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Re: [Mod] basic_machines [basic_machines]

PostPosted: Tue Jan 03, 2017 11:48
by Ruggero
ManElevation wrote:
Ruggero wrote:I've tried out this mod. It's a little difficult to play but it can replace mesecons AND technic quite good. But the thing that leaved me most impressed of all was the Recycler. Now, i can't understand the code at all but i thinked: "if the Recycler can return only 75 percent of the stuff used for the crafting why can't it return ALL the stuff?" If this is possible the Recycler would turn into a kind of reverse crafting table device! (Good stuff for a mod)


yea i know its hard, but when you get how to do it youll never forget, wiki ---> https://github.com/ac-minetest/basic_machines/wiki/mover


Sorry, but i don't understand the relationship between what i've said firstly and the mover.

Re: [Mod] basic_machines [basic_machines]

PostPosted: Mon Jan 16, 2017 21:20
by SaKeL
getting recently new error
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
2017-01-16 19:08:23: ERROR[Main]: ServerError: Lua: Runtime error from mod '' in callback item_OnPlace(): /root/.minetest/mods/basic_machines/mover.lua:225: bad argument #3 to 'show_formspec' (string expected, got nil)
2017-01-16 19:08:23: ERROR[Main]: stack traceback:
2017-01-16 19:08:23: ERROR[Main]:    [C]: in function 'show_formspec'
2017-01-16 19:08:23: ERROR[Main]:    /root/.minetest/mods/basic_machines/mover.lua:225: in function 'on_rightclick'
2017-01-16 19:08:23: ERROR[Main]:    /usr/share/minetest/builtin/game/item.lua:337: in function </usr/share/minetest/builtin/game/item.lua:330>

Re: [Mod] basic_machines [basic_machines]

PostPosted: Mon Jan 16, 2017 22:55
by hajo
Ruggero wrote:"if the Recycler can return only 75 percent of the stuff used for the crafting
why can't it return ALL the stuff?"

Simple - It is a design-decision to give the player some loss.
See wiki: "Recycler turns stuff back into the materials used to make it,
with 25% loss of materials ( random based )"

Re: [Mod] basic_machines [basic_machines]

PostPosted: Tue Jan 17, 2017 11:03
by rnd
getting recently new error

try new update:

-gui tweaks ( mover, distributor forms now autorefresh)
-all (trap)doors from 0.4.15 can now open/close with signal
-better distributor mechanics ( when delay is used all targets activate inside one minetest.after)
-better keypad mechanics (prevents spamming multiple active minetest.after)

Example (Automatic smelting station - works for players who are not in protection)
insert items in left chest, open trapdoor to activate, get product from right chest
Image

Re: [Mod] basic_machines [basic_machines]

PostPosted: Thu Jan 19, 2017 17:06
by hajo
rnd wrote:Example (Automatic smelting station ..
insert items in left chest, open trapdoor to activate, get product from right chest

What is the point of that trapdoor,
when there is already a keypad to use as start/stop-button ?

Re: [Mod] basic_machines [basic_machines]

PostPosted: Thu Jan 19, 2017 17:29
by rnd
suppose you put diamonds in and you want to get them back.. push that keypad

Re: [Mod] basic_machines [basic_machines]

PostPosted: Wed Jan 25, 2017 03:20
by ManElevation
DS-minetest wrote:
ManElevation wrote:Rnd you can use this texture for something like a machine. no need to credit
Image

It looks like a compass.
You should post the texture at Post your mod texture requests here.


good idea

Re: [Mod] basic_machines [basic_machines]

PostPosted: Wed Jan 25, 2017 08:02
by hajo
Idea: colored lights (e.g. send a color-name or RGB-value from a keypad)
And maybe colors for the keypads, too.

Also: I don't understand how batteries and power / energy work,
and how to determine the power-requirements of a set of machines.
(Other then trial-and-error, or max-everything)

The wiki-pages about battery and generator only have the crafting recipes.

BTW, lights are completely missing in the List of machines at the github-wiki.

Re: [Mod] basic_machines [basic_machines]

PostPosted: Sun Feb 05, 2017 20:40
by hajo
I cannot get distributors to work correctly.

E.g. I have 2 working stacks with a battery, keypad and furnace:
F1 xx F2
B1 K0 B2
K1 D0 K2

The keypads K1 and K2 point to the batteries B1 and B2
that power the furnaces F1 and F2 on top of their stacks,
and they cook the items inside them - ok so far.

The stack in the center has a keypad K0 and a distributor D0,
where the keypad triggers the distributor,
and the distributor is set to trigger both batteries (and in turn the furnaces),
just as if K1 and K2 had both been pressed - but it doesn't work.
Mode is 1, to pass the original signal (keypads send 2=ON),
and no delay.

Rightclicking and 'show 1' etc. highlight the correct blocks,
(and I did already try other combinations, e.g. point at the keypads or furnaces),
but no success.

Also, to activate a keypad reliably, the player has to wield a pickaxe when punching.
When holding an axe, shovel, torch, or empty hand, sometimes there is no reaction.

BTW, keypads have a field for "repeat",
but I don't see how the timing for that repeat works.
(i.e. I would like to trigger the furnaces again after the burn has finished
- say about once every minute)

Also, is there a way to list/dump the setup of such a machine/cluster of machines?

Re: [Mod] basic_machines [basic_machines]

PostPosted: Mon Mar 13, 2017 17:55
by GreenDimond
Is that... HAL?

Re: [Mod] basic_machines [basic_machines]

PostPosted: Wed Mar 15, 2017 10:16
by hajo
GreenDimond wrote:Is that... HAL?

You mean the detector ?

Re: [Mod] basic_machines [basic_machines]

PostPosted: Fri Mar 17, 2017 18:22
by GreenDimond
hajo wrote:
GreenDimond wrote:Is that... HAL?

You mean the detector ?

Yes.

Also, the mover has incorrect pine tree names (ie. default:pinetree should default:pine_tree).