4aiman wrote:I don't miss that table at all. I just commented that out. None of my mods uses player_attached. What for was it added?
A little change.
It is used to skip the player animation update.
4aiman wrote:I don't miss that table at all. I just commented that out. None of my mods uses player_attached. What for was it added?
Krock wrote:4aiman wrote:I don't miss that table at all. I just commented that out. None of my mods uses player_attached. What for was it added?
A little change.
It is used to skip the player animation update.
22:15:27: ERROR[main]: ========== ERROR FROM LUA ===========
22:15:27: ERROR[main]: Failed to load and run script from
22:15:27: ERROR[main]: /home/ruehmann/.minetest/games/magichet/mods/ghosts/init.lua:
22:15:27: ERROR[main]: /home/ruehmann/.minetest/games/magichet/mods/ghosts/gb.lua:298: '}' expected (to close '{' at line 273) near ')'
22:15:27: ERROR[main]: stack traceback:
22:15:27: ERROR[main]: [C]: in function 'dofile'
22:15:27: ERROR[main]: ...e/ruehmann/.minetest/games/magichet/mods/ghosts/init.lua:915: in main chunk
22:15:27: ERROR[main]: ======= END OF ERROR FROM LUA ========
22:15:27: ERROR[main]: Server: Failed to load and run /home/ruehmann/.minetest/games/magichet/mods/ghosts/init.lua
22:15:28: ERROR[main]: ModError: ModError: Failed to load and run /home/ruehmann/.minetest/games/magichet/mods/ghosts/init.lua
4aiman wrote:It's nice to know the author at last ;)
I don't know whether my changes are really patches, though.
I would be glad to help you once I'm done with gstone mod.
But... I guess that'll have to wait for the January to pass by.
That's the main reason Magichet server is down for a month. That and the uneasy feeling about my game proposed to be included into Android package. I should've been happy, but that particular package is way too slow in comparison with old FM's android builds and Stu's android builds.
Anyway, although I need some time to help you, you should be able to help me right away ;)
What I mean is a nuclear reactor. I can't seem to understand the wiring. Could you guide me, please?
PS: Say, ElectricSolstice, isn't the buildtest mod your creation as well?
I'm eagier to make a full-fledged "port" of that as well :)
4aiman wrote:So...
I'm still confused T_T
But first of all, sorry for my Engrish/Runglish :)
I'm gonna show some pics to ask whether I got nuclear reactor and your explanations right.
Here's how a formspec of nuclear reactor looks like.
Note the "comments" on it. Are those right? If not then, please, clarify a bit more.
4aiman wrote:I guess, if I put radioactive shielding like this, the radiation won't be able to leave the nuclear reactor at all?
But the description says that 'voltbuild:casing' prevents only heat from passing through the slot it is in.
So, I guess I'm being wrong?
4aiman wrote:Then, again, why am I able to place more than 1 item into a 'nuclear' list? (note the question on the 1st image, please). What will happen should radiation level exceed 100 (nuclear.max_radiation defaults to 100)? Will there be a blast? Where's that coded?
What will happen if the heat will build up too much? How much is that "too much" for a heat?
4aiman wrote:If casing only stops heat from passing, then will the heat be built up in the slot adjacent to it (from the heat source side)? Then it's ineffective to use casings at all, I guess...
Also, what happens when heat reaches the outer edge of 'nuclear' list? Radiation hurts player and heat? Or I should wait for a blast?
4aiman wrote:So, I've "shielded" the nuclear reactor core...
And then there goes wiring.
At first I'll need a source of electricity - a reaction chamber. (Wanna change that to a several -tier effective refined uranium cells - like in IC2).
4aiman wrote:It produces electricity (how much?), radiation and stress.
As you've clarified, radiation travels 4 squares in each direction and repeats that from each square of the 'nuclear' list it has reached. I guess the real picture of radiation spread looks like this:
You've said "4 squares"... Does that mean that in the 5th square from the nuclear chamber there would be no radiation whatsoever? Then, with the inventory like mine, I can leave the sides of "nuclear" list w/o any shielding (if that one really helps against radiation at all), but rather fill those slots with steam generators. Am I right here?
4aiman wrote:For now I want to ask about the heat. It "won't go down", so I'd rather want to put all my reactor chambers to the upper half of the 'nuclear' list? What I mean is, will it help to deal with the heat if I'll put the reactor chambers closer to the top of the "nuclear" list?
In other words, is this true that the bottom of the 'nuclear' list won't be affected by heat at all if there's no heat source at the bottom line?
4aiman wrote:Next: actual wires.
The reaction chamber produces electricity.
But, unlike heat or radiation it cannot travel on it's own.
So I need wires.
There are 2 types: shielded and not shielded.
Shielded ones do stop radiation. (Does that mean that radiation builds up, just like when a casing stops heat?)
I'm used to think that heat concerned not in the least about wires or radiation. So, any wires won't affect the spread of heat. Am I right here?
I'm asking, cause it's confusing to craft anti-radiation wires with anti-heat casing. (Maybe it's the documentation fault.)
4aiman wrote:Now, I assume I can run my wire however long the 'nuclear' list allows me w/o any decrease in power level. Is that so?
Suppose I came up with this design:
The only thing I will gain from shielded wires is decrease of radiation 2 squares above and 2 squares below the reaction chamber (max-4 instead of max-2).
So, I guess it's ineffective to mix up shielded wires with normal ones - any "leak" of radiation hinders the whole design.
4aiman wrote:One more thing: shielded wires are said to stop radiation. Since shielded wires are more "expensive" to craft it won't be cheating, but a bug if one would be able to shield the reactor with shielded wires instead of casing. (If the latter stops the radiation at all.) - Just a notice ;)
4aiman wrote:Also, look at the picture below once more:
Should I want to use a safe nuclear reactor, I'll be to use at least one shielded wire. (To transmit the power to adjacent nodes).
4aiman wrote:Next: steam generators VS fans.
Generators make even more power by utilizing heat.
Should it help to safely produce more electricity if I would use those instead of fans?
Do fans consume internal electricity?
4aiman wrote:And the last (but not least).
Let's imagine I got the answers I can comprehend to every my question above and I don't have more about the internal wiring.
What about external? What should I do to redirect nuclear-reactor-generated EU and to store that in MFE?
4aiman wrote:What about making it possible to use 2 or more adjacent "cores" (nuclear reactors) to increase the internal wiring grid size? For example, should I place a second core to the right (say, z+ axis) of the first one, i would be able to get the heat, radiation and electricity to pass through the right side of the first nuclear reactor's 'nuclear' list to the left side of the second nuclear reactor's 'nuclear' list and vice versa. (I doubt this sentence is comprehensible, but I need to be asked some questions in order to clarify what I've meant, since I can't comer up with the better explanation ATM).
Regards!
export LANG="ru_RU.CP1251"
Be sure to get your initial stuff from the "init chest" @ spawn.
Once you'll grab all your stuff it won't open again.
Note: Storing stuff inside the init chest is a BAD idea - those won't be saved when server re-starts.
Dough now can be crafted more easily:
Craft 1 bucket_with water with 10 flour items and get 10 dough items!
Should you have less or more than 10 flour items in your craft grid - only 1 (one) dough will be crafted.
So making bread now is 9-less-water-buckets easier!
I've protected the hut near the spawn (and some area around it) - don't even try to dig or build there ;)
Saplings can be forced to grow with "fertilizer X" if those are on a "right type of a dirt".
Default and jungle saplings use bare dirt.
All other saplings use the dirt_with_grass of a biome you've got them.
Fixed pistons and doors placement code.
ABJ wrote:That said, DON'T TAKE INSPIRATION FROM MD'S LAB!!! ;)
4aiman wrote:ABJ wrote:That said, DON'T TAKE INSPIRATION FROM MD'S LAB!!! ;)
What is MD's lab exactly?
And what did you mean by that whole sentence?
PS: the server should appear in your public server list within 1 hour.
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