[Mod] Conveyor Belt [0.1] [conveyor_belt]

User avatar
Wuzzy
Member
 
Posts: 2161
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

[Mod] Conveyor Belt [0.1] [conveyor_belt]

by Wuzzy » Thu Oct 03, 2013 05:41

This mod introduces conveyor belts.

Conveyor belts are nodes which cause all entities which are closely above it to move slowly into its facing direction. For example, you drop an item on a conveyor belt and the conveyor belt will slowly move it.

They don’t appear in normal gameplay, you could obtain them with /giveme or the creative inventory. The itemstring is “conveyor_belt:conveyor_belt_on”.

Well, the entities move but that’s basicly it.

State of development: Alpha stage, version 0.1.
This is a very early version of this mod and therefore very buggy. The moving of the objects is still very dirty, but at least you get an idea.
For example, the objects “hang” for a while if they got pushed to the end of a conveyor belt. They also idle for a while before they start moving. Players are not moved at all because I haven’t figured out yet how to do it.
I am not even sure if I ever finish this.

Plans for this mod:
  • clean up the movement of entities
  • also move players (is this possible?)
  • introduce conveyor belts with different speeds
  • compatibility with Mesecons (but only after the moving of stuff works well)
    • one-way conveyor belts have one connector: it turns it on and the conveyor belt goes into its “innate” direction
    • two-way conveyor belts: have two different connectors, the moving direction changes depending on which connector is active. When both are active, the conveyor belt doesn’t move or gets destroyed.
  • use a better texture
  • use sounds

I probably need your help here:
  • To move the entities, on_timer() is used. This is probably not the best method to do it. What I need would a way to find when things stand on something.
  • How can I move players?
  • If you have other technical comments, ideas, rants, please tell me!

This is how it looks after I placed a sand item on the conveyor belt:
Image
This is how it looks a short time after that:
Image
Yes, the conveyor belt is animated. Yes, the textures suck hard atm. I hope to fix this someday.

The Zip file is here (or in the attachment #1). :-)

Dependencies: none (may change in future)

License of everything: WTFPL
Attachments
conveyor_belt_0.1.zip
(4.3 KiB) Downloaded 215 times
Last edited by Wuzzy on Wed Oct 23, 2013 05:33, edited 1 time in total.
I'm creating MineClone 2, a Minecraft clone for Minetest.
I made the Help modpack, adding in-game help to Minetest.
 

User avatar
Topywo
Member
 
Posts: 1718
Joined: Fri May 18, 2012 20:27

by Topywo » Thu Oct 03, 2013 09:02

Interesting!

I hope this works out well.
 

User avatar
jojoa1997
Member
 
Posts: 2890
Joined: Thu Dec 13, 2012 05:11

by jojoa1997 » Thu Oct 03, 2013 09:51

Pics?
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

User avatar
kaeza
Member
 
Posts: 2141
Joined: Thu Oct 18, 2012 05:00
GitHub: kaeza
IRC: kaeza diemartin blaaaaargh
In-game: kaeza

by kaeza » Thu Oct 03, 2013 13:11

jojoa1997 wrote:Pics?

I don't see the point in requesting screenshots of something that is meant to be animated...
Last edited by kaeza on Thu Oct 03, 2013 13:13, edited 1 time in total.
Your signature is not the place for a blog post. Please keep it as concise as possible. Thank you!

Check out my stuff! | Donations greatly appreciated! PayPal | BTC: 1DFZAa5VtNG7Levux4oP6BuUzr1e83pJK2
 

User avatar
jojoa1997
Member
 
Posts: 2890
Joined: Thu Dec 13, 2012 05:11

by jojoa1997 » Thu Oct 03, 2013 14:13

kaeza wrote:
jojoa1997 wrote:Pics?

I don't see the point in requesting screenshots of something that is meant to be animated...
oh it is animated. But I want to see how it works first.
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

User avatar
RealBadAngel
Member
 
Posts: 556
Joined: Wed Jul 18, 2012 16:30

by RealBadAngel » Thu Oct 03, 2013 16:07

jojoa1997 wrote:
kaeza wrote:
jojoa1997 wrote:Pics?

I don't see the point in requesting screenshots of something that is meant to be animated...
oh it is animated. But I want to see how it works first.


Point is to see the animation to get how it works ;)

@Wuzzy
Anyway this seems like cool addition to technic, dont you think so?
 

User avatar
webdesigner97
Member
 
Posts: 1307
Joined: Mon Jul 30, 2012 19:16
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97

by webdesigner97 » Thu Oct 03, 2013 16:11

I always wanted something like this! Great!
 

User avatar
hoodedice
Member
 
Posts: 1372
Joined: Sat Jul 06, 2013 06:33

by hoodedice » Thu Oct 03, 2013 18:27

kaeza wrote:
jojoa1997 wrote:Pics?

I don't see the point in requesting screenshots of something that is meant to be animated...


.gif

BTW, I think DanDucombe was messing around with a similar mod a while back...
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

User avatar
Dan Duncombe
Member
 
Posts: 904
Joined: Thu May 09, 2013 21:11

by Dan Duncombe » Thu Oct 03, 2013 18:38

hoodedice wrote:
kaeza wrote:
jojoa1997 wrote:Pics?

I don't see the point in requesting screenshots of something that is meant to be animated...


.gif

BTW, I think DanDucombe was messing around with a similar mod a while back...

I was. And I completely Failed.
Some Mods: Castles Prefab Camouflage
My Games: Nostalgia Realtest Revamped
Servers: See above games.
 

User avatar
Zsoltisawesome
Member
 
Posts: 177
Joined: Sun Dec 18, 2011 18:07
GitHub: realtinymonster
IRC: zsoltisawesome microcarrot
In-game: ManOfMinetest24 Name zsoltisawesome

by Zsoltisawesome » Thu Oct 03, 2013 18:40

Hey, This Looks really cool! I think technically the player is an entity, so that would mean that if you can move a sand block drop (an entity) you could technically move the player as well

I'm Downloading Now, I will write more later
Check Out Moontest! www.tinyurl.com/moontest
Buddies: Likwid H-Craft, 0gb.us, Death, Starfellow, and many more!
 

ABJ
Member
 
Posts: 2344
Joined: Sun Jan 18, 2015 13:02
GitHub: ABJ-MV
In-game: ABJ

Re: [Mod] Conveyor Belt [0.1] [conveyor_belt]

by ABJ » Sat May 23, 2015 09:06

Is this mod dead?
 

User avatar
Wuzzy
Member
 
Posts: 2161
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

Re: [Mod] Conveyor Belt [0.1] [conveyor_belt]

by Wuzzy » Sat May 23, 2015 23:07

Yes, kinda. Feel free to move this to Old Mods.
 

Hybrid Dog
Member
 
Posts: 2460
Joined: Thu Nov 01, 2012 12:46

Re: [Mod] Conveyor Belt [0.1] [conveyor_belt]

by Hybrid Dog » Tue May 26, 2015 13:37

ImageImage
Attachments
screenshot_20150526_154801.png
screenshot_20150526_154801.png (366.93 KiB) Viewed 2423 times
screenshot_20150526_153222.png
screenshot_20150526_153222.png (269.88 KiB) Viewed 2423 times
 

ABJ
Member
 
Posts: 2344
Joined: Sun Jan 18, 2015 13:02
GitHub: ABJ-MV
In-game: ABJ

Re: [Mod] Conveyor Belt [0.1] [conveyor_belt]

by ABJ » Tue May 26, 2015 13:53

That looks nice. These belts ain't useless. Even if they can't take players, they're still not to be discarded. They have so many uses still, if you have imagination and need :).

Wuzzy I think you can still go on. Do belts put items in chests/furnaces if that is what is at the end? Or could you try implementing this?
 

Hybrid Dog
Member
 
Posts: 2460
Joined: Thu Nov 01, 2012 12:46

Re: [Mod] Conveyor Belt [0.1] [conveyor_belt]

by Hybrid Dog » Tue May 26, 2015 17:22

ABJ wrote:Do belts put items in chests/furnaces if that is what is at the end? Or could you try implementing this?

You could use pipeworks or the eating chest in combination with this mod.
 

User avatar
DS-minetest
Member
 
Posts: 707
Joined: Thu Jun 19, 2014 19:49
GitHub: DS-Minetest
In-game: DS

Re: [Mod] Conveyor Belt [0.1] [conveyor_belt]

by DS-minetest » Wed May 27, 2015 20:04

That is a really cool mod!
maybe you should ad to todo list adding a crafting recipe
look at my escalator:
Image
Do not call me -minetest.
Call me DS or DS-minetest.
I am German, so you don't have to pm me English if you are also German.
The background is a lie.
 

User avatar
Wuzzy
Member
 
Posts: 2161
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

Re: [Mod] Conveyor Belt [0.1] [conveyor_belt]

by Wuzzy » Wed May 27, 2015 21:51

Sorry, but I am not maintaining this mod anymore. The transport routine is simply too broken for my taste. Unless there is a major engine change which makes stuff like this easier and less “jaggy”, I am not interested in this mod anymore.

Feel free to fork it or find someone who forks it for you. :P
 

User avatar
mahmutelmas06
Member
 
Posts: 355
Joined: Mon Mar 02, 2015 13:10
GitHub: mahmutelmas06
IRC: mahmutelmas06
In-game: masum

Re: [Mod] Conveyor Belt [0.1] [conveyor_belt]

by mahmutelmas06 » Sun May 31, 2015 22:10

Factory mod has a working belt inside.

viewtopic.php?f=11&t=9277
My Mods:

Beverage
 


Return to Old Mods

Who is online

Users browsing this forum: No registered users and 6 guests

cron