[Mod] Factory [0.5.0.1] [factory]

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LemonLake
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Re: [Mod] Factory [0.4] [factory]

by LemonLake » Sun Jun 01, 2014 22:41

Wuzzy wrote:Hi, I haven’t tried this mod yet, but I wonder wheather you had the idea from my old experimental conveyor belt mod. Anyways, it is great to see someone else tries to implement conveyor belts.
I’ll try this mod later.

Hey, never saw that mod before :P Hope you find it fun!
 

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Re: [Mod] Factory [0.4] [factory]

by TG-MyinaWD » Wed Jun 04, 2014 18:15

Hey Lemon. You should make bigger Smoke Tubes. Like we see in Real Life. I know sounds like be hard but bigger it is, the more better my Idea for Living Real can come a game mode.

But If it ok I can edit the Smoke tube I would then do myself.
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Re: [Mod] Factory [0.4] [factory]

by LemonLake » Wed Jun 04, 2014 18:49

Alt. Tester wrote:Hey Lemon. You should make bigger Smoke Tubes. Like we see in Real Life. I know sounds like be hard but bigger it is, the more better my Idea for Living Real can come a game mode.

But If it ok I can edit the Smoke tube I would then do myself.

Making a multi block structure for one single game mode is a bit overkill, especially for a potentially discontinued modm
 

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Re: [Mod] Factory [0.4] [factory]

by TG-MyinaWD » Wed Jun 04, 2014 20:03

Ok. Is it ok I can then change it to be about 4 blocks higher?
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Re: [Mod] Factory [0.4] [factory]

by LemonLake » Wed Jun 04, 2014 21:23

Alt. Tester wrote:Ok. Is it ok I can then change it to be about 4 blocks higher?

Just stack four of them. I'm releasing an update that'll add a setting for the height soon, though.
 

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Re: [Mod] Factory [0.4] [factory]

by cx384 » Sun Jun 22, 2014 10:40

this mod is awesome
Image
Can your read this?
 

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Re: [Mod] Factory [0.4] [factory]

by trainwrecktony » Mon Jun 23, 2014 15:25

FYI i get this crash error with wieldview mod enabled when holding belt

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
ERROR: An unhandled exception occurred: C:\MINETEST2\bin\..\builtin\game\item.lua:20: attempt to call method 'gsub' (a nil value)
10:41:02: ERROR[main]: stack traceback:
10:41:02: ERROR[main]:    C:\MINETEST2\bin\..\builtin\game\item.lua:20: in function 'inventorycube'
10:41:02: ERROR[main]:    C:\MINETEST2\bin\..\games\twt\mods\wieldview\init.lua:27: in function 'get_item_texture'
10:41:02: ERROR[main]:    C:\MINETEST2\bin\..\games\twt\mods\wieldview\init.lua:51: in function 'update_wielded_item'
10:41:02: ERROR[main]:    C:\MINETEST2\bin\..\games\twt\mods\wieldview\init.lua:69: in function <C:\MINETEST2\bin\..\games\twt\mods\wieldview\init.lua:65>
10:41:02: ERROR[main]:    C:\MINETEST2\bin\..\builtin\game\register.lua:348: in function <C:\MINETEST2\bin\..\builtin\game\register.lua:336>


Other than than nice mod. I'd like to see compressor be able to compress X amount of items into something(my example 100 copper maptools coin into ingot), maybe an easier recipelist instead of cooking type craft
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Re: [Mod] Factory [0.4] [factory]

by LemonLake » Mon Jun 23, 2014 16:26

trainwrecktony wrote:FYI i get this crash error with wieldview mod enabled when holding belt

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
ERROR: An unhandled exception occurred: C:\MINETEST2\bin\..\builtin\game\item.lua:20: attempt to call method 'gsub' (a nil value)
10:41:02: ERROR[main]: stack traceback:
10:41:02: ERROR[main]:    C:\MINETEST2\bin\..\builtin\game\item.lua:20: in function 'inventorycube'
10:41:02: ERROR[main]:    C:\MINETEST2\bin\..\games\twt\mods\wieldview\init.lua:27: in function 'get_item_texture'
10:41:02: ERROR[main]:    C:\MINETEST2\bin\..\games\twt\mods\wieldview\init.lua:51: in function 'update_wielded_item'
10:41:02: ERROR[main]:    C:\MINETEST2\bin\..\games\twt\mods\wieldview\init.lua:69: in function <C:\MINETEST2\bin\..\games\twt\mods\wieldview\init.lua:65>
10:41:02: ERROR[main]:    C:\MINETEST2\bin\..\builtin\game\register.lua:348: in function <C:\MINETEST2\bin\..\builtin\game\register.lua:336>


Other than than nice mod. I'd like to see compressor be able to compress X amount of items into something(my example 100 copper maptools coin into ingot), maybe an easier recipelist instead of cooking type craft

I can't be too sure but it looks like the error has something to do with the animated texture on the belt, I may make an inventory image for it just to work around this problem.
As for the compressor, that may require a more complicated version of the current code but I think it could be added if its really needed.
 

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Re: [Mod] Factory [0.4] [factory]

by trainwrecktony » Mon Jun 23, 2014 16:58

i may modify it myself borrowing some of the code from mining_plus grinder...

Question ... looking at code are furnace and compressor more efficient with 4 high smoke tube?
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Re: [Mod] Factory [0.4] [factory]

by LemonLake » Mon Jun 23, 2014 17:04

They are exactly the same no matter the height.
 

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Re: [Mod] Factory [0.4] [factory]

by hampa16 » Thu Jun 26, 2014 04:42

23:25:18: ERROR[main]: Server: Failed to load and run C:\Users\walter\Downloads\minetest-0.4.9\minetest-0.4.9\bin\..\mods\factory
 

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Re: [Mod] Factory [0.4] [factory]

by LemonLake » Thu Jun 26, 2014 05:59

hampa16 wrote:23:25:18: ERROR[main]: Server: Failed to load and run C:\Users\walter\Downloads\minetest-0.4.9\minetest-0.4.9\bin\..\mods\factory


Useless error. Please provide full log.
 

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Re: [Mod] Factory [0.4] [factory]

by jenova99sephiros » Thu Jun 26, 2014 07:08

plz auto-crafter!
 

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Re: [Mod] Factory [0.4] [factory]

by LemonLake » Thu Jun 26, 2014 07:36

jenova99sephiros wrote:plz auto-crafter!

They already work, just add the node to the two furnace like tables in settings
 

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Re: [Mod] Factory [0.4] [factory]

by NyankoSensei » Thu Jun 26, 2014 16:42

LemonLake wrote:
jenova99sephiros wrote:plz auto-crafter!

They already work, just add the node to the two furnace like tables in settings


Please can you explain better ?
 

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Re: [Mod] Factory [0.4] [factory]

by LemonLake » Thu Jun 26, 2014 20:43

NyankoSensei wrote:
LemonLake wrote:
jenova99sephiros wrote:plz auto-crafter!

They already work, just add the node to the two furnace like tables in settings


Please can you explain better ?


If you look in settings.txt, it looks something like this:
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
-- LemonLake's Factories: Config

-- Logging
factory.logTaker = true

-- Defines the furnace types for movers and takers.
-- Requires fuel, src and dst inventory types.
-- Don't change unless you know what you're doing.
armDevicesFurnacelike = {"default:furnace", "default:furnace_active", "factory:ind_furnace", "factory:ind_furnace_active", "factory:compressor", "factory:compressor_active"}
takerDevicesFurnacelike = {"default:furnace", "default:furnace_active", "factory:ind_furnace", "factory:ind_furnace_active", "factory:compressor", "factory:compressor_active"}


In order to add the autocrafters, simply add "pipeworks:autocrafter" to the end of both furnacelike tablse like so:
armDevicesFurnacelike = {"default:furnace", "default:furnace_active", "factory:ind_furnace", "factory:ind_furnace_active", "factory:compressor", "factory:compressor_active", "pipeworks:autocrafter"}
takerDevicesFurnacelike = {"default:furnace", "default:furnace_active", "factory:ind_furnace", "factory:ind_furnace_active", "factory:compressor", "factory:compressor_active", "pipeworks:autocrafter"}
 

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Re: [Mod] Factory [0.4] [factory]

by NyankoSensei » Thu Jul 10, 2014 08:23

Nice mod, i have fun by improving speed on coocking items, a 3x furnace

Image

Image

Image

can be usefull an on/off switch for takers
 

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Re: [Mod] Factory [0.4] [factory]

by LemonLake » Thu Jul 10, 2014 10:01

On/off switch for takers? I like that idea. Will add in the next version!
 

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Re: [Mod] Factory [0.4] [factory]

by LemonLake » Sun Jul 13, 2014 00:43

Screenshots showing off the next update:
+ Spoiler


A few more features to come before this update is released!

Note: The next version will require Minetest 0.4.10
 

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[Mod] Factory [0.5] [factory] | v0.5 RELEASED!

by LemonLake » Sun Sep 14, 2014 00:53

Image
Version 0.5 has been released after a long wait!
The project is now hosted on a Bitbucket respository, found here.
Downloads are also located on my website at http://lemonlake.nuclearstorm.net/factory/downloads/ and you can find crafting recipes here. There are also alternative mirrors found on the OP.

Changelog:
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
v0.5: New nodes: Portable tanks, fans, vacuums, swapper, miner, upgraded miner
    + Conveyor Belt movement is now smoother
    + Added more crafting components as well as a use for tree sap
    + Mesecons support on most machines
    + Organization, optimization and various bugfixes
    + And more!


A lot of work (and breaks) has gone into this update and I hope that soon I will be able to provide regular updates again!
 

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Re: [Mod] Factory [0.5] [factory] | v0.5 RELEASED!

by CraigyDavi » Sun Nov 23, 2014 20:35

Amazing update, keep up the good work.
 

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Re: [Mod] Factory [0.5.0.1] [factory]

by benedict424 » Sun Dec 14, 2014 09:15

Great work!
I like seeing complex mods enter the stage!
Who said that there are only four elements? I have Terra, Aqua, Ignus, Air, Ather, and Incognitus.
 

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Re: [Mod] Factory [0.5.0.1] [factory]

by mtmodder148 » Tue Dec 16, 2014 07:29

Could you explain how to use the industrial furnace please? When I use it nothing happens. I had iron lumps in source and coalblocks in fuel but nothing happened. Oh I also changed line 23 in belt.lua to this:

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
local all_objects = minetest.get_objects_inside_radius(pos, 0.8)


I was having a problem with the items being picked up by the belt when I manually dropped them onto it. This fixed it. It also helped when I was using pipeworks to drop items onto the belt.
 

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Re: [Mod] Factory [0.5.0.1] [factory]

by LemonLake » Tue Dec 16, 2014 08:02

You need to have two or more smoke tubes (or something named along the lines of that) above the furnace.

Edit: thanks for the code modification. I'll implement it as a setting in the new version.
 

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Re: [Mod] Factory [0.5.0.1] [factory]

by mtmodder148 » Tue Dec 16, 2014 14:28

Thank you so much. I had looked at the furnace code to find out but I still wasn't 100% sure. Good idea.
 

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Re: [Mod] Factory [0.5.0.1] [factory]

by AceWill » Sun Nov 01, 2015 17:19

I think I have found a bug with the storage tanks: I can use buckets to add water to a tank, and I can use buckets to remove water from the tank, but if I use a stack of buckets on the tank, it gives me one full bucket of water, but all of my other buckets, which should still be empty, disappear.

Additionally, the tanks can be transported with liquid in them, but when I place them, they don't always retain the liquid.
 

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Re: [Mod] Factory [0.5.0.1] [factory]

by Cryterion » Sun Nov 01, 2015 20:58

I think the bucket problem comes from a compatibility problem somewhere, I've seen it before with the standard minetest default games bucket mod, however it does work with carbone games bucket mod.

I have the carbone version on my server and don't have the problem.

If the default one was used and the stack count for empty buckets changed, then there's the problem, having thought it through now!

Edit: Not a Factory mod fault, had the problem just picking up water.
No trees or animals were hurt in the production of this message. However, a large number of Electrons were temporarily inconvenienced.
 

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Re: [Mod] Factory [0.5.0.1] [factory]

by tbillion » Sun Nov 22, 2015 04:25

crash and burn. whenever i put the taker in front of the chest i get

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
Pneumatic Taker at -155, 18, 44 takes default:desert_sand from default:chest
2015-11-21 22:21:36: ERROR[Main]: ServerError: Lua: Runtime error from mod 'factory' in callback LuaABM::trigger(): ...wnloads/minetest-master/bin/../builtin/game/item.lua:351: attempt to call method 'is_player' (a nil value)
2015-11-21 22:21:36: ERROR[Main]: stack traceback:
2015-11-21 22:21:36: ERROR[Main]:       ...wnloads/minetest-master/bin/../builtin/game/item.lua:351: in function 'item_drop'
2015-11-21 22:21:36: ERROR[Main]:       ...nloads/minetest-master/bin/../mods/factory/nodes.lua:193: in function <...nloads/minetest-master/bin/../mods/factory/nodes.lua:178>
2015-11-21 22:21:36: ACTION[Server]: fatman leaves game. List of players:
AL lib: (WW) FreeDevice: (0xc1b4b30) Deleting 102 Buffer(s)


Which kinda sucks becasue from what i seen this looks like a cool mod
 

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Re: [Mod] Factory [0.5.0.1] [factory]

by LemonLake » Sun Nov 22, 2015 12:06

Probably a change in mine test, this is a very old mod.
 

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Re: [Mod] Factory [0.5.0.1] [factory]

by tbillion » Wed Nov 25, 2015 10:55

old yet very cool ... you mind if i tinker with it? i love the conveyor belts...
 

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