo
I liked playing around with them!
Is it possible to program the Harveys to harvest other Harveys, instead of themselfs and to combine this mod with the painting mod to give an individual touch...?
edit: (typo's)

Posted:
Fri Jul 27, 2012 02:25
by LocaL_ALchemisT
haven't tried it, but it may be possible (Harvey is a node after all). i don't think i would want to combine it with any mods though, i just want this mod to depend only on 'default'. Sorry about that, but great idea. you could personalize your Harveys with that.
coming up next: miners, builders and more worker types, along with better interface & sounds
edit: now that you mention it, i figured out that a player can use harvey to steal other players' harveys...meh i'll let that be for now

Posted:
Fri Jul 27, 2012 03:21
by Josh
Epic! now we can have our own little freind in minetest! good job LocaL_ALchemisT.

Posted:
Fri Jul 27, 2012 04:50
by Jeija
+1 That's cool!

Posted:
Fri Jul 27, 2012 08:15
by LolManKuba
NICE! +45!
NPC's in Minetest!

Posted:
Fri Jul 27, 2012 09:46
by Stef
nice

Posted:
Fri Jul 27, 2012 10:22
by mauvebic
here, if you wanna make Don the Dredger :P
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
--[[
-------------------------------------------------------
-------------- water levelling ---------------------------
---------------------------------------------------------------
minetest.register_abm({
nodenames = {"multinode:pump"},
interval = 20,
chance = 1,
action = function(pos, node, _, _)
local nodes = {{x=pos.x,y=pos.y+1,z=pos.z}, {x=pos.x+1,y=pos.y,z=pos.z}, {x=pos.x-1,y=pos.y,z=pos.z}, {x=pos.x,y=pos.y,z=pos.z+1}, {x=pos.x,y=pos.y,z=pos.z+1}}
for i,po in pairs(nodes) do
local node = minetest.env:get_node(po)
if node.name == 'riventest:water_source' or node.name == 'riventest:water_flowing' or node.name == 'default:water_source' or node.name == 'default:water_flowing' then
minetest.env:add_node(po,{type="node",name='multinode:pump'})
end
end
end,
})
minetest.register_abm({
nodenames = {"multinode:pump"},
interval = 45,
chance = 1,
action = function(pos, node, _, _)
local nodes = {{x=pos.x,y=pos.y+1,z=pos.z}, {x=pos.x+1,y=pos.y,z=pos.z}, {x=pos.x-1,y=pos.y,z=pos.z}, {x=pos.x,y=pos.y,z=pos.z+1}, {x=pos.x,y=pos.y,z=pos.z+1}}
local found_something = false
for i,po in pairs(nodes) do
local node = minetest.env:get_node(po)
if node.name == 'riventest:water_source' or node.name == 'riventest:water_flowing' or node.name == 'default:water_source' or node.name == 'default:water_flowing' then
found_something = true end
end
if found_something == false then minetest.env:remove_node(pos) end
end,
})
minetest.register_node("multinode:pump", {
description = "pump",
tile_images = {"default_cobble.png"},
inventory_image = "default_cobble.png",
wield_image = "default_cobble.png",
paramtype = "light",
groups = {choppy=2,dig_immediate=2},
sounds = default.node_sound_defaults(),
})]]--
basically this node replaces all the water next to and over itself (not below) with copies of itself, which then disappear when it no longer detects water on any of its sides.

Posted:
Fri Jul 27, 2012 11:13
by TheLoLMan
Cool +1 :D

Posted:
Fri Jul 27, 2012 11:35
by dannydark
+1 Haha nice ^_^

Posted:
Fri Jul 27, 2012 17:44
by kddekadenz
Amazing mod.
Suggestions:
- make a upper limit of 99 blocks per task
- make the worker 'pick up' the drops of the blocks he harvest (e.g. stone-cobble)
- make him not pick up liquid nodes
- make a worker which harvest trees and plants saplings and brings the wood to a chest

Posted:
Fri Jul 27, 2012 22:50
by LocaL_ALchemisT
Thank you everyone for your ideas & support :D
my code is getting messy and it would take some time to finish it. got something else to do this weekend so i'll be far away from my computer for a while. but worry not people, i am making progress...
here's a sneak peek on what's in v1.0:

Garren The Gardener will help you grow some cactus, papyrus & more..
also coming up: miners, builders & more worker :)

Posted:
Sat Jul 28, 2012 03:28
by Josh
LocaL_ALchemisT wrote:Thank you everyone for your ideas & support :D
my code is getting messy and it would take some time to finish it. got something else to do this weekend so i'll be far away from my computer for a while. but worry not people, i am making progress...
here's a sneak peek on what's in v1.0:

Garren The Gardener will help you grow some cactus, papyrus & more..
also coming up: miners, builders & more worker :)
Garren The Gardener looks cool!

Posted:
Sat Jul 28, 2012 14:03
by LolManKuba
Josh wrote:LocaL_ALchemisT wrote:Thank you everyone for your ideas & support :D
my code is getting messy and it would take some time to finish it. got something else to do this weekend so i'll be far away from my computer for a while. but worry not people, i am making progress...
here's a sneak peek on what's in v1.0:

Garren The Gardener will help you grow some cactus, papyrus & more..
also coming up: miners, builders & more worker :)
Garren The Gardener looks cool!
And funny lol.

Posted:
Sat Jul 28, 2012 18:49
by Ghost_of_tino
What my brother suggested, I will relay:
"Why not ha'e a chat command that returns the workers to their master? I occasionally lose track of my workers when I release them in swarms, so this seems logical."

Posted:
Sun Jul 29, 2012 02:15
by LocaL_ALchemisT
hey all i just got back
Ghost_of_tino wrote:What my brother suggested, I will relay:
"Why not ha'e a chat command that returns the workers to their master? I occasionally lose track of my workers when I release them in swarms, so this seems logical."
short reply: at some time the workers will tell you their current coordinate, just teleport there. i cant make the command for now.

Posted:
Sun Jul 29, 2012 03:09
by Josh
LolManKuba wrote:Josh wrote:LocaL_ALchemisT wrote:Thank you everyone for your ideas & support :D
my code is getting messy and it would take some time to finish it. got something else to do this weekend so i'll be far away from my computer for a while. but worry not people, i am making progress...
here's a sneak peek on what's in v1.0:

Garren The Gardener will help you grow some cactus, papyrus & more..
also coming up: miners, builders & more worker :)
Garren The Gardener looks cool!
And funny lol.
Yeah he does look funny he kindv'e looks like kevin of that movie home alone when he yells lol!

Posted:
Mon Jul 30, 2012 17:20
by LocaL_ALchemisT
Version 1.0 is out! Introducing Garren The Gardener & Mordec The Miner

Posted:
Mon Jul 30, 2012 20:45
by LolManKuba
NICE!

Posted:
Tue Jul 31, 2012 13:44
by LocaL_ALchemisT
v1.1 just released, improved miner's inventory management.
now it will throw out full stack of cobbles, dirts & sands to give more space for ores.

Posted:
Sun Aug 05, 2012 16:21
by LocaL_ALchemisT
Hey, v2.0 is out! Added 5 more workers. User guide also included!
can this go to mod release?

Posted:
Sun Aug 05, 2012 19:17
by Keegan
Idk forgot and my friend said he remove the havery guy and the server crash

Posted:
Sun Aug 05, 2012 19:35
by TheLoLMan
Please crafting

Posted:
Sun Aug 05, 2012 19:35
by sfan5
+1 Really cool

Posted:
Sun Aug 05, 2012 20:15
by LocaL_ALchemisT
keegan: thanks for the info. right now all i can do is to make the code shorter to reduce calculation load..
thelolman: i'll show only 1 recipe here. the rest you find it yourself...or you can refer
heresfan5: thank you very much. i wish this can be moved to mod release.

Posted:
Sun Aug 05, 2012 20:26
by pagliaccio
error in the gardener is on, line 185 "attempt to index"
version 0.4.1

Posted:
Sun Aug 05, 2012 23:25
by Kacey
abm.lua:253 error...

Posted:
Mon Aug 06, 2012 00:10
by LocaL_ALchemisT
pagliaccio & kacey: i dont understand your error.
from which lua file is that line 185 error from? what's the error in abm:lua 253?
also, please tell me what version of mod are you using?
nevertheless i shall check these lines thoroughly...sorry to disappoint all of you :(
edit: please try
v2.0 if you haven't done so