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[Mod] Conveyor Belt [0.1] [conveyor_belt]

PostPosted: Thu Oct 03, 2013 05:41
by Wuzzy
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

PostPosted: Thu Oct 03, 2013 09:02
by Topywo
Interesting!

I hope this works out well.

PostPosted: Thu Oct 03, 2013 09:51
by jojoa1997
Pics?

PostPosted: Thu Oct 03, 2013 13:11
by kaeza
jojoa1997 wrote:Pics?

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

PostPosted: Thu Oct 03, 2013 14:13
by jojoa1997
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.

PostPosted: Thu Oct 03, 2013 16:07
by RealBadAngel
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?

PostPosted: Thu Oct 03, 2013 16:11
by webdesigner97
I always wanted something like this! Great!

PostPosted: Thu Oct 03, 2013 18:27
by hoodedice
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...

PostPosted: Thu Oct 03, 2013 18:38
by Dan Duncombe
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.

PostPosted: Thu Oct 03, 2013 18:40
by Zsoltisawesome
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

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

PostPosted: Sat May 23, 2015 09:06
by ABJ
Is this mod dead?

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

PostPosted: Sat May 23, 2015 23:07
by Wuzzy
Yes, kinda. Feel free to move this to Old Mods.

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

PostPosted: Tue May 26, 2015 13:37
by Hybrid Dog
ImageImage

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

PostPosted: Tue May 26, 2015 13:53
by ABJ
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?

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

PostPosted: Tue May 26, 2015 17:22
by Hybrid Dog
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.

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

PostPosted: Wed May 27, 2015 20:04
by DS-minetest
That is a really cool mod!
maybe you should ad to todo list adding a crafting recipe
look at my escalator:
Image

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

PostPosted: Wed May 27, 2015 21:51
by Wuzzy
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

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

PostPosted: Sun May 31, 2015 22:10
by mahmutelmas06
Factory mod has a working belt inside.

viewtopic.php?f=11&t=9277