-- A water mill produces LV EUs by exploiting flowing water across it -- It is a LV EU supplyer and fairly low yield (max 120EUs) -- It is a little under half as good as the thermal generator. minetest.register_alias("water_mill", "technic:water_mill") minetest.register_craft({ output = 'technic:water_mill', recipe = { {'default:stone', 'default:stone', 'default:stone'}, {'group:wood', 'default:diamond', 'group:wood'}, {'default:stone', 'default:copper_ingot', 'default:stone'}, } }) minetest.register_node("technic:water_mill", { description = "Water Mill", tiles = {"technic_water_mill_top.png", "technic_machine_bottom.png", "technic_water_mill_side.png", "technic_water_mill_side.png", "technic_water_mill_side.png", "technic_water_mill_side.png"}, paramtype2 = "facedir", groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2}, legacy_facedir_simple = true, sounds = default.node_sound_wood_defaults(), on_construct = function(pos) local meta = minetest.get_meta(pos) meta:set_string("infotext", "Water Mill") meta:set_int("LV_EU_supply", 0) end, }) minetest.register_node("technic:water_mill_active", { description = "Water Mill", tiles = {"technic_water_mill_top_active.png", "technic_machine_bottom.png", "technic_water_mill_side.png", "technic_water_mill_side.png", "technic_water_mill_side.png", "technic_water_mill_side.png"}, paramtype2 = "facedir", groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2, not_in_creative_inventory=1}, legacy_facedir_simple = true, sounds = default.node_sound_wood_defaults(), drop = "technic:water_mill", }) local function check_node_around_mill(pos) local node = minetest.get_node(pos) if node.name == "default:water_flowing" or node.name == "default:water_source" then return true end return false end minetest.register_abm({ nodenames = {"technic:water_mill", "technic:water_mill_active"}, interval = 1, chance = 1, action = function(pos, node, active_object_count, active_object_count_wider) local meta = minetest.get_meta(pos) local water_nodes = 0 local lava_nodes = 0 local production_level = 0 local eu_supply = 0 local positions = { {x=pos.x+1, y=pos.y, z=pos.z}, {x=pos.x-1, y=pos.y, z=pos.z}, {x=pos.x, y=pos.y, z=pos.z+1}, {x=pos.x, y=pos.y, z=pos.z-1}, } for _, p in pairs(positions) do local check = check_node_around_mill(p) if check then water_nodes = water_nodes + 1 end end production_level = 25 * water_nodes eu_supply = 30 * water_nodes if production_level > 0 then meta:set_int("LV_EU_supply", eu_supply) end meta:set_string("infotext", "Water Mill ("..production_level.."%)") if production_level > 0 and minetest.get_node(pos).name == "technic:water_mill" then hacky_swap_node (pos, "technic:water_mill_active") meta:set_int("LV_EU_supply", 0) return end if production_level == 0 then hacky_swap_node(pos, "technic:water_mill") end end }) technic.register_machine("LV", "technic:water_mill", technic.producer) technic.register_machine("LV", "technic:water_mill_active", technic.producer)