SegFault22 wrote:However, when we want to add our own types, like "smelting [snip] and turns a simple, elegant script into horrible hackwork to tell the machine what it does
mauvebic wrote:SegFault22 wrote:However, when we want to add our own types, like "smelting [snip] and turns a simple, elegant script into horrible hackwork to tell the machine what it does
I didn't have that problem, i simply used tables (SMELTING[input] = output), and my own craft guide works just as well checking regular and custom crafts. It may actually be more work for core devs to implement this idea.
mauvebic wrote:I don't really see what the big challenge is, there are already plenty of mods with a ton a custom machines that produce all sorts of things. If some people can't figure it out looking at that code or the furnace code in default, then i can't picture how new craft types make their jobs any easier.
In any case, why not just use the mod tinoesroho referenced?
SegFault22 wrote:[...]People could literally look at, or even copy, code from the furnace to make a new machine[...]
Sokomine wrote:That sounds like a very bad idea. Copying the whole furnace code for a new machine would result in endless copies that vary minimally from each other. There ought to be some register_furnace function or something like that first.
Sokomine wrote:SegFault22 wrote:[...]People could literally look at, or even copy, code from the furnace to make a new machine[...]
That sounds like a very bad idea. Copying the whole furnace code for a new machine would result in endless copies that vary minimally from each other. There ought to be some register_furnace function or something like that first.
I like the idea of having "machines" for more complex crafts (see my table saw or color machine for that), but the very idea behind these is that you don't have to remember the crafting receipe - instead, you put your materials in the machine and get the desired output out.
Sokomine wrote:That sounds like a very bad idea. Copying the whole furnace code for a new machine would result in endless copies that vary minimally from each other. There ought to be some register_furnace function or something like that first.
I like the idea of having "machines" for more complex crafts (see my table saw or color machine for that), but the very idea behind these is that you don't have to remember the crafting receipe - instead, you put your materials in the machine and get the desired output out.
tinoesroho wrote:@SegFault:
... Um. So you're saying that the mod could work? And that it should be added to minetest_game?
Dopium wrote:I think what SegFault22 is trying to say is if someone were to make a blast freezer mod or something they would still have to use the cooking/fuel def.types. A blast freezer does not cook but rather does the opposite or the unit may not need a fuel type to function ect.
Wuzzy wrote:I just wanted to say that I like the suggestion. The idea seems general enough to justify an engine change. I think the “horrible hackwork” argument is a pretty strong argument. ;-)
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