(request) condenser mod

User avatar
snakevenom
Member
 
Posts: 119
Joined: Sat Sep 22, 2012 12:56

(request) condenser mod

by snakevenom » Sun Mar 24, 2013 18:02

firstly, i know there is a official topic for the requests but it never gets answered.

my request is for a tekkit like condenser in minetest. if you dont know what a condenser is then i will tell you

a condenser is based on the idea of equivalent exchange, this means that every item in the game holds a value and that value can be traded for another item that has more or less value, this means that if i put a mese crystal in a condenser and made dirt then i would get a lot of dirt but if i tried to make a mese crystal than it would take a lot of dirt to make one.

the ui is generally like this

(item you want to make) (the value of the item and how much points it is worth)

(slot)(slot)...............................
(slot)(slot)...............................
(slot)(slot)............................

top left: the item you want to reproduce

bottom: a chest like interface where you can put the items you want to exchange

top right: the points in the condenser, points allow you to exchange items, dirt might be worth 1 point and mese might be worth 1000!

i don't even know if this is possible, many thanks
 

prestidigitator
Member
 
Posts: 632
Joined: Thu Feb 21, 2013 23:54

by prestidigitator » Sun Mar 24, 2013 18:17

It is certainly possible. The tricky part is just going to be to figure out what to do with items that you don't know about when you create the mod. How do you assign them a point value? Assume some default for unknown items, or simply don't allow them to be added to the inventory, or...?
 

User avatar
snakevenom
Member
 
Posts: 119
Joined: Sat Sep 22, 2012 12:56

by snakevenom » Sun Mar 24, 2013 18:22

i was wondering if there was anyway for the mod to read the rarity of a item if it naturally spawns, also some items may not be condensable, for example a tool.
Last edited by snakevenom on Sun Mar 24, 2013 18:22, edited 1 time in total.
 

User avatar
jojoa1997
Member
 
Posts: 2890
Joined: Thu Dec 13, 2012 05:11

by jojoa1997 » Sun Mar 24, 2013 18:41

This would help a lot with money mod systems. It could create a norm to prices. Also maybe don't depend on rarity for example say you have a rarre item on the surface but a equally rare one underground. The surface spawned one would cost more because of easier to get. Also stewlblocks don't spawn but are a pain to make. Dirt is cheaper than cobble cause you can dig with the hand but there is more cobble but it needs tools.
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

User avatar
minermoder27
Member
 
Posts: 127
Joined: Wed Nov 20, 2013 23:24
GitHub: ZNixian
In-game: minermoder27

by minermoder27 » Wed Mar 19, 2014 20:27

My best mods:
Buildtest
 


Return to WIP Mods

Who is online

Users browsing this forum: No registered users and 9 guests

cron