Powerlines / Powerplants (like simcity)

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mauvebic
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Powerlines / Powerplants (like simcity)

by mauvebic » Sat Apr 21, 2012 12:29

I have quite a few mods that seems to be pulling energy out of thin air - the next logical step would be to supply power :-) Some people are going to say "what about mesecons?" ... to that i say its more suited to making complex machines, i dont need so many switchs and affectors, my things simply need power (its either there or its not) - and im not crazy about the yellow stripe, i want something more decorative like woodposts/pylons, like real power lines. the first power plant i have in mind is a dam.

Wadda think?
Last edited by mauvebic on Sat Apr 21, 2012 12:30, edited 1 time in total.
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by Lelix » Sat Apr 21, 2012 12:46

sure you're right, I too would like to have a power bar. why do not you make it?

ps. advisable to develop well, then you think to the hungry
 

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by Jordach » Sat Apr 21, 2012 13:19

i agree. im bust playing sims 3 right now.

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by mauvebic » Sat Apr 21, 2012 13:39

i gotta wrap up hydroponics first, + id rather discuss the idea before implementing it so i dont have to go back and make n times changes.

the Dam: i figure it would have to detect 3 water nodes one on top of the other immediately next to the dam node to generate energy. logical?
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by Jordach » Sat Apr 21, 2012 14:21

i do wonder where the energy is coming from.

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by RabbiBob » Sat Apr 21, 2012 17:30

I read the first statement three times and it really seems to boil down to you not liking the yellow line and it being the only available method within Mesecons to get power from a source to a destination? I think you (and everyone else that sees the value) should politely ask Jeija for a status on this. Once that is done, I am planning several different node types off the top of my head that I think will be of interest (I don't want to give the ideas away right off), but I'm sure you can think of what I'm thinking of too. I don't think it's worth re-inventing the wheel over as Mesecons has just about everything from simple to complex covered, it's just custom conduits\conductors that it lacks (i.e. bound to the yellow line) for now.

My .02¢ :)
 

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by mauvebic » Tue Apr 24, 2012 13:06

finally started work today :-) (ok so yesterday i was more busy hunting down and installing a gfx card)

Image

and a little more realistic:
Image

I just want simple power generation and distribution, coded specifically to function well with my various lighting mods (lights, splotlights, lamplings, traffic, growlamp/hydro, etc.) and if i start writing my code based on mesecons i have to update everytime he does, which may or may not be convenient.
Last edited by mauvebic on Tue Apr 24, 2012 13:30, edited 1 time in total.
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by Death Dealer » Tue Apr 24, 2012 13:59

Wow that looks nice.
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by mauvebic » Tue Apr 24, 2012 14:02

Thanks :-) just finished making the powermeters:
Image
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by mauvebic » Tue Apr 24, 2012 15:42

here are some more for the pylon nodes
Image
Image
Image
Last edited by mauvebic on Tue Apr 24, 2012 16:13, edited 1 time in total.
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by mauvebic » Tue Apr 24, 2012 18:00

circuit off:
Image

circuit on:
Image

though in practice there wont be a diference between a live wire and a dead circuit, this is just for testing :p
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by Stef » Tue Apr 24, 2012 18:01

we want the download link it looks so beautiful
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by Death Dealer » Tue Apr 24, 2012 18:04

The pylons look nice.
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by mauvebic » Tue Apr 24, 2012 19:01

theres still tons more to do (indoor circuits need to be nicer and more discreet) and there are no crafts for any of these nodes yet

steel = pylons
wires = rubber + copper? where would those come from..? lol

power generators... first one will be a dam, easiest thing to setup.
Last edited by mauvebic on Tue Apr 24, 2012 19:03, edited 1 time in total.
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by Stef » Tue Apr 24, 2012 19:12

mauvebic wrote:theres still tons more to do (indoor circuits need to be nicer and more discreet) and there are no crafts for any of these nodes yet

steel = pylons
wires = rubber + copper? where would those come from..? lol

power generators... first one will be a dam, easiest thing to setup.


I think you can maybe get rubber from oil-MOD
and the moreores mod has already a material called copper
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by lkjoel » Tue Apr 24, 2012 19:37

These are awesome! Could you add support for mesecons?
My mods: The Nether | Doctor Who (WIP)

I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
 

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by mauvebic » Tue Apr 24, 2012 21:49

ive wired up my greenhouse :-)
power off:
Image
power on:
Image


Add support for mesecons in what way?
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by NakedFury » Tue Apr 24, 2012 22:08

can you do windmills for power?

will you add electric damage for when the player touches a live wire?
Last edited by NakedFury on Tue Apr 24, 2012 22:20, edited 1 time in total.
 

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by lkjoel » Tue Apr 24, 2012 22:47

Is mesecons supported?
My mods: The Nether | Doctor Who (WIP)

I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
 

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by mauvebic » Wed Apr 25, 2012 00:36

wind mills wouldnt be difficult, the animation would be more tricky than the actual power generation lol

so far ive managed to create controls for lights, spotlights, and growlamps using "controller" nodes that have a range of 4 nodes up, down, left, right, forward, back (straight lines, no diagonals)... which basically means your power consuming nodes dont have to be directly connected to power (tricky thing to do indoors...)- rather just be within range of a controller (which will probably be the power meter node)
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by mauvebic » Wed Apr 25, 2012 01:32

controllers in action:
Image
Image
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by mauvebic » Wed Apr 25, 2012 15:10

new electrical lampposts & brackets now carry power to the ground, making the transition from air to buried lines easy :-)

Image
Last edited by mauvebic on Wed Apr 25, 2012 15:12, edited 1 time in total.
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by mauvebic » Thu Apr 26, 2012 13:11

progressing:
Image
from left to right
bracket (front) fence/lamppost (back), [conductor]
wires [conductor]
pylon ladders, [aesthetic]
pylons, [aesthetic]
remote control - range: direct line up or down:six nodes, left/right/front/back 3 nodes for now, possibly less
generator - right now it just *works*, no fuel requirements (yet)
switch/starter - put as many on one circuit as you wish, turn one off and they all turnoff on the same circuit, and vice versa

*notes placing a generator next to a [conductor] will automatically turn on the circuit, so will removing it have the opposite effect. otherwise you can add switches/starters though if it doesnt detect a gen on the circuit path nothing will happen beyond a small jolt of energy (depending on the circuit length and the switch's distance to the furthest point).
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by Death Dealer » Thu Apr 26, 2012 13:16

Great job man this is lookin really good.
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by mauvebic » Thu Apr 26, 2012 13:27

thanks - this ones' taking more time than hydro cuz i have to go back and fix all the mods that would need electricity to work. Thing is, im not sure if i should integrate all those mods, making electricity a dependency, or if i should write extensions to those mods from electricity. If i were to write extensions, i would probably end up not updating the original/base mod :S
Last edited by mauvebic on Thu Apr 26, 2012 13:27, edited 1 time in total.
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by mauvebic » Thu Apr 26, 2012 16:33

hydro-generator:
Image
thermal-generator:
Image
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by Lelix » Thu Apr 26, 2012 16:58

maybe this mod will be the mod of 2012. seems to be very useful and practical (the photos). compliments
 

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by Stef » Thu Apr 26, 2012 17:01

I agree i want to have this mod very soon!!!

Respect all your mods are awsome
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by J0nnJ0nes » Thu Apr 26, 2012 17:37

How about this: http://en.wikipedia.org/wiki/Gemasolar_Thermosolar_Plant

- Thermosolar Plant: Water in a bucket heated in a furnace produces salt (only way to do so, unless "salt ore" is to be introduced). 4 salt buckets produces a salt block (how to keep buckets? Maybe like mushroom soup bowls.). Salt blocks are heated, when within range of lit Solar Mirrors (lit Solar Mirrors must be detected 25 blocks below the salt on a flat plane, in a 25 block radius). I'm thinking the salt blocks become "molten salt blocks" when the right conditions are met. The Solar Mirrors would just be some metallic structures on the ground, and must have a certain amount of light level to become "lit Solar Mirrors".

- Turbines: Turbines must have water directly under it, and a heat source 3 blocks below it (no other way), or just water above it for a dam. Water beneath the turbine is used up and disappears every so often, so a constant water supply is needed. Heat sources are lava, molten salt, working furnaces, anything burning (fire itself at that position), radioactive sources, etc.

*Further ideas

-Power cell: Essentially a portable battery. Power cell goes in a power cell charger (much like a furnace, but powered by wire), producing a full power cell that can be used for many things, like jet packs, generators, etc.

-Generators: uses up power cells to power other things through wires, much like a turbine.

P.S. Essentially, this is extremely realistic. Maybe to have iron or other metal between the water and heating source as a conductor. There are few effective means of extracting energy from a heat source otherwise. Although, I don't see why it can't be futuristic.
Last edited by J0nnJ0nes on Thu Apr 26, 2012 18:04, edited 1 time in total.
 

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by mauvebic » Thu Apr 26, 2012 18:44

the powered gate:
Image
Image
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