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new mods request! "Gas mod" and "Cook mod"Further "Universal electry"

PostPosted: Tue Feb 25, 2014 01:50
by jenova99sephiros
First of all it's gas Mod
This adds a gas such as healing of poison gas or flammable gas, in reverse

"Gas of basic"
Flammability
It may be made by dissolving wow hot coal to vaporize
Amount'm one bucket minute ten coal

"Poison gas"
Taking damage when I smoked this
Be able to make with that crowded mix (poison) a new ore that is added to the gas in the basic
Amount one bucket minute two ore

"Gas of healing"
To five at a time recovery to one second when I smoked this
I can make in the way to push the apple mix to the gas of the basic
Amount one bucket five minute pieces

All of the gas will be treated as a liquid that go up in the sky probably

"Gas of basic"
Flammability
It may be made by dissolving wow hot coal to vaporize
Amount'm one bucket minute ten coal

"Poison gas"
Taking damage when I smoked this
Be able to make with that crowded mix (poison) a new ore that is added to the gas in the basic
Amount one bucket minute two ore

"Gas of healing"
To five at a time recovery to one second when I smoked this
I can make in the way to push the apple mix to the gas of the basic
Amount one bucket five minute pieces

All of the gas will be treated as a liquid that go up in the sky probably

Then it's Cook Mod

It's a new craft system, which is done by making the pans and frying pan
GUI does not exist
Place the frying pan on the fire, put the meat in it by right-clicking
And, it's the completion of the roast after some delay
In the same way, water was added and the various things in the pot, stew will be If you wait over the fire

If partnered with electrical Mod such as TechnickMod, IC stove and oven should be made available
When you partner with Gas mod, you should probably use the gas stove

It's at the end U.E.Mod

It's a Mod just simply add a conductor and generator of several
However, the code is optimized by the add-on, everyone will make a Mod that uses electricity easily
It will be able to also specify things to be added to suit your environment

PostPosted: Tue Feb 25, 2014 13:01
by domtron vox
I like the gas idea, though I'd be surprised if no one else has implemented one.
You could prevent grefers by packing poison gas between your walls or make trap rooms that fill with gas if a wrong combination is used. Gas in viles could be broken on a tile to generate a gas cloud around it which will slowly dissipate.

I would rather see a more general universal energy framework that lets people register an energy system and inter-system converters.

PostPosted: Tue Feb 25, 2014 16:37
by Krock
jenova99sephiros wrote:"Poison gas"
Taking damage when I smoked this

Every gas kills you, even oxygen. (Depends on amout and time)
Else, the vessels-mod contains good nodes to store the gas in.
It could be like water, just upside down (flying up)

PostPosted: Tue Feb 25, 2014 17:13
by pandaro

PostPosted: Tue Feb 25, 2014 17:32
by domtron vox
EDIT: missed the above post

That would be a poor design since it would immediately leave the targeted area. The "gas" should hug the ground and slowly spread out and loose it's potency so it would be like:

# = gas cloud
h/s = hearts/second

above side
# 8 h/s #

# #
### 6 h/s ###
#

#
### ###
##### 1 h/s #####
###
#

Then gone completely.

The above shouldn't be that hard. Just need some semi-transparent nodes with meta data and an amb/global_step defined.

PostPosted: Wed Feb 26, 2014 02:29
by jenova99sephiros
pandaro wrote:I had started long ago...

https://forum.minetest.net/viewtopic.php?id=4652


oh lol