Diamond knight wrote:suggestion:
a digtron structure node variant that is non see through and non walkable and climbable, and a digtron glass, and some a list of blocks the digrton will move (by default have all non natural minetest_game blocks in there) as it would be cool to make a moving mining house with beds
also a digtron chair that will try to stop the annoying glitch where you move through blocks if the digtron moves too fast
FaceDeer wrote:Diamond knight wrote:it would be cool to make a moving mining house with beds
I think it'd generally be a bad idea to add existing nodes to the digtron group. ..
I could add a bunch of other decorative "structural" nodes as an add-on to the mod,
FaceDeer wrote:on my to-do list is adding a way to flag certain node types as undiggable, if desired.
That way lava could be made impenetrable to Digtrons.
hajo wrote:For building really compact machines, it would be useful
to have nodes that combine features. E.g. a 'compact storage' as both fuel- and normal inventory
(and maybe also includes that lamp), but with only 8+8 slots.
hajo wrote:Or a multi-controller, that can move the digtron in any direction,
but needs a remotecontrol to operate.
hajo wrote:Also: chests, and protected areas.
hajo wrote:I made an entry for the digtron on the wiki.
Mostly just the first posting of this thread,
so no pictures of the modules and recipes yet.
FaceDeer wrote:added a combined inventory module ..
"panel" pieces, for making a cockpit ..
fixed the soft digger recipe. ..
Added Pipeworks compatibility. ..
to hook a Digtron up .. to drain it of all the cobble and other crap it's accumulated.
hajo wrote:Wow, that's a lot of detail-work and polishing.
hajo wrote:For getting stuff home from mining-runs that end far-off / deep-down,
bags or a teleporter-chest might be more useful.
hajo wrote:In other news: I made a small lawn-mower, with an attached pusher-module:
* at ground-level 3 soft diggers in front,
* behind that a combined storage,
* a controler on top,
* plus a pusher on the side (for moving the machine around)
So, all nodes except the controller have contact to the ground.
Now, the pusher-tooltip complains about "only enough traction to move 3 of 5 nodes",
but moving the machine sideways etc. works fine.
Perhaps the calculation for that message is buggy ?
hajo wrote:Also, handling of that lawnmower would be more convincent
with some way to rotate it...
hajo wrote:And another idea for the auto-controler:
to its formspec, add a slot for putting in a "stop"-node,
like in the builder-formspec.
Treat that material in there just like protected, so the machine would stop.
That could be used to fence in a harvester, e.g. with torches/chests/fence-posts etc.
FaceDeer wrote:Okay, it was as brain-meltingly tedious as I expected it would be, but I've implemented a "rotation unit" that is able to rotate a Digtron array around itself. The rotation unit serves as the pivot and rotates the Digtron 90 degrees when you right-click on it, in the direction indicated by the arrows on the unit's sides. Use the screwdriver to change the orientation of the rotation unit to make it rotate the Digtron in other directions. The Digtron will only rotate if there's room for it to do so, so if your long, thin tunnel-borer is deep underground you're going to have to do some excavation to make it work (which seems like a reasonable expectation to me).
That's the only feature I added today. And it's the last really major one on my to-do list, the rest of the stuff here are minor tweaks and nice-to-haves. So I think a good estimate is that I expect I'll be able to stick a bow on this and request a move to the Releases forum in about a week, barring major bugs or unforeseeable epiphanies.
In other news the default minecarts turned out to be unreliable transporters of goods - I loaded one up with cobble, took it for a ride, and after a little while noticed that the cobble was gone. Aw. I guess they don't really have an "inventory" per se, so stuff they're transporting is left to the vagaries of entity expiry.
Edit: Hold on a sec, spotted a bug. Rotating digtrons breaks the stored facing data on builders, investigating...
Edit2: There, got it. Minor oversight.
FaceDeer wrote:I've implemented a "rotation unit" that is able to rotate a Digtron array
digtron - a modular tunnel boring/building machine for minetest, v0.7 - 2017-01-08
Forum : https://forum.minetest.net/viewtopic.php?f=9&t=16295
github: https://github.com/FaceDeer/digtron/
orwell wrote:Procedure for digging:
1. move 4 nodes forward and dig
2. move 2 nodes backward
3. move 1 node left
..
You have this problem too if you need to build a tunnel up or down.
The solution would be IMO:
- Have a "bidirectional digger head". Every step, it digs in 2 directions.
(maybe also 2 different period/offset settings)
- An advanced controller where you can specify a "movement pattern"
depending on the controller's orientation.
hajo wrote:BTW, the download is still missing a small screenshot.png, and a description.txt, e.g.
mr_dean wrote:This is so cool FaceDeer,I like using it to build tunnels, and not having to supply it with roof material. it works as a tower builder too, (not really but sorta...) I made it build a ten-story tower, with two walls missing, but it wasn't supposed to build towers. keep it up! Can't wait to see where you take this project.
FaceDeer wrote:hajo wrote:a multi-controller, that can move the digtron in any direction,
but needs a remotecontrol to operate.
just use the screwdriver to change the direction the control node is facing ..
Or did you mean something else?
hajo wrote:I meant a controller that can move the machine in different directions
without re-configuration, just by pressing different buttons on a remote.
hajo wrote:BTW, is there a way to store/load/rebuild a finished machine,
like worldedit / handle_schematics / townchest for buildings ?
Chibi ghost wrote:the more I read about this mod the more I'm reminded of the cleaners
from the labyrinth
hajo wrote:The textures that come with digtron are quite dark,
making them hard to see when assembling a machine underground.
So, I tried to repaint, starting with the common plate.
But it looks like the textures are put together at runtime,
from many small bits, so changing colors for all the parts
is quite difficult...
FaceDeer wrote:There, just made all the textures into transparent overlays on top of digtron_plate.png.
If you change digtron_plate all the other textures should change accordingly.
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