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470 Commits

Author SHA1 Message Date
dokutan 88f42539bb
Fix error caused by locked chest recipes (#548) 2020-05-03 19:53:43 +02:00
BobFred7 b2a124dd83
Deal with lava cans wasting lava (#532)
Rather than replacing lava source with lava source, the lava can will now attempt to place lava to the node "above".
This change applies the same for all registered cans.
2020-05-01 21:24:12 +02:00
dokutan 34f2894321
Update dependencies in manual.md (#547)
Add basic_materials to the list of dependencies in manual.md.
2020-05-01 21:11:53 +02:00
Louis Royer fb4fef783b
Shapeless locked chests crafts (chest + lockpad) (#530)
This was only done for `default:chest`.
2020-04-26 11:33:12 +02:00
Hugo Locurcio 4a9ad94bf9
Fix chest formspec protection (#540)
This closes #539.
2020-04-26 11:32:42 +02:00
Julien Palard f3828c1943
Fix pipeworks link in manual (#533) 2020-03-15 17:29:18 +01:00
coil 0e10e8360d
Fix crash when placing cable plates (#534)
All coordinates can be equal if pointed_thing.above is identical
to pointed_thing.under.
2020-03-15 17:27:36 +01:00
thetaepsilon-gamedev fbc4cc8511 technic_cnc/cnc.lua: Fix access to non-existant stack parameter (#528) 2020-01-28 21:38:13 +01:00
Adrian 904800abde Add river water can (#527) 2020-01-26 14:29:44 +01:00
Serhiy Zahoriya 1a45ad19d4 Alloy furnace: Accept only unique ItemStacks from tubes (#523)
Co-authored-by: Luke aka SwissalpS <Luke@SwissalpS.ws>
Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com>
2020-01-11 22:06:24 +01:00
fgrosswig e90b28895c battery_box.lua: Make "srcstack" local (#525)
Fixes warning:
Assignment to undeclared global "srcstack" inside a function at battery_box.lua:454
2020-01-06 21:50:15 +01:00
fgrosswig 7696546d47 Fix steel strut overlay texture name (#526) 2020-01-06 21:49:05 +01:00
coil da95be53ec Fix radiation protection when armor group is not set (#509)
The radiation damage group can be not set when armor completely
protects against radiation or when no mod has set a default value
for the damage group. We want to apply radiation damage in the
second case but not in the first.
2019-12-30 21:02:01 +01:00
Luke aka SwissalpS 76a39e71b9 Cleanup duplicate call (#522)
No need to call get_inventory twice
2019-12-25 22:23:34 +01:00
coil 08b660ba99 Add recipe to extract violet dye from blueberries (#518) 2019-12-14 10:20:32 +01:00
_TarkFrench cb84439266 French translation: fix some errors and ortho (part 2) 2019-10-26 19:35:00 +02:00
_TarkFrench c41f6509cf French translation: fix some errors and ortho (#513) 2019-10-26 19:34:17 +02:00
David Leal d5df30c3ff Replace deprecated functions with newer ones (#510)
Use mod.conf
2019-09-14 12:55:41 +02:00
coil e66bb281a4 Add cool_trees support to the chainsaw (#511)
Make list of timber node names less repetitive
2019-09-07 13:02:21 +02:00
d-stephane 768fbecc64 Add french translation (#417) 2019-08-26 19:53:24 +02:00
Sires 707fa5a97c Fix typos 2019-08-26 19:52:41 +02:00
Sires 505ad8d045 Add translation for wrench mod 2019-08-26 19:52:41 +02:00
Sires a75cb7252d Add translation for technic_worldgen mod 2019-08-26 19:52:41 +02:00
Sires 662cc7e7ef Add translation for technic_chests mod 2019-08-26 19:52:41 +02:00
Sires e12220be79 Add translation for technic mod 2019-08-26 19:52:41 +02:00
Sires 19e045e042 Add translation for extranodes mod 2019-08-26 19:52:41 +02:00
Sires e8e5df3f4a Add translation for concrete mod 2019-08-26 19:52:41 +02:00
coil d119a67482 Refactor switching station ABMs (#508)
When the function is defined inside the ABM, a new closure is allocated every time the ABM runs. 
Since the action function is already way too long, it's better for readability and performance to split it out.
2019-08-26 19:45:11 +02:00
coil bb05ff8fd2 Reject constructor in constructor slot inventories (#505) 2019-07-21 12:40:57 +02:00
Vanessa Dannenberg d1bf386b80 Use Unified Dyes on_dig where needed (#506)
Requires Unified Dyes commit 9ff40a7f or later
2019-07-21 12:37:56 +02:00
coil dc4f4f66e6 Apply radiation damage only if entity is not dead (#504)
This prevents on_dieplayer being called unnecessarily, causing problems such as repeated death messages.
2019-07-10 20:27:01 +02:00
Hugo Locurcio 62fdb853ec Optimize PNG images losslessly (#501)
This incorporates non-interlaced PNGs from #500 to fix warnings thrown by libpng.
2019-06-20 18:35:26 +02:00
obl3pplifp 8a987bb361 Add tubelib support to technic chests (#498) 2019-06-09 20:48:52 +02:00
Parasitoid e8f1033d49 Add alloy ice + bucket = water bucket (#470) 2019-06-01 12:33:31 +02:00
mat9117 a9b10cc4b1 Fix Polish translation (#497) 2019-04-14 11:43:30 +02:00
Lejo b81d1d3f2d Check protection of the forcefield and Quarry (#468) 2019-04-13 20:45:49 +02:00
mat9117 c9ba4b329d Add Polish translation (#493) 2019-03-31 13:00:48 +02:00
upsala 700faca5cb Add moretrees poplar to chainsaw (#489) 2019-03-10 11:40:52 +01:00
Thomas Rudin c14521cbd2 Quarry: Fix server freeze when max depth is reduced (#487)
Endless loop if max-depth is changed but some quarries are below that new limit
The old comparison (~=) did not account for that
2019-03-02 11:14:05 +01:00
Christopher Head 4f78a69ffc Fix trailing whitespace (#482)
Trim all trailing whitespace characters,
2019-01-26 14:15:40 +01:00
Christopher Head 5f6b87d43a Fix spelling errors (#481) 2019-01-26 14:15:07 +01:00
Christopher Head 6e58a8e939 Make power meter work on LV battery box (#483) 2019-01-26 14:14:45 +01:00
Vanessa Dannenberg 8ebc1de29c make sure MV turbines only turn on in response to *flowing* water 2018-12-17 08:03:18 +01:00
upsala e1a71a8fb0 Add MV-Freezer (#457)
New Grinder-recipe: ice => snowblock
New recipe for freezer: Freezer now generates ice
2018-12-09 17:37:58 +01:00
Thomas Rudin 701240bc3a Quarry: Check for valid facedir to fix server freeze #465 (#466)
Checks if facedir is valid. If the face points up or down the depth-check would run endless and freeze the server
2018-12-09 16:01:10 +01:00
Lejo aa82fa1d13 Forcefield: Remove deprecated update_map() call (#467) 2018-12-09 15:57:48 +01:00
Vanessa Dannenberg bdd13beeff fix brass block->ingot recipe
(clearing basic_materials' copper/silver recipe killed this one also)
2018-11-27 21:24:52 +01:00
GreenXenith f5bf0d98b1 Add mod check for strut register 2018-11-26 22:05:20 +01:00
Vanessa Dannenberg 3cafe7553a minor fix for "LV" translations 2018-11-25 16:10:23 +01:00
Vanessa Dannenberg bc26b047d2 add blast-resistant concrete
and some basic_materials nodes
2018-11-25 16:10:23 +01:00
Vanessa Dannenberg 83ec1b2476 fix dirt textures
add grassy shapes cut from default:dirt_with_grass
2018-11-25 16:10:23 +01:00
Vanessa Dannenberg c068edec65 fix excessive "element straight" quantity 2018-11-25 16:10:23 +01:00
Vanessa Dannenberg 4ecb3d4334 make "half"/"full" buttons work 2018-11-25 16:10:23 +01:00
Vanessa Dannenberg d40946fa38 allow CNC to work without technic
minetest.conf technic_cnc_use_technic = false disables
use of power, returns items instantly, uses only default
stuff in craft recipe

(defaults to enabled if technic is installed)
2018-11-25 16:10:23 +01:00
Vanessa Dannenberg dc0689018d move CNC machine into its own mod 2018-11-25 16:10:23 +01:00
Vanessa Dannenberg 51d7bd81ff let moreblocks handle brass block stairs et. al (#456) 2018-11-24 17:35:06 +01:00
Vanessa Dannenberg 2b2411d1ee blast-resistant concrete stairs/slopes/et. al (#455)
if moreblocks is installed.
2018-11-23 20:48:23 +01:00
12Me21 8409be32fc Fix cable plate placement (#446)
Cable plate placement now uses minetest.item_place
2018-11-23 20:25:32 +01:00
Thomas Rudin 3d52b679b0 Quarry: Make use of fake digger from pipeworks (#453)
Fixes crash when digging empty protected chests (https://github.com/minetest/minetest_game/blob/backport-0.4/mods/default/nodes.lua#L1868)
2018-11-16 21:36:03 +01:00
Vanessa Dannenberg 44cb8df048 use basic_materials mod where possible. 2018-11-11 09:54:20 +01:00
Vanessa Dannenberg f702a6597b fix missing worldgen depends 2018-11-11 09:53:27 +01:00
Tim e931041358 Fix clear_craft crash due to dependency order via soft-dependency on dye (#449)
Fixes Fix #448
2018-10-23 18:42:52 +02:00
DS 5b97d94dae New sandstone crafts, fix dye crafting (#390) 2018-10-05 19:46:33 +02:00
Vanessa Dannenberg 92dd0f4af8 Add a new type of cable clip
Uses Zeg9's steel mod's "steel:strut_mount" or streetsmod's
"streets:steel_support" as the base/blocky part, with an overlay copied
from the steel mod to make it look like the clip is fixed to the strut
with a steel band.

Textures will adjust to match whichever mod is installed, preferring the
steel mod.

Can be crafted from any of these standard/shaped recipes:

- - -        - f d
- f -   or   - s -
- m -        - i -

f = fencepost-shaped clip
m = steel mod strut with mount
s = steel mod strut without mount, or streets mod steel support
i = default steel ingot
d = dye (optional, see below)

If the user has Unified Dyes (commit 2a816534 or later), the clip can be
dyed (well, the white part anyway :-) ), either by adding a portion of
dye as above, or by crafting an existing clip + dye. Uses
"colorwallmounted" mode for 32-color support.
2018-09-07 17:13:18 -07:00
Vanessa Dannenberg 29f746369f Switch to colored itemstacks (#438)
with full crafting recipes
(requires Unified Dyes commit 2a816534 or later)
2018-08-25 21:24:52 +02:00
Elias Åström 488f80d950 Clean file frames.lua to make more readable
- "#(array)" replaced with "#array"
- "(a and b) or c" replaced with "a and b or c"
- Cleaned some other places with unnecessary parenthesis
- "a,b" replaced with "a, b"
- "a+b" replaced with "a + b" (and for all other binops)
- "{a, b, c}" replaced with "{ a, b, c }"
- "-n + a" replaced with "a - n"
- Removed trailing whitespace
- Blank lines added in some very dense places
- Very long lines broken into shorter lines
- Use modern functions like vector.new and vector.round
- Align with spaces instead of tabs
2018-08-25 12:24:58 +02:00
Elias Åström d74c250a40 Preserve active timers at frame move
Previously timers were not copied over to the new nodes when frames
move.  This lead to blinky plants from mesecons to stop working after a
platform has moved, and buttons getting stuck in their pressed state.

Now the timers state for active timers are copied from the old node
positions to the new node positions.
2018-08-25 12:24:58 +02:00
Tanmaya Meher 2e7859c35e New MV Hydro Machine (#412)
* New MV hydro with upgraded power

The LV hydro is easy to make giving lot of power. The New hydro MV will put a tier system to it; thereby giving more incentive to player to pursue MV hydro plus a little survival aspect. This is a result of [Detailed discussion which is here](https://github.com/minetest-mods/technic/issues/411). Thanks to VanessaE for a good talk and support and enthusiasm to make one :) This will now produce around 175 EU (in between 150-200, so basically average). The MV hydro will give 10x more power than this one. :)
2018-08-25 12:24:14 +02:00
ChimneySwift 86a04d860e manual.md: Corrections and straightening of facts (#406)
- There are manuals for all of the modpacks Technic depends on (possibly this is recent)
- Tin is now part of minetest_game
- Minor typo fixes
2018-08-25 12:22:18 +02:00
SmallJoker 9b40d02fbd Revert get_3d to deprecated get3d for 0.4.x compatibility 2018-08-04 09:57:30 +02:00
Vitaliy d1b54a573c Use tin from MTG instead of `moreores` (#401)
Register tin dust unconditionally
2018-07-21 19:11:12 +02:00
HybridDog f013d2dd1f Mining laser fixes (#421)
Do not remove air and group:hot nodes instead of using a fixed list
Abort mining when encountering an unknown node
Add random to the smoke puff particle
Set mining laser tool range to 0
2018-07-21 19:10:32 +02:00
HybridDog 80c6a14566 Tidy up ore registrations (#422) 2018-07-21 19:09:27 +02:00
SmallJoker fb93388f06 Replace deprecated invsize[] with size[] 2018-07-19 14:36:21 +02:00
HybridDog 41f175986d Show EU power values more readable (#424)
Add the EU_string helper function
In comparison to pretty_num it uses SI prefixes, adds "EU" (e.g. kEU) and rounds the number for readability
Add a constant_digit_count boolean setting
2018-07-16 17:26:39 +02:00
HybridDog 6af0376c23 Use a:iter instead of for loops for sulfur generation (#423) 2018-07-16 17:25:53 +02:00
Thomas--S 0fcc7a14c2 Replace old nodeupdate() with new minetest.check_for_falling() (#391) 2018-07-16 17:25:43 +02:00
Vitaliy 68fac3ed7b Fix wooden chest formspec (#429) 2018-07-15 12:28:34 +02:00
Fixer 395089dfd8 Wrench: Allow picking up with protection_bypass privilege (#393)
This allows admins to move other players locked chests/etc without hassle (relocating flying chests).
2018-07-15 12:27:52 +02:00
SmallJoker 6664714313 Skip interact check for fake players
Fixes crash related to pipeworks
default.can_interact_with_node is not official part of the API yet. Using it anyway..
2018-06-28 19:49:04 +02:00
thetaepsilon-gamedev c93bfefd9f machines/HV/quarry.lua: [modification] provide a basic digger object to can_dig callbacks to prevent nil object errors (#425)
Minetest game's doors mod was known to cause server errors when passed a nil digger in it's can_dig callback,
due to always attempting to invoke digger:get_player_name().
Fix this by providing a basic fake player which provides this method to can_dig callbacks.
(It should be noted that currently this fix causes doors to be undiggable by quarries.)
2018-05-19 22:06:00 +02:00
Vitaliy 689766f15a Remove unused values (#407) 2018-02-17 11:00:15 -08:00
Jordan Irwin a5db87f0f1 Test local variable 'have_ui' before calling 'unified_inventory' (#368) 2018-02-16 17:32:47 -08:00
number Zero 86fb981b44 Fix O(n^2) network traversal 2018-02-13 18:25:44 +01:00
Ekdohibs 215de5487b Fix redundant_warn 2018-01-13 10:30:22 +01:00
DS-Minetest 930c51eef9 chests: fix sort_inventory function 2018-01-07 09:56:55 +01:00
DS 37d49142cf supply_converter: avoid crashes caused by wrong digiline message types (#397) 2017-10-31 13:56:10 -04:00
DS e056800cea nuclear_reactor: do not set structure_accumulated_badness to less than 0 2017-09-07 07:43:20 +02:00
Vanessa Ezekowitz a84b5f3b28 print warning to console if redundant switching station is found
and where it is

only prints the warning once per redundant station, per minetest
session. if there are multiple redundant stations on a network, digging
one should cause the warning to appear for the next one technic finds,
if it doesn't show them all right away.
2017-07-03 18:05:52 -04:00
Vanessa Ezekowitz 9d5bd90b57 add chat command to allow disabling of switching station ABM
(for situations where a user creates a laggy machine on a public server, use
this to suspend power distribution until the machine is found and disabled)

`/powerctrl off` to disable
`/powerctrl on` to reenable

(actually, anything but "on" disables it)
2017-07-03 17:35:19 -04:00
DS-Minetest 16146231b8 don't place eg. chests without data 2017-07-03 17:35:19 -04:00
Vanessa Ezekowitz d4162be9a7 remove wooden chests redefinitions
they're incompatible with current minetest_game and do nothing useful anyway
2017-06-17 22:06:37 -04:00
Vanessa Ezekowitz db480011fb only try to clear/redefine recipes for teleport and accel tube
if they are enabled in pipeworks' config
2017-06-13 00:17:52 -04:00
Jordan Irwin 4cc124ff9e Replace deprecated call to 'minetest.env' (#371) 2017-06-08 03:30:41 -04:00
DS bf58c77316 digilinize nuclear_reactor (#341)
* start digilinizing

* add self 💥 destruction and co.

* add start button and command

* fix some things

* add possibility to disable nuclear reactor in formspec

* oops

* some style

* improve connectivity

* add protection
2017-06-05 11:02:05 -04:00
asl97 a495541c09 Actually reuse mapgen table (#365) 2017-06-05 10:59:16 -04:00
DS 1a75cd9254 add sulfur-lead crafting recipe(s) for battery (#353) 2017-06-05 10:56:51 -04:00
DS 51f9df2cf2 make some forcefield improvements (#344)
* mkae some forcefield improvements

* add emitter on_blast
2017-06-05 10:56:03 -04:00
DS 9167d4fc6f update wrench (#359) 2017-06-05 10:53:18 -04:00
Vince Aggrippino 844e2fad47 Add the sapling group to rubber_tree_sapling (#366)
Add the sapling group to Rubber Tree Sapling so that it can be used in
Mesecons recipes for glue and blinky plant.
2017-06-05 10:52:47 -04:00
Carlos e1bb29c338 Agrege la traduccion al español (#362) 2017-06-05 10:52:31 -04:00
you 987cc5a6a4 Add api documentation (#361) 2017-06-05 10:51:59 -04:00
numberZero 83a4bb60ca Fix flowing corium textures (#364) 2017-06-05 10:51:24 -04:00
Jordan Irwin 97e1c8b7f2 Replace deprecated method 'setting_getbool' with 'settings:get_bool' (#369) 2017-06-05 10:50:30 -04:00
DS 9cc1a78371 advanced cable plate placing (#357)
* advanced cable plate placing

* make also sneak possible

* add screwdriver support
2017-06-05 10:50:15 -04:00
Vanessa Ezekowitz 42efc7e47c clarify battery box connections. 2017-04-17 15:03:30 -04:00
Vanessa Ezekowitz adc638bd8c document current behavior of hydro gen 2017-04-16 23:06:24 -04:00
Vanessa Ezekowitz 557dc4db1b Battery boxes no longer connect to tubes from bottom
(since a power cable needs to go there)

items destined for "discharge" still come from the top, but items bound for the
"charge" slot must come in from the left, right or back
2017-04-14 05:16:14 -04:00
Vanessa Ezekowitz e65c8b7130 Don't allow constructor to operate if bad facedir (fixes #328)
Also, use "simple" screwdriver mode for "off" constructor, and disable screwdriver for "on" one.
2017-04-13 20:48:18 -04:00
Vanessa Ezekowitz 69feeef0af use clear_craft to remove default sandstone recipe
get rid of the two grinder recipes from homedecor/fake_fire (obsolete)
2017-04-13 20:27:19 -04:00
Thomas--S fc2f6d8976 Generalize check for cable below battery box 2017-04-13 22:36:52 +02:00
Vanessa Ezekowitz 06abe11dd0 check for cable plate under battery also 2017-04-13 16:25:42 -04:00
Thomas--S 6b8011eba7 Fix fence nodebox (#346) 2017-04-13 13:12:46 -04:00
Vanessa Ezekowitz 1d20af1bcb replace HV nuke reactor nodeboxes with comparable mesh model
model includes a flat extension on one "side" to fix #342

rotate the reactor with the screwdriver with shift-right-click before filling, to
line up the flat side with your cabling.  Note that the reactor doesn't actually
care which side the cable comes from.
2017-04-12 22:22:29 -04:00
Vanessa Ezekowitz 7c11ff1876 LV fuel-fired gen should not have tube connection overlays 2017-04-12 21:04:37 -04:00
Vanessa Ezekowitz a34ea59105 LV batbox should show charge on all X/Z sides
(also, fixup some other texture defs for readability)
2017-04-12 20:29:22 -04:00
Vanessa Ezekowitz 33455328bd Make batteries only charge/discharge from the bottom
(they were already supposed to but would leech charge from sideways neighbors too)
2017-04-12 20:21:20 -04:00
Vanessa Ezekowitz 14e0c4c48c revise cable connection overlay (make copper part look smaller) 2017-04-12 18:57:56 -04:00
Vanessa Ezekowitz 170d3e09c5 clean-up battery box images, make more consistent
added tube or cable entry overlays as appropriate.
deleted a couple of obsolete textures
2017-04-12 18:50:50 -04:00
DS 970f608078 use clear_craft (#339)
* use clear_craft

* fix it

* Update grinder_recipes.lua
2017-04-12 15:14:35 -04:00
Thomas--S 39bfb76cfb Take Item from Cable Plate Stack on Place (#345)
(when not in Creative)
and
Change drop to recipe.
2017-04-12 15:13:39 -04:00
Vanessa Ezekowitz d2fb249d94 fix wrong toggle switch "on" img in chests 2017-04-11 20:57:23 -04:00
Vanessa Ezekowitz fab2c492c4 pipeworks has button on/off, button label, and button "base" cached
used them wherever possible
2017-04-11 19:19:29 -04:00
Vanessa Ezekowitz 54004f4951 redo top/bottom textures for supply converter
delete back/bottom texture for power monitor
use "machine bottom" for bottom of force field generator
add cable connection overlay, use it on various machines' bottoms/sides, as appropriate
2017-04-11 08:48:16 -04:00
Vanessa Ezekowitz 8479a8c984 add pipeworks tube overlays to self-contained injector
also, gave it paramtype2 = "facedir" and removed the front connection
for consistency with other machines
2017-04-11 08:17:56 -04:00
Vanessa Ezekowitz 0e9caf069d add pipeworks tube overlay to top of quarry
(and get rid of obsolete inventorycube() image)
2017-04-11 08:09:53 -04:00
Vanessa Ezekowitz 869d0597ef add pipeworks tube entry overlay to tool workshop 2017-04-11 07:57:45 -04:00
Vanessa Ezekowitz ca86550f26 added tube entry overlays to most MV machines 2017-04-11 07:54:00 -04:00
Vanessa Ezekowitz a3a959ab5e add pipeworks tube overlays to MV, HV battery boxes 2017-04-11 07:48:46 -04:00
Vanessa Ezekowitz 3f8478086d fix crash in battery mod (missing meta check) 2017-04-11 07:45:31 -04:00
Vanessa Ezekowitz 092ab7e738 added tube entry overlays to fuel-fired generators 2017-04-11 07:37:18 -04:00
Vanessa Ezekowitz b6d343e928 add pipeworks tube connection overlays to all chests
(only applies if pipeworks is installed, if not, nothing is added)
2017-04-11 07:15:59 -04:00
Vanessa Ezekowitz bdd45f161a fix broken ltier checks on MV/HV fuel-fired generators 2017-04-11 06:56:21 -04:00
Vanessa Ezekowitz 5d05f59482 allow per-node stack splitting on all other standard machines
(default off)
2017-04-11 06:26:11 -04:00
Vanessa Ezekowitz a353a807bd allow per-injector stack split
(default off)
2017-04-11 05:36:39 -04:00
Vanessa Ezekowitz db0f8e04a1 fix wrong size of self-contained injector inv 2017-04-11 05:31:36 -04:00
Vanessa Ezekowitz 64f38f423e tool workshop shouldn't ever allow stack splitting
(tools don't stack :) )
2017-04-11 05:25:25 -04:00
Vanessa Ezekowitz ceead2b5ab re-route tubes if active fuel-fired gen is dug (and can be) 2017-04-11 05:15:05 -04:00
Vanessa Ezekowitz 4eaf48290f allow per-generator stack splitting
(default off)
2017-04-11 05:13:27 -04:00
Vanessa Ezekowitz 11f20da744 allow per-chest stack splitting
(default off)
2017-04-11 04:41:26 -04:00
Vanessa Ezekowitz 7244f86ee5 allow per-battery charge/discharge stack splitting
(default off for both)
2017-04-11 04:41:11 -04:00
Vanessa Ezekowitz af39221df9 only reject part of itemtack from chest/machine/etc., if possible
(e.g. if there's room for 50 of some item, and you send a stack of 99,
50 are added to the chest and a stack of 49 is rejected and sent
on to the next destination)
2017-04-09 20:35:11 -04:00
Vanessa Ezekowitz 72c536c04e always set the EU level
don't wait for production = 0.

(if water is removed, that causes phantom output)
2017-04-09 14:07:50 -04:00
MT-Modder b67bca1277 Change `noise_threshhold` to `noise_threshold`.
The old name was a typo and is deprecated.
2017-04-05 00:10:10 -03:00
DS-Minetest ef8bb38bfd Make forcefield controlable with digilines. 2017-04-04 23:58:02 -03:00
DS-Minetest 6c4e90d39c Add digiline support to supply converter. 2017-04-04 23:52:27 -03:00
DS-Minetest 4dda59da0c Add conductive plates.
These work exactly like cables, but are meant to be
used as floor for when the machine does not fill the
while cube.
2017-04-04 21:59:13 -03:00
DS-Minetest 338f3b6a99 Make battery box send information via digilines. 2017-04-01 16:47:34 -03:00
Vanessa Ezekowitz eb344ad804 perlin improvements
as suggested by @paramat
2017-03-31 22:01:00 -04:00
Vanessa Ezekowitz 78f16c3e8e label all ABMs for profiler 2017-03-31 19:15:25 -04:00
numberZero 9755127ffd Update mg.lua (#336) 2017-03-29 18:01:52 -04:00
Alexander German b7cecd7f3d Zinc rareness FIX(?) (#333)
* Zinc rareness FIX(?)

I created the issue and i will fix it. But still idk if this really helps. (It helped me)
At least it will make it more common in -32 and 2 Y distance. To compare its like in between iron and coal i belive.

* Update oregen.lua
2017-03-28 13:18:49 -04:00
DS-Minetest 6abd857b3f Add digiline support to switching station.
Makes the switching station able to send supply and demand
via digilines.
2017-03-28 09:30:59 -03:00
Vanessa Ezekowitz 383f7df22d change nodename for gloopblocks rainbow block (now "diagonal"), add support
for its aliased version of the former nyan cat block (10k density)
2017-03-26 00:40:53 -04:00
Vanessa Ezekowitz 767f5346e9 add gloopblocks rainbow block radiation setting
(half that of a nyan/pbj block)
2017-03-22 19:25:00 -04:00
Vanessa Ezekowitz df15a5ee65 add radiation protection via pbj_pup blocks
same strength as nyan blocks
2017-03-22 19:25:00 -04:00
Vanessa Ezekowitz cb5e3e8ff4 raise radiation shielding values on nyan blocks
from 1000 --> 10000

This makes it possible to protect a corium source with a layer of nyan blocks,
and avoid damage outside roughly 6m from the wall.

Also, added alternate node name for nyan blocks
2017-03-22 19:24:52 -04:00
Vanessa Ezekowitz 600fc6ff7e use unified dyes auto-color feature 2017-03-18 06:27:59 -04:00
Jacob Gustafson f420aa4d37 Clarify shielding information (#318)
* Clarify shielding information

Clarify notes about shielding values and description of Lead
2017-03-17 16:29:37 -04:00
Vanessa Ezekowitz 7d76ff8d38 Merge pull request #326 from numberZero/fix-bc-supply-converter
Add backward compatibility to the new supply converter
2017-03-17 16:26:15 -04:00
number Zero 408128d800 Add backward compatibility to the new supply converter 2017-03-17 21:10:43 +03:00
Vanessa Ezekowitz 2a7dbe0506 move the register_node calls out of the unifieddyes check
simplify a little
2017-03-17 03:10:08 -04:00
Vanessa Ezekowitz 018d66f791 define insulator clips even if Unified Dyes is not installed
(just don't put UD-related stuff into their node defs)
2017-03-15 23:49:36 -04:00
Vanessa Ezekowitz 6341ac9638 assume missing "enabled" key == enabled also.
(would signify supply converts in old maps)
2017-03-15 23:23:07 -04:00
Vanessa Ezekowitz 0a701a0dcf Merge pull request #325 from cheapie/master
Add chernobylite dust
2017-03-15 21:10:08 -04:00
Carter Kolwey 7ea645496d Add chernobylite dust
Made by grinding chernobylite blocks, can be centrifuged into sand and 0.3% fissile uranium dust.
2017-03-15 20:05:37 -05:00
Maciej 'agaran' Pijanka 10307f23a7 Do not run converters twice. 2017-03-15 19:00:22 -04:00
number Zero 7d5329834d Fix supply converter bug 2017-03-15 19:00:22 -04:00
Vanessa Ezekowitz ae7625d9f7 use unified dyes on_construct handler
in fencepost-style cable clip to set 256-color palette meta key on place
2017-03-14 02:15:40 -04:00
Diego Martínez 0ad8012cd3 extranodes: Make unifieddyes dependency optional. 2017-03-13 00:20:41 -03:00
Vanessa Ezekowitz 3ba5354f83 add recipes for insulator clips 2017-03-11 20:02:20 -05:00
Vanessa Ezekowitz bf3498b736 really add insulator clip model
(and fix .gitignore accordingly)
2017-03-11 11:17:13 -05:00
Vanessa Ezekowitz e5f40f5c39 Merge pull request #321 from cheapie/master
Don't require a full network recalculation to add or remove a dead end
2017-03-11 02:03:44 -05:00
Carter Kolwey c4acb7225a Don't require a full network recalculation to add or remove a dead end
A dead end (node with only one connection) can be simply added or removed from the network without needing to traverse the whole thing.
2017-03-11 00:57:52 -06:00
Vanessa Ezekowitz 8b222bc66b add fence-like cable clip
to complement the block-sized one
2017-03-11 01:17:19 -05:00
Vanessa Ezekowitz 9382558d82 add insulated cable clip/mount
(purely decorative, uses colorwallmounted mode)
2017-03-10 22:30:36 -05:00
Vanessa Ezekowitz 343c7946d9 power monitor changes
New textures, uses facedir, connects from the back as well.
2017-03-10 14:15:38 -05:00
Vanessa Ezekowitz 5b473927ca Merge pull request #320 from cheapie/master
Fixes for network calculation issues
2017-03-10 02:44:16 -05:00
Carter Kolwey 088eea1e3b Fixes for network calculation issues
This fixes several issues:
* More than one switching station could become active on large networks
 - Switching stations now semi-permanently become disabled if another is present
 - Power monitors have been added to replace the function of "slave" switching stations, to discourage overuse of switching stations
* Networks did not reliably "split" when cutting a cable
 - I "may" have caused this issue, but I believe it is solved by this
* Machines did not run without a player near the switching station
 - Active switching stations now forceload themselves, and free the forceloaded block if disabled, dug, or disconnected
 - Machines are only loaded to run them (as before), so only one mapblock (or two if the bottom edge of the switching station is a mapblock boundary) is loaded
 - Cables are still only loaded during a full network recalculation
2017-03-10 01:35:58 -06:00
Diego Martínez 9cc5ad3d90 Delete origin
Fixes #319.
2017-03-10 02:23:26 -03:00
Vanessa Ezekowitz b4659d9356 Merge pull request #317 from Thomas--S/chest-bugfix
Update chests protection to current minetest_game
2017-03-07 11:09:13 -05:00
Diego Martínez 186f9b70ac Temporary fix for crash in constructor. 2017-03-06 23:02:39 -03:00
Thomas--S ec6354b6a5 Update chests protection to current minetest_game 2017-03-06 21:09:44 +01:00
Vanessa Ezekowitz 67d5a88d05 Merge pull request #316 from Thomas--S/chest-bugfix
Fix chest bug
2017-03-06 14:35:27 -05:00
Thomas--S 35da22fcd2 Fix chest bug 2017-03-06 20:32:18 +01:00
Vanessa Ezekowitz 60b5ca5594 Merge pull request #308 from thatgraemeguy/mk3_drill_fix
Make mk3 drill in 3x3 mode drill nodes from top to bottom
2017-03-06 14:22:25 -05:00
Vanessa Ezekowitz dd580e7684 Merge pull request #307 from Thomas--S/patch-2
Update chest definitions to current minetest_game definitions
2017-03-06 14:21:05 -05:00
Vanessa Ezekowitz 663d272870 Merge pull request #306 from Thomas--S/patch-1
Update has_locked_chest_privilege to current minetest_game function
2017-03-06 14:20:11 -05:00
Vanessa Ezekowitz 32b6ca9816 Merge pull request #298 from t4im/fix/quarry_loops
Mitigate server freezes due to item-transportation loops with quarries.
2017-03-06 14:11:40 -05:00
Vanessa Ezekowitz 05dfc14fdb Merge pull request #297 from t4im/fix/drill_pointed_thing
Remove reading of undefined global to fix drill drilling pointed_thing.above in combination with other badly coded mods.
2017-03-06 14:08:06 -05:00
Vanessa Ezekowitz 314d8c6c23 Merge pull request #288 from numberZero/control-supply_converter
Supply converter control
2017-03-06 14:07:12 -05:00
Vanessa Ezekowitz 8596ca7c19 Merge pull request #283 from ghost/patch-1
Updated Italian locale
2017-03-06 14:01:03 -05:00
Vanessa Ezekowitz d26797d9de Merge pull request #272 from veikk0/master
Replace nuclear reactor alarm sound
2017-03-06 13:59:58 -05:00
Vanessa Ezekowitz ed2aab46e1 Merge pull request #258 from mrsteyk/patch-1
Zinc is too rare!!! It is an issue!
2017-03-06 13:56:38 -05:00
Vanessa Ezekowitz e3b33e21c7 Merge pull request #314 from thomas31415/master
Fixed set mode for mining drill mk2 and mk3
2017-03-06 13:35:16 -05:00
Vanessa Ezekowitz ff6675ef28 Merge pull request #315 from cheapie/master
Only update the associated network(s) when placing/digging nodes
2017-03-06 00:35:44 -05:00
Carter Kolwey d3f40e0fd0 Only update the associated network(s) when placing/digging nodes 2017-03-05 04:09:23 -06:00
Thomas 1765c31eaa Fixed set mode for mining drill mk2 and mk3 2017-03-05 09:01:50 +01:00
Thomas 11610cd9cb Fixed set mode for mining drill mk2 and mk3 2017-03-04 19:44:39 +01:00
Vanessa Ezekowitz fd609d0f7b lower the cap on water mill to 1575 EU
2250 is just too much
2017-03-02 19:06:40 -05:00
Vanessa Ezekowitz 1b0669d5eb Merge pull request #312 from cheapie/master
Crafting changes
2017-02-27 19:08:26 -05:00
Carter Kolwey dab5fa7105 Grind gravel into sand 2017-02-27 18:03:39 -06:00
Carter Kolwey 5e19514c60 Add dirt recipe to centrifuge
4 dirt -> 2 clay lumps, 1 sand, 1 gravel
2017-02-27 17:58:43 -06:00
Carter Kolwey 0139eab9a2 Rework dirt crafting
Dirt is now crafted from stone dust, leaves, water, and sand, instead of by grinding gravel. Stone dust can be obtained by grinding stone or sand.
2017-02-27 17:51:33 -06:00
Vanessa Ezekowitz 1f49ef973d cap water mill output at `max_output` and 100% :P 2017-02-26 15:16:41 -05:00
number Zero cbe97434dc Add option to disable radiation protection 2017-02-25 20:55:15 -05:00
number Zero 73afc40d9c Immortal entities support 2017-02-25 20:55:15 -05:00
number Zero b739ed6cb1 Made radiation configurable 2017-02-25 20:55:15 -05:00
number Zero 51be33deea Restored weak shielding 2017-02-25 20:55:15 -05:00
number Zero 1810f417d2 Radiation improved
Now it is applied to mobs too.
Moreover, it should now respect "radiation" armor group, or fall back to "fleshy" group to detect vulnerable things
2017-02-25 20:55:15 -05:00
Vanessa Ezekowitz 4888581bee Make hydro generators sense the water flow volume around them
Water flow around a gen is shown more or less directly by the water's
param2, range 0 to 15, so four sides could total 60.  Cap the result to 45
so that three sides' worth of full flow (or four sides at reduced flow) still
registers as "100%", and raise the maximum outpu to 2250 EU.
2017-02-21 13:36:58 -05:00
Vanessa Ezekowitz 8cab1a0aec don't allow standing water to power a gen,
and add support for default flowing river water
2017-02-21 13:21:23 -05:00
ThatGraemeGuy 5dd6191175 Make mk3 drill in 3x3 mode drill nodes from top to bottom 2017-01-30 12:14:26 +02:00
ShadowNinja 06dec20326 Add longer-term radiation damage
Radiation now slowly damages you for a while after exposure,
with the effect's time and intensity proportional to the
amount of radiation received.  The radioactivity of some
items is reduced to account for the increased damage.
2017-01-28 17:51:14 -05:00
ShadowNinja 1da213a5e4 Split radiation from nuclear reactor code 2017-01-28 17:51:14 -05:00
ShadowNinja 26de2f7c88 Tweak radioactivity
This simplifies radioactivity by removing the 1000 and 0.25 multipliers.
It also increases the effectiveness of protection (I think it was too low
before -- most of the advantage of adding protective layers was just from
the increased distance).
2017-01-28 17:51:14 -05:00
ShadowNinja 8ccb6d97ec Switch nuclear reactor to a lead shield
The reactor originaly used a stainless steel shield only
because lead wasn't yet available.  Stainless steel shields
are automatically converted to lead shields for legacy reasons.
2017-01-28 17:51:14 -05:00
Thomas--S 6b52c78963 Update chest definitions to current minetest_game definitions 2017-01-15 15:58:13 +01:00
Thomas--S 5f1919d2bc Update has_locked_chest_privilege to current minetest_game function 2017-01-15 15:51:53 +01:00
Tim d39797aad8 Handle CONTENT_IGNORE when checking windmill conditions.
Windmills always span more than one mapblock, so even with a switching station next to the generators, they will stop working if unloaded due to the windmill check failing to handle CONTENT_IGNORE of the frames at the foot of the windmill, unless a second switching station would be placed there.

The commit assumes, that a user has to load a block to modify it, and thus unloaded blocks to have the same windmill frame state as before.
This also makes technic_run for windmills a little faster by being able to skip some unnecessary node lookups and generally avoiding creation of 20 tables per windmill per step.
2016-11-17 11:59:48 -05:00
ShadowNinja 1475ee6e40 Add trace_node_ray_fat and use it for mining lasers
This function includes more nodes, so laser tunnels
aren't always only one node wide.
2016-11-17 11:48:19 -05:00
ShadowNinja e501c4622b Replace trace_node_ray algorithm
This is an algorithm that I designed myself.  It fixes an
issue with the old code where it would be more eager to
move in some directions rather than others.  This bug
resulted in, eg, a lead block on a radiation source's
+x side protecting you when you were directly overhead.
2016-11-17 11:48:19 -05:00
ShadowNinja cfd4cb7871 Update mining laser particle API usage 2016-11-17 11:48:19 -05:00
ShadowNinja 2b0a283556 Adjust mining laser start offset 2016-11-17 11:48:19 -05:00
raymoo 63efc395cd fix node dupe exploit in frames
You can dupe nodes by placing them on a frame, because the on_rightclick wouldn't return the new itemstack.
2016-10-14 05:41:31 -03:00
Tim 7890ffe46b Fix drill drilling pointed_thing.above when some other mod declares a global variable above. 2016-10-09 17:46:44 +02:00
Tim 428b1b8709 Mitigate several forms of quarry-placement leading to item-transportation loops, that eventually cause server freezes.
As a nice side effect, items are not gonna be unnecessarily received by the quarry anymore, if another tube is available for transport.
2016-10-09 17:46:06 +02:00
MT-Modder 99bebc8008 Update blast resistant concrete on_blast() to new TNT API
The destroyed item is now returned instead of being directly dropped, and the blast intensity value has changed.
2016-10-04 19:37:26 -04:00
number Zero 03df68461a Power control added 2016-07-24 00:38:29 +03:00
number Zero e8ac23e111 Supply converter now has control panel 2016-07-24 00:34:20 +03:00
Emon 413d20d6c8 Updated Italian locale
Added missing translations
2016-05-18 15:22:20 +02:00
tenplus1 322615542e Fix item drop when digging mv furnace
Fixed crash when digging mv furnace
2016-05-12 23:59:16 +02:00
ShadowNinja 3db3a9cc32 Fix cable alias count 2016-04-01 19:58:37 -04:00
veikk0 2258adb2a9 Replace nuclear reactor alarm sound 2016-03-30 22:53:29 +03:00
ShadowNinja 097d033585 Fix radiation damage 2016-03-20 22:38:30 -04:00
NathanSalapat 584cd82b58 Add support for new trees in minetest game 2016-03-20 13:30:18 -04:00
MT-Modder 0c144cd75c Make blast-resistant concrete blast resistant 2016-03-20 00:08:50 -04:00
ShadowNinja 85a984982c Cleanup
Changes:
  * Make rayIter a global utility, and use it for radiation too.
  * prettynum -> pretty_num and cleanup.
  * Remove resolve_name/function_exists (unused).
  * Cleanup nuclear reactor code.
2016-03-20 00:02:33 -04:00
ShadowNinja 4a993c2de8 Use connected nodeboxes for concrete posts 2016-03-20 00:02:33 -04:00
ShadowNinja 83c6494166 Use connected nodeboxes for cables 2016-03-20 00:02:33 -04:00
mrsteyk f9a8593c87 Zinc is too rare!!! It is an issue!
Changed zinc parameters in first block block to match "lead noise" and "tin frequent". Please commit this! Zinc was a real problem to me untill i changed this file, now i can find about 10 zinc in 2 minutes!
2016-02-28 11:15:53 +03:00
RealBadAngel c5127f4b1b Fix code style (useless or) 2015-11-28 08:31:27 +01:00
RealBadAngel 46f3f8ec7d Add vacuum cleaner tool (by Phvli) 2015-11-28 08:27:22 +01:00
Vanessa Ezekowitz e16a39b385 Revert "height_min/max --> y_min/max"
(due to misread of the code)

This reverts commit 798a885807.
2015-11-25 13:55:15 -05:00
RealBadAngel 8ef83e8f7e Fix corium greifing disabling not working. 2015-11-14 11:29:16 +01:00
Vanessa Ezekowitz 798a885807 height_min/max --> y_min/max 2015-10-23 14:44:36 -04:00
Vanessa Ezekowitz 71b13ab0e8 tile_images --> tiles 2015-10-23 14:15:48 -04:00
MT-Modder 2d86ee64e3 Change tile_images to tiles 2015-10-16 13:55:57 -04:00
est31 54b6d9976c CNC: re-add player inventory to formspec
Fix regression of commit

d732c8dfbd - "Add listring functionality"

by @est31 (me xD).
2015-09-12 08:04:07 +02:00
Vanessa Ezekowitz e7d06b33d1 fix missing radiation resistance for lead block 2015-09-12 01:34:57 -04:00
Vanessa Ezekowitz 1b1780946e add facedir to tool workshop 2015-09-12 01:18:16 -04:00
Vanessa Ezekowitz 28ed3b29a3 clarify license in README 2015-09-12 01:01:41 -04:00
Vanessa Ezekowitz ec3e3b348d copy rubber tree textures to technic_worldgen
should fix #222
2015-09-12 00:54:28 -04:00
1Nick1Name cfd788358c Use moreblocks as an optional dependency. 2015-09-12 00:24:24 -04:00
Christian Wischenbart e2ca7166f9 added rubber tree description
+added to group "leaves"
2015-07-28 16:20:00 +02:00
Novatux 32d776293b Update my name in README.md 2015-07-24 11:46:34 +02:00
ThatGraemeGuy a529baba47 Machines should become inactive when output slots are full 2015-07-12 20:43:01 +02:00
est31 a793747d92 Move coal furnaces to other/
They don't use power, move them to where they belong.
2015-06-18 04:16:47 +02:00
est31 d732c8dfbd Add listring functionality
Add shift-click functionality
2015-06-18 04:09:27 +02:00
asl97 7cd848a050 default:mese_block is now default:mese
https://github.com/minetest-technic/technic/blob/master/technic/crafts.lua#L189
2015-06-17 17:10:03 -04:00
Rogier fcef0ef987 Make chests usable if pipeworks is not installed 2015-06-17 17:06:49 -04:00
Rogier ae7f49de38 Make chests usable without moreores (& add soft dependency) 2015-06-17 17:06:49 -04:00
Rogier 84812d2307 Make technic_chests not (implicitly) depend on technic
(by moving two images that are used for chests only, from technic/textures
 to technic_chests/textures)
2015-06-17 17:06:49 -04:00
sdzen 055ee23431 Readd myself 2015-06-06 10:39:47 -04:00
sdzen a4f7996b56 Readd myself
a large amount of the 16x16 textures were mine but when RealBad put them back in the information on them mustve been scattered to the winds, just fixing this.
2015-06-06 10:34:45 -04:00
Vanessa Ezekowitz 24eca043d0 allow form backgrounds for chests to be textured separately 2015-05-03 15:13:45 -04:00
ShadowNinja e393617fa1 Fix undefined global warning 2015-04-26 18:17:04 -04:00
ShadowNinja 35b0f068af Fix grinder name in recipe 2015-04-26 18:00:20 -04:00
Vanessa Ezekowitz 4cf1e63adb put marble block into group marble=1 2015-04-18 17:12:06 -04:00
est31 1615681e89 Fix autoloading for solar arrays
This autoloads the node above a solar array, so that its light value can be determined.
Previously, solar arrays in unloaded blocks would report an input of 0 to the switching station.
2015-03-23 03:41:03 +01:00
est31 3f179e4c53 Make rubber leaves yield rubber leaves
Previously, you wouldn't get any leaves items from mining rubber tree leaves.
Leafdecay still doesn't drop the leaves, only the saplings, just like with normal trees.
2015-03-22 19:35:51 +01:00
est31 6b800758fb Rename technic.cables and make it private
Give it a more descriptive name.
Previous use outside cables.lua isn't neccessary and gets removed.
2015-03-22 19:35:50 +01:00
Tim 137695ea67 allow activation/deactivation of frames/templates by config
have them deactivated by default due to a larger collection of associated issues
including but not limited to
* #170
* #216
* item duplication involving templates
* runaway machines
* traversal loop issues with huge machines leading to lag-outs
2015-03-16 18:58:41 -04:00
Vanessa Ezekowitz b00e942824 don't run the damage ABM if damage is disabled on the server. 2015-03-15 18:21:28 -04:00
Vanessa Ezekowitz cf75916ea7 Add spheres to the CNC machine
Note: this required renaming the base node name for the oblate spheroid
object, which previously had been named simply "sphere".  The result is
that all such nodes in an old world will change to actual spheres.

Since this includes a formspec change, machines will have to be dug and
re-placed to get the new program button to show up, and/or if the image
on the Oblate Spheroid button shows wrongly.
2015-03-12 00:02:23 -04:00
Rogier 4874e29025 Wrench: fix restore of furnace (contents were not restored) 2015-03-11 18:10:16 -04:00
Rogier 78bfa4f893 Wrench: when restoring picked_up_<item> to <item>, preserve rotation 2015-03-11 18:10:16 -04:00
Rogier ab6f2b2556 Make wrench usable independently of technic 2015-03-11 18:10:16 -04:00
MT-Modder b8c9028681 Tools don't wear in creative mode v2
- Removed cans (will add again per request)
- Added creative check to global namespace (checking only once as
requested by VanessaE)
2015-03-11 18:08:16 -04:00
MT-Modder 19f74d11ba Change height_ to y_ in ore registrations 2015-03-11 18:08:16 -04:00
Mahmut Elmas 3624aabcf9 Update and rename wrench/locale to wrench/locale/tr.txt 2015-03-11 18:08:16 -04:00
Mahmut Elmas e6f715062d Update and rename technic_worldgen/locale to technic_worldgen/locale/tr.txt 2015-03-11 18:08:16 -04:00
Mahmut Elmas db35c9b54b add turkish locale 2015-03-11 18:08:16 -04:00
Mahmut Elmas fe6965d89a Update and rename extranodes/locale to extranodes/locale/tr.txt 2015-03-11 18:08:16 -04:00
Mahmut Elmas 01fd5d6e6b Update and rename concrete/locale to concrete/locale/tr.txt 2015-03-11 18:08:15 -04:00
Novatux 8b16fc1176 Add lead block, and lead & sulfur dusts 2015-03-08 13:32:59 +01:00
Jay Arndt 0113975160 Fix detection of if the machine should call pipeworks.after_place
The tube variable in these contexts always evaluates to a true value.
data.tube is the variable that indicates if pipeworks needs to be notified.
2015-03-07 21:44:42 -05:00
Jay Arndt c8cbd261ee Drop upgrade items in the after_dig_node handler instead of can_dig
This fixes an item duplication bug triggered by using a screwdriver on an upgraded machine
2015-03-07 21:44:42 -05:00
Tim c6464d3ebe label the switching station abm for profiling purposes
this allows the mtt profiler to profile this abm individually from other abms since t4im/mtt@48eff13
2015-02-28 00:47:15 +01:00
Novatux 3eefa2f181 Add sulfur and lead, and make them generate 2015-02-22 12:42:46 +01:00
est31 4b179821d3 Get rid of technic.format 2015-02-13 21:13:17 +01:00
Tim 7ed1aa9398 correct injector inventory handling by tubes 2015-02-11 03:15:34 +01:00
Tim ce40d1cfb8 add group tubedevice_receiver to injector to fix the issue of it acting more like a tube than an inventory
it sent the items into all directions, when being injected into, instead of entering the injector as it used to
2015-02-08 12:27:10 +01:00
Vanessa Ezekowitz 5ac93cccc9 simplify pipeworks tube detect
deMorgan's axiom, which I suck at using :P
2015-02-07 12:42:18 -05:00
Vanessa Ezekowitz cbfeb0192c fix crash placing chests re: tubes 2015-02-07 12:07:17 -05:00
Vanessa Ezekowitz bccefd6997 fix other machines, battery boxes, etc to work with tube routing. 2015-02-07 03:47:53 -05:00
Vanessa Ezekowitz d5db189cf4 fix chests connecting to tubes 2015-02-07 03:22:56 -05:00
Tim 48e02b8452 drop upgrade list items if dug (but protect other inventories) 2015-02-06 08:35:42 +01:00
Tim 72d541a607 add trunks: mod support to the chainsaw 2015-02-06 07:59:51 +01:00
Tim a13e7b7ed1 add the option for publicly shared machines via an upgrade item "default:chest
the upgrade slots remain protected

this replaces the need for a few forks and also resolves #131 in the process, which is obsolete now
2015-02-06 07:54:29 +01:00
Tim 91e12c41fd fix chainsaw support for default:pinetree 2015-02-05 20:33:11 +01:00
Tim 96788677bb clean up upgrade handling a bit and only allow setting known upgrades 2015-02-05 17:27:28 +01:00
Tim 6ef3438832 limit the upgrade slot to one item per slot, as more are ignored anyway 2015-02-05 16:09:16 +01:00
Tim 41a10a86d5 reduce intllib code 2015-02-05 10:09:14 +01:00
Tim c17732b16f localize modpath variable 2015-02-05 09:50:55 +01:00
Tim 49e82a604b supress undeclared variable access warnings in cases of intentional declaration checks 2015-02-05 09:47:37 +01:00
Tim 3fd53dfe95 add .mailmap 2015-02-05 09:41:38 +01:00
Vanessa Ezekowitz 3bcd99f098 fix lighting glitch on bottom of "edge" (quarter-round) models 2015-02-05 01:08:09 -05:00
Vanessa Ezekowitz 122e97ebd9 fix rotation of "edge" models 2015-02-05 00:58:42 -05:00
Vanessa Ezekowitz 63fa7a856e fix broken lighting on CNC meshes, thanks to tip from acerspyro 2015-02-04 20:31:37 -05:00
est31 4735055b94 Update chests formspec to not be deprecated 2015-02-03 11:14:26 +01:00
est31 d452d16fa6 Make technic chests independent from unified inventory
Copy the textures made by RealBadAngel (under WTFPL) from unified inventory to technic to avoid minetest not finding them when unified inventory is not installed.
2015-02-03 07:43:58 +01:00
est31 e08de57ec6 Update manual.md to respect new behaviour 2015-02-02 05:29:56 +01:00
est31 9444eff7f7 Make switching station only react to nodes from below 2015-02-02 05:29:44 +01:00
est31 18265de3b3 Fix bug for switching stations displaying same input and output 2015-01-31 10:42:55 +01:00
est31 3dc01a6720 Formatting for supply converter too 2015-01-31 10:42:55 +01:00
est31 d9bf9830b0 Better number formating
Is it 120000 or 1200000?
2015-01-31 01:29:16 -05:00
Vanessa Ezekowitz 0c3f55e0c9 fix cobble and gravel grinder recipes 2015-01-30 14:29:50 -05:00
Tim 6dd7ffc455 move from recipe defusion to recipe deactivation to avoid confusion 2015-01-30 20:15:15 +01:00
Tim a0cf9eb8f3 replace overlooked latex->rubber furnace recipe with glue as a form of "rubber cement" 2015-01-30 17:50:06 +01:00
Tim b9173be3b8 remove unnecessary definition fields 2015-01-30 17:47:04 +01:00
Tim 91fceece18 tune latex->rubber alloy recipe based on wikipedia data pointed out by @est31 2015-01-30 17:41:05 +01:00
Vanessa Ezekowitz 5a395928fa add textures for grindings/sawdust 2015-01-30 00:17:28 -05:00
Tim f330d58354 redfine latex->rubber path via alloy furnace
latex is being refined to rubber by drying and adding carbon pigments to strengthen the material
(which also turns it black)
it should not yield more rubber than its latex input, but it may be processed faster than ores
2015-01-30 05:16:49 +01:00
Tim 56e96b2593 add sawdust and tree/wood grindings with arcacia tree for dye and provide a better alternative rubbertree->latex path that yields the same as the tree tap, but requires more machine work
yet without textures
2015-01-30 05:16:41 +01:00
Tim 80f79f5e1e remove _sidways moretree trunks from chainsaw, these would be abm-converted before anyone could saw them anyway 2015-01-30 05:09:21 +01:00
Tim a8c097bcd9 tweak sandstone/sand recipes to a more efficent compressing 2 sand -> sandstone and grinding sandstone -> 2 sand ratio; make sure the default recipes are defused 2015-01-30 05:09:21 +01:00
Tim 3cc568ddbd defuse by fake_fire added recipes, make people use the grinder for those 2015-01-30 05:09:21 +01:00
Tim 9d3f7304fb add a sandstone compression recipe back in place of the default recipe, without leading to an infinite sand/sandstone generation which lead to its removal in c0a1739 in the first place 2015-01-30 05:09:21 +01:00
Tim e4c34c9c32 allow transformer and chainsaw crafts even if required mesecon modules are not loaded 2015-01-30 05:09:21 +01:00
Tim 1d81e6d4d1 register additional technic materials with the circular saw 2015-01-30 05:09:21 +01:00
Tim 581afee261 update extranodes to use the new api of moreblocks/stairsplus 2015-01-30 05:09:21 +01:00
Tim 9087abcde0 add centrifuge recipe for wheat 2015-01-30 05:09:21 +01:00
Tim 00f61dfb81 rewrite extractor dye recipes, adding a few dyes and making it work better with the dye mod
also preventing any issues if it is being run in a game without it
2015-01-30 05:09:20 +01:00
Tim a8b711a7f4 allow grinding wheatseeds to flour, closes #173 2015-01-30 05:09:20 +01:00
Tim fe4372649f reuse the new screwdriver code of minetest/minetest_game in adapted form for the sonic screwdriver 2015-01-29 18:38:23 -05:00
Tim 3252da05d1 use the timers, that are allready running instead of allocating a new one every tick 2015-01-27 19:02:33 +01:00
est31 f250e1632f Give quarries a better inventory icon
Current inventory icon is indistinguishable from carbon steel block. The side with the pick was hidden. This commit moves that part to the front.
2015-01-24 21:23:26 +01:00
est31 86dd5852aa Add cache to quarry
Adds a cache to the quarry in order to reduce load and send larger stacks through pipes instead of just single items. Coin tossing ensures the cache gets purged around every 200 seconds. The interval isn't fixed in order to prevent material spikes from multiple quarries which got loaded simultaneously. When the cache is full, or the quarry finished, it is purged too.
2015-01-24 21:22:49 +01:00
est31 c38da0945c Optimize quarry_run
Don't load the whole digging area when only a small piece is relevant.
Also, move the (time expensive) check whether the air above a block is free to the last position, which spares unneccessary checks when multiple quarries are placed together, or a quarry has to loop over air for another reason.
2015-01-24 19:40:02 +01:00
Vanessa Ezekowitz ec73a8508f add custom collision and selection box handling to CNC machine
also clean up formatting of surrounding code
2015-01-19 13:37:46 -05:00
Tim 7e92fe0a46 use an alternative and cleaner way to overwrite the pipeworks tube-recipes and default bronze 2015-01-18 20:34:15 +01:00
Wayward1 9e1c5740d3 Fix support for acacia trees
Just realized I had the wrong item string >.<
2015-01-16 20:08:25 -05:00
Vanessa Ezekowitz d6b0deb989 fix cnc stick formspec img
(missed the border)
2015-01-16 19:16:39 -05:00
Vanessa Ezekowitz 1a7a17f3d7 new high-resolution imagery for CNC formspec
to go with the new models.
2015-01-16 19:12:02 -05:00
Vanessa Ezekowitz 3726bd9bd2 add the models too 2015-01-16 17:19:11 -05:00
Vanessa Ezekowitz 80cb6a495a Use mesh nodes for all of the more complex CNC machined items 2015-01-16 16:57:34 -05:00
Tim 0114feaf04 Add more nodes to the chainsaw 2015-01-12 17:51:55 -05:00
ThatGraemeGuy 2e04374de8 Add gloopores' Kalite dust as a more effecient fuel than lumps 2015-01-12 17:51:55 -05:00
Vanessa Ezekowitz bc0ac581aa prevent crash if get_recipe_index() is passed a nil or apparent garbage instead
of a table
2015-01-12 17:43:56 -05:00
Novatux 4ac36e9d27 Fix infinite energy with supply converter 2014-12-30 12:10:36 +01:00
ShadowNinja 5382a88aef Fix some global errors 2014-12-15 17:47:07 -05:00
Vanessa Ezekowitz a413904ecd minetest.env:* --> minetest.* 2014-11-30 12:45:42 -05:00
Novatux dd30838245 Add more nodes to chainsaw 2014-11-30 08:28:57 +01:00
Vanessa Ezekowitz 8da4d057b0 update to latest mesecons API
requires mesecons commit 5be179bf110b44bdc06df6dbfde4e61487cf0635 or later.
2014-11-22 13:58:38 -05:00
ShadowNinja f13570b59b Fix support for tiles string shortcut 2014-11-13 12:57:26 -05:00
ShadowNinja 30a37a490f Make the forcefield replace buildable_to nodes and make it faster (about x20) 2014-11-13 12:28:04 -05:00
Zefram aef07eb604 Manual section on radioactivity
Manual section on radioactivity
2014-11-06 09:03:01 -05:00
Zefram f205e5f404 Fix anonymous digging of non-empty machine
The quarry was causing crashes when it reached a machine that was
undiggable due to containing items.
2014-11-06 08:33:14 -05:00
Rick McFarley 7c6c3b9679 Remove extra registration of LV transformer 2014-09-24 20:35:25 -04:00
ShadowNinja 42d0081367 Replace mining laser ray tracer with a simpler iterable one 2014-09-24 20:32:36 -04:00
HybridDog 4d1f9753e3 update mining lasers 2014-09-16 15:23:46 -04:00
ThatGraemeGuy 6d90ebb94e Make generators stop supplying EUs when there is a non-fuel item in the fuel slot 2014-09-16 15:21:14 -04:00
RealBadAngel 0defb2e66d Fix broken concrete posts. 2014-08-29 01:26:25 +02:00
Zefram 0de4fec07c Fix second description of radioactive group value 2014-08-28 15:30:15 +02:00
Zefram fd527c2d98 Manual section on nuclear generator 2014-08-28 15:21:50 +02:00
Zefram 23423ab79b More manual on power generation
Sections on solar and wind.  Some rewording of the section on fuel-fired
generators.
2014-08-28 15:20:26 +02:00
Zefram 1d46d71b25 Manual sections on some generators 2014-08-28 15:18:12 +02:00
Zefram 45919b871a Make forcefield properly undiggable 2014-08-28 15:14:05 +02:00
Zefram 706e880f05 Manual sections on miscellaneous powered machines 2014-08-28 15:13:04 +02:00
Zefram 7c85726e9a Fix a stray British spelling in manual 2014-08-28 15:05:26 +02:00
Zefram 8cec4180af Manual section on processing machines 2014-08-28 15:02:02 +02:00
Zefram 04e911f94b Start of manual chapter on powered machines 2014-08-28 15:01:13 +02:00
Zefram 3b1abaaa56 Manual section on concrete 2014-08-28 14:37:36 +02:00
ShadowNinja ec069aa43e Change chainsaw cutting algorithm back to old one
The new algorithm caused horizontal sections of trees to be left, with the
sections above and below them removed.
2014-08-22 20:57:30 -04:00
ShadowNinja 16302cffce Fix chainsaw placing drops and playing sounds at tops of trees 2014-08-22 20:01:15 -04:00
Zefram 78646b2d89 Make tree tap respect item_drop 2014-08-22 14:20:13 +01:00
Zefram 0cf4133b97 Make wrench available in creative mode only
The wrench is far too powerful to be available to survival-mode players
via a cheap recipe.
2014-08-22 01:07:38 +01:00
Zefram 7ab3f9bed2 Update wrench's metadata for technic machines
The changes that this covers are that the alloy furnaces now have one
"src" inventory instead of a "src" and "src2"; that the tool workshop
is now MV; and the existence of MV compressor, extractor, and centrifuge.
2014-08-22 01:01:44 +01:00
Zefram 2912e2da78 Rebalance radiation shielding
Squeeze the range of material shielding values.  The strongest shielding
materials get weaker, and weaker shielding materials, especially low-end
ones such as dirt, get stronger.  The radioactivity of the active
reactor core is increased so that the standard shielding is (still)
only narrowly sufficient.
2014-08-20 20:09:41 +01:00
Zefram 7a9d2ffe5f Finer gradations of radioactivity
Make the "radioactive" group value be the safe distance in millimeters
rather than meters, to allow for intermediate values.  Use such
intermediate values for the uranium blocks, using the existing formula
with this finer quantisation.  All other radioactive nodes retain their
existing radioactivity exactly.
2014-08-20 19:14:03 +01:00
Zefram 7d610b7c80 Tube capability for tool workshop
Tool workshop can now accept tools to repair via tube.  It has upgrade
slots.  Battery upgrade reduces its power consumption.  Tube upgrade
makes it eject fully-repaired (or unrepairable) items via tube.
2014-08-18 17:09:37 +01:00
Zefram 814646b542 Smoother link of processing cycles to ABM cycles
Make the generic processing machine code willing to complete more than
one processing cycle in one ABM cycle, and more generally to carry
over leftover processing effort after completing a processing cycle.
The src_time meta item now represents accumulated processing effort
(time multiplied by speed) in a scaled form (to retain fractions),
rather than just time in integral seconds.  This affects the MV furnace,
with speed 4 and most recipe times being 3 s, and will be essential for
faster furnaces.
2014-08-18 15:14:15 +01:00
Zefram d0efa15b98 In quarry, skip past undiggable nodes
The quarry used to get stuck when it encountered an undiggable node.
Change it to skip past that node, digging whatever later stuff it can.
Necessarily, the current digging position becomes semantically-significant
state: it is no longer sufficient to search the quarry cuboid from the top
on each iteration.  The current digging height is reported in the quarry's
interaction form, and can be reset to the top using a button on the form.

Where there is a non-air node within the quarry directly above the
next node to dig, it blocks the quarry's access to that node, even if
everything involved is diggable.  Thus an undiggable node casts a shadow
of undug nodes below it.  Resolving undiggability of a node is a major
reason to use the restart button.
2014-08-18 15:14:15 +01:00
Novatux 390ade6e54 Change oregen to a non-uniform distribution. 2014-08-17 17:08:11 +02:00
Zefram d0001a20c9 Fix visible cable connection for irregular items
The switching station and supply converter only semantically connect to
cables in particular directions.  Make them visually connect only in
the matching directions.  This is done by special-casing in the cable
update logic.  If more irregular items arise in the future, or the
existing items start to need facedir logic, this should be generalised
into something like the connect_sides system for pneumatic tubes.
2014-08-17 13:43:39 +01:00
Novatux 35b10adb40 Fix items sending 2014-08-16 13:42:17 +02:00
Zefram 849526cd76 Fix forcefield power demand when disabled 2014-08-15 12:25:47 +01:00
Zefram 830de45936 Option for forcefield to be cubical 2014-08-15 12:25:46 +01:00
Zefram 6cc471e986 Simplify music player interface
Having a track selected now implies playing it, rather than
playing/stopped being a hidden state separate from track selection.
2014-08-15 12:25:46 +01:00
Zefram 1d0687556a Fix music player's sound management
If an operating music player was disconnected from the electrical network
or destroyed, it used to leave the music playing forever.  There was
also a glitch upon starting playing, as the music was started by the
form handler but then stopped when the run function realised it wasn't
receiving any power, because it hadn't demanded any yet.
2014-08-15 12:25:46 +01:00
Zefram 049129d9b8 Handle both pipeworks APIs
The new API function is now renamed to pipeworks.tube_inject_item(),
so use it under that name.  If it is not available, synthesise the new
API in terms of the old one.
2014-08-15 13:23:41 +02:00
Vanessa Ezekowitz 772c21cb04 don't put anchor in creative inv 2014-08-14 21:56:05 -04:00
Novatux baf7f61665 Compatibility with latest pipeworks 2014-08-14 21:29:56 +02:00
Zefram 3b16a2858f Revise rules for regenerating latex
To ensure that only rubber tree trunk nodes that are part of trees
regenerate, rather than those that are used as building blocks, check
that they are sufficiently close to rubber tree leaves.  This replaces the
older rule that naturally-grown trunks regenerate (regardless of leaves)
and manually-placed trunks don't (even though manually building a tree
otherwise works).  The detection of manually-placed trunks was in any
case broken for users of moretrees, because that mod fails to set the
flag signalling manual placement.

Incidentally also fix a bug that caused rubber tree branches (horizontal
trunk nodes) to turn vertical when regenerating latex.  Rather than set
the complete node structure, only switch the type name, as does the tree
tap when emptying the node.
2014-08-13 23:13:52 +01:00
Zefram b001a67979 Administrative world anchor 2014-08-13 19:07:53 +01:00
Zefram 38e85e9775 Manual section on uranium enrichment 2014-08-13 02:45:44 +01:00
Zefram df7bf8c713 Manual sectioning
Expand list of sections yet to be written.  Arrange sections both written
and unwritten into a two-level structure, with a bit of consequential
reordering.
2014-08-13 00:25:15 +01:00
Zefram 7112e742f4 More manual
Added section on chests.  Fixed another stray British spelling.
Backslashed literal underscores to avoid them being interpreted as
emphasis markup.
2014-08-11 13:04:53 +01:00
Zefram 5692c29a45 More manual
Sections on rubber and electrical power.
2014-08-09 13:59:46 +01:00
Zefram eed803349c More manual
Added sections on the technic-specific kinds of item processing, and on
generic metal mechanics, and the specific trickery around iron (merging
in notes_on_iron).
2014-08-08 23:22:36 +01:00
Zefram ddb522d4cc Fix stray British spellings in manual 2014-08-08 19:36:43 +01:00
Zefram e3b44be6ec Change "altitude" to "elevation" in manual
Vanessa finds "altitude" to carry too much of an aviation connotation.
Zefram finds "elevation" to carry insufficient connotation of being
relative to sea level, so also adds a clarifying note.  Beware of changing
this terminology without negotiation, as it aroused surprisingly strong
opinions.
2014-08-08 17:40:28 +01:00
Zefram 488070c1ee Start on user manual 2014-08-08 16:41:31 +01:00
Kevin Zheng 7cfb3874a3 Evenly distribute charge across multiple batteries 2014-08-06 12:08:48 -05:00
ShadowNinja ab567e21ca Remove non-functional tetris machine 2014-08-04 13:43:57 -04:00
Zefram 4996d1824c Make nuclear reactor core harder to break
With breaking an active reactor core now causing instant meltdown, having
it breakable by hand is too hazardous.  Change it to match steel block,
which constitutes the main part of the rest of the reactor structure.
2014-08-04 12:54:47 -04:00
Zefram a2d1fefe14 Realistic range of radioactivity of uranium blocks
Fully-depleted uranium doesn't lack noticeable radioactivity.  The
radioactivity of enriched uranium is dominated by the U-234 fraction,
not U-235.
2014-08-04 17:03:56 +01:00
Zefram fc87eca4cd Fix technic_run declaration for hydro generator 2014-08-04 14:58:38 +01:00
Zefram 8275091347 Improve injector interface
Make the injector's mode button lag-resistant.  Display the mode on
the button, as is done with other machines' toggle buttons.  Describe
the modes using the same words that are now used to distinguish the
corresponding pipeworks objects.  Expand name to "self-contained
injector", now that the pipeworks objects are also called "injector".
Show injector item image along with the item name at the head of the form.
2014-08-01 18:25:20 +01:00
Zefram daa6135211 Update alloying craft guide to match machine
The alloy furnaces have been changed to lay out the input slots
horizontally.  The craft guide should match that, for mnemonic value.
2014-08-01 17:56:32 +01:00
Zefram beb480bec2 Redescribe alloying in craft guide
Change "Alloy cooking" to "Alloying", for consistency with the
descriptions of other recipe types.
2014-08-01 17:50:40 +01:00
Zefram 0003ec6a79 Make carbon steel alloying quicker
Taking the same time per alloying cycle as other alloys meant that carbon
steel was being produced painfully slowly, becuase it processes much less
material per cycle than other alloys.  This change halves the cycle time,
which leaves it still processing less material per second than other
alloying processes, but by a less drastic margin.
2014-08-01 17:40:35 +01:00
Zefram 2a7ee141eb Fix behaviour on decabling a forcefield emitter 2014-08-01 17:30:21 +01:00
Vanessa Ezekowitz 88bdac62e3 Merge remote-tracking branch 'zefram/zefram/centrifuge' 2014-07-30 15:36:27 -04:00
Zefram 12d0c6522b Correct breakability of sandstone CNC nodes
default:sandstone has cracky=3, but the CNC nodes had cracky=2.
2014-07-30 20:28:30 +01:00
Zefram 0dfac3f484 Make granite harder than regular stone
In real life granite is renowned for its hardness.
2014-07-30 20:25:35 +01:00
Zefram 60bc80692b Remove a noisy debugging print 2014-07-28 13:29:39 +01:00
Zefram b0faa70873 Uranium enrichment via centrifuge
Replacing the extractor-based system, uranium to be used as reactor fuel
must now be enriched in stages using the centrifuge.  Uranium metal can
exist at 36 levels of fissile content, from 0.0% to 3.5% in steps of 0.1%.
One round of centrifuging splits two dust of a particular grade in to one
dust each of the two neighbouring grades.  Uranium of each grade can exist
as dust, ingot, and block, with all the regular metal processes to convert
between them.  Uranium from ore exists in lump form, and is 0.7% fissle.
The blocks are radioactive to a degree dependent on fissile content.
Thus the chemical refinement and processing of uranium now follows the
standard pattern for metals, and is orthogonal to isotopic enrichment.
Each form of uranium (dust, ingot, block) intentionally looks identical
regardless of fissile grade.

If technic_worldgen is used alone, it defines only one grade of uranium
(as before), but defines it in the regular metal pattern, with lump, ingot
produced by cooking lump, and block crafted from ingots.  It identifies
the metal only as "uranium".  The multiple grades of uranium are defined
by the technic mod, which identifies each grade as "N.N%-fissile
uranium".  The single grade that was registered by technic_worldgen
is redefined to be described specifically as "0.7%-fissile uranium".
For the redefinition to work, technic_worldgen must load before technic,
so technic now declares a dependency on technic_worldgen.

Each fuel rod is made from five 3.5%-fissile ingots, each of which in
turn requires one to start with five 0.7%-fissile dust, so each fuel rod
is now derived from 12.5 uranium lumps (or 25 if the lumps were first
cooked rather than being ground).  This replaces the 20 lumps required
by the former recipes.  After setting up and priming the centrifuge
cascade, enriching a full set of fuel for the reactor (six fuel rods)
takes 14700 centrifuge operations.  It's intended to be a practical
necessity to automate the centrifuge.  In the absence of EU upgrades
for the centrifuges, these operations consume 5.88e8 EU, about 0.97%
of the 6.048e10 EU that the fuel set will produce in the reactor.
The intent is that, in this respect as in others, operating a reactor
should carry a very high up-front cost, but ultimately be very profitable.
2014-07-28 13:18:51 +01:00
Zefram d60e3fe939 Reduce dependencies of technic_chests
technic_chests was depending on the technic mod, for the top-level
"technic" table and the technic.swap_node function.  Resolve that by
sharing the top-level table and inlining the one use of the function.
It was also depending on technic_worldgen, for the definitions of
cast iron and wrought iron.  Make the use of cast iron conditional on
technic_worldgen, falling back to default "steel".  Change the use of
wrought iron to directly use default "steel", to which it is aliased
anyway.
2014-07-26 19:45:31 +01:00
Zefram 9f0b41fe71 Make technic_worldgen loadable before technic
There was a small amount of dependency of technic_worldgen on the
technic mod, for configuration loading and the top-level "technic" table.
Resolve that by sharing the configuration and top-level table between the
two mods.  This means that technic_worldgen can be loaded before technic,
permitting other mods to depend on it without depending on technic.
2014-07-26 19:20:45 +01:00
Zefram dd65a68ce9 Add centrifuge
The centrifuge, currently only existing in an MV variety, is a machine
that separates a mixed substance into its constituents.  Currently the
main use is to reverse alloying of metals.  The alloy separation recipes
intentionally only operate on the dust form of metals, making this less
convenient than the original alloying.  It also only recovers metal
constituents, not the carbon that went into cast iron or carbon steel.

This change incidentally generalises the technic recipe and
machine infrastructure to handle recipes with multiple outputs.
As unified_inventory's craft guide can't yet handle that, these recipes
are not registered there.
2014-07-26 18:01:05 +01:00
Zefram 84cf6504c5 Make outer layer of reactor structure optional
As the layers of reactor structure now have a practical purpose,
in attenuating the modelled radiation from the core, it is no longer
necessary to make so much of it mandatory in order to motivate players
to build it.
2014-07-25 17:27:55 +01:00
Zefram d59055dd2b Audible siren to warn of reactor meltdown
The siren sounds a "danger" tone continuously while it is active and
damaged, such that meltdown is imminent.  It sounds a one-off "clear"
tone if it has been sounding "danger" and the danger has passed, either
because the structure is repaired or because the reactor has become idle.
2014-07-25 15:38:40 +01:00
Zefram 67b90f3ad1 Grace period before reactor meltdown
The meltdown check now doesn't trigger meltdown immediately on reactor
structure being compromised.  Instead, there's a grace period of up to
100 s, during which the reactor can be repaired.  The check doesn't just
look at whether the structure is damaged at all: it looks at how damaged
it is, counting the number of faulty nodes.  The amount of damage is
integrated over time, and the grace period is actually 100 node-seconds,
so greater damage causes meltdown more quickly.  If the active core is
dug then it melts down immediately, preventing the tactic of digging
the core to avert meltdown.

Incidentally move the meltdown check into its own ABM, from the
technic_run callback, so that it applies even when the reactor is not
connected to a switching station.
2014-07-25 14:24:25 +01:00
Zefram ec008d7045 Material-dependent radiation shielding
Radiation is attenuated exponentially by passing through shielding
material.  Radiation resistance values are assigned to all bulk-material
nodes, and the radiation damage ABM traces the path of each radiation ray
to count up the shielding.  The relative radiation resistance values are
essentially real, but the effectiveness of all shielding is scaled down
by a factor of about 70 for game purposes.  Strength of the existing
radiation sources is increased by varying amounts to compensate for
shielding.  Uranium block and ore, both usable as shielding, are made
slightly radioactive, the latter only very slightly.
2014-07-25 03:42:21 +01:00
Zefram 17c5b66524 Inverse square law for radiation damage 2014-07-24 17:38:53 +01:00
Zefram e64fdbf03b Fix celeron55 credit 2014-07-23 18:47:04 -04:00
Zefram e11f0f8817 Tweak corium light settings
Flowing corium appeared too dark.
2014-07-23 18:45:50 -04:00
Zefram c5e9480d99 Config setting to nerf corium
For use on servers that have a mainly creative purpose, the setting
enable_corium_griefing=false will prevent corium from flowing far or
unpredictably and from destroying nodes other than water.  All reactor
meltdowns will stay contained.
2014-07-23 17:24:52 -04:00
Zefram 366fc3bc65 Better reactor meltdown
Reactor `explosion' now replaces the reactor core with a corium source
node.  Corium is a new liquid, which flows a bit like lava, but has
the additional feature of destroying nodes to which it is adjacent.
It also randomly turns into a solid form, chernobylite, which makes an
attractive building block.  It thus gradually melts its way through the
reactor shielding layers; a meltdown gets worse over time if not cleaned
up promptly.

The mechanism for an active reactor core to damage nearby players is
generalised into a "radioactive" node group.  Corium and chernobylite
are radioactive, to varying degrees.  Players receive a varying amount of
damage from a radioactive node, depending on proximity.  Staying outside
a reactor cube is sufficient to be safe from the active core, but not
sufficient to be safe from a melted core.
2014-07-23 20:21:59 +01:00
Zefram 62e04b9c0d Improved can usage
Make the use of cans more like the digging and placement of ordinary
nodes, and specifically make it much closer to the use of buckets.
The main change is that left-click with a can is now only used to take
liquid; placing liquid is now done with a right-click.  This makes the use
of cans a lot less error-prone, compared to the old scheme of determining
the operation based on the type of node pointed to.  Other changes are
that liquid placement is now permitted to replace any buildable_to node,
and the cans obey node protection.
2014-07-23 20:21:59 +01:00
Zefram 6771ad9d33 Genericise can logic
Factor out the logic common to water and lava cans.  Provide it in the
form of a technic.register_can() function, which can be called by other
mods to register cans for other liquids.
2014-07-23 20:21:59 +01:00
Zefram cca72f43f1 Tweak mesecon control of forcefield
Drop support for negative mesecon control.  This requires users of
negative mesecon control to invert their mesecon signal externally.

Comment on rationale for the way toggle buttons in formspec are managed.
2014-07-23 16:49:08 +01:00
Zefram 6a4cb16392 Fix mesecon control of forcefield
The code formerly attempted to make the forcefield emitter controlled
both manually and by (inverted) mesecon signal, but the two interfered
with each other.  In particular, a newly-placed emitted would be
informed that it was getting no mesecon signal, and would therefore
enable itself.  Fix this by adding explicit modes for how the emitter
will respond to mesecon signals: ignore them, obey them positively,
or obey them negatively.

The manual control could have been incorporated into this mode setting
by having two "ignore mesecon" modes: always-enabled and always-disabled.
But it seems more useful to have a separate manual master switch, so that
the emitter can be manually disabled without losing the mesecon mode.
So it is now implemented that way.
2014-07-23 16:49:08 +01:00
Zefram 1bf52c2d5a Better chest color button layout
Where possible (which it currently is for the gold chest), don't break
the centering of the player inventory in the chest formspec because
of the color buttons.  Where the color buttons don't fit next to a
perfectly centered player inventory (which doesn't currently occur for
any technic chest), move the player inventory only as much as necessary
to accommodate the color buttons.
2014-07-23 16:49:08 +01:00
Zefram 1d7cb74053 Bring wooden chest fully into the chest system
Re-register most aspects of default:chest and default:chest_locked,
using the technic chests code, so that the wooden chests fit properly
into the sequence of chest types.  This mainly affects the formspec,
which now uses the style of the other chests, rather than the bare style
used by the default mod.
2014-07-23 16:49:07 +01:00
Vanessa Ezekowitz 2d9e06c479 actually make the reactor core melt down when it should
(turns into a lava source, boils away the surrounding water)
2014-07-23 11:08:11 -04:00
Vanessa Ezekowitz 29c7ff5228 don't attempt to force-load blocks if they're already loaded. 2014-07-23 10:00:13 -04:00
ShadowNinja ad0c310b6b Remove dependency on moreores that was accidentally left in place 2014-07-21 13:21:13 -04:00
ShadowNinja 14b30bfd0d Clean up constructor 2014-07-21 01:52:13 -04:00
ShadowNinja 7d5edcf23e Remove swap_node compatability code 2014-07-21 00:40:53 -04:00
ShadowNinja 87fc21443c Add hack for uninitialized players in flashlight 2014-07-21 00:14:55 -04:00
ShadowNinja 37c06a9110 log_mod -> log_mods and get setting as boolean 2014-07-21 00:13:45 -04:00
ShadowNinja 22a4bcf80d Remove mods that aren't strictly required from depends.txt 2014-07-20 23:49:38 -04:00
hdastwb dd468c3aaa Merge pull request #152 from goblin/coal_alloy_return_bucket
alloy furnaces and generators should not eat fuel buckets
2014-07-18 20:19:15 -04:00
goblin 6ec12b51cb also return buckets with generators
... and in the `smelt_item` function, even though it seems unused
2014-07-19 00:18:44 +01:00
goblin 9290e6f00d coal alloy furnace to return the buckets 2014-07-18 17:08:05 +01:00
Zefram 69487e530b Fix drill recipe
It was attempting to get the copper ingot from the wrong mod.
2014-07-14 15:19:02 +02:00
Novatux efd5ff644c Fix supply converter again 2014-07-14 11:16:37 +02:00
Novatux 7065ba9155 Fix problem with supply converter producing energy 2014-07-13 14:15:10 +02:00
Novatux 1af6313c69 Fix crash with supply converter 2014-07-12 18:22:52 +02:00
Novatux 1c617f2c5e Make unconnected generators burn the fuel they still have. 2014-07-12 09:50:50 +02:00
Novatux 563a4c071d Make switching station run all machines it is connected to, including those in unloaded blocks. 2014-07-11 11:00:46 +02:00
Zefram 871ded6e6a Increase prospector's charge capacity
The low capacity of the prospector turned out to be annoying, while the
other limitations do not substantially detract from fun.  Also adjust
recipe to include a blue energy crystal, to explain the source of the
charge capacity.
2014-07-10 08:56:48 +02:00
Novatux 83e9cab3ad Better ingot textures 2014-07-09 19:03:22 +02:00
Zefram 78128fd49a Tweak energy crystal recipes
Use silver instead of gold in the recipe for the red energy crystal,
and mithril instead of gold in the recipe for the blue energy crystal.
This provides more appreciable steps in the expense of the upgrades,
which were too similar, and in particular makes the blue energy crystal
less ridiculously cheap.
2014-07-09 09:17:44 +02:00
Zefram 5e4a87b925 Rework some recipes to use more varied ingredients 2014-07-09 09:17:44 +02:00
Zefram 5e7c47a619 Exclude technic:nothing from creative inventory 2014-07-09 09:17:44 +02:00
Zefram 5ec2d10dbc Vary cable insulation type with tier
LV cables are now paper-insulated, rather than uninsulated (which made
no sense).  MV cables are rubber-insulated as before.  HV cables are now
plastic-insulated (which they already visually appeared to be).  MV and
HV cables are still crafted by adding insulation onto lower-tier cable,
rather than by insulating raw copper; this matches the way machines are
upgraded between tiers rather than crafted afresh.
2014-07-09 09:17:44 +02:00
Zefram f7819b4cb8 Remove duplicate cable textures
Some of the technicx32 cable textures were just duplicates of the
standard-resolution textures.
2014-07-09 09:17:44 +02:00
Zefram 3f717cbb9e Fine gold and silver wire items
Not used in any recipes yet.
2014-07-09 09:17:44 +02:00
Zefram 4958a77e21 Tweak supply converter recipe
The casing is now in the center of the grid, as it is for all other
machines.
2014-07-09 09:17:44 +02:00
Zefram 68ea0acbd0 Consistently use cable in electric machine recipes
All electric machine recipes now include cable of the appropriate tier
as the bottom-middle ingredient, immediately below the casing ingredient.
Many LV machines were using a copper ingot in that location.
2014-07-09 09:17:43 +02:00
Zefram e8a5a6652d Use machine casing in most machine recipes 2014-07-09 09:17:43 +02:00
Zefram 430b310eb4 Machine casing item
The casing is intended to be an ingredient in craft recipes for machines.
It isn't actually used in any recipes yet.  Although mainly a craft
item, it is defined as a node type, mainly to get an appropriately cubic
inventory image.  It is incidentally possible to place it as a node:
this makes some sense, although the empty machine casing isn't actually
useful as a node.
2014-07-09 09:17:43 +02:00
Zefram 636b0f20df Handheld prospecting tool
The new tool will say whether a target block type is present in a
specified region, to allow for more targeted digging.  It is deliberately
quite weak, with several limitations: only stores enough charge for a
small number of shots; target can only be set by pointing at an example
node; range is limited; accuracy is less than 100%.  Some of these
limitations should probably be ameliorated, but not entirely eliminated,
in the future when we have a better idea of game balance.

The inventory image is only a placeholder.
2014-07-07 15:15:05 +02:00
Zefram 611c7760eb Fix fuel-fired alloy furnace
Commit ee0765804c broke the fuel-fired alloy
furnace, by removing the definition of its formspec that it requires to
set up the form upon construction.
2014-07-07 15:15:05 +02:00
Zefram e5cc3359e0 Fix craft guide for alloy cooking et al
A typo in commit d55ecc39f9 made recipes
for alloy cooking, compressing, and all other craft types sharing that
machine code, to be shown with three ingredient slots instead of the
correct one or two.
2014-07-07 15:15:05 +02:00
Zefram ad157d1b8f Fix brass alloying recipe
Commit d55ecc39f9 introduced a bogus
reference to "technic:copper_ingot".
2014-07-07 15:15:05 +02:00
945 changed files with 15315 additions and 4580 deletions

1
.gitignore vendored
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@ -48,7 +48,6 @@ local.properties
*_p.c
*.ilk
*.meta
*.obj
*.pch
*.pdb
*.pgc

4
.mailmap Normal file
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@ -0,0 +1,4 @@
RealBadAngel <maciej.kasatkin@o2.pl> <mk@realbadangel.pl>
Vanessa Ezekowitz <vanessaezekowitz@gmail.com>
Vanessa Ezekowitz <vanessaezekowitz@gmail.com> <vanessa@rainbird.(none)>
kaeza <kaeza@users.sf.net> Diego Martínez <kaeza@users.sf.net>

View File

@ -4,7 +4,7 @@ Technic
Credits for contributing to the project (in alphabetical order):
* kpoppel
* Nekogloop
* Nore/Novatux
* Nore/Ekdohibs
* ShadowNinja
* VanessaE
* And many others...
@ -18,5 +18,6 @@ FAQ
License
-------
See mod folders for their licences
Unless otherwise stated, all components of this modpack are licensed under the
LGPL, V2 or later. See also the individual mod folders for their
secondary/alternate licenses, if any.

View File

@ -1,3 +1,4 @@
default
basic_materials
intllib?
moreblocks?

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@ -1,22 +1,20 @@
--Minetest 0.4.7 mod: concrete
--Minetest 0.4.7 mod: concrete
--(c) 2013 by RealBadAngel <mk@realbadangel.pl>
local technic = technic or {}
local technic = rawget(_G, "technic") or {}
technic.concrete_posts = {}
-- Boilerplate to support localized strings if intllib mod is installed.
local S
if intllib then
S = intllib.Getter()
else
S = function(s) return s end
end
local S = rawget(_G, "intllib") and intllib.Getter() or function(s) return s end
minetest.register_alias("technic:concrete_post", "technic:concrete_post0")
minetest.register_alias("technic:concrete_post32", "technic:concrete_post12")
minetest.register_alias("technic:concrete_post33", "technic:concrete_post3")
minetest.register_alias("technic:concrete_post34", "technic:concrete_post28")
minetest.register_alias("technic:concrete_post35", "technic:concrete_post19")
for i = 0, 31 do
minetest.register_alias("technic:concrete_post"..i,
"technic:concrete_post")
end
for i = 32, 63 do
minetest.register_alias("technic:concrete_post"..i,
"technic:concrete_post_with_platform")
end
local steel_ingot
if minetest.get_modpath("technic_worldgen") then
@ -25,38 +23,20 @@ else
steel_ingot = "default:steel_ingot"
end
minetest.register_craft({
output = 'technic:rebar 6',
recipe = {
{'','', steel_ingot},
{'',steel_ingot,''},
{steel_ingot, '', ''},
}
})
minetest.register_craft({
output = 'technic:concrete 5',
recipe = {
{'default:stone','technic:rebar','default:stone'},
{'technic:rebar','default:stone','technic:rebar'},
{'default:stone','technic:rebar','default:stone'},
}
})
minetest.register_craft({
output = 'technic:concrete_post_platform 6',
recipe = {
{'technic:concrete','technic:concrete_post0','technic:concrete'},
{'technic:concrete','technic:concrete_post','technic:concrete'},
}
})
minetest.register_craft({
output = 'technic:concrete_post0 12',
output = 'technic:concrete_post 12',
recipe = {
{'default:stone','technic:rebar','default:stone'},
{'default:stone','technic:rebar','default:stone'},
{'default:stone','technic:rebar','default:stone'},
}
{'default:stone','basic_materials:steel_bar','default:stone'},
{'default:stone','basic_materials:steel_bar','default:stone'},
{'default:stone','basic_materials:steel_bar','default:stone'},
}
})
minetest.register_craft({
@ -68,195 +48,93 @@ minetest.register_craft({
}
})
local box_platform = {-0.5, 0.3, -0.5, 0.5, 0.5, 0.5}
local box_center = {-0.15, -0.5, -0.15, 0.15, 0.5, 0.15}
local box_x1 = {0, -0.3, -0.1, 0.5, 0.3, 0.1}
local box_z1 = {-0.1, -0.3, 0, 0.1, 0.3, 0.5}
local box_x2 = {0, -0.3, -0.1, -0.5, 0.3, 0.1}
local box_z2 = {-0.1, -0.3, 0, 0.1, 0.3, -0.5}
minetest.register_craftitem(":technic:rebar", {
description = S("Rebar"),
inventory_image = "technic_rebar.png",
})
minetest.register_node(":technic:concrete", {
description = S("Concrete Block"),
tile_images = {"technic_concrete_block.png",},
groups = {cracky=1, level=2, concrete=1},
sounds = default.node_sound_stone_defaults(),
after_place_node = function(pos, placer, itemstack)
technic.update_posts(pos, false)
end,
after_dig_node = function (pos, oldnode, oldmetadata, digger)
technic.update_posts(pos, false)
end,
})
minetest.register_node(":technic:blast_resistant_concrete", {
description = S("Blast-resistant Concrete Block"),
tile_images = {"technic_blast_resistant_concrete_block.png",},
groups={cracky=1, level=3, concrete=1},
tiles = {"technic_blast_resistant_concrete_block.png",},
groups = {cracky=1, level=3, concrete=1},
sounds = default.node_sound_stone_defaults(),
after_place_node = function(pos, player, itemstack)
technic.update_posts(pos, false)
end,
after_dig_node = function (pos, oldnode, oldmetadata, digger)
technic.update_posts(pos, false)
on_blast = function(pos, intensity)
if intensity > 9 then
minetest.remove_node(pos)
return {"technic:blast_resistant_concrete"}
end
end,
})
if minetest.get_modpath("moreblocks") then
stairsplus:register_all("technic","blast_resistant_concrete","technic:blast_resistant_concrete",{
description = "Blast-resistant Concrete",
tiles = {"technic_blast_resistant_concrete_block.png",},
groups = {cracky=1, level=3, concrete=1},
sounds = default.node_sound_stone_defaults(),
on_blast = function(pos, intensity)
if intensity > 1 then
minetest.remove_node(pos)
minetest.add_item(pos, "technic:blast_resistant_concrete")
end
end,
})
end
local box_platform = {-0.5, 0.3, -0.5, 0.5, 0.5, 0.5}
local box_post = {-0.15, -0.5, -0.15, 0.15, 0.5, 0.15}
local box_front = {-0.1, -0.3, -0.5, 0.1, 0.3, 0}
local box_back = {-0.1, -0.3, 0, 0.1, 0.3, 0.5}
local box_left = {-0.5, -0.3, -0.1, 0, 0.3, 0.1}
local box_right = {0, -0.3, -0.1, 0.5, 0.3, 0.1}
minetest.register_node(":technic:concrete_post_platform", {
description = S("Concrete Post Platform"),
tile_images = {"technic_concrete_block.png",},
tiles = {"basic_materials_concrete_block.png",},
groups={cracky=1, level=2},
sounds = default.node_sound_stone_defaults(),
paramtype = "light",
drawtype = "nodebox",
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {box_platform}
},
on_place = function (itemstack, placer, pointed_thing)
local node = minetest.get_node(pointed_thing.under)
if not technic.concrete_posts[node.name] then
return minetest.item_place_node(itemstack, placer, pointed_thing)
if node.name ~= "technic:concrete_post" then
return minetest.item_place_node(itemstack, placer, pointed_thing)
end
local links = technic.concrete_posts[node.name]
if links[5] ~= 0 then -- The post already has a platform
return minetest.item_place_node(itemstack, placer, pointed_thing)
end
local id = technic.get_post_id({links[1], links[2], links[3], links[4], 1})
minetest.set_node(pointed_thing.under, {name="technic:concrete_post"..id})
minetest.set_node(pointed_thing.under, {name="technic:concrete_post_with_platform"})
itemstack:take_item()
placer:set_wielded_item(itemstack)
return itemstack
end,
})
local function gen_post_nodebox(x1, x2, z1, z2, platform)
local box = {box_center}
if x1 ~= 0 then
table.insert(box, box_x1)
end
if x2 ~= 0 then
table.insert(box, box_x2)
end
if z1 ~= 0 then
table.insert(box, box_z1)
end
if z2 ~= 0 then
table.insert(box, box_z2)
end
if platform ~= 0 then
table.insert(box, box_platform)
end
return box
end
local function dig_post_with_platform(pos, oldnode, oldmetadata)
oldnode.name = "technic:concrete_post0"
minetest.set_node(pos, oldnode)
technic.update_posts(pos, true)
end
function technic.posts_should_connect(pos)
local node = minetest.get_node(pos)
if technic.concrete_posts[node.name] then
return "post"
elseif minetest.get_item_group(node.name, "concrete") ~= 0 then
return "block"
end
end
function technic.get_post_id(links)
return (links[4] * 1) + (links[3] * 2)
+ (links[2] * 4) + (links[1] * 8)
+ (links[5] * 16)
end
function technic.update_posts(pos, set, secondrun)
local node = minetest.get_node(pos)
local link_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},
}
local links = {0, 0, 0, 0, 0}
for i, link_pos in pairs(link_positions) do
local connecttype = technic.posts_should_connect(link_pos)
if connecttype then
links[i] = 1
-- Have posts next to us update theirselves,
-- but only once. (We don't want to start an
-- infinite loop of updates)
if not secondrun and connecttype == "post" then
technic.update_posts(link_pos, true, true)
end
end
end
-- We don't want to set ourselves if we have been removed or we are
-- updating a concrete node
if set then
-- Preserve platform
local oldlinks = technic.concrete_posts[node.name]
if oldlinks then
links[5] = oldlinks[5]
end
minetest.set_node(pos, {name="technic:concrete_post"
..technic.get_post_id(links)})
end
end
for x1 = 0, 1 do
for x2 = 0, 1 do
for z1 = 0, 1 do
for z2 = 0, 1 do
for platform = 0, 1 do
local links = {x1, x2, z1, z2, platform}
local id = technic.get_post_id(links)
technic.concrete_posts["technic:concrete_post"..id] = links
local groups = {cracky=1, level=2, concrete_post=1}
if id ~= 0 then
groups.not_in_creative_inventory = 1
end
local drop = "technic:concrete_post0"
local after_dig_node = function(pos, oldnode, oldmetadata, digger)
technic.update_posts(pos, false)
end
if platform ~= 0 then
drop = "technic:concrete_post_platform"
after_dig_node = function(pos, oldnode, oldmetadata, digger)
dig_post_with_platform(pos, oldnode, oldmetadata)
local after_dig_node = nil
if platform == 1 then
after_dig_node = function(pos, old_node)
old_node.name = "technic:concrete_post"
minetest.set_node(pos, old_node)
end
end
minetest.register_node(":technic:concrete_post"..id, {
minetest.register_node(":technic:concrete_post"..(platform == 1 and "_with_platform" or ""), {
description = S("Concrete Post"),
tiles = {"technic_concrete_block.png"},
groups = groups,
tiles = {"basic_materials_concrete_block.png"},
groups = {cracky=1, level=2, concrete_post=1, not_in_creative_inventory=platform},
sounds = default.node_sound_stone_defaults(),
drop = drop,
drop = (platform == 1 and "technic:concrete_post_platform" or
"technic:concrete_post"),
paramtype = "light",
sunlight_propagates = true,
drawtype = "nodebox",
drawtype = "nodebox",
connects_to = {"group:concrete", "group:concrete_post"},
node_box = {
type = "fixed",
fixed = gen_post_nodebox(x1, x2, z1, z2, platform),
type = "connected",
fixed = {box_post, (platform == 1 and box_platform or nil)},
connect_front = box_front,
connect_back = box_back,
connect_left = box_left,
connect_right = box_right,
},
after_place_node = function(pos, placer, itemstack)
technic.update_posts(pos, true)
end,
after_dig_node = after_dig_node,
})
end
end
end
end
end

8
concrete/locale/es.txt Normal file
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@ -0,0 +1,8 @@
# technic_concrete traducido por Carlos Barraza
Rebar = Barra de refuerzo
Concrete Block = Bloque de concreto
Blast-resistant Concrete Block = Bloque de concreto resistente a explosiones
Concrete Post Platform = Plataforma de concreto
Concrete Post = Postes de concreto

7
concrete/locale/fr.txt Normal file
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@ -0,0 +1,7 @@
# technic_concrete translation template
Rebar = Armature
Concrete Block = Bloc de béton
Blast-resistant Concrete Block = Bloc de béton anti explosions
Concrete Post Platform = Plateforme en béton
Concrete Post = Pilier en béton

10
concrete/locale/pl.txt Normal file
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@ -0,0 +1,10 @@
# Polish Translation for technic_concrete
# Polskie tłumaczenie technic_concrete
# by mat9117
Rebar = Pręt zbrojeniowy
Concrete Block = Blok betonu
Blast-resistant Concrete Block = Przeciwwybuchowy blok betonu
Concrete Post Platform = Betonowa platforma
Concrete Post = Betonowy słup

10
concrete/locale/pt_BR.txt Normal file
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@ -0,0 +1,10 @@
# Braziliam portuguese translation for technic_concrete
# Tradução portuguesa brasileira para technic_concrete
# By Sires
Rebar = Vergalhão
Concrete Block = Bloco de Concreto
Blast-resistant Concrete Block = Bloco de Concreto resistente-a-explosões
Concrete Post Platform = Plataforma para Poste de Concreto
Concrete Post = Poste de Concreto

7
concrete/locale/tr.txt Normal file
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@ -0,0 +1,7 @@
# turkish translation by mahmutelmas06
Rebar = Beton demiri
Concrete Block = Beton blok
Blast-resistant Concrete Block = Patlamaya dayanıklı beton blok
Concrete Post Platform = Beton direk platformu
Concrete Post = Beton direk

3
concrete/mod.conf Normal file
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@ -0,0 +1,3 @@
name = concrete
depends = default
optional_depends = basic_materials, intllib, moreblocks

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@ -1,6 +1,9 @@
default
moreblocks
technic_worldgen
basic_materials
concrete
unifieddyes?
intllib?
moreblocks?
steel?
streetsmod?

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@ -1,86 +1,309 @@
-- Minetest 0.4.6 mod: extranodes
-- namespace: technic
-- Boilerplate to support localized strings if intllib mod is installed.
local S
if intllib then
S = intllib.Getter()
else
S = function(s) return s end
local S = rawget(_G, "intllib") and intllib.Getter() or function(s) return s end
if minetest.get_modpath("moreblocks") then
-- register stairsplus/circular_saw nodes
-- we skip blast resistant concrete and uranium intentionally
-- chrome seems to be too hard of a metal to be actually sawable
stairsplus:register_all("technic", "marble", "technic:marble", {
description=S("Marble"),
groups={cracky=3, not_in_creative_inventory=1},
tiles={"technic_marble.png"},
})
stairsplus:register_all("technic", "marble_bricks", "technic:marble_bricks", {
description=S("Marble Bricks"),
groups={cracky=3, not_in_creative_inventory=1},
tiles={"technic_marble_bricks.png"},
})
stairsplus:register_all("technic", "granite", "technic:granite", {
description=S("Granite"),
groups={cracky=1, not_in_creative_inventory=1},
tiles={"technic_granite.png"},
})
stairsplus:register_all("technic", "concrete", "technic:concrete", {
description=S("Concrete"),
groups={cracky=3, not_in_creative_inventory=1},
tiles={"basic_materials_concrete_block.png"},
})
stairsplus:register_all("technic", "zinc_block", "technic:zinc_block", {
description=S("Zinc Block"),
groups={cracky=1, not_in_creative_inventory=1},
tiles={"technic_zinc_block.png"},
})
stairsplus:register_all("technic", "cast_iron_block", "technic:cast_iron_block", {
description=S("Cast Iron Block"),
groups={cracky=1, not_in_creative_inventory=1},
tiles={"technic_cast_iron_block.png"},
})
stairsplus:register_all("technic", "carbon_steel_block", "technic:carbon_steel_block", {
description=S("Carbon Steel Block"),
groups={cracky=1, not_in_creative_inventory=1},
tiles={"technic_carbon_steel_block.png"},
})
stairsplus:register_all("technic", "stainless_steel_block", "technic:stainless_steel_block", {
description=S("Stainless Steel Block"),
groups={cracky=1, not_in_creative_inventory=1},
tiles={"technic_stainless_steel_block.png"},
})
function register_technic_stairs_alias(modname, origname, newmod, newname)
minetest.register_alias(modname .. ":slab_" .. origname, newmod..":slab_" .. newname)
minetest.register_alias(modname .. ":slab_" .. origname .. "_inverted", newmod..":slab_" .. newname .. "_inverted")
minetest.register_alias(modname .. ":slab_" .. origname .. "_wall", newmod..":slab_" .. newname .. "_wall")
minetest.register_alias(modname .. ":slab_" .. origname .. "_quarter", newmod..":slab_" .. newname .. "_quarter")
minetest.register_alias(modname .. ":slab_" .. origname .. "_quarter_inverted", newmod..":slab_" .. newname .. "_quarter_inverted")
minetest.register_alias(modname .. ":slab_" .. origname .. "_quarter_wall", newmod..":slab_" .. newname .. "_quarter_wall")
minetest.register_alias(modname .. ":slab_" .. origname .. "_three_quarter", newmod..":slab_" .. newname .. "_three_quarter")
minetest.register_alias(modname .. ":slab_" .. origname .. "_three_quarter_inverted", newmod..":slab_" .. newname .. "_three_quarter_inverted")
minetest.register_alias(modname .. ":slab_" .. origname .. "_three_quarter_wall", newmod..":slab_" .. newname .. "_three_quarter_wall")
minetest.register_alias(modname .. ":stair_" .. origname, newmod..":stair_" .. newname)
minetest.register_alias(modname .. ":stair_" .. origname .. "_inverted", newmod..":stair_" .. newname .. "_inverted")
minetest.register_alias(modname .. ":stair_" .. origname .. "_wall", newmod..":stair_" .. newname .. "_wall")
minetest.register_alias(modname .. ":stair_" .. origname .. "_wall_half", newmod..":stair_" .. newname .. "_wall_half")
minetest.register_alias(modname .. ":stair_" .. origname .. "_wall_half_inverted", newmod..":stair_" .. newname .. "_wall_half_inverted")
minetest.register_alias(modname .. ":stair_" .. origname .. "_half", newmod..":stair_" .. newname .. "_half")
minetest.register_alias(modname .. ":stair_" .. origname .. "_half_inverted", newmod..":stair_" .. newname .. "_half_inverted")
minetest.register_alias(modname .. ":stair_" .. origname .. "_right_half", newmod..":stair_" .. newname .. "_right_half")
minetest.register_alias(modname .. ":stair_" .. origname .. "_right_half_inverted", newmod..":stair_" .. newname .. "_right_half_inverted")
minetest.register_alias(modname .. ":stair_" .. origname .. "_wall_half", newmod..":stair_" .. newname .. "_wall_half")
minetest.register_alias(modname .. ":stair_" .. origname .. "_wall_half_inverted", newmod..":stair_" .. newname .. "_wall_half_inverted")
minetest.register_alias(modname .. ":stair_" .. origname .. "_inner", newmod..":stair_" .. newname .. "_inner")
minetest.register_alias(modname .. ":stair_" .. origname .. "_inner_inverted", newmod..":stair_" .. newname .. "_inner_inverted")
minetest.register_alias(modname .. ":stair_" .. origname .. "_outer", newmod..":stair_" .. newname .. "_outer")
minetest.register_alias(modname .. ":stair_" .. origname .. "_outer_inverted", newmod..":stair_" .. newname .. "_outer_inverted")
minetest.register_alias(modname .. ":panel_" .. origname .. "_bottom", newmod..":panel_" .. newname .. "_bottom")
minetest.register_alias(modname .. ":panel_" .. origname .. "_top", newmod..":panel_" .. newname .. "_top")
minetest.register_alias(modname .. ":panel_" .. origname .. "_vertical", newmod..":panel_" .. newname .. "_vertical")
minetest.register_alias(modname .. ":micro_" .. origname .. "_bottom", newmod..":micro_" .. newname .. "_bottom")
minetest.register_alias(modname .. ":micro_" .. origname .. "_top", newmod..":micro_" .. newname .. "_top")
end
register_technic_stairs_alias("stairsplus", "concrete", "technic", "concrete")
register_technic_stairs_alias("stairsplus", "marble", "technic", "marble")
register_technic_stairs_alias("stairsplus", "granite", "technic", "granite")
register_technic_stairs_alias("stairsplus", "marble_bricks", "technic", "marble_bricks")
end
--register stairslike nodes
register_stair_slab_panel_micro("technic", "marble", "technic:marble",
{cracky=2, not_in_creative_inventory=1},
{"technic_marble.png"},
S("Marble"),
"marble",
"facedir",
0)
register_stair_slab_panel_micro("technic", "marble_bricks", "technic:marble_bricks",
{cracky=2, not_in_creative_inventory=1},
{"technic_marble_bricks.png"},
S("Marble Bricks"),
"marble_bricks",
"facedir",
0)
local iclip_def = {
description = S("Insulator/cable clip"),
drawtype = "mesh",
mesh = "technic_insulator_clip.obj",
tiles = {"technic_insulator_clip.png"},
is_ground_content = false,
groups = {choppy=1, snappy=1, oddly_breakable_by_hand=1 },
sounds = default.node_sound_stone_defaults(),
}
register_stair_slab_panel_micro("technic", "granite", "technic:granite",
{cracky=3, not_in_creative_inventory=1},
{"technic_granite.png"},
S("Granite"),
"granite",
"facedir",
0)
local iclipfence_def = {
description = S("Insulator/cable clip"),
tiles = {"technic_insulator_clip.png"},
is_ground_content = false,
paramtype = "light",
drawtype = "nodebox",
node_box = {
type = "connected",
fixed = {
{ -0.25, 0.75, -0.25, 0.25, 1.25, 0.25 }, -- the clip on top
{ -0.125, 0.6875, -0.125, 0.125, 0.75, 0.125 },
{ -0.1875, 0.625, -0.1875, 0.1875, 0.6875, 0.1875 },
{ -0.125, 0.5625, -0.125, 0.125, 0.625, 0.125 },
{ -0.1875, 0.5, -0.1875, 0.1875, 0.5625, 0.1875 },
{ -0.125, 0.4375, -0.125, 0.125, 0.5, 0.125 },
{ -0.1875, 0.375, -0.1875, 0.1875, 0.4375, 0.1875 },
{ -0.125, -0.5, -0.125, 0.125, 0.375, 0.125 }, -- the post, slightly short
},
-- connect_top =
-- connect_bottom =
connect_front = {{-1/16,3/16,-1/2,1/16,5/16,-1/8},
{-1/16,-5/16,-1/2,1/16,-3/16,-1/8}},
connect_left = {{-1/2,3/16,-1/16,-1/8,5/16,1/16},
{-1/2,-5/16,-1/16,-1/8,-3/16,1/16}},
connect_back = {{-1/16,3/16,1/8,1/16,5/16,1/2},
{-1/16,-5/16,1/8,1/16,-3/16,1/2}},
connect_right = {{1/8,3/16,-1/16,1/2,5/16,1/16},
{1/8,-5/16,-1/16,1/2,-3/16,1/16}},
},
connects_to = {"group:fence", "group:wood", "group:tree"},
groups = {fence=1, choppy=1, snappy=1, oddly_breakable_by_hand=1 },
sounds = default.node_sound_stone_defaults(),
}
register_stair_slab_panel_micro("technic", "concrete", "technic:concrete",
{cracky=3, not_in_creative_inventory=1},
{"technic_concrete_block.png"},
S("Concrete"),
"concrete",
"facedir",
0)
local sclip_tex = {
"technic_insulator_clip.png",
{ name = "strut.png^technic_steel_strut_overlay.png", color = "white" },
{ name = "strut.png", color = "white" }
}
--register nodes in circular saw if aviable
if circular_saw then
for i,v in ipairs({"concrete", "marble", "marble_bricks", "granite", "default:obsidian"}) do
table.insert(circular_saw.known_stairs, "technic:" ..v);
local streetsmod = minetest.get_modpath("streets") or minetest.get_modpath ("steelsupport")
-- cheapie's fork breaks it into several individual mods, with differernt names for the same content.
if streetsmod then
sclip_tex = {
"technic_insulator_clip.png",
{ name = "streets_support.png^technic_steel_strut_overlay.png", color = "white" },
{ name = "streets_support.png", color = "white" }
}
end
local sclip_def = {
description = S("Steel strut with insulator/cable clip"),
drawtype = "mesh",
mesh = "technic_steel_strut_with_insulator_clip.obj",
tiles = sclip_tex,
paramtype = "light",
paramtype2 = "wallmounted",
is_ground_content = false,
sounds = default.node_sound_stone_defaults(),
groups = { choppy=1, cracky=1 },
backface_culling = false
}
if minetest.get_modpath("unifieddyes") then
iclip_def.paramtype2 = "colorwallmounted"
iclip_def.palette = "unifieddyes_palette_colorwallmounted.png"
iclip_def.after_place_node = function(pos, placer, itemstack, pointed_thing)
unifieddyes.fix_rotation(pos, placer, itemstack, pointed_thing)
end
iclip_def.groups = {choppy=1, snappy=1, oddly_breakable_by_hand=1, ud_param2_colorable = 1}
iclip_def.on_dig = unifieddyes.on_dig
iclipfence_def.paramtype2 = "color"
iclipfence_def.palette = "unifieddyes_palette_extended.png"
iclipfence_def.on_construct = unifieddyes.on_construct
iclipfence_def.groups = {fence=1, choppy=1, snappy=1, oddly_breakable_by_hand=1, ud_param2_colorable = 1}
iclipfence_def.on_dig = unifieddyes.on_dig
sclip_def.paramtype2 = "colorwallmounted"
sclip_def.palette = "unifieddyes_palette_colorwallmounted.png"
sclip_def.after_place_node = function(pos, placer, itemstack, pointed_thing)
unifieddyes.fix_rotation(pos, placer, itemstack, pointed_thing)
end
sclip_def.on_dig = unifieddyes.on_dig
sclip_def.groups = {choppy=1, cracky=1, ud_param2_colorable = 1}
end
minetest.register_node(":technic:insulator_clip", iclip_def)
minetest.register_node(":technic:insulator_clip_fencepost", iclipfence_def)
minetest.register_craft({
output = "technic:insulator_clip",
recipe = {
{ "", "dye:white", ""},
{ "", "technic:raw_latex", ""},
{ "technic:raw_latex", "default:stone", "technic:raw_latex"},
}
})
minetest.register_craft({
output = "technic:insulator_clip_fencepost 2",
recipe = {
{ "", "dye:white", ""},
{ "", "technic:raw_latex", ""},
{ "technic:raw_latex", "default:fence_wood", "technic:raw_latex"},
}
})
local steelmod = minetest.get_modpath("steel")
if streetsmod or steelmod then
minetest.register_node(":technic:steel_strut_with_insulator_clip", sclip_def)
if steelmod then
minetest.register_craft({
output = "technic:steel_strut_with_insulator_clip",
recipe = {
{"technic:insulator_clip_fencepost"},
{"steel:strut_mount"}
}
})
minetest.register_craft({
output = "technic:steel_strut_with_insulator_clip",
recipe = {
{"technic:insulator_clip_fencepost", "" },
{"steel:strut", "default:steel_ingot" },
}
})
elseif streetsmod then
minetest.register_craft({
output = "technic:steel_strut_with_insulator_clip",
recipe = {
{"technic:insulator_clip_fencepost", "" },
{"streets:steel_support", "default:steel_ingot" },
}
})
end
end
function register_technic_stairs_alias(modname, origname, newmod, newname)
minetest.register_alias(modname .. ":slab_" .. origname, newmod..":slab_" .. newname)
minetest.register_alias(modname .. ":slab_" .. origname .. "_inverted", newmod..":slab_" .. newname .. "_inverted")
minetest.register_alias(modname .. ":slab_" .. origname .. "_wall", newmod..":slab_" .. newname .. "_wall")
minetest.register_alias(modname .. ":slab_" .. origname .. "_quarter", newmod..":slab_" .. newname .. "_quarter")
minetest.register_alias(modname .. ":slab_" .. origname .. "_quarter_inverted", newmod..":slab_" .. newname .. "_quarter_inverted")
minetest.register_alias(modname .. ":slab_" .. origname .. "_quarter_wall", newmod..":slab_" .. newname .. "_quarter_wall")
minetest.register_alias(modname .. ":slab_" .. origname .. "_three_quarter", newmod..":slab_" .. newname .. "_three_quarter")
minetest.register_alias(modname .. ":slab_" .. origname .. "_three_quarter_inverted", newmod..":slab_" .. newname .. "_three_quarter_inverted")
minetest.register_alias(modname .. ":slab_" .. origname .. "_three_quarter_wall", newmod..":slab_" .. newname .. "_three_quarter_wall")
minetest.register_alias(modname .. ":stair_" .. origname, newmod..":stair_" .. newname)
minetest.register_alias(modname .. ":stair_" .. origname .. "_inverted", newmod..":stair_" .. newname .. "_inverted")
minetest.register_alias(modname .. ":stair_" .. origname .. "_wall", newmod..":stair_" .. newname .. "_wall")
minetest.register_alias(modname .. ":stair_" .. origname .. "_wall_half", newmod..":stair_" .. newname .. "_wall_half")
minetest.register_alias(modname .. ":stair_" .. origname .. "_wall_half_inverted", newmod..":stair_" .. newname .. "_wall_half_inverted")
minetest.register_alias(modname .. ":stair_" .. origname .. "_half", newmod..":stair_" .. newname .. "_half")
minetest.register_alias(modname .. ":stair_" .. origname .. "_half_inverted", newmod..":stair_" .. newname .. "_half_inverted")
minetest.register_alias(modname .. ":stair_" .. origname .. "_right_half", newmod..":stair_" .. newname .. "_right_half")
minetest.register_alias(modname .. ":stair_" .. origname .. "_right_half_inverted", newmod..":stair_" .. newname .. "_right_half_inverted")
minetest.register_alias(modname .. ":stair_" .. origname .. "_wall_half", newmod..":stair_" .. newname .. "_wall_half")
minetest.register_alias(modname .. ":stair_" .. origname .. "_wall_half_inverted", newmod..":stair_" .. newname .. "_wall_half_inverted")
minetest.register_alias(modname .. ":stair_" .. origname .. "_inner", newmod..":stair_" .. newname .. "_inner")
minetest.register_alias(modname .. ":stair_" .. origname .. "_inner_inverted", newmod..":stair_" .. newname .. "_inner_inverted")
minetest.register_alias(modname .. ":stair_" .. origname .. "_outer", newmod..":stair_" .. newname .. "_outer")
minetest.register_alias(modname .. ":stair_" .. origname .. "_outer_inverted", newmod..":stair_" .. newname .. "_outer_inverted")
minetest.register_alias(modname .. ":panel_" .. origname .. "_bottom", newmod..":panel_" .. newname .. "_bottom")
minetest.register_alias(modname .. ":panel_" .. origname .. "_top", newmod..":panel_" .. newname .. "_top")
minetest.register_alias(modname .. ":panel_" .. origname .. "_vertical", newmod..":panel_" .. newname .. "_vertical")
minetest.register_alias(modname .. ":micro_" .. origname .. "_bottom", newmod..":micro_" .. newname .. "_bottom")
minetest.register_alias(modname .. ":micro_" .. origname .. "_top", newmod..":micro_" .. newname .. "_top")
end
if minetest.get_modpath("unifieddyes") then
register_technic_stairs_alias("stairsplus", "concrete", "technic", "concrete")
register_technic_stairs_alias("stairsplus", "marble", "technic", "marble")
register_technic_stairs_alias("stairsplus", "granite", "technic", "granite")
register_technic_stairs_alias("stairsplus", "marble_bricks", "technic", "marble_bricks")
unifieddyes.register_color_craft({
output = "technic:insulator_clip_fencepost",
palette = "extended",
type = "shapeless",
neutral_node = "technic:insulator_clip_fencepost",
recipe = {
"NEUTRAL_NODE",
"MAIN_DYE"
}
})
unifieddyes.register_color_craft({
output = "technic:insulator_clip",
palette = "wallmounted",
type = "shapeless",
neutral_node = "technic:insulator_clip",
recipe = {
"NEUTRAL_NODE",
"MAIN_DYE"
}
})
unifieddyes.register_color_craft({
output = "technic:steel_strut_with_insulator_clip",
palette = "wallmounted",
type = "shapeless",
neutral_node = "",
recipe = {
"technic:steel_strut_with_insulator_clip",
"MAIN_DYE"
}
})
if steelmod then
unifieddyes.register_color_craft({
output = "technic:steel_strut_with_insulator_clip",
palette = "wallmounted",
neutral_node = "",
recipe = {
{ "technic:insulator_clip_fencepost", "MAIN_DYE" },
{ "steel:strut_mount", "" },
}
})
end
if streetsmod then
unifieddyes.register_color_craft({
output = "technic:steel_strut_with_insulator_clip",
palette = "wallmounted",
neutral_node = "technic:steel_strut_with_insulator_clip",
recipe = {
{ "technic:insulator_clip_fencepost", "MAIN_DYE" },
{ "streets:steel_support", "default:steel_ingot" },
}
})
end
end

7
extranodes/locale/es.txt Normal file
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@ -0,0 +1,7 @@
# technic_extranodes traducido por Carlos Barraza
Marble = Mármol
Marble Bricks = Ladrillos de mármol
Granite = Granito
Concrete = Concreto

7
extranodes/locale/fr.txt Normal file
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@ -0,0 +1,7 @@
# technic_extranodes translation template
Marble = Marbre
Marble Bricks = Briques en marbre
Granite = Granite
Concrete = Béton

9
extranodes/locale/pl.txt Normal file
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@ -0,0 +1,9 @@
# Polish Translation for technic_extranodes
# Polskie tłumaczenie technic_extranodes
# by mat9117
Marble = Marmur
Marble Bricks = Marmurowe cegły
Granite = Granit
Concrete = Beton

View File

@ -0,0 +1,9 @@
# Braziliam portuguese translation for technic_extranodes
# Tradução portuguesa brasileira para technic_extranodes
# By Sires
Marble = Mármore
Marble Bricks = Tijolos de Mármore
Granite = Granito
Concrete = Concreto

6
extranodes/locale/tr.txt Normal file
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@ -0,0 +1,6 @@
# turkish translation by mahmutelmas06
Marble = Mermer
Marble Bricks = Mermer tuğla
Granite = Granit
Concrete = Beton

3
extranodes/mod.conf Normal file
View File

@ -0,0 +1,3 @@
name = extranodes
depends = default, technic_worldgen, basic_materials, concrete
optional_depends = unifieddyes, intllib, moreblocks, steel, streetsmod

View File

@ -0,0 +1,173 @@
# Blender v2.72 (sub 0) OBJ File: ''
# www.blender.org
o Cube
v -0.500000 -0.500000 0.500000
v -0.500000 -0.500000 -0.500000
v 0.500000 -0.500000 -0.500000
v 0.500000 -0.500000 0.500000
v -0.249997 0.500000 0.249997
v -0.249997 0.500000 -0.249997
v 0.249997 0.500000 -0.249997
v 0.249997 0.500000 0.249997
v -0.187500 0.500000 0.187500
v -0.187500 0.500000 -0.187500
v 0.187500 0.500000 -0.187500
v 0.187500 0.500000 0.187500
v -0.187500 0.750000 0.187500
v -0.187500 0.750000 -0.187500
v 0.187500 0.750000 -0.187500
v 0.187500 0.750000 0.187500
v -0.250000 0.750000 0.250000
v -0.250000 0.750000 -0.250000
v 0.250000 0.750000 -0.250000
v 0.250000 0.750000 0.250000
v -0.250000 1.250000 0.250000
v -0.250000 1.250000 -0.250000
v 0.250000 1.250000 -0.250000
v 0.250000 1.250000 0.250000
v -0.500000 0.312500 0.500000
v -0.500000 0.312500 -0.500000
v 0.500000 0.312500 -0.500000
v 0.500000 0.312500 0.500000
v 0.187500 0.625000 0.187500
v 0.187500 0.625000 -0.187500
v -0.187500 0.625000 -0.187500
v -0.187500 0.625000 0.187500
v 0.187500 0.562500 0.187500
v 0.187500 0.687500 -0.187500
v -0.187500 0.687500 -0.187500
v -0.187500 0.562500 0.187500
v 0.187500 0.687500 0.187500
v 0.187500 0.562500 -0.187500
v -0.187500 0.562500 -0.187500
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v 0.168668 0.718750 -0.168668
v -0.168668 0.718750 -0.168668
v -0.168668 0.531250 0.168668
v 0.168668 0.656250 0.168668
v 0.168668 0.593750 -0.168668
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v -0.168668 0.656250 0.168668
v 0.168668 0.593750 0.168668
v 0.168668 0.656250 -0.168668
v -0.168668 0.656250 -0.168668
v -0.168668 0.593750 0.168668
v 0.168668 0.718750 0.168668
v 0.168668 0.531250 -0.168668
v -0.168668 0.531250 -0.168668
v -0.168668 0.718750 0.168668
vt 1.000000 0.000000
vt 1.000000 1.000000
vt 0.000000 1.000000
vt 0.000000 0.000000
vt 0.749997 0.749997
vt 0.749997 0.250003
vt 0.250003 0.250003
vt 0.250003 0.749997
vt 0.000000 0.812500
vt 1.000000 0.812500
vt 0.312500 0.312500
vt 0.312500 0.687500
vt 0.687500 0.312500
vt 0.687500 0.687500
vt 0.331332 1.218750
vt 0.668668 1.218750
vt 0.687500 1.250000
vt 0.312500 1.250000
vt 0.750000 1.250000
vt 0.750000 1.750000
vt 0.250000 1.750000
vt 0.250000 1.250000
vt 0.331332 1.093750
vt 0.668668 1.093750
vt 0.687500 1.125000
vt 0.312500 1.125000
vt 0.331332 1.093750
vt 0.668668 1.093750
vt 0.331332 1.156250
vt 0.668668 1.156250
vt 0.687500 1.187500
vt 0.312500 1.187500
vt 0.331332 1.156250
vt 0.668668 1.156250
vt 0.331332 1.031250
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View File

@ -0,0 +1,246 @@
# Blender v2.79 (sub 0) OBJ File: 'technic steel strut with insulator clip.blend'
# www.blender.org
o Cube_Cube_Material.001
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1495
manual.md Normal file

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1
modpack.conf Normal file
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@ -0,0 +1 @@
name = technic

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@ -1 +0,0 @@

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@ -1,68 +0,0 @@
Notes on iron and steel
=======================
Alloying iron with carbon is of huge importance, but in some processes
the alloying is an implicit side effect rather than the product of
explicit mixing, so it is a complex area. In the real world, there is
a huge variety of kinds of iron and steel, differing in the proportion
of carbon included and in other elements added to the mix.
The Minetest default mod doesn't distinguish between types of iron and
steel at all. This mod introduces multiple types in order to get a bit
of complexity and flavour.
Leaving aside explicit addition of other elements, the iron/carbon
spectrum is here represented by three substances: wrought iron,
carbon steel, and cast iron. Wrought iron has low carbon content
(less than 0.25%), resists shattering, and is easily welded, but is
relatively soft and susceptible to rusting. It was used for rails,
gates, chains, wire, pipes, fasteners, and other purposes. Cast iron
has high carbon content (2.1% to 4%), is especially hard, and resists
corrosion, but is relatively brittle, and difficult to work. It was used
to build large structures such as bridges, and for cannons, cookware,
and engine cylinders. Carbon steel has medium carbon content (0.25%
to 2.1%), and intermediate properties: moderately hard and also tough,
somewhat resistant to corrosion. It is now used for most of the purposes
previously satisfied by wrought iron and many of those of cast iron,
but has historically been especially important for its use in swords,
armour, skyscrapers, large bridges, and machines.
Historically, the first form of iron to be refined was wrought iron,
produced from ore by a low-temperature furnace process in which the
ore/iron remains solid and impurities (slag) are progressively removed.
Cast iron, by contrast, was produced somewhat later by a high-temperature
process in a blast furnace, in which the metal is melted, and carbon is
unavoidably incorporated from the furnace's fuel. (In fact, it's done
in two stages, first producing pig iron from ore, and then remelting the
pig iron to cast as cast iron.) Carbon steel requires a more advanced
process, in which molten pig iron is processed to remove the carbon,
and then a controlled amount of carbon is explicitly mixed back in.
Other processes are possible to refine iron ore and to adjust its
carbon content.
Unfortunately, Minetest doesn't let us readily distinguish between
low-temperature and high-temperature processes: in the default game, the
same furnace is used both to cook food (low temperature) and to cast metal
ingots (varying high temperatures). So we can't sensibly have wrought
iron and cast iron produced by different types of furnace. Nor can
furnace recipes discriminate by which kind of fuel is used (and thus
by the availability of carbon). The alloy furnace allows for explicit
alloying, which appropriately represents how carbon steel is made, but
is not sensible for the other two, and is a relatively advanced process.
About the only option to make a second iron-processing furnace process
readily available is to cook multiple times; happily, this bears a slight
resemblance to the real process with pig iron as an intermediate product.
The default mod's refined iron, which it calls "steel", is identified
with this mod's wrought iron. Cooking an iron lump (representing ore)
initially produces wrought iron; the cooking process here represents a
low-temperature bloomery process. Cooking wrought iron then produces
cast iron; this time the cooking process represents a blast furnace.
Alloy cooking wrought iron with coal dust (carbon) produces carbon steel;
this represents the explicit mixing stage of carbon steel production.
Additionally, alloy cooking carbon steel with coal dust produces cast
iron, which is logical but not very useful. Furthermore, to make it
possible to turn any of the forms of iron into any other, cooking carbon
steel or cast iron produces wrought iron, in an abbreviated form of the
bloomery process. As usual for metals, the same cooking and alloying
processes can be performed in parallel forms on ingots or dust.

View File

@ -10,6 +10,29 @@ Technic chests code is licensed under the GNU LGPLv2+.
Texture licenses:
RealBadAngel: (WTFPL)
* Everything.
BlockMen modified by Zefram (CC BY-SA 3.0):
* technic_chernobylite_block.png
* technic_corium_flowing_animated.png
* technic_corium_source_animated.png
celeron55 (Perttu Ahola) modified by Zefram (CC BY-SA 3.0):
* technic_bucket_corium.png
sdzen (Elise Staudter) (CC BY-SA 3.0):
* most of the older 16x16 textures
leftshift (CC BY-SA 3.0):
* technic_river_water_can.png
RealBadAngel: (WTFPL)
* Everything else.
CC BY-SA 3.0: <http://creativecommons.org/licenses/by-sa/3.0/>
Sound licenses:
veikk0 (Veikko Mäkelä) (CC BY-SA 4.0):
* technic_hv_nuclear_reactor_siren_danger_loop.ogg
* Derived from "Nuclear alarm.wav" by Freesound.org user rene___ from <https://freesound.org/people/rene___/sounds/56778/>. Originally licensed under CC0 1.0 <https://creativecommons.org/publicdomain/zero/1.0/>
CC BY-SA 4.0: <https://creativecommons.org/licenses/by-sa/4.0/>

View File

@ -1,7 +1,4 @@
local worldpath = minetest.get_worldpath()
technic.config = Settings(worldpath.."/technic.conf")
technic.config = technic.config or Settings(minetest.get_worldpath().."/technic.conf")
local conf_table = technic.config:to_table()
@ -9,10 +6,13 @@ local defaults = {
enable_mining_drill = "true",
enable_mining_laser = "true",
enable_flashlight = "false",
enable_rubber_tree_generation = "true",
enable_marble_generation = "true",
enable_granite_generation = "true",
enable_wind_mill = "false",
enable_frames = "false",
enable_corium_griefing = "true",
enable_radiation_protection = "true",
enable_entity_radiation_damage = "true",
enable_longterm_radiation_damage = "true",
enable_nuclear_reactor_digiline_selfdestruct = "false",
}
for k, v in pairs(defaults) do
@ -20,4 +20,3 @@ for k, v in pairs(defaults) do
technic.config:set(k, v)
end
end

View File

@ -1,21 +1,57 @@
-- check if we have the necessary dependencies to allow actually using these materials in the crafts
local mesecons_materials = minetest.get_modpath("mesecons_materials")
-- Remove some recipes
-- Bronze
minetest.clear_craft({
type = "shapeless",
output = "default:bronze_ingot"
})
-- Accelerator tube
if pipeworks.enable_accelerator_tube then
minetest.clear_craft({
output = "pipeworks:accelerator_tube_1",
})
minetest.register_craft({
output = 'pipeworks:accelerator_tube_1',
recipe = {
{'technic:copper_coil', 'pipeworks:tube_1', 'technic:copper_coil'},
}
})
end
-- Teleport tube
if pipeworks.enable_teleport_tube then
minetest.clear_craft({
output = "pipeworks:teleport_tube_1",
})
minetest.register_craft({
output = 'pipeworks:teleport_tube_1',
recipe = {
{'default:mese_crystal', 'technic:copper_coil', 'default:mese_crystal'},
{'pipeworks:tube_1', 'technic:control_logic_unit', 'pipeworks:tube_1'},
{'default:mese_crystal', 'technic:copper_coil', 'default:mese_crystal'},
}
})
end
-- basic materials' brass ingot
minetest.clear_craft({
output = "basic_materials:brass_ingot",
})
minetest.register_craft( {
type = "shapeless",
output = "basic_materials:brass_ingot 9",
recipe = { "basic_materials:brass_block" },
})
-- tubes crafting recipes
minetest.register_craft({
output = 'pipeworks:accelerator_tube_1',
recipe = {
{'technic:copper_coil', 'pipeworks:tube_1', 'technic:copper_coil'},
}
})
minetest.register_craft({
output = 'pipeworks:teleport_tube_1',
recipe = {
{'default:mese_crystal', 'technic:copper_coil', 'default:mese_crystal'},
{'pipeworks:tube_1', 'technic:control_logic_unit', 'pipeworks:tube_1'},
{'default:mese_crystal', 'technic:copper_coil', 'default:mese_crystal'},
}
})
minetest.register_craft({
output = 'technic:diamond_drill_head',
recipe = {
@ -37,52 +73,42 @@ minetest.register_craft({
minetest.register_craft({
output = 'technic:blue_energy_crystal',
recipe = {
{'default:gold_ingot', 'technic:battery', 'dye:blue'},
{'moreores:mithril_ingot', 'technic:battery', 'dye:blue'},
{'technic:battery', 'technic:green_energy_crystal', 'technic:battery'},
{'dye:blue', 'technic:battery', 'default:gold_ingot'},
{'dye:blue', 'technic:battery', 'moreores:mithril_ingot'},
}
})
minetest.register_craft({
output = 'technic:red_energy_crystal',
recipe = {
{'default:gold_ingot', 'technic:battery', 'dye:red'},
{'technic:battery', 'default:diamondblock', 'technic:battery'},
{'dye:red', 'technic:battery', 'default:gold_ingot'},
}
})
minetest.register_craft({
output = 'technic:fine_copper_wire 2',
recipe = {
{'', 'default:copper_ingot', ''},
{'', 'default:copper_ingot', ''},
{'', 'default:copper_ingot', ''},
{'moreores:silver_ingot', 'technic:battery', 'dye:red'},
{'technic:battery', 'basic_materials:energy_crystal_simple', 'technic:battery'},
{'dye:red', 'technic:battery', 'moreores:silver_ingot'},
}
})
minetest.register_craft({
output = 'technic:copper_coil 1',
recipe = {
{'technic:fine_copper_wire', 'technic:wrought_iron_ingot', 'technic:fine_copper_wire'},
{'basic_materials:copper_wire', 'technic:wrought_iron_ingot', 'basic_materials:copper_wire'},
{'technic:wrought_iron_ingot', '', 'technic:wrought_iron_ingot'},
{'technic:fine_copper_wire', 'technic:wrought_iron_ingot', 'technic:fine_copper_wire'},
}
{'basic_materials:copper_wire', 'technic:wrought_iron_ingot', 'basic_materials:copper_wire'},
},
replacements = {
{"basic_materials:copper_wire", "basic_materials:empty_spool"},
{"basic_materials:copper_wire", "basic_materials:empty_spool"},
{"basic_materials:copper_wire", "basic_materials:empty_spool"},
{"basic_materials:copper_wire", "basic_materials:empty_spool"}
},
})
minetest.register_craft({
output = 'technic:motor',
recipe = {
{'technic:carbon_steel_ingot', 'technic:copper_coil', 'technic:carbon_steel_ingot'},
{'technic:carbon_steel_ingot', 'technic:copper_coil', 'technic:carbon_steel_ingot'},
{'technic:carbon_steel_ingot', 'default:copper_ingot', 'technic:carbon_steel_ingot'},
}
})
local isolation = mesecons_materials and "mesecons_materials:fiber" or "technic:rubber"
minetest.register_craft({
output = 'technic:lv_transformer',
recipe = {
{'technic:wrought_iron_ingot', 'technic:wrought_iron_ingot', 'technic:wrought_iron_ingot'},
{isolation, 'technic:wrought_iron_ingot', isolation},
{'technic:copper_coil', 'technic:wrought_iron_ingot', 'technic:copper_coil'},
{'technic:wrought_iron_ingot', 'technic:wrought_iron_ingot', 'technic:wrought_iron_ingot'},
}
@ -91,7 +117,7 @@ minetest.register_craft({
minetest.register_craft({
output = 'technic:mv_transformer',
recipe = {
{'technic:carbon_steel_ingot', 'technic:carbon_steel_ingot', 'technic:carbon_steel_ingot'},
{isolation, 'technic:carbon_steel_ingot', isolation},
{'technic:copper_coil', 'technic:carbon_steel_ingot', 'technic:copper_coil'},
{'technic:carbon_steel_ingot', 'technic:carbon_steel_ingot', 'technic:carbon_steel_ingot'},
}
@ -100,7 +126,7 @@ minetest.register_craft({
minetest.register_craft({
output = 'technic:hv_transformer',
recipe = {
{'technic:stainless_steel_ingot', 'technic:stainless_steel_ingot', 'technic:stainless_steel_ingot'},
{isolation, 'technic:stainless_steel_ingot', isolation},
{'technic:copper_coil', 'technic:stainless_steel_ingot', 'technic:copper_coil'},
{'technic:stainless_steel_ingot', 'technic:stainless_steel_ingot', 'technic:stainless_steel_ingot'},
}
@ -109,10 +135,11 @@ minetest.register_craft({
minetest.register_craft({
output = 'technic:control_logic_unit',
recipe = {
{'', 'default:gold_ingot', ''},
{'', 'basic_materials:gold_wire', ''},
{'default:copper_ingot', 'technic:silicon_wafer', 'default:copper_ingot'},
{'', 'default:copper_ingot', ''},
}
{'', 'technic:chromium_ingot', ''},
},
replacements = { {"basic_materials:gold_wire", "basic_materials:empty_spool"}, },
})
minetest.register_craft({
@ -120,7 +147,7 @@ minetest.register_craft({
recipe = {
{'technic:stainless_steel_ingot', 'technic:stainless_steel_ingot', 'technic:stainless_steel_ingot'},
{'default:bronze_ingot', 'default:bronze_ingot', 'default:bronze_ingot'},
{'moreores:tin_ingot', 'moreores:tin_ingot', 'moreores:tin_ingot'},
{'default:tin_ingot', 'default:tin_ingot', 'default:tin_ingot'},
}
})
@ -131,44 +158,24 @@ minetest.register_craft({
}
})
-- Remove some recipes
minetest.register_craftitem("technic:nothing", {
description = "",
inventory_image = "blank.png",
minetest.register_craft({
output = "technic:machine_casing",
recipe = {
{ "technic:cast_iron_ingot", "technic:cast_iron_ingot", "technic:cast_iron_ingot" },
{ "technic:cast_iron_ingot", "basic_materials:brass_ingot", "technic:cast_iron_ingot" },
{ "technic:cast_iron_ingot", "technic:cast_iron_ingot", "technic:cast_iron_ingot" },
},
})
if minetest.register_craft_predict then
minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv)
if itemstack:get_name() == "technic:nothing" then
return ItemStack("")
end
end)
end
-- Bronze
minetest.register_craft({
output = "default:dirt 2",
type = "shapeless",
output = "technic:nothing",
recipe = {"default:copper_ingot", "default:steel_ingot"}
})
-- Accelerator tube
minetest.register_craft({
output = "technic:nothing",
replacements = {{"bucket:bucket_water","bucket:bucket_empty"}},
recipe = {
{ "homedecor:plastic_sheeting", "homedecor:plastic_sheeting", "homedecor:plastic_sheeting" },
{ "default:mese_crystal_fragment", "default:steel_ingot", "default:mese_crystal_fragment" },
{ "homedecor:plastic_sheeting", "homedecor:plastic_sheeting", "homedecor:plastic_sheeting" }
"technic:stone_dust",
"group:leaves",
"bucket:bucket_water",
"group:sand",
},
})
-- Teleport tube
minetest.register_craft({
output = "technic:nothing",
recipe = {
{ "homedecor:plastic_sheeting", "homedecor:plastic_sheeting", "homedecor:plastic_sheeting" },
{ "default:desert_stone", "default:mese_block", "default:desert_stone" },
{ "homedecor:plastic_sheeting", "homedecor:plastic_sheeting", "homedecor:plastic_sheeting" }
},
})

View File

@ -1,7 +1,14 @@
default
moreores
pipeworks
mesecons
technic_worldgen
basic_materials
bucket?
screwdriver?
mesecons?
mesecons_mvps?
digilines?
digiline_remote?
intllib?
unified_inventory?
vector_extras?
dye?

137
technic/doc/api.md Normal file
View File

@ -0,0 +1,137 @@
This file is fairly incomplete. Help is welcome.
Tiers
-----
The tier is a string, currently `"LV"`, `"MV"` and `"HV"` are supported.
Network
-------
The network is the cable with the connected machine nodes. Currently the
switching station handles the network activity.
Helper functions
----------------
* `technic.EU_string(num)`
* Converts num to a human-readable string (see pretty_num)
and adds the `EU` unit
* Use this function when showing players energy values
* `technic.pretty_num(num)`
* Converts the number `num` to a human-readable string with SI prefixes
* `technic.swap_node(pos, nodename)`
* Same as `mintest.swap_node` but it only changes the nodename.
* It uses `minetest.get_node` before swapping to ensure the new nodename
is not the same as the current one.
* `technic.get_or_load_node(pos)`
* If the mapblock is loaded, it returns the node at pos,
else it loads the chunk and returns `nil`.
* `technic.set_RE_wear(itemstack, item_load, max_charge)`
* If the `wear_represents` field in the item's nodedef is
`"technic_RE_charge"`, this function does nothing.
* `technic.refill_RE_charge(itemstack)`
* This function fully recharges an RE chargeable item.
* If `technic.power_tools[itemstack:get_name()]` is `nil` (or `false`), this
function does nothing, else that value is the maximum charge.
* The itemstack metadata is changed to contain the charge.
* `technic.is_tier_cable(nodename, tier)`
* Tells whether the node `nodename` is the cable of the tier `tier`.
* `technic.get_cable_tier(nodename)`
* Returns the tier of the cable `nodename` or `nil`.
* `technic.trace_node_ray(pos, dir, range)`
* Returns an iteration function (usable in the for loop) to iterate over the
node positions along the specified ray.
* The returned positions will not include the starting position `pos`.
* `technic.trace_node_ray_fat(pos, dir, range)`
* Like `technic.trace_node_ray` but includes extra positions near the ray.
* The node ray functions are used for mining lasers.
* `technic.config:get(name)`
* Some configuration function
* `technic.tube_inject_item(pos, start_pos, velocity, item)`
* Same as `pipeworks.tube_inject_item`
Registration functions
----------------------
* `technic.register_power_tool(itemname, max_charge)`
* Same as `technic.power_tools[itemname] = max_charge`
* This function makes the craftitem `itemname` chargeable.
* `technic.register_machine(tier, nodename, machine_type)`
* Same as `technic.machines[tier][nodename] = machine_type`
* Currently this is requisite to make technic recognize your node.
* See also `Machine types`
* `technic.register_tier(tier)`
* Same as `technic.machines[tier] = {}`
* See also `tiers`
### Specific machines
* `technic.register_solar_array(data)`
* data is a table
* `technic.can_insert_unique_stack(pos, node, stack, direction)`
* `technic.insert_object_unique_stack(pos, node, stack, direction)`
* Functions for the parameters `can_insert` and `insert_object` to avoid
filling multiple inventory slots with same type of item.
Used itemdef fields
-------------------
* groups:
* `technic_<ltier> = 1` ltier is a tier in small letters; this group makes
the node connect to the cable(s) of the right tier.
* `technic_machine = 1` Currently used for
* `connect_sides`
* In addition to the default use (see lua_api.txt), this tells where the
machine can be connected.
#
#
* `technic_run(pos, node)`
* This function is currently used to update the node.
Modders have to manually change the information about supply etc. in the
node metadata.
Machine types
-------------
There are currently following types:
* `technic.receiver = "RE"` e.g. grinder
* `technic.producer = "PR"` e.g. solar panel
* `technic.producer_receiver = "PR_RE"` supply converter
* `technic.battery = "BA"` e.g. LV batbox
Switching Station
-----------------
The switching station is the center of all power distribution on an electric
network.
The station collects power from sources (PR), distributes it to sinks (RE),
and uses the excess/shortfall to charge and discharge batteries (BA).
For now, all supply and demand values are expressed in kW.
It works like this:
All PR,BA,RE nodes are indexed and tagged with the switching station.
The tagging is a workaround to allow more stations to be built without allowing
a cheat with duplicating power.
All the RE nodes are queried for their current EU demand. Those which are off
would require no or a small standby EU demand, while those which are on would
require more.
If the total demand is less than the available power they are all updated with
the demand number.
If any surplus exists from the PR nodes the batteries will be charged evenly
with this.
If the total demand requires draw on the batteries they will be discharged
evenly.
If the total demand is more than the available power all RE nodes will be shut
down. We have a brown-out situation.
Hence for now all the power distribution logic resides in this single node.
### Node meta usage
Nodes connected to the network will have one or more of these parameters as meta
data:
* `<LV|MV|HV>_EU_supply` : Exists for PR and BA node types.
This is the EU value supplied by the node. Output
* `<LV|MV|HV>_EU_demand` : Exists for RE and BA node types.
This is the EU value the node requires to run. Output
* `<LV|MV|HV>_EU_input` : Exists for RE and BA node types.
This is the actual EU value the network can give the node. Input
The reason the LV|MV|HV type is prepended to meta data is because some machine
could require several supplies to work.
This way the supplies are separated per network.

View File

@ -1,20 +1,71 @@
minetest.swap_node = minetest.swap_node or function(pos, node)
local oldmeta = minetest.get_meta(pos):to_table()
minetest.set_node(pos, node)
minetest.get_meta(pos):from_table(oldmeta)
local constant_digit_count = technic.config:get("constant_digit_count")
-- converts a number to a readable string with SI prefix, e.g. 10000 → "10 k",
-- 15 → "15 ", 0.1501 → "150.1 m"
-- a non-breaking space (U+a0) instead of a usual one is put after number
-- The precision is 4 digits
local prefixes = {[-8] = "y", [-7] = "z", [-6] = "a", [-5] = "f", [-4] = "p",
[-3] = "n", [-2] = "µ", [-1] = "m", [0] = "", [1] = "k", [2] = "M",
[3] = "G", [4] = "T", [5] = "P", [6] = "E", [7] = "Z", [8] = "Y"}
function technic.pretty_num(num)
-- the small number added is due to floating point inaccuracy
local b = math.floor(math.log10(math.abs(num)) +0.000001)
local pref_i
if b ~= 0 then
-- b is decremented by 1 to avoid a single digit with many decimals,
-- e.g. instead of 1.021 MEU, 1021 kEU is shown
pref_i = math.floor((b - 1) / 3)
else
-- as special case, avoid showing e.g. 1100 mEU instead of 1.1 EU
pref_i = 0
end
if not prefixes[pref_i] then
-- This happens for 0, nan, inf, very big values, etc.
if num == 0 then
-- handle 0 explicilty to avoid showing "-0"
if not constant_digit_count then
return "0 "
end
-- gives 0.000
return string.format("%.3f ", 0)
end
return string.format("%.4g ", num)
end
num = num * 10 ^ (-3 * pref_i)
if constant_digit_count then
local comma_digits_cnt = 3 - (b - 3 * pref_i)
return string.format("%." .. comma_digits_cnt .. "f %s",
num, prefixes[pref_i])
end
return string.format("%.4g %s", num, prefixes[pref_i])
end
-- Only changes name, keeps other params
-- some unittests
assert(technic.pretty_num(-0) == "0 ")
assert(technic.pretty_num(0) == "0 ")
assert(technic.pretty_num(1234) == "1234 ")
assert(technic.pretty_num(123456789) == "123.5 M")
-- used to display power values
function technic.EU_string(num)
return technic.pretty_num(num) .. "EU"
end
--- Same as minetest.swap_node, but only changes name
-- and doesn't re-set if already set.
function technic.swap_node(pos, name)
local node = minetest.get_node(pos)
if node.name ~= name then
node.name = name
minetest.swap_node(pos, node)
end
return node.name
end
-- Fully charge RE chargeable item.
--- Fully charge RE chargeable item.
-- Must be defined early to reference in item definitions.
function technic.refill_RE_charge(stack)
local max_charge = technic.power_tools[stack:get_name()]
@ -26,20 +77,147 @@ function technic.refill_RE_charge(stack)
return stack
end
--------------------------------------------------------------------------------
local function resolve_name(function_name)
local a = _G
for key in string.gmatch(function_name, "([^%.]+)(%.?)") do
if a[key] then
a = a[key]
else
return nil
end
end
return a
-- If the node is loaded, returns it. If it isn't loaded, load it and return nil.
function technic.get_or_load_node(pos)
local node = minetest.get_node_or_nil(pos)
if node then return node end
local vm = VoxelManip()
local MinEdge, MaxEdge = vm:read_from_map(pos, pos)
return nil
end
function technic.function_exists(function_name)
return type(resolve_name(function_name)) == 'function'
technic.tube_inject_item = pipeworks.tube_inject_item or function(pos, start_pos, velocity, item)
local tubed = pipeworks.tube_item(vector.new(pos), item)
tubed:get_luaentity().start_pos = vector.new(start_pos)
tubed:set_velocity(velocity)
tubed:set_acceleration(vector.new(0, 0, 0))
end
--- Iterates over the node positions along the specified ray.
-- The returned positions will not include the starting position.
function technic.trace_node_ray(pos, dir, range)
local x_step = dir.x > 0 and 1 or -1
local y_step = dir.y > 0 and 1 or -1
local z_step = dir.z > 0 and 1 or -1
local i = 1
return function(p)
-- Approximation of where we should be if we weren't rounding
-- to nodes. This moves forward a bit faster then we do.
-- A correction is done below.
local real_x = pos.x + (dir.x * i)
local real_y = pos.y + (dir.y * i)
local real_z = pos.z + (dir.z * i)
-- How far off we've gotten from where we should be.
local dx = math.abs(real_x - p.x)
local dy = math.abs(real_y - p.y)
local dz = math.abs(real_z - p.z)
-- If the real position moves ahead too fast, stop it so we
-- can catch up. If it gets too far ahead it will smooth
-- out our movement too much and we won't turn fast enough.
if dx + dy + dz < 2 then
i = i + 1
end
-- Step in whichever direction we're most off course in.
if dx > dy then
if dx > dz then
p.x = p.x + x_step
else
p.z = p.z + z_step
end
elseif dy > dz then
p.y = p.y + y_step
else
p.z = p.z + z_step
end
if vector.distance(pos, p) > range then
return nil
end
return p
end, vector.round(pos)
end
--- Like trace_node_ray, but includes extra positions close to the ray.
function technic.trace_node_ray_fat(pos, dir, range)
local x_step = dir.x > 0 and 1 or -1
local y_step = dir.y > 0 and 1 or -1
local z_step = dir.z > 0 and 1 or -1
local next_poses = {}
local i = 1
return function(p)
local ni, np = next(next_poses)
if np then
next_poses[ni] = nil
return np
end
-- Approximation of where we should be if we weren't rounding
-- to nodes. This moves forward a bit faster then we do.
-- A correction is done below.
local real_x = pos.x + (dir.x * i)
local real_y = pos.y + (dir.y * i)
local real_z = pos.z + (dir.z * i)
-- How far off we've gotten from where we should be.
local dx = math.abs(real_x - p.x)
local dy = math.abs(real_y - p.y)
local dz = math.abs(real_z - p.z)
-- If the real position moves ahead too fast, stop it so we
-- can catch up. If it gets too far ahead it will smooth
-- out our movement too much and we won't turn fast enough.
if dx + dy + dz < 2 then
i = i + 1
end
-- Step in whichever direction we're most off course in.
local sx, sy, sz -- Whether we've already stepped along each axis
if dx > dy then
if dx > dz then
sx = true
p.x = p.x + x_step
else
sz = true
p.z = p.z + z_step
end
elseif dy > dz then
sy = true
p.y = p.y + y_step
else
sz = true
p.z = p.z + z_step
end
if vector.distance(pos, p) > range then
return nil
end
-- Add other positions that we're significantly off on.
-- We can just use fixed integer keys here because the
-- table will be completely cleared before we reach this
-- code block again.
local dlen = math.sqrt(dx*dx + dy*dy + dz*dz)
-- Normalized axis deltas
local dxn, dyn, dzn = dx / dlen, dy / dlen, dz / dlen
if not sx and dxn > 0.5 then
next_poses[1] = vector.new(p.x + x_step, p.y, p.z)
end
if not sy and dyn > 0.5 then
next_poses[2] = vector.new(p.x, p.y + y_step, p.z)
end
if not sz and dzn > 0.5 then
next_poses[3] = vector.new(p.x, p.y, p.z + z_step)
end
return p
end, vector.round(pos)
end
--------------------------------------------------------------------------------

View File

@ -2,17 +2,21 @@
-- namespace: technic
-- (c) 2012-2013 by RealBadAngel <mk@realbadangel.pl>
technic = {}
local load_start = os.clock()
technic = rawget(_G, "technic") or {}
technic.creative_mode = minetest.settings:get_bool("creative_mode")
local modpath = minetest.get_modpath("technic")
technic.modpath = modpath
-- Boilerplate to support intllib
if intllib then
if rawget(_G, "intllib") then
technic.getter = intllib.Getter()
else
technic.getter = function(s) return s end
technic.getter = function(s,a,...)if a==nil then return s end a={a,...}return s:gsub("(@?)@(%(?)(%d+)(%)?)",function(e,o,n,c)if e==""then return a[tonumber(n)]..(o==""and c or"")else return"@"..o..n..c end end) end
end
local S = technic.getter
@ -22,15 +26,18 @@ dofile(modpath.."/config.lua")
-- Helper functions
dofile(modpath.."/helpers.lua")
-- Items
-- Items
dofile(modpath.."/items.lua")
-- Craft recipes for items
-- Craft recipes for items
dofile(modpath.."/crafts.lua")
-- Register functions
dofile(modpath.."/register.lua")
-- Radiation
dofile(modpath.."/radiation.lua")
-- Machines
dofile(modpath.."/machines/init.lua")
@ -40,7 +47,7 @@ dofile(modpath.."/tools/init.lua")
-- Aliases for legacy node/item names
dofile(modpath.."/legacy.lua")
if minetest.setting_get("log_mod") then
if minetest.settings:get_bool("log_mods") then
print(S("[Technic] Loaded in %f seconds"):format(os.clock() - load_start))
end

View File

@ -11,11 +11,6 @@ minetest.register_craftitem( "technic:doped_silicon_wafer", {
inventory_image = "technic_doped_silicon_wafer.png",
})
minetest.register_craftitem("technic:enriched_uranium", {
description = S("Enriched Uranium"),
inventory_image = "technic_enriched_uranium.png",
})
minetest.register_craftitem("technic:uranium_fuel", {
description = S("Uranium Fuel"),
inventory_image = "technic_uranium_fuel.png",
@ -40,7 +35,7 @@ minetest.register_tool("technic:blue_energy_crystal", {
fleshy = {times={}, uses=10000, maxlevel=0}
}
}
})
})
minetest.register_tool("technic:green_energy_crystal", {
description = S("Green Energy Crystal"),
@ -56,7 +51,7 @@ minetest.register_tool("technic:green_energy_crystal", {
fleshy = {times={}, uses=10000, maxlevel=0}
}
}
})
})
minetest.register_tool("technic:red_energy_crystal", {
description = S("Red Energy Crystal"),
@ -72,12 +67,6 @@ minetest.register_tool("technic:red_energy_crystal", {
fleshy = {times={}, uses=10000, maxlevel=0}
}
}
})
minetest.register_craftitem("technic:fine_copper_wire", {
description = S("Fine Copper Wire"),
inventory_image = "technic_fine_copper_wire.png",
})
minetest.register_craftitem("technic:copper_coil", {
@ -85,20 +74,11 @@ minetest.register_craftitem("technic:copper_coil", {
inventory_image = "technic_copper_coil.png",
})
minetest.register_craftitem("technic:motor", {
description = S("Electric Motor"),
inventory_image = "technic_motor.png",
})
minetest.register_craftitem("technic:lv_transformer", {
description = S("Low Voltage Transformer"),
inventory_image = "technic_lv_transformer.png",
})
minetest.register_craftitem("technic:lv_transformer", {
description = S("Low Voltage Transformer"),
inventory_image = "technic_lv_transformer.png",
})
minetest.register_craftitem("technic:mv_transformer", {
description = S("Medium Voltage Transformer"),
inventory_image = "technic_mv_transformer.png",
@ -144,3 +124,80 @@ minetest.register_craftitem("technic:carbon_cloth", {
inventory_image = "technic_carbon_cloth.png",
})
minetest.register_node("technic:machine_casing", {
description = S("Machine Casing"),
groups = {cracky=2},
sunlight_propagates = true,
paramtype = "light",
drawtype = "allfaces",
tiles = {"technic_machine_casing.png"},
sounds = default.node_sound_stone_defaults(),
})
for p = 0, 35 do
local nici = (p ~= 0 and p ~= 7 and p ~= 35) and 1 or nil
local psuffix = p == 7 and "" or p
local ingot = "technic:uranium"..psuffix.."_ingot"
local block = "technic:uranium"..psuffix.."_block"
local ov = p == 7 and minetest.override_item or nil;
(ov or minetest.register_craftitem)(ingot, {
description = string.format(S("%.1f%%-Fissile Uranium Ingot"), p/10),
inventory_image = "technic_uranium_ingot.png",
groups = {uranium_ingot=1, not_in_creative_inventory=nici},
});
-- Note on radioactivity of blocks:
-- Source: <http://www.wise-uranium.org/rup.html>
-- The baseline radioactivity of an isotope is not especially
-- correlated with whether it's fissile (i.e., suitable as
-- reactor fuel). Natural uranium consists mainly of fissile
-- U-235 and non-fissile U-238, and both U-235 and U-238 are
-- significantly radioactive. U-235's massic activity is
-- about 80.0 MBq/kg, and U-238's is about 12.4 MBq/kg, which
-- superficially suggests that 3.5%-fissile uranium should have
-- only 1.19 times the activity of fully-depleted uranium.
-- But a third isotope affects the result hugely: U-234 has
-- massic activity of 231 GBq/kg. Natural uranium has massic
-- composition of 99.2837% U-238, 0.711% U-235, and 0.0053% U-234,
-- so its activity comes roughly 49% each from U-234 and U-238
-- and only 2% from U-235. During enrichment via centrifuge,
-- the U-234 fraction is concentrated along with the U-235, with
-- the U-234:U-235 ratio remaining close to its original value.
-- (Actually the U-234 gets separated from U-238 slightly more
-- than the U-235 is, so the U-234:U-235 ratio is slightly
-- higher in enriched uranium.) A typical massic composition
-- for 3.5%-fissile uranium is 96.47116% U-238, 3.5% U-235, and
-- 0.02884% U-234. This gives 3.5%-fissile uranium about 6.55
-- times the activity of fully-depleted uranium. The values we
-- compute here for the "radioactive" group value are based on
-- linear interpolation of activity along that scale, rooted at
-- a natural (0.7%-fissile) uranium block having the activity of
-- 9 uranium ore blocks (due to 9 ingots per block). The group
-- value is proportional to the square root of the activity, and
-- uranium ore has radioactive=1. This yields radioactive=1.0
-- for a fully-depleted uranium block and radioactive=2.6 for
-- a 3.5%-fissile uranium block.
local radioactivity = math.floor(math.sqrt((1+5.55*p/35) * 18 / (1+5.55*7/35)) + 0.5);
(ov or minetest.register_node)(block, {
description = string.format(S("%.1f%%-Fissile Uranium Block"), p/10),
tiles = {"technic_uranium_block.png"},
is_ground_content = true,
groups = {uranium_block=1, not_in_creative_inventory=nici,
cracky=1, level=2, radioactive=radioactivity},
sounds = default.node_sound_stone_defaults(),
});
if not ov then
minetest.register_craft({
output = block,
recipe = {
{ingot, ingot, ingot},
{ingot, ingot, ingot},
{ingot, ingot, ingot},
},
})
minetest.register_craft({
output = ingot.." 9",
recipe = {{block}},
})
end
end

View File

@ -22,16 +22,20 @@ technic.legacy_nodenames = {
["technic:compressor"] = "technic:lv_compressor",
["technic:compressor_active"] = "technic:lv_compressor_active",
["technic:hv_battery_box"] = "technic:hv_battery_box0",
["technic:hv_cable"] = "technic:hv_cable0",
["technic:lv_cable"] = "technic:lv_cable0",
["technic:mv_cable"] = "technic:mv_cable0",
["technic:mv_battery_box"] = "technic:mv_battery_box0",
["technic:generator"] = "technic:lv_generator",
["technic:generator_active"] = "technic:lv_generator_active",
["technic:iron_dust"] = "technic:wrought_iron_dust",
["technic:enriched_uranium"] = "technic:uranium35_ingot",
}
for old, new in pairs(technic.legacy_nodenames) do
minetest.register_alias(old, new)
end
for i = 0, 64 do
minetest.register_alias("technic:hv_cable"..i, "technic:hv_cable")
minetest.register_alias("technic:mv_cable"..i, "technic:mv_cable")
minetest.register_alias("technic:lv_cable"..i, "technic:lv_cable")
end

View File

@ -25,21 +25,24 @@ Mixed Metal Ingot = Mischmetallbarren
Composite Plate = Verbundplatte
Copper Plate = Kupferplatte
Carbon Plate = Kohlefaserplatte
Graphite = Graphit
Graphite = Graphit
Carbon Cloth = Kohlefasergewebe
Raw Latex = Rohlatex
Rubber Fiber = Gummifaser
%.1f%%-Fissile Uranium Ingot =
%.1f%%-Fissile Uranium Block =
## Machine misc
Machine cannot be removed because it is not empty = Die Maschine kann nicht entfernt werden, weil sie noch nicht leer ist.
Inventory move disallowed due to protection = Das Inventar ist geschuetzt, Zugriff verweigert.
# $1: Machine name (Includes tier)
@1 Active (@2 EU) = @1 ist eingeschaltet (@2 EU)
%s Active = %s ist eingeschaltet
%s Disabled = %s ist ausgeschaltet
%s Enabled =
%s Idle = %s ist bereit
%s Improperly Placed = %s ist falsch plaziert
%s Unpowered = %s hat keine Stromversorgung
%s Unpowered = %s hat keine Stromversorgung
%s Out Of Fuel = %s hat keinen Brennstoff
%s Has Bad Cabling = %s ist falsch verkabelt
%s Has No Network = %s hat kein Netzwerk
@ -50,19 +53,23 @@ Upgrade Slots = Verbesserungsfaecher
In: = Rein:
Out: = Raus:
Slot %d = Fach %d
Mode: %s = Methode: %s
single items = Einzelstuecke
whole stacks = Ganzer Stapel
Itemwise = Einzelstuecke
Stackwise = Ganzer Stapel
Owner: =
Unlocked =
Locked =
Radius: =
Enabled =
Disabled =
## Machine names
# $1: Tier
%s Alloy Furnace = %s Legierungsofen
%s Battery Box = %s Batteriebox
%s Cable = %s Kabel
%s CNC Machine = %s CNC-Maschine
%s Compressor = %s Kompressor
%s Extractor = %s Extraktor
%s Forcefield Emitter = %s Kraftfeld-Emitter
%s Forcefield Emitter = %s Kraftfeld-Emitter
%s Furnace = %s Ofen
%s Grinder = %s Schleifmaschine
%s Music Player = %s Musikspieler
@ -75,7 +82,7 @@ Hydro %s Generator = %s Wassermuehle
Nuclear %s Generator Core = %s Reaktorkern
Small Solar %s Generator = %s Solarmodul
Wind %s Generator = %s Windmuehle
Injector = Injektor
Self-Contained Injector = Selbstversorger-Injektor
Constructor Mk%d = Konstruktor Modell %d
Frame = Rahmen
Frame Motor = Rahmenmotor
@ -91,55 +98,27 @@ Fuel-Fired Furnace = Kohle-Ofen
Wind Mill Frame = Windmuehlengeruest
Forcefield = Kraftfeld
Nuclear Reactor Rod Compartment = Brennstabfaecher
Administrative World Anchor =
## Machine-specific
# $1: Pruduced EU
Charge = Aufladen
Discharge = Entladen
Power level = Energiestufe
# $1: Tier $2: current_charge $3: max_charge
%s Battery Box: %d/%d = %s Batteriebox: %d/%d
# $1: Tier $2: current_charge $3: max_charge
@1 Battery Box: @2/@3 = @1 Batteriebox: @2/@3
# $1: Machine name $2: Supply $3: Demand
%s. Supply: %d Demand: %d = %s. Versorgung: %d Bedarf: %d
@1. Supply: @2 Demand: @3 = @1. Versorgung: @2 Bedarf: @3
Production at %d%% = Produktion bei %d%%
Choose Milling Program: = Waehle ein Fraesprogramm:
Slim Elements half / normal height: = Schmale Elemente von halber / normaler Hoehe:
Current track %s = Aktueller Titel %s
## CNC
Cylinder = Zylinder
Element Cross = Halbes Kreuzelement
Element Cross Double = Kreuzelement
Element Edge = Halbes Eckelement
Element Edge Double = Eckelement
Element End = Halbes Endelement
Element End Double = Endelement
Element Straight = Halbes aufrechtes Element
Element Straight Double = Aufrechtes Element
Element T = Halbes T-Element
Element T Double = T-Element
Horizontal Cylinder = Liegender Zylinder
One Curved Edge Block = Block mit einer abgerundeten Kante
Pyramid = Pyramide
Slope = Schraege
Slope Edge = Schraege mit Ecke
Slope Inner Edge = Schraege mit Innenecke
Slope Lying = Liegende Schraege
Slope Upside Down = Umgedrehte Schraege
Slope Upside Down Edge = Umgedrehte Schraege mit Ecke
Slope Upside Down Inner Edge = Umgedrehte Schraege mit Innenecke
Sphere = Kugel
Spike = Spitze
Stick = Stange
Two Curved Edge Block = Block mit zwei abgerundeten Kanten
Brick = Ziegel:
Cobble = Pflasterstein:
Dirt = Erde:
Leaves = Laub:
Sandstone = Sandstein:
Stone = Stein:
Tree = Baumstamm:
Wooden = Holz:
Stopped =
Keeping %d/%d map blocks loaded =
Digging not started =
Digging finished =
Digging %d m above machine =
Digging %d m below machine =
## Grinder Recipes
# $1: Name
@ -162,6 +141,7 @@ Talinite = Talinite
Tin = Zinn
Wrought Iron = Schmiedeeisen
Zinc = Zink
%.1f%%-Fissile Uranium =
## Tools
RE Battery = Akkubatterie

View File

@ -29,11 +29,14 @@ Graphite = Grafito
Carbon Cloth = Tela de Carbon
Raw Latex = Latex Crudo
Rubber Fiber = Fibra de Hule
%.1f%%-Fissile Uranium Ingot =
%.1f%%-Fissile Uranium Block =
## Machine misc
Machine cannot be removed because it is not empty = La maquina no puede removerse porque no esta vacia
Inventory move disallowed due to protection =
# $1: Machine name (Includes tier)
@1 Active (@2 EU) = @1 Activo (@2 EU)
%s Active = %s Activo
%s Enabled =
%s Idle = %s Quieto
@ -46,13 +49,20 @@ Inventory move disallowed due to protection =
%s Improperly Placed = %s No Colocado Apropiadamente
Range = Alcance
Enable/Disable = Habilitar/Deshabilitar
Itemwise =
Stackwise =
Owner: =
Unlocked =
Locked =
Radius: =
Enabled =
Disabled =
## Machine names
# $1: Tier
%s Alloy Furnace = Horno de Aleacion %s
%s Battery Box = Caja de Bateria %s
%s Cable = Cable %s
%s CNC Machine = Maquina CNC %s
%s Compressor = Compresor %s
%s Extractor = Extractor %s
%s Forcefield Emitter = Emisor de Campo de Fuerza %s
@ -68,7 +78,7 @@ Hydro %s Generator = Molino de Agua %s
Nuclear %s Generator Core = Nucleo de Reactor Nuclear %s
Small Solar %s Generator = Panel Solar %s
Wind %s Generator = Molino de Viento %s
Injector =
Self-Contained Injector =
Constructor Mk%d =
Frame =
Frame Motor =
@ -84,52 +94,25 @@ Fuel-Fired Furnace = Horno a Carbon
Forcefield = Campo de Fuerza
Nuclear Reactor Rod Compartment = Compartimiento para Vara de Reactor Nuclear
Wind Mill Frame = Armazon de Molino de Viento
Administrative World Anchor =
## Machine-specific
# $1: Pruduced EU
Charge = Cargar
Discharge = Descargar
Power level = Nivel de Poder
# $1: Tier $2: current_charge $3: max_charge
%s Battery Box: %d/%d = Caja de Bateria %s: %d/%d
# $1: Tier $2: current_charge $3: max_charge
@1 Battery Box: @2/@3 = Caja de Bateria @1: @2/@3
# $1: Machine name $2: Supply $3: Demand
%s. Supply: %d Demand: %d = %s. Alimentacion: %d Demanda: %d
@1. Supply: @2 Demand: @3 = @1. Alimentacion: @2 Demanda: @3
# $1: Production percent
Production at %d%% = Produccion en %d%%
## CNC Machine
Element Edge = Elemento Borde
Tree = Arbol
Element Cross Double = Elemento Cruz Doble
Spike = Pica
Element Edge Double = Elemento Borde Doble
Two Curved Edge Block = Dos Bloques de Borde Curvados
Pyramid = Piramide
Slope Upside Down Inner Edge = Borde Interno de Rampa Al Reves
Slope Upside Down Edge = Borde de Rampa Al Reves
Element Straight Double = Elemento Doble Recto
Sphere = Esfera
Element End Double = Doble Fin de Elemento
Element Straight = Recta de Elemento
Horizontal Cylinder = Cilindro Horizontal
Slope Inner Edge = Borde Interno de Rampa
One Curved Edge Block = Un Bloque de Borde Curvado
Element Cross = Cruce de Elementos
Stick = Varita
Element End = Fin de Elemento
Slope Lying = Rampa en Reposo
Slope Upside Down = Rampa Al Reves
Slope Edge = Borde de Rampa
Slope = Rampa
Element T = Elemento T
Cylinder = Cilindro
Cobble = Adoquines
Stone = Piedra
Brick = Ladrillo
Dirt = Tierra
Sandstone = Arenisca
Wooden = Madera
Leaves = Hojas
Stopped =
Keeping %d/%d map blocks loaded =
Digging not started =
Digging finished =
Digging %d m above machine =
Digging %d m below machine =
## Grinder Recipes
# $1: Name
@ -152,6 +135,7 @@ Talinite = Talinita
Tin = Estanio
Wrought Iron = Hierro Forjado
Zinc = Zinc
%.1f%%-Fissile Uranium =
## Tools
RE Battery =

215
technic/locale/fr.txt Normal file
View File

@ -0,0 +1,215 @@
# template.txt
# Template for translations of Technic
## Misc
[Technic] Loaded in %f seconds = [Technic] Chargement en %f secondes
## Items
Silicon Wafer = Tranche de silicium
Doped Silicon Wafer = Tranche de silicium doppée
Enriched Uranium = Uranium enrichi
Uranium Fuel = Uranium 235
Diamond Drill Head = Tête de forage en diamant
Blue Energy Crystal = Cristal d'énergie bleu
Green Energy Crystal = Cristal d'énergie vert
Red Energy Crystal = Cristal d'énergie rouge
Fine Copper Wire = Fil en cuivre fin
Fine Gold Wire = Fil en or fin
Fine Silver Wire = Fil en argent fin
Copper Coil = Bobine de cuivre
Electric Motor = Moteur électrique
Low Voltage Transformer = Transformateur basse tension
Medium Voltage Transformer = Transformateur moyenne tension
High Voltage Transformer = Transformateur haute tension
Control Logic Unit = Unité de contrôle logique
Mixed Metal Ingot = Lingot de métal allié
Composite Plate = Plaque composite
Copper Plate = Plaque de cuivre
Carbon Plate = Plaque de carbone
Graphite = Graphite
Carbon Cloth = Fibre de carbone
Raw Latex = Latex brut
Rubber Fiber = Fibre de caoutchouc
%.1f%%-Fissile Uranium Ingot = Lingot d'uranium fissile (%.1f%%)
%.1f%%-Fissile Uranium Block = Bloc d'uranium fissile (%.1f%%)
## Machine misc
Machine cannot be removed because it is not empty = La machine ne peut pas être retirée car elle n'est pas vide
Inventory move disallowed due to protection = Le mouvement d'inventaire n'est pas autorisé en raison de la protection
# $1: Machine name (Includes tier)
@1 Active (@2 EU) = @1 Active (@2 EU)
%s Active = %s actif
%s Disabled = %s désactivé
%s Enabled = %s activé
%s Idle = %s au repos
%s Improperly Placed = %s est mal placé
%s is empty = %s est vide
%s Unpowered = %s non alimenté en énergie
%s Out Of Fuel = %s plus de carburant
%s Has Bad Cabling = %s est mal cablé
%s (Slave) = %s (esclave)
%s Has No Network = %s n'a pas de réseau
%s Finished = %s a fini
Enable/Disable = Activer/Désactiver
Range = Plage
Upgrade Slots = Emplacement d'amélioration
In: = Entrée :
Out: = Sortie :
Slot %d = Emplacement %d
Itemwise = Item par Item
Stackwise = Stack par Stack
Ignoring Mesecon Signal = Ignorer le signal Mesecon
Controlled by Mesecon Signal = Contrôlé par signal Mesecon
Owner: = Propriétaire :
Unlocked = Déverrouillé
Locked = Verrouillé
Radius: = Rayon :
Enabled = Activé
Disabled = Désactivé
## Machine names
# $1: Tier
%s Alloy Furnace = Four à alliage %s
%s Battery Box = Batterie %s
%s Cable = Câble %s
%s CNC Machine = Machine-outils %s
%s Centrifuge = Centrifugeuse %s
%s Compressor = Compresseur %s
%s Extractor = Extracteur %s
%s Forcefield Emitter = Emetteur de champ de force %s
%s Furnace = Four %s
%s Grinder = Broyeur %s
%s Music Player = Grammophone %s
%s Quarry = Carrière %s
%s Tool Workshop = Atelier d'outillage %s
Arrayed Solar %s Generator = Générateur solaire %s
Fuel-Fired %s Generator = Générateur thermique %s
Geothermal %s Generator = Géénarteur géothermique %s
Hydro %s Generator = Générateur hydroélectrique %s
Nuclear %s Generator Core = Générateur nucléaire %
Small Solar %s Generator = Petit générateur solaire %s
Wind %s Generator = Générateur éolien %s
Self-Contained Injector = Injecteur autonome
Constructor Mk%d = Constructeur Mk%d
Frame = Cadre
Frame Motor = Cadre de moteur
Template = Modèle
Template (replacing) =
Template Motor =
Template Tool =
Battery Box = Compartiment à batterie
Supply Converter = Convertisseur de tension
Switching Station = Station de commutation
Fuel-Fired Alloy Furnace = Four à alliage à carburant
Fuel-Fired Furnace = Four à carburant
Wind Mill Frame = Cadre d'éolienne
Forcefield = Champ de force
Nuclear Reactor Rod Compartment = Compartiment à barres du réacteur nucléaire
Administrative World Anchor =
## Machine-specific
# $1: Pruduced EU
Charge = Charger
Discharge = Décharger
Power level = Niveau d'énergie
# $1: Tier $2: current_charge $3: max_charge
@1 Battery Box: @2/@3 = @1 batterie : @2/@3
# $1: Machine name $2: Supply $3: Demand
@1. Supply: @2 Demand: @3 = @1. fournit : @2 demande : @3
Production at %d%% = Production à %d%%
Choose Milling Program: = Choisissez le programme de fraisage :
Slim Elements half / normal height: =
Current track %s = Morceau actuel %s
Stopped = Arrêté
Keeping %d/%d map blocks loaded =
Digging not started = Creusement non démarré
Digging finished = Creusement terminé
Digging %d m above machine = Creusement à %dm au dessus de la machine
Digging %d m below machine = Creusement à %dm en dessous de la machine
@1 (@2 @3 -> @4 @5) = @1 (@2 @3 -> @4 @5)
## CNC
Cylinder =
Element Cross = Elément croisé
Element Cross Double = Elément croisé (double)
Element Edge = Elément de bordure
Element Edge Double = Elément de bordure (double)
Element End = Elément de fin
Element End Double = Elément de fin (double)
Element Straight = Elément droit
Element Straight Double = Elément droit (double)
Element T = Elément en T
Element T Double = Elément en T (double)
Horizontal Cylinder = Cylindre horizontal
One Curved Edge Block = Bloc à un bord incurvé
Pyramid = Pyramide
Slope = Pente
Slope Edge =
Slope Inner Edge =
Slope Lying =
Slope Upside Down =
Slope Upside Down Edge =
Slope Upside Down Inner Edge =
Sphere = Sphère
Spike = Pointe
Stick = Bâton
Two Curved Edge Block = Bloc à deux bords incurvés
Brick = Brique
Cobble = Pierre taillée
Dirt = Terre
Leaves = Feuilles
Sandstone = Grès
Stone = Pierre
Tree = Arbre
Wooden = Bois
## Grinder Recipes
# $1: Name
%s Dust = Poudre de %s
Akalin =
Alatro =
Arol =
Brass = Laiton
Bronze = Bronze
Carbon Steel = Acier au carbone
Cast Iron = Fonte
Chromium = Chrome
Coal = Charbon
Copper = Cuivre
Gold = Or
Mithril = Mithril
Silver = Argent
Stainless Steel = Acier inoxydable
Talinite = Talanite
Tin = Etain
Wrought Iron = Fer
Zinc = Zinc
%.1f%%-Fissile Uranium = Uranium fissile (%.1f%%)
## Tools
RE Battery = Batterie RE
Water Can = Jerrycan d'eau
Lava Can = Jerrycan de lave
Chainsaw = Tronçonneuse
Flashlight = Lampe-torche
3 nodes deep. =
3 nodes tall. =
3 nodes wide. =
3x3 nodes. =
Use while sneaking to change Mining Drill Mk%d modes. =
Mining Drill Mk%d Mode %d = Foreuse Mk%d Mode %d
Mining Drill Mk%d = Foreuse Mk%d
Mining Laser Mk%d = Foreuse laser Mk%d
Single node. = Mode simple.
Sonic Screwdriver = Tournevis supersonique
Tree Tap = Robinet à sève
## Craft descriptions
Alloy cooking = Fonderie d'alliage
Grinding = Broyage
Compressing = Compression
Extracting = Extraction
Separating = Séparation

View File

@ -26,14 +26,17 @@ Graphite = Lastra in graffite
Carbon Cloth = Fibra di carbonio
Raw Latex = Latex grezzo
Rubber Fiber = Fibra di gomma
%.1f%%-Fissile Uranium Ingot = %.1f%%-Lingotto di uranio fissile
%.1f%%-Fissile Uranium Block = %.1f%%-Blocco di uranio fissile
## Machine misc
Machine cannot be removed because it is not empty = La macchina non può essere rimossa perchè non è vuota
Inventory move disallowed due to protection = Impossibile muovere l'inventario a causa della protezione
# $1: Machine name (Includes tier)
@1 Active (@2 EU) = @1 Attivo (@2 EU)
%s Active = %s Attivo
%s Disabled = %s Disabilitato
%s Enabled =
%s Enabled = %s Abilitato
%s Idle = %s Inattivo
%s Improperly Placed = %s Piazzato impropiamente
%s Unpowered = %s Non alimentato
@ -43,20 +46,24 @@ Inventory move disallowed due to protection = Impossibile muovere l'inventario a
%s Finished = %s Finito
Enable/Disable = Abilita/Disabilita
Range = Raggio
Upgrade Slots =
Upgrade Slots = Alloggi di aggiornamento
In: = Ingresso:
Out: = Uscita:
Slot %d =
Mode: %s = Modalità: %s
single items = Singolo elemento
whole stacks = pila completa
Slot %d = Alloggio %d
Itemwise = Singolo elemento
Stackwise = pila completa
Owner: = Proprietario:
Unlocked = Non chiuso a chiave
Locked = Chiuso a chiave
Radius: = Raggio:
Enabled = Abilitato
Disabled = Disabilitato
## Machine names
# $1: Tier
%s Alloy Furnace = %s Fornace per leghe
%s Battery Box = %s Box batterie
%s Cable = Cavo %s
%s CNC Machine = Tornio CNC %s
%s Compressor = Compressore %s
%s Extractor = Estrattore %s
%s Forcefield Emitter = Emettitore di campo di forza %s
@ -72,14 +79,14 @@ Hydro %s Generator = Turbina Elettrica %s
Nuclear %s Generator Core = Reattore nucleare %s
Small Solar %s Generator = %s Pannello solare
Wind %s Generator = %s Generatore eolico
Injector = Ignettore
Self-Contained Injector = Ignettore
Constructor Mk%d = Costruttore Mk%d
Frame = Cornice
Frame Motor = Cornice del motore
Template =
Template (replacing) = Template (rimpiazzato)
Template Motor =
Template Tool =
Template = Sagoma
Template (replacing) = Sagoma (di rimpiazzo)
Template Motor = Motore per sagome
Template Tool = Strumento per sagome
Battery Box = Box batterie
Supply Converter = Trasformatore
Switching Station = Stazione di controllo
@ -88,6 +95,7 @@ Fuel-Fired Furnace = Fornace a carbone
Wind Mill Frame = Pala eolica
Forcefield = Campo di forza
Nuclear Reactor Rod Compartment = Compartimento combustibile nucleare
Administrative World Anchor = Ancora-mondo amministrativa
## Machine-specific
# $1: Pruduced EU
@ -95,48 +103,19 @@ Charge = Carica
Discharge = Scarica
Power level = Livello di potenza
# $1: Tier $2: current_charge $3: max_charge
%s Battery Box: %d/%d = %s Box Batterie: %d/%d
@1 Battery Box: @2/@3 = @1 Box Batterie: @2/@3
# $1: Machine name $2: Supply $3: Demand
%s. Supply: %d Demand: %d = %s. Prodotto: %d Consumato: %d
@1. Supply: @2 Demand: @3 = @1. Prodotto: @2 Consumato: @3
Production at %d%% = Produzione a %d%%
Choose Milling Program: = Scegliere un programma di Fresatura
Slim Elements half / normal height: = Metà elementi sottili / altezza normale:
Current track %s = Traccia corrente %s
## CNC
Cylinder = Cilindro
Element Cross = Elemento a croce
Element Cross Double = Elemento a croce doppio
Element Edge = Elemento bordo
Element Edge Double = Elemento bordo doppio
Element End = Elemento finale
Element End Double = Elemento finale doppio
Element Straight = Elemento dritto
Element Straight Double = Elemento dritto doppio
Element T = Elemento a T
Element T Double = Elemento a T doppio
Horizontal Cylinder = Cilindro orizzontale
One Curved Edge Block = Blocco con bordo curvo
Pyramid = Piramide
Slope = Inclinato
Slope Edge = Bordo inclinato
Slope Inner Edge = Bordo interno inclinato
Slope Lying = Pendenza bugiarda
Slope Upside Down = Pendenza capovolta
Slope Upside Down Edge = Bordo inclinato capovolto
Slope Upside Down Inner Edge = Bordo interno inclinato capovolto
Sphere = Sfera
Spike = Spuntone
Stick = Bastone
Two Curved Edge Block = Blocco con bordo a doppia curva
Brick = Mattone
Cobble = Ciottolato
Dirt = Terra
Leaves = Foglie
Sandstone = Arenaria
Stone = Pietra
Tree = Albero
Wooden = Legno
Stopped = Fermato
Keeping %d/%d map blocks loaded = Mantenimento di %d/%d blocchi mappa caricati
Digging not started = Scavo non iniziato
Digging finished = Scavo finito
Digging %d m above machine = Scavo di %d m sopra la macchina
Digging %d m below machine = Scavo di %d m sotto la macchina
## Grinder Recipes
# $1: Name
@ -159,9 +138,10 @@ Talinite = Talinite
Tin = Stagno
Wrought Iron = Ferro Battuto
Zinc = Zinco
%.1f%%-Fissile Uranium = %.1f%%-Uranio fissile
## Tools
RE Battery =
RE Battery = Batteria RE
Water Can = Serbatoio d'acqua
Lava Can = Serbatoio di lava
Chainsaw = Motosega

175
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@ -0,0 +1,175 @@
# Polish Translation for Technic mod
# Polskie tłumaczenie Technic mod
# by mat9117
## Misc
[Technic] Loaded in %f seconds = [Technic] Wczytany w %f sekund
## Items
Silicon Wafer = Płytka krzemowa
Doped Silicon Wafer = Domieszkowana płytka krzemowa
Enriched Uranium = Wzbogacony uran
Uranium Fuel = Paliwo uranowe
Diamond Drill Head = Diamentowa głowica wiertła
Blue Energy Crystal = Niebieski kryształ energii
Green Energy Crystal = Zielony kryształ energii
Red Energy Crystal = Czerwony kryształ energii
Fine Copper Wire = Cienki miedziany drut
Copper Coil = Miedziana cewka
Electric Motor = Silnik elektryczny
Low Voltage Transformer = Transformator niskiego napięcia
Medium Voltage Transformer = Transformator średniego napięcia
High Voltage Transformer = Transformator wysokiego napięcia
Control Logic Unit = Jednostka sterująca
Mixed Metal Ingot = Sztabka zmieszanych metali
Composite Plate = Płytka kompozytowa
Copper Plate = Płytka miedziana
Carbon Plate = Płytka węglowa
Graphite = Grafit
Carbon Cloth = Włókno węglowe
Raw Latex = Lateks naturalny
Rubber Fiber = Włókno gumowe
%.1f%%-Fissile Uranium Ingot = %.1f%% Sztabka uranu
%.1f%%-Fissile Uranium Block = %.1f%% Blok uranu
## Machine misc
Machine cannot be removed because it is not empty = Nie można usunąć maszyny, ponieważ nie jest pusta
Inventory move disallowed due to protection = Przenoszenie rzeczy z ekwipunku niemożliwe z powodu ochrony
# $1: Machine name (Includes tier)
@1 Active (@2 EU) = @1 Aktywny (@2 EU)
%s Active = %s Aktywny/a
%s Disabled = %s Wyłączony/a
%s Enabled = %s Włączony/a
%s Idle = %s Bezczynny/a
%s Improperly Placed = %s Ustawiony/a nieprawidłowo
%s is empty = %s jest pusty/a
%s Unpowered = %s brak zasilania
%s Out Of Fuel = %s brak paliwa
%s Has Bad Cabling = %s Źle podłączono kable
%s (Slave) =
%s Has No Network = %s Nie podłączony/a do sieci
%s Finished = %s Ukończony
Enable/Disable = Włącz/Wyłącz
Range = Zasięg
Upgrade Slots = Miejsca na ulepszenia
In: = Wejście
Out: = Wyjście
Slot %d = Otwór %d
Itemwise = Jeden przedmiot
Stackwise = Cały stack
Ignoring Mesecon Signal = Ignoruj sygnał Mesecon
Controlled by Mesecon Signal = Sterowany sygnałem Mesecon
Owner: = Właściciel:
Unlocked = Odblokowany/a
Locked = Zablokowany/a
Radius: = Promień:
Enabled = Włączony/a
Disabled = Wyłączony/a
## Machine names
# $1: Tier
%s Alloy Furnace = %s Piec stopowy
%s Battery Box = %s Skrzynka baterii
%s Cable = %s Przewód
%s Centrifuge = %s Centryfuga
%s Compressor = %s Kompresor
%s Extractor = %s Ekstraktor
%s Forcefield Emitter = %s Emiter pola siłowego
%s Furnace = %s Piec
%s Grinder = %s Młynek
%s Music Player = %s Odtwarzacz muzyki
%s Quarry = %s Kamieniołom
%s Tool Workshop = %s Warsztat narzędzi
Arrayed Solar %s Generator = %s Szeregowy generator słoneczny
Fuel-Fired %s Generator = %s Generator zasilany paliwem
Geothermal %s Generator = %s Generator geotermalny
Hydro %s Generator = %s Hydrogenerator
Nuclear %s Generator Core = %s Reaktor atomowy
Small Solar %s Generator = %s Mały generator słoneczny
Wind %s Generator = %s Generator wiatrowy
Self-Contained Injector = Samowystarczalny wtryskiwacz
Constructor Mk%d = Konstruktor Mk%d
Frame = Klatka
Frame Motor = Silnik klatkowy
Template = Szablon
Template (replacing) = Szablon (zastępczy)
Template Motor =Szablon silnika
Template Tool = Szablon narzędzia
Battery Box = Skrzynka baterii
Supply Converter = Konwerter zasilania
Switching Station = Rozdzielnia
Fuel-Fired Alloy Furnace = Piec stopowy zasilany paliwem
Fuel-Fired Furnace = Piec zasilany paliwem
Wind Mill Frame = Klatka wiatraka
Forcefield = Pole siłowe
Nuclear Reactor Rod Compartment = Komora rdzenia reaktora atomowego
Administrative World Anchor = Administracyjna kotwica świata
## Machine-specific
# $1: Pruduced EU
Charge = Ładuj
Discharge = Rozładuj
Power level = Poziom zasilania
# $1: Tier $2: current_charge $3: max_charge
@1 Battery Box: @2/@3 = @1 Skrzynka baterii: @2/@3
# $1: Machine name $2: Supply $3: Demand
@1. Supply: @2 Demand: @3 = @1. Zapas: @2 Pobór: @3
Production at %d%% = Produkowanie w %d%%
Choose Milling Program: = Wybierz program mielenia:
Slim Elements half / normal height: = Małe elementy połowa / normalna wysokość:
Current track %s =
Stopped = Zatrzymany/a
Keeping %d/%d map blocks loaded = Ciągle ładuję %d/%d bloki mapy
Digging not started = Nie rozpoczęto kopania
Digging finished = Kopanie skończone
Digging %d m above machine = Kopię %d m nad maszyną
Digging %d m below machine = Kopię %d m pod maszyną
@1 (@2 @3 -> @4 @5) = @1 (@2 @3 -> @4 @5)
## Grinder Recipes
# $1: Name
%s Dust = %s Pył
Akalin = Akalinowy
Alatro = Alatrowy
Arol = Arolowy
Brass = Mosiądzu
Bronze = Brązu
Carbon Steel = Stali węglowej
Cast Iron = Żeliwa
Chromium = Chromu
Coal = Węglowy
Copper = Miedzi
Gold = Złoty
Mithril = Mithrilu
Silver = Srebrny
Stainless Steel = Stali nierdzewnej
Talinite = Talinitu
Tin = Cyny
Wrought Iron = Kutego żelaza
Zinc = Cynku
%.1f%%-Fissile Uranium = %.1f%% Uranu
## Tools
RE Battery = Bateria ładowalna
Water Can = Kanister wody
Lava Can = Kanister lawy
Chainsaw = Piła łańcuchowa
Flashlight = Latarka
3 nodes deep. = Głęboki na 3 bloki.
3 nodes tall. = Wysoki na 3 bloki.
3 nodes wide. = Szeroki na 3 bloki.
3x3 nodes. = 3x3 bloki.
Use while sneaking to change Mining Drill Mk%d modes. = Użyj podczas skradania, aby zmienić tryby wiertła górniczego Mk%d
Mining Drill Mk%d Mode %d = Tryb wiertła górniczego Mk%d
Mining Drill Mk%d = Wiertło górnicze Mk%d
Mining Laser Mk%d = Laser górniczy Mk%d
Single node. = Pojedynczy blok.
Sonic Screwdriver = Dźwiękowy śrubokręt
Tree Tap = Nacinak drzewny
## Craft descriptions
Alloy cooking = Stapianie
Grinding = Mielenie
Compressing = Kompresowanie
Extracting = Ekstrakcja
Separating = Oddzielanie

211
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@ -0,0 +1,211 @@
# Braziliam portuguese translation for technic
# Tradução portuguesa brasileira para technic
# By Sires
## Misc
[Technic] Loaded in %f seconds = [Technic] Carregado em %f segundos
## Items
Silicon Wafer = Pastilha de Silício
Doped Silicon Wafer = Pastilha de Silício Dopada
Enriched Uranium = Urânio Enriquecido
Uranium Fuel = Combustivel de Urânio
Diamond Drill Head = Cabeça de Broca de Diamante
Blue Energy Crystal = Cristal de Energia Azul
Green Energy Crystal = Cristal de Energia Verde
Red Energy Crystal = Cristal de Energia Vermelho
Fine Copper Wire = Fio Fino de Cobre
Copper Coil = Bobina de Cobre
Electric Motor = Motor Elétrico
Low Voltage Transformer = Transformador de Baixa Voltagem
Medium Voltage Transformer = Transformador de Média Voltagem
High Voltage Transformer = Transformador de Alta Voltagem
Control Logic Unit = Unidade de Controle Lógico
Mixed Metal Ingot = Lingote de Metal Misturado
Composite Plate = Placa Composta
Copper Plate = Placa de Cobre
Carbon Plate = Placa de Carbono
Graphite = Grafite
Carbon Cloth = Recido de Carbono
Raw Latex = Latex bruto
Rubber Fiber = Fibra de Borracha
%.1f%%-Fissile Uranium Ingot = Lingote de Urânio %.1f%%-Físsil
%.1f%%-Fissile Uranium Block = Bloco de Urânio %.1f%%-Físsil
## Machine Misc
Machine cannot be removed because it is not empty = A máquina não pode ser removida porque ela não está vazia
Inventory move disallowed due to protection = Movimento de inventário não permitido pela proteção
# $1: Machine name (includes tier)
@1 Active (@2 EU) = @1 Ativo (@2 EU)
%s Active = %s Ativo
%s Disabled = %s Ativado
%s Enabled = %s Desativado
%s Idle = Ócio
%s Improperly Placed = %s Colocado Inapropriadamente
%s is empty = %s está vazio
%s Unpowered = %s Sem energia
%s Out Of Fuel = %s Sem Combustível
%s Has Bad Cabling = %s Tem Cabeamento Ruim
%s (Slave) = %s (Servo)
%s Has No Network = %s Não Tem Rede
%s Finished = %s Acabou
Enable/Disable = Ativar/Desativar
Range = Alcance
Upgrade Slots = Lugares para Melhoria
In: = Entrada:
Out: = Saída:
Slot %d = Lugar %d
Itemwise = Por item
Stackwise = Por pilha
Ignoring Mesecon Signal = Ignorar Sinaal de Mesecon
Controlled by Mesecon Signal = Controlado por Sinal de Mesecon
Owner: = Dono:
Unlocked = Destravado
Locked = Travado
Radius: = Raio:
Enabled = Ativado
Disabled = Desativado
## Machine names
# $1: Tier
%s Alloy Furnace = Fornalha de Liga %s
%s Battery Box = Caixa de Bateria %s
%s Cable = Cabo %s
%s CNC Machine = Máquina CNC %s
%s Centrifuge = Centrifuga %s
%s Compressor = Compresso %s
%s Extractor = Extrator %s
%s Forcefield Emitter = Emissor de Campo de Força %s
%s Furnace = Fornalha %s
%s Grinder = Triturador %s
%s Music Player = Tocador de Música %s
%s Quarry = Pedreira %s
%s Tool Workshop = Oficina de Ferramentas %s
Arrayed Solar %s Generator = Gerador Solar Equipado %s
Fuel-Fired %s Generator = Gerador Alimentado-por-Combustível %s
Geothermal %s Generator = Gerador Geotermal %s
Hydro %s Generator = Gerador Hidráulico %s
Nuclear %s Generator Core = Núcleo de Gerador Nuclear %s
Small Solar %s Generator = Gerador Solar Pequeno %s
Wind %s Generator = Gerador de Energia Eólica %s
Self-Contained Injector = Injetor Auto-Contido
Constructor Mk%d = Construtor Nv%d
Frame = Armação
Frame Motor = Motor de Armação
Template = Modelo
Template (replacing) = Modelo (recolocando)
Template Motor = Modelo de Motor
Template Tool = Modelo de Ferramenta
Battery Box = Caixa de Bateria
Supply Converter = Conversor de Energia
Switching Station = Estação de Comutação
Fuel-Fired Alloy Furnace = Fornalha de Liga Alimentada-por-Combustível
Fuel-Fired Furnace = Fornalha Alimentada-por-Combustível
Wind Mill Frame = Armação de Moinho de Vento
Forcefield = Campo de Força
Nuclear Reactor Rod Compartment = Compartimento de Barra do Reator Nuclear
Administrative World Anchor = Âncora de Mundo Administrativa
## Machine-specific
# $1: Pruduced EU
Charge = Carregar
Discharge = Descarregar
Power level = Nível de Energia
# $1: Tier $2: current_charge $3: max_charge
@1 Battery Box: @2/@3 = Caixa de Baterias @1: @2/@3
# $1: Machine name $2: Supply $3: Demand
@1. Supply: @2 Demand: @3 = @1. Suprimento: @2 Demanda: @3
Production at %d%% = Produção em %d%%
Choose Milling Program: = Escolha o Programa de Serragem:
Slim Elements half / normal height: = Metade de Elementos Finos / altura normal:
Current track %s = Música Atual %s
Stopped = Parado
Keeping %d/%d map blocks loaded = Mantendo %d/%d blocos de mapa carregados
Digging not started = Escavação não começada
Digging finished = Escavação terminada
Digging %d m above machine = Escavando %d m acima da máquina
Digging %d m below machine = Escavando %d m abaixo da máquina
@1 (@2 @3 -> @4 @5) = @1 (@2 @3 -> @4 @5)
## CNC
Cylinder = Cilindro
Element Cross = Cruz do Elemento
Element Cross Double = Cruz Dupla do Elemento
Element Edge = Borda do Elemento
Element Edge Double = Borda Dupla do Elemento
Element End = Final do Elemento
Element End Double = Final Duplo do Elemento
Element Straight = Elemento Contínuo
Element Straight Double = Elemento Contínuo duplo
Element T = Elemento em T
Element T Double = Elemento em T Duplo
Horizontal Cylinder = Cilindro Horizontal
One Curved Edge Block = Uma Borda de Bloco Curvada
Pyramid = Pirâmide
Slope = Ladeira
Slope Edge = Canto de Ladeira
Slope Inner Edge = Canto de Dentro de Ladeira
Slope Lying = Ladeira Deitada
Slope Upside Down = Ladeira de Cabeça para Baixo
Slope Upside Down Edge = Cande de Ladeira de Cabeça para Baixo
Slope Upside Down Inner Edge = Canto de Dentro de Ladeira de Cabeça para Baixo
Sphere = Esfera
Spike = Espinho
Stick = Graveto
Two Curved Edge Block = Bloco de Duas Bordas Curvadas
Brick = Tijolo
Cobble = Pedregulho
Dirt = Terra
Leaves = Folhas
Sandstone = Arenito
Stone = Pedra
Tree = Árvore
Wooden = de Madeira
## Grinder Recipes
# $1: Name
%s Dust = Pó de %s
Akalin = Akalin
Alatro = Alatro
Arol = Arol
Brass = Latão
Bronze = Bronze
Carbon Steel = Aço Carbono
Cast Iron = Ferro Fundido
Chromium = Crômio
Coal = Carvão
Copper = Cobre
Gold = Ouro
Mithril = Mithril
Silver = Prata
Stainless Steel = Aço Inoxidável
Talinite = Talinite
Tin = Estanho
Wrought Iron = Ferro Forjado
Zinc = Zinco
%.1f%%-Fissile Uranium = Urânio %.1f%%-Físsil
## Tools
RE Battery = Bateria RE
Water Can = Lata de Água
Lava Can = Lata de Lava
Chainsaw = Motosserra
Flashlight = Lanterna
3 nodes deep. = 3 nodes de profundidade.
3 nodes tall. = 3 nodes de altura.
3 nodes wide. = 3 nodes de largura.
3x3 nodes. = 3x3 nodes.
Use while sneaking to change Mining Drill Mk%d modes. = Use enquanto esgueirando para mudar os modos da Broca de Mineração Nv%d.
Mining Drill Mk%d Mode %d = Broca de Mineração Nv%d Modo %d
Mining Drill Mk%d = Broca de Mineração Nv%d
Mining Laser Mk%d = Laser de Mineração Nv%d
Single node. = Unico node.
Sonic Screwdriver = Chave de Fenda Sônica.
Tree Tap = Torneira de Árvore
## Craft descriptions
Alloy cooking = Cozinhando em liga
Grinding = Triturando
Compressing = Comprimindo
Extracting = Extraindo
Separating = Separando

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@ -15,6 +15,8 @@ Blue Energy Crystal =
Green Energy Crystal =
Red Energy Crystal =
Fine Copper Wire =
Fine Gold Wire =
Fine Silver Wire =
Copper Coil =
Electric Motor =
Low Voltage Transformer =
@ -29,11 +31,14 @@ Graphite =
Carbon Cloth =
Raw Latex =
Rubber Fiber =
%.1f%%-Fissile Uranium Ingot =
%.1f%%-Fissile Uranium Block =
## Machine misc
Machine cannot be removed because it is not empty =
Inventory move disallowed due to protection =
# $1: Machine name (Includes tier)
@1 Active (@2 EU) =
%s Active =
%s Disabled =
%s Enabled =
@ -43,6 +48,7 @@ Inventory move disallowed due to protection =
%s Unpowered =
%s Out Of Fuel =
%s Has Bad Cabling =
%s (Slave) =
%s Has No Network =
%s Finished =
Enable/Disable =
@ -51,16 +57,23 @@ Upgrade Slots =
In: =
Out: =
Slot %d =
Mode: %s =
single items =
whole stacks =
Itemwise =
Stackwise =
Ignoring Mesecon Signal =
Controlled by Mesecon Signal =
Owner: =
Unlocked =
Locked =
Radius: =
Enabled =
Disabled =
## Machine names
# $1: Tier
%s Alloy Furnace =
%s Battery Box =
%s Battery Box =
%s Cable =
%s CNC Machine =
%s Centrifuge =
%s Compressor =
%s Extractor =
%s Forcefield Emitter =
@ -76,7 +89,7 @@ Hydro %s Generator =
Nuclear %s Generator Core =
Small Solar %s Generator =
Wind %s Generator =
Injector =
Self-Contained Injector =
Constructor Mk%d =
Frame =
Frame Motor =
@ -92,55 +105,29 @@ Fuel-Fired Furnace =
Wind Mill Frame =
Forcefield =
Nuclear Reactor Rod Compartment =
Administrative World Anchor =
## Machine-specific
# $1: Pruduced EU
Charge =
Discharge =
Power level =
# $1: Tier $2: current_charge $3: max_charge
%s Battery Box: %d/%d =
# $1: Tier $2: current_charge $3: max_charge
@1 Battery Box: @2/@3 =
# $1: Machine name $2: Supply $3: Demand
%s. Supply: %d Demand: %d =
@1. Supply: @2 Demand: @3 =
Production at %d%% =
Choose Milling Program: =
Slim Elements half / normal height: =
Current track %s =
Stopped =
Keeping %d/%d map blocks loaded =
Digging not started =
Digging finished =
Digging %d m above machine =
Digging %d m below machine =
@1 (@2 @3 -> @4 @5) =
## CNC
Cylinder =
Element Cross =
Element Cross Double =
Element Edge =
Element Edge Double =
Element End =
Element End Double =
Element Straight =
Element Straight Double =
Element T =
Element T Double =
Horizontal Cylinder =
One Curved Edge Block =
Pyramid =
Slope =
Slope Edge =
Slope Inner Edge =
Slope Lying =
Slope Upside Down =
Slope Upside Down Edge =
Slope Upside Down Inner Edge =
Sphere =
Spike =
Stick =
Two Curved Edge Block =
Brick =
Cobble =
Dirt =
Leaves =
Sandstone =
Stone =
Tree =
Wooden =
## Grinder Recipes
# $1: Name
@ -163,6 +150,7 @@ Talinite =
Tin =
Wrought Iron =
Zinc =
%.1f%%-Fissile Uranium =
## Tools
RE Battery =
@ -187,3 +175,4 @@ Alloy cooking =
Grinding =
Compressing =
Extracting =
Separating =

View File

@ -1,10 +1,11 @@
-- HV battery box
minetest.register_craft({
output = 'technic:hv_battery_box0',
recipe = {
{'technic:mv_battery_box0', 'technic:mv_battery_box0', 'technic:mv_battery_box0'},
{'technic:mv_battery_box0', 'technic:hv_transformer', 'technic:mv_battery_box0'},
{'', 'technic:hv_cable0', ''},
{'', 'technic:hv_cable', ''},
}
})

View File

@ -1,12 +1,12 @@
minetest.register_craft({
output = 'technic:hv_cable0 3',
output = 'technic:hv_cable 3',
recipe = {
{'technic:rubber', 'technic:rubber', 'technic:rubber'},
{'technic:mv_cable0', 'technic:mv_cable0', 'technic:mv_cable0'},
{'technic:rubber', 'technic:rubber', 'technic:rubber'},
{'homedecor:plastic_sheeting', 'homedecor:plastic_sheeting', 'homedecor:plastic_sheeting'},
{'technic:mv_cable', 'technic:mv_cable', 'technic:mv_cable'},
{'homedecor:plastic_sheeting', 'homedecor:plastic_sheeting', 'homedecor:plastic_sheeting'},
}
})
})
technic.register_cable("HV", 3/16)

View File

@ -1,26 +1,40 @@
-- Forcefield mod by ShadowNinja
-- Modified by kpoppel
--- Forcefield generator.
-- @author ShadowNinja
--
-- Forcefields are powerful barriers but they consume huge amounts of power.
-- Forcefield Generator is a HV machine.
-- The forcefield Generator is an HV machine.
-- How expensive is the generator?
-- Leaves room for upgrades lowering the power drain?
local digilines_path = minetest.get_modpath("digilines")
local forcefield_power_drain = 10
local forcefield_step_interval = 1
local S = technic.getter
local cable_entry = "^technic_cable_connection_overlay.png"
minetest.register_craft({
output = 'technic:forcefield_emitter_off',
output = "technic:forcefield_emitter_off",
recipe = {
{'default:mese', 'technic:deployer_off', 'default:mese' },
{'technic:deployer_off', 'technic:motor', 'technic:deployer_off'},
{'default:mese', 'technic:deployer_off', 'default:mese' },
{"default:mese", "basic_materials:motor", "default:mese" },
{"technic:deployer_off", "technic:machine_casing", "technic:deployer_off"},
{"default:mese", "technic:hv_cable", "default:mese" },
}
})
local replaceable_cids = {}
minetest.after(0, function()
for name, ndef in pairs(minetest.registered_nodes) do
if ndef.buildable_to == true and name ~= "ignore" then
replaceable_cids[minetest.get_content_id(name)] = true
end
end
end)
-- Idea: Let forcefields have different colors by upgrade slot.
-- Idea: Let forcefields add up by detecting if one hits another.
-- ___ __
@ -28,26 +42,39 @@ minetest.register_craft({
-- | |
-- \___/\___/
local function update_forcefield(pos, range, active)
local function update_forcefield(pos, meta, active)
local shape = meta:get_int("shape")
local range = meta:get_int("range")
local vm = VoxelManip()
local p1 = {x = pos.x-range, y = pos.y-range, z = pos.z-range}
local p2 = {x = pos.x+range, y = pos.y+range, z = pos.z+range}
local MinEdge, MaxEdge = vm:read_from_map(p1, p2)
local MinEdge, MaxEdge = vm:read_from_map(vector.subtract(pos, range),
vector.add(pos, range))
local area = VoxelArea:new({MinEdge = MinEdge, MaxEdge = MaxEdge})
local data = vm:get_data()
local c_air = minetest.get_content_id("air")
local c_air = minetest.get_content_id("air")
local c_field = minetest.get_content_id("technic:forcefield")
for z=-range, range do
for y=-range, range do
local vi = area:index(pos.x+(-range), pos.y+y, pos.z+z)
for x=-range, range do
if x*x+y*y+z*z <= range * range + range and
x*x+y*y+z*z >= (range-1) * (range-1) + (range-1) then
if active and data[vi] == c_air then
for z = -range, range do
for y = -range, range do
local vi = area:index(pos.x + (-range), pos.y + y, pos.z + z)
for x = -range, range do
local relevant
if shape == 0 then
local squared = x * x + y * y + z * z
relevant =
squared <= range * range + range and
squared >= (range - 1) * (range - 1) + (range - 1)
else
relevant =
x == -range or x == range or
y == -range or y == range or
z == -range or z == range
end
if relevant then
local cid = data[vi]
if active and replaceable_cids[cid] then
data[vi] = c_field
elseif not active and data[vi] == c_field then
elseif not active and cid == c_field then
data[vi] = c_air
end
end
@ -59,54 +86,213 @@ local function update_forcefield(pos, range, active)
vm:set_data(data)
vm:update_liquids()
vm:write_to_map()
vm:update_map()
end
local function set_forcefield_formspec(meta)
local formspec = "size[5,1.5]"..
"field[2,0.5;2,1;range;"..S("Range")..";"..meta:get_int("range").."]"
if meta:get_int("enabled") == 0 then
formspec = formspec.."button[0,1;5,1;enable;"..S("%s Disabled"):format(S("%s Forcefield Emitter"):format("HV")).."]"
local formspec
if digilines_path then
formspec = "size[5,3.25]"..
"field[0.3,3;5,1;channel;Digiline Channel;"..meta:get_string("channel").."]"
else
formspec = formspec.."button[0,1;5,1;disable;"..S("%s Enabled"):format(S("%s Forcefield Emitter"):format("HV")).."]"
formspec = "size[5,2.25]"
end
formspec = formspec..
"field[0.3,0.5;2,1;range;"..S("Range")..";"..meta:get_int("range").."]"
-- The names for these toggle buttons are explicit about which
-- state they'll switch to, so that multiple presses (arising
-- from the ambiguity between lag and a missed press) only make
-- the single change that the user expects.
if meta:get_int("shape") == 0 then
formspec = formspec.."button[3,0.2;2,1;shape1;"..S("Sphere").."]"
else
formspec = formspec.."button[3,0.2;2,1;shape0;"..S("Cube").."]"
end
if meta:get_int("mesecon_mode") == 0 then
formspec = formspec.."button[0,1;5,1;mesecon_mode_1;"..S("Ignoring Mesecon Signal").."]"
else
formspec = formspec.."button[0,1;5,1;mesecon_mode_0;"..S("Controlled by Mesecon Signal").."]"
end
if meta:get_int("enabled") == 0 then
formspec = formspec.."button[0,1.75;5,1;enable;"..S("%s Disabled"):format(S("%s Forcefield Emitter"):format("HV")).."]"
else
formspec = formspec.."button[0,1.75;5,1;disable;"..S("%s Enabled"):format(S("%s Forcefield Emitter"):format("HV")).."]"
end
meta:set_string("formspec", formspec)
end
local forcefield_receive_fields = function(pos, formname, fields, sender)
local player_name = sender:get_player_name()
if minetest.is_protected(pos, player_name) then
minetest.chat_send_player(player_name, "You are not allowed to edit this!")
minetest.record_protection_violation(pos, player_name)
return
end
local meta = minetest.get_meta(pos)
local range = nil
if fields.range then
local range = tonumber(fields.range) or 0
range = tonumber(fields.range) or 0
-- Smallest field is 5. Anything less is asking for trouble.
-- Largest is 20. It is a matter of pratical node handling.
-- At the maximim range updating the forcefield takes about 0.2s
range = math.max(range, 5)
range = math.min(range, 20)
if meta:get_int("range") ~= range then
update_forcefield(pos, meta:get_int("range"), false)
meta:set_int("range", range)
end
if range == meta:get_int("range") then range = nil end
end
if fields.enable then meta:set_int("enabled", 1) end
if fields.shape0 or fields.shape1 or range then
update_forcefield(pos, meta, false)
end
if range then meta:set_int("range", range) end
if fields.channel then meta:set_string("channel", fields.channel) end
if fields.shape0 then meta:set_int("shape", 0) end
if fields.shape1 then meta:set_int("shape", 1) end
if fields.enable then meta:set_int("enabled", 1) end
if fields.disable then meta:set_int("enabled", 0) end
if fields.mesecon_mode_0 then meta:set_int("mesecon_mode", 0) end
if fields.mesecon_mode_1 then meta:set_int("mesecon_mode", 1) end
set_forcefield_formspec(meta)
end
local mesecons = {
effector = {
action_on = function(pos, node)
minetest.get_meta(pos):set_int("enabled", 0)
minetest.get_meta(pos):set_int("mesecon_effect", 1)
end,
action_off = function(pos, node)
minetest.get_meta(pos):set_int("enabled", 1)
minetest.get_meta(pos):set_int("mesecon_effect", 0)
end
}
}
local digiline_def = {
receptor = {action = function() end},
effector = {
action = function(pos, node, channel, msg)
local meta = minetest.get_meta(pos)
if channel ~= meta:get_string("channel") then
return
end
local msgt = type(msg)
if msgt == "string" then
local smsg = msg:lower()
msg = {}
if smsg == "get" then
msg.command = "get"
elseif smsg == "off" then
msg.command = "off"
elseif smsg == "on" then
msg.command = "on"
elseif smsg == "toggle" then
msg.command = "toggle"
elseif smsg:sub(1, 5) == "range" then
msg.command = "range"
msg.value = tonumber(smsg:sub(7))
elseif smsg:sub(1, 5) == "shape" then
msg.command = "shape"
msg.value = smsg:sub(7):lower()
msg.value = tonumber(msg.value) or msg.value
end
elseif msgt ~= "table" then
return
end
if msg.command == "get" then
digilines.receptor_send(pos, digilines.rules.default, channel, {
enabled = meta:get_int("enabled"),
range = meta:get_int("range"),
shape = meta:get_int("shape")
})
return
elseif msg.command == "off" then
meta:set_int("enabled", 0)
elseif msg.command == "on" then
meta:set_int("enabled", 1)
elseif msg.command == "toggle" then
local onn = meta:get_int("enabled")
onn = 1-onn -- Mirror onn with pivot 0.5, so switch between 1 and 0.
meta:set_int("enabled", onn)
elseif msg.command == "range" then
if type(msg.value) ~= "number" then
return
end
msg.value = math.max(msg.value, 5)
msg.value = math.min(msg.value, 20)
update_forcefield(pos, meta, false)
meta:set_int("range", msg.value)
elseif msg.command == "shape" then
local valuet = type(msg.value)
if valuet == "string" then
if msg.value == "sphere" then
msg.value = 0
elseif msg.value == "cube" then
msg.value = 1
end
elseif valuet ~= "number" then
return
end
if not msg.value then
return
end
update_forcefield(pos, meta, false)
meta:set_int("shape", msg.value)
else
return
end
set_forcefield_formspec(meta)
end
},
}
local function run(pos, node)
local meta = minetest.get_meta(pos)
local eu_input = meta:get_int("HV_EU_input")
local enabled = meta:get_int("enabled") ~= 0 and
(meta:get_int("mesecon_mode") == 0 or meta:get_int("mesecon_effect") ~= 0)
local machine_name = S("%s Forcefield Emitter"):format("HV")
local range = meta:get_int("range")
local power_requirement
if meta:get_int("shape") == 0 then
power_requirement = math.floor(4 * math.pi * range * range)
else
power_requirement = 24 * range * range
end
power_requirement = power_requirement * forcefield_power_drain
if not enabled then
if node.name == "technic:forcefield_emitter_on" then
update_forcefield(pos, meta, false)
technic.swap_node(pos, "technic:forcefield_emitter_off")
meta:set_string("infotext", S("%s Disabled"):format(machine_name))
end
meta:set_int("HV_EU_demand", 0)
return
end
meta:set_int("HV_EU_demand", power_requirement)
if eu_input < power_requirement then
meta:set_string("infotext", S("%s Unpowered"):format(machine_name))
if node.name == "technic:forcefield_emitter_on" then
update_forcefield(pos, meta, false)
technic.swap_node(pos, "technic:forcefield_emitter_off")
end
elseif eu_input >= power_requirement then
if node.name == "technic:forcefield_emitter_off" then
technic.swap_node(pos, "technic:forcefield_emitter_on")
meta:set_string("infotext", S("%s Active"):format(machine_name))
end
update_forcefield(pos, meta, true)
end
end
minetest.register_node("technic:forcefield_emitter_off", {
description = S("%s Forcefield Emitter"):format("HV"),
tiles = {"technic_forcefield_emitter_off.png"},
groups = {cracky = 1},
tiles = {
"technic_forcefield_emitter_off.png",
"technic_machine_bottom.png"..cable_entry,
"technic_forcefield_emitter_off.png",
"technic_forcefield_emitter_off.png",
"technic_forcefield_emitter_off.png",
"technic_forcefield_emitter_off.png"
},
groups = {cracky = 1, technic_machine = 1, technic_hv = 1},
on_receive_fields = forcefield_receive_fields,
on_construct = function(pos)
local meta = minetest.get_meta(pos)
@ -114,37 +300,59 @@ minetest.register_node("technic:forcefield_emitter_off", {
meta:set_int("HV_EU_demand", 0)
meta:set_int("range", 10)
meta:set_int("enabled", 0)
meta:set_int("mesecon_mode", 0)
meta:set_int("mesecon_effect", 0)
if digilines_path then
meta:set_string("channel", "forcefield"..minetest.pos_to_string(pos))
end
meta:set_string("infotext", S("%s Forcefield Emitter"):format("HV"))
set_forcefield_formspec(meta)
end,
mesecons = mesecons
mesecons = mesecons,
digiline = digiline_def,
technic_run = run,
})
minetest.register_node("technic:forcefield_emitter_on", {
description = S("%s Forcefield Emitter"):format("HV"),
tiles = {"technic_forcefield_emitter_on.png"},
groups = {cracky = 1, not_in_creative_inventory=1},
tiles = {
"technic_forcefield_emitter_on.png",
"technic_machine_bottom.png"..cable_entry,
"technic_forcefield_emitter_on.png",
"technic_forcefield_emitter_on.png",
"technic_forcefield_emitter_on.png",
"technic_forcefield_emitter_on.png"
},
groups = {cracky = 1, technic_machine = 1, technic_hv = 1,
not_in_creative_inventory=1},
drop = "technic:forcefield_emitter_off",
on_receive_fields = forcefield_receive_fields,
on_construct = function(pos)
local meta = minetest.get_meta(pos)
local range = meta:get_int("range")
meta:set_string("formspec", get_forcefield_formspec(range))
end,
on_destruct = function(pos)
local meta = minetest.get_meta(pos)
update_forcefield(pos, meta:get_int("range"), false)
update_forcefield(pos, meta, false)
end,
mesecons = mesecons,
digiline = digiline_def,
technic_run = run,
technic_on_disable = function (pos, node)
local meta = minetest.get_meta(pos)
update_forcefield(pos, meta, false)
technic.swap_node(pos, "technic:forcefield_emitter_off")
end,
on_blast = function(pos, intensity)
minetest.dig_node(pos)
return {"technic:forcefield_emitter_off"}
end,
mesecons = mesecons
})
minetest.register_node("technic:forcefield", {
description = S("%s Forcefield"):format("HV"),
sunlight_propagates = true,
drawtype = "glasslike",
groups = {not_in_creative_inventory=1, unbreakable=1},
groups = {not_in_creative_inventory=1},
paramtype = "light",
light_source = 15,
light_source = default.LIGHT_MAX,
diggable = false,
drop = '',
tiles = {{
name = "technic_forcefield_animated.png",
@ -155,53 +363,14 @@ minetest.register_node("technic:forcefield", {
length = 1.0,
},
}},
on_blast = function(pos, intensity)
end,
})
minetest.register_abm({
nodenames = {"technic:forcefield_emitter_on", "technic:forcefield_emitter_off"},
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local meta = minetest.get_meta(pos)
local eu_input = meta:get_int("HV_EU_input")
local eu_demand = meta:get_int("HV_EU_demand")
local enabled = meta:get_int("enabled")
local machine_name = S("%s Forcefield Emitter"):format("HV")
-- Power off automatically if no longer connected to a switching station
technic.switching_station_timeout_count(pos, "HV")
local power_requirement = math.floor(
4 * math.pi * math.pow(meta:get_int("range"), 2)
) * forcefield_power_drain
if meta:get_int("enabled") == 0 then
if node.name == "technic:forcefield_emitter_on" then
meta:set_int("HV_EU_demand", 0)
update_forcefield(pos, meta:get_int("range"), false)
technic.swap_node(pos, "technic:forcefield_emitter_off")
meta:set_string("infotext", S("%s Disabled"):format(machine_name))
return
end
elseif eu_input < power_requirement then
meta:set_string("infotext", S("%s Unpowered"):format(machine_name))
if node.name == "technic:forcefield_emitter_on" then
update_forcefield(pos, meta:get_int("range"), false)
technic.swap_node(pos, "technic:forcefield_emitter_off")
end
elseif eu_input >= power_requirement then
if node.name == "technic:forcefield_emitter_off" then
technic.swap_node(pos, "technic:forcefield_emitter_on")
meta:set_string("infotext", S("%s Active"):format(machine_name))
end
update_forcefield(pos, meta:get_int("range"), true)
end
meta:set_int("HV_EU_demand", power_requirement)
end
})
if minetest.get_modpath("mesecons_mvps") then
mesecon:register_mvps_stopper("technic:forcefield")
mesecon.register_mvps_stopper("technic:forcefield")
end
-- TODO: Register a stopper for frames
technic.register_machine("HV", "technic:forcefield_emitter_on", technic.receiver)
technic.register_machine("HV", "technic:forcefield_emitter_off", technic.receiver)

View File

@ -3,8 +3,8 @@ minetest.register_alias("hv_generator", "technic:hv_generator")
minetest.register_craft({
output = 'technic:hv_generator',
recipe = {
{'technic:stainless_steel_ingot', 'technic:mv_generator', 'technic:stainless_steel_ingot'},
{'pipeworks:tube_1', 'technic:hv_transformer', 'pipeworks:tube_1'},
{'technic:carbon_plate', 'technic:mv_generator', 'technic:composite_plate'},
{'pipeworks:tube_1', 'technic:hv_transformer', 'pipeworks:tube_1'},
{'technic:stainless_steel_ingot', 'technic:hv_cable', 'technic:stainless_steel_ingot'},
}
})

View File

@ -1,244 +1,482 @@
-- The enriched uranium rod driven EU generator.
-- A very large and advanced machine providing vast amounts of power.
-- Very efficient but also expensive to run as it needs uranium. (10000EU 86400 ticks (one week))
-- Provides HV EUs that can be down converted as needed.
--
-- The nuclear reactor core needs water and a protective shield to work.
-- This is checked now and then and if the machine is tampered with... BOOM!
--[[
The enriched uranium rod driven EU generator.
A very large and advanced machine providing vast amounts of power.
Very efficient but also expensive to run as it needs uranium.
Provides 10000 HV EUs for one week (only counted when loaded).
local burn_ticks = 7 * 24 * 60 * 60 -- (seconds).
local power_supply = 100000 -- EUs
local fuel_type = "technic:uranium_fuel" -- The reactor burns this stuff
The nuclear reactor core requires a casing of water and a protective
shield to work. This is checked now and then and if the casing is not
intact the reactor will melt down!
--]]
local burn_ticks = 7 * 24 * 60 * 60 -- Seconds
local power_supply = 100000 -- EUs
local fuel_type = "technic:uranium_fuel" -- The reactor burns this
local digiline_meltdown = technic.config:get_bool("enable_nuclear_reactor_digiline_selfdestruct")
local digiline_remote_path = minetest.get_modpath("digiline_remote")
local S = technic.getter
-- FIXME: recipe must make more sense like a rod recepticle, steam chamber, HV generator?
local reactor_desc = S("@1 Nuclear Reactor Core", S("HV"))
local cable_entry = "^technic_cable_connection_overlay.png"
-- FIXME: Recipe should make more sense like a rod recepticle, steam chamber, HV generator?
minetest.register_craft({
output = 'technic:hv_nuclear_reactor_core',
recipe = {
{'technic:stainless_steel_ingot', 'technic:stainless_steel_ingot', 'technic:stainless_steel_ingot'},
{'technic:stainless_steel_ingot', '', 'technic:stainless_steel_ingot'},
{'technic:stainless_steel_ingot', 'technic:hv_cable', 'technic:stainless_steel_ingot'},
{'technic:carbon_plate', 'default:obsidian_glass', 'technic:carbon_plate'},
{'technic:composite_plate', 'technic:machine_casing', 'technic:composite_plate'},
{'technic:stainless_steel_ingot', 'technic:hv_cable', 'technic:stainless_steel_ingot'},
}
})
local generator_formspec =
"invsize[8,9;]"..
local function make_reactor_formspec(meta)
local f = "size[8,9]"..
"label[0,0;"..S("Nuclear Reactor Rod Compartment").."]"..
"list[current_name;src;2,1;3,2;]"..
"list[current_player;main;0,5;8,4;]"
"list[current_player;main;0,5;8,4;]"..
"listring[]"..
"button[5.5,1.5;2,1;start;Start]"..
"checkbox[5.5,2.5;autostart;automatic Start;"..meta:get_string("autostart").."]"
if not digiline_remote_path then
return f
end
local digiline_enabled = meta:get_string("enable_digiline")
f = f.."checkbox[0.5,2.8;enable_digiline;Enable Digiline;"..digiline_enabled.."]"
if digiline_enabled ~= "true" then
return f
end
return f..
"button_exit[4.6,3.69;2,1;save;Save]"..
"field[1,4;4,1;remote_channel;Digiline Remote Channel;${remote_channel}]"
end
-- "Boxy sphere"
local nodebox = {
{ -0.353, -0.353, -0.353, 0.353, 0.353, 0.353 }, -- Box
{ -0.495, -0.064, -0.064, 0.495, 0.064, 0.064 }, -- Circle +-x
{ -0.483, -0.128, -0.128, 0.483, 0.128, 0.128 },
{ -0.462, -0.191, -0.191, 0.462, 0.191, 0.191 },
{ -0.433, -0.249, -0.249, 0.433, 0.249, 0.249 },
{ -0.397, -0.303, -0.303, 0.397, 0.303, 0.303 },
{ -0.305, -0.396, -0.305, 0.305, 0.396, 0.305 }, -- Circle +-y
{ -0.250, -0.432, -0.250, 0.250, 0.432, 0.250 },
{ -0.191, -0.461, -0.191, 0.191, 0.461, 0.191 },
{ -0.130, -0.482, -0.130, 0.130, 0.482, 0.130 },
{ -0.066, -0.495, -0.066, 0.066, 0.495, 0.066 },
{ -0.064, -0.064, -0.495, 0.064, 0.064, 0.495 }, -- Circle +-z
{ -0.128, -0.128, -0.483, 0.128, 0.128, 0.483 },
{ -0.191, -0.191, -0.462, 0.191, 0.191, 0.462 },
{ -0.249, -0.249, -0.433, 0.249, 0.249, 0.433 },
{ -0.303, -0.303, -0.397, 0.303, 0.303, 0.397 },
}
local SS_OFF = 0
local SS_DANGER = 1
local SS_CLEAR = 2
minetest.register_node("technic:hv_nuclear_reactor_core", {
description = S("Nuclear %s Generator Core"):format("HV"),
tiles = {"technic_hv_nuclear_reactor_core.png", "technic_hv_nuclear_reactor_core.png",
"technic_hv_nuclear_reactor_core.png", "technic_hv_nuclear_reactor_core.png",
"technic_hv_nuclear_reactor_core.png", "technic_hv_nuclear_reactor_core.png"},
groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
sounds = default.node_sound_wood_defaults(),
drawtype="nodebox",
paramtype = "light",
stack_max = 1,
node_box = {
type = "fixed",
fixed = nodebox
},
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("infotext", S("Nuclear %s Generator Core"):format("HV"))
meta:set_int("HV_EU_supply", 0)
-- Signal to the switching station that this device burns some
-- sort of fuel and needs special handling
meta:set_int("HV_EU_from_fuel", 1)
meta:set_int("burn_time", 0)
meta:set_string("formspec", generator_formspec)
local inv = meta:get_inventory()
inv:set_size("src", 6)
end,
can_dig = technic.machine_can_dig,
allow_metadata_inventory_put = technic.machine_inventory_put,
allow_metadata_inventory_take = technic.machine_inventory_take,
allow_metadata_inventory_move = technic.machine_inventory_move,
})
local reactor_siren = {}
local function siren_set_state(pos, state)
local hpos = minetest.hash_node_position(pos)
local siren = reactor_siren[hpos]
if not siren then
if state == SS_OFF then return end
siren = {state=SS_OFF}
reactor_siren[hpos] = siren
end
if state == SS_DANGER and siren.state ~= SS_DANGER then
if siren.handle then minetest.sound_stop(siren.handle) end
siren.handle = minetest.sound_play("technic_hv_nuclear_reactor_siren_danger_loop",
{pos=pos, gain=1.5, loop=true, max_hear_distance=48})
siren.state = SS_DANGER
elseif state == SS_CLEAR then
if siren.handle then minetest.sound_stop(siren.handle) end
local clear_handle = minetest.sound_play("technic_hv_nuclear_reactor_siren_clear",
{pos=pos, gain=1.5, loop=false, max_hear_distance=48})
siren.handle = clear_handle
siren.state = SS_CLEAR
minetest.after(10, function()
if siren.handle ~= clear_handle then return end
minetest.sound_stop(clear_handle)
if reactor_siren[hpos] == siren then
reactor_siren[hpos] = nil
end
end)
elseif state == SS_OFF and siren.state ~= SS_OFF then
if siren.handle then minetest.sound_stop(siren.handle) end
reactor_siren[hpos] = nil
end
end
minetest.register_node("technic:hv_nuclear_reactor_core_active", {
tiles = {"technic_hv_nuclear_reactor_core.png", "technic_hv_nuclear_reactor_core.png",
"technic_hv_nuclear_reactor_core.png", "technic_hv_nuclear_reactor_core.png",
"technic_hv_nuclear_reactor_core.png", "technic_hv_nuclear_reactor_core.png"},
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:hv_nuclear_reactor_core",
drawtype="nodebox",
light_source = 15,
paramtype = "light",
node_box = {
type = "fixed",
fixed = nodebox
},
can_dig = technic.machine_can_dig,
allow_metadata_inventory_put = technic.machine_inventory_put,
allow_metadata_inventory_take = technic.machine_inventory_take,
allow_metadata_inventory_move = technic.machine_inventory_move,
})
local function siren_danger(pos, meta)
meta:set_int("siren", 1)
siren_set_state(pos, SS_DANGER)
end
local check_reactor_structure = function(pos)
-- The reactor consists of a 9x9x9 cube structure
-- A cross section through the middle:
-- CCCC CCCC
-- CBBB BBBC
-- CBSS SSBC
-- CBSWWWSBC
-- CBSW#WSBC
-- CBSW|WSBC
-- CBSS|SSBC
-- CBBB|BBBC
-- CCCC|CCCC
-- C = Concrete, B = Blast resistant concrete, S = Stainless Steel,
-- W = water node, # = reactor core, | = HV cable
-- The man-hole and the HV cable is only in the middle
-- The man-hole is optional
local function siren_clear(pos, meta)
if meta:get_int("siren") ~= 0 then
siren_set_state(pos, SS_CLEAR)
meta:set_int("siren", 0)
end
end
--[[
The standard reactor structure consists of a 9x9x9 cube. A cross
section through the middle:
CCCC CCCC
CBBB BBBC
CBLL LLBC
CBLWWWLBC
CBLW#WLBC
CBLW|WLBC
CBLL|LLBC
CBBB|BBBC
CCCC|CCCC
C = Concrete, B = Blast-resistant concrete, L = Lead,
W = water node, # = reactor core, | = HV cable
The man-hole is optional (but necessary for refueling).
For the reactor to operate and not melt down, it insists on the inner
7x7x7 portion (from the core out to the blast-resistant concrete)
being intact. Intactness only depends on the number of nodes of the
right type in each layer. The water layer must have water in all but
at most one node; the steel and blast-resistant concrete layers must
have the right material in all but at most two nodes. The permitted
gaps are meant for the cable and man-hole, but can actually be anywhere
and contain anything. For the reactor to be useful, a cable must
connect to the core, but it can go in any direction.
The outer concrete layer of the standard structure is not required
for the reactor to operate. It is noted here because it used to
be mandatory, and for historical reasons (that it predates the
implementation of radiation) it needs to continue being adequate
shielding of legacy reactors. If it ever ceases to be adequate
shielding for new reactors, legacy ones should be grandfathered.
For legacy reasons, if the reactor has a stainless steel layer instead
of a lead layer it will be converted to a lead layer.
--]]
local function reactor_structure_badness(pos)
local vm = VoxelManip()
local pos1 = vector.subtract(pos, 4)
local pos2 = vector.add(pos, 4)
local pos1 = vector.subtract(pos, 3)
local pos2 = vector.add(pos, 3)
local MinEdge, MaxEdge = vm:read_from_map(pos1, pos2)
local data = vm:get_data()
local area = VoxelArea:new({MinEdge=MinEdge, MaxEdge=MaxEdge})
local c_concrete = minetest.get_content_id("technic:concrete")
local c_blast_concrete = minetest.get_content_id("technic:blast_resistant_concrete")
local c_stainless_steel = minetest.get_content_id("technic:stainless_steel_block")
local c_lead = minetest.get_content_id("technic:lead_block")
local c_steel = minetest.get_content_id("technic:stainless_steel_block")
local c_water_source = minetest.get_content_id("default:water_source")
local c_water_flowing = minetest.get_content_id("default:water_flowing")
local concretelayer, blastlayer, steellayer, waterlayer = 0, 0, 0, 0
local blast_layer, steel_layer, lead_layer, water_layer = 0, 0, 0, 0
for z = pos1.z, pos2.z do
for y = pos1.y, pos2.y do
for x = pos1.x, pos2.x do
-- If the position is in the outer layer
local cid = data[area:index(x, y, z)]
if x == pos1.x or x == pos2.x or
y == pos1.y or y == pos2.y or
z == pos1.z or z == pos2.z then
if data[area:index(x, y, z)] == c_concrete then
concretelayer = concretelayer + 1
if cid == c_blast_concrete then
blast_layer = blast_layer + 1
end
elseif x == pos1.x+1 or x == pos2.x-1 or
y == pos1.y+1 or y == pos2.y-1 or
z == pos1.z+1 or z == pos2.z-1 then
if data[area:index(x, y, z)] == c_blast_concrete then
blastlayer = blastlayer + 1
y == pos1.y+1 or y == pos2.y-1 or
z == pos1.z+1 or z == pos2.z-1 then
if cid == c_lead then
lead_layer = lead_layer + 1
elseif cid == c_steel then
steel_layer = steel_layer + 1
end
elseif x == pos1.x+2 or x == pos2.x-2 or
y == pos1.y+2 or y == pos2.y-2 or
z == pos1.z+2 or z == pos2.z-2 then
if data[area:index(x, y, z)] == c_stainless_steel then
steellayer = steellayer + 1
end
elseif x == pos1.x+3 or x == pos2.x-3 or
y == pos1.y+3 or y == pos2.y-3 or
z == pos1.z+3 or z == pos2.z-3 then
local cid = data[area:index(x, y, z)]
y == pos1.y+2 or y == pos2.y-2 or
z == pos1.z+2 or z == pos2.z-2 then
if cid == c_water_source or cid == c_water_flowing then
waterlayer = waterlayer + 1
water_layer = water_layer + 1
end
end
end
end
end
if waterlayer >= 25 and
steellayer >= 96 and
blastlayer >= 216 and
concretelayer >= 384 then
return true
if steel_layer >= 96 then
for z = pos1.z+1, pos2.z-1 do
for y = pos1.y+1, pos2.y-1 do
for x = pos1.x+1, pos2.x-1 do
local vi = area:index(x, y, z)
if x == pos1.x+1 or x == pos2.x-1 or
y == pos1.y+1 or y == pos2.y-1 or
z == pos1.z+1 or z == pos2.z-1 then
if data[vi] == c_steel then
data[vi] = c_lead
end
end
end
end
end
vm:set_data(data)
vm:write_to_map()
lead_layer = steel_layer
end
if water_layer > 25 then water_layer = 25 end
if lead_layer > 96 then lead_layer = 96 end
if blast_layer > 216 then blast_layer = 216 end
return (25 - water_layer) + (96 - lead_layer) + (216 - blast_layer)
end
local explode_reactor = function(pos)
print("A reactor exploded at "..minetest.pos_to_string(pos))
local function melt_down_reactor(pos)
minetest.log("action", "A reactor melted down at "..minetest.pos_to_string(pos))
minetest.set_node(pos, {name = "technic:corium_source"})
end
local function damage_nearby_players(pos)
local objs = minetest.get_objects_inside_radius(pos, 4)
for _, o in pairs(objs) do
if o:is_player() then
o:set_hp(math.max(o:get_hp() - 2, 0))
local function start_reactor(pos, meta)
if minetest.get_node(pos).name ~= "technic:hv_nuclear_reactor_core" then
return false
end
local inv = meta:get_inventory()
if inv:is_empty("src") then
return false
end
local src_list = inv:get_list("src")
local correct_fuel_count = 0
for _, src_stack in pairs(src_list) do
if src_stack and src_stack:get_name() == fuel_type then
correct_fuel_count = correct_fuel_count + 1
end
end
-- Check that the reactor is complete and has the correct fuel
if correct_fuel_count ~= 6 or reactor_structure_badness(pos) ~= 0 then
return false
end
meta:set_int("burn_time", 1)
technic.swap_node(pos, "technic:hv_nuclear_reactor_core_active")
meta:set_int("HV_EU_supply", power_supply)
for idx, src_stack in pairs(src_list) do
src_stack:take_item()
inv:set_stack("src", idx, src_stack)
end
return true
end
minetest.register_abm({
nodenames = {"technic:hv_nuclear_reactor_core", "technic:hv_nuclear_reactor_core_active"},
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
label = "Machines: reactor melt-down check",
nodenames = {"technic:hv_nuclear_reactor_core_active"},
interval = 4,
chance = 1,
action = function (pos, node)
local meta = minetest.get_meta(pos)
local machine_name = S("Nuclear %s Generator Core"):format("HV")
local badness = reactor_structure_badness(pos)
local accum_badness = meta:get_int("structure_accumulated_badness")
if badness == 0 then
if accum_badness ~= 0 then
meta:set_int("structure_accumulated_badness", math.max(accum_badness - 4, 0))
siren_clear(pos, meta)
end
else
siren_danger(pos, meta)
accum_badness = accum_badness + badness
if accum_badness >= 25 then
melt_down_reactor(pos)
else
meta:set_int("structure_accumulated_badness", accum_badness)
end
end
end,
})
local function run(pos, node)
local meta = minetest.get_meta(pos)
local burn_time = meta:get_int("burn_time") or 0
if burn_time >= burn_ticks or burn_time == 0 then
if digiline_remote_path and meta:get_int("HV_EU_supply") == power_supply then
digiline_remote.send_to_node(pos, meta:get_string("remote_channel"),
"fuel used", 6, true)
end
if meta:get_string("autostart") == "true" then
if start_reactor(pos, meta) then
return
end
end
meta:set_int("HV_EU_supply", 0)
meta:set_int("burn_time", 0)
meta:set_string("infotext", S("%s Idle"):format(reactor_desc))
technic.swap_node(pos, "technic:hv_nuclear_reactor_core")
meta:set_int("structure_accumulated_badness", 0)
siren_clear(pos, meta)
elseif burn_time > 0 then
burn_time = burn_time + 1
meta:set_int("burn_time", burn_time)
local percent = math.floor(burn_time / burn_ticks * 100)
meta:set_string("infotext", reactor_desc.." ("..percent.."%)")
meta:set_int("HV_EU_supply", power_supply)
end
end
local nuclear_reactor_receive_fields = function(pos, formname, fields, sender)
local player_name = sender:get_player_name()
if minetest.is_protected(pos, player_name) then
minetest.chat_send_player(player_name, "You are not allowed to edit this!")
minetest.record_protection_violation(pos, player_name)
return
end
local meta = minetest.get_meta(pos)
local update_formspec = false
if fields.remote_channel then
meta:set_string("remote_channel", fields.remote_channel)
end
if fields.start then
local b = start_reactor(pos, meta)
if b then
minetest.chat_send_player(player_name, "Start successful")
else
minetest.chat_send_player(player_name, "Error")
end
end
if fields.autostart then
meta:set_string("autostart", fields.autostart)
update_formspec = true
end
if fields.enable_digiline then
meta:set_string("enable_digiline", fields.enable_digiline)
update_formspec = true
end
if update_formspec then
meta:set_string("formspec", make_reactor_formspec(meta))
end
end
local digiline_remote_def = function(pos, channel, msg)
local meta = minetest.get_meta(pos)
if meta:get_string("enable_digiline") ~= "true" or
channel ~= meta:get_string("remote_channel") then
return
end
-- Convert string messages to tables:
local msgt = type(msg)
if msgt == "string" then
local smsg = msg:lower()
msg = {}
if smsg == "get" then
msg.command = "get"
elseif smsg:sub(1, 13) == "self_destruct" then
msg.command = "self_destruct"
msg.timer = tonumber(smsg:sub(15)) or 0
elseif smsg == "start" then
msg.command = "start"
end
elseif msgt ~= "table" then
return
end
if msg.command == "get" then
local inv = meta:get_inventory()
local invtable = {}
for i = 1, 6 do
local stack = inv:get_stack("src", i)
if stack:is_empty() then
invtable[i] = 0
elseif stack:get_name() == fuel_type then
invtable[i] = stack:get_count()
else
invtable[i] = -stack:get_count()
end
end
digiline_remote.send_to_node(pos, channel, {
burn_time = meta:get_int("burn_time"),
enabled = meta:get_int("HV_EU_supply") == power_supply,
siren = meta:get_int("siren") == 1,
structure_accumulated_badness = meta:get_int("structure_accumulated_badness"),
rods = invtable
}, 6, true)
elseif digiline_meltdown and msg.command == "self_destruct" and
minetest.get_node(pos).name == "technic:hv_nuclear_reactor_core_active" then
if msg.timer ~= 0 and type(msg.timer) == "number" then
siren_danger(pos, meta)
minetest.after(msg.timer, melt_down_reactor, pos)
else
melt_down_reactor(pos)
end
elseif msg.command == "start" then
local b = start_reactor(pos, meta)
if b then
digiline_remote.send_to_node(pos, channel, "Start successful", 6, true)
else
digiline_remote.send_to_node(pos, channel, "Error", 6, true)
end
end
end
minetest.register_node("technic:hv_nuclear_reactor_core", {
description = reactor_desc,
tiles = {
"technic_hv_nuclear_reactor_core.png",
"technic_hv_nuclear_reactor_core.png"..cable_entry
},
drawtype = "mesh",
mesh = "technic_reactor.obj",
groups = {cracky = 1, technic_machine = 1, technic_hv = 1, digiline_remote_receive = 1},
legacy_facedir_simple = true,
sounds = default.node_sound_wood_defaults(),
paramtype = "light",
paramtype2 = "facedir",
stack_max = 1,
on_receive_fields = nuclear_reactor_receive_fields,
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("infotext", reactor_desc)
meta:set_string("formspec", make_reactor_formspec(meta))
if digiline_remote_path then
meta:set_string("remote_channel",
"nucelear_reactor"..minetest.pos_to_string(pos))
end
local inv = meta:get_inventory()
inv:set_size("src", 6)
end,
_on_digiline_remote_receive = digiline_remote_def,
can_dig = technic.machine_can_dig,
on_destruct = function(pos) siren_set_state(pos, SS_OFF) end,
allow_metadata_inventory_put = technic.machine_inventory_put,
allow_metadata_inventory_take = technic.machine_inventory_take,
allow_metadata_inventory_move = technic.machine_inventory_move,
technic_run = run,
})
minetest.register_node("technic:hv_nuclear_reactor_core_active", {
tiles = {
"technic_hv_nuclear_reactor_core.png",
"technic_hv_nuclear_reactor_core.png"..cable_entry
},
drawtype = "mesh",
mesh = "technic_reactor.obj",
groups = {cracky = 1, technic_machine = 1, technic_hv = 1, radioactive = 4,
not_in_creative_inventory = 1, digiline_remote_receive = 1},
legacy_facedir_simple = true,
sounds = default.node_sound_wood_defaults(),
drop = "technic:hv_nuclear_reactor_core",
light_source = 14,
paramtype = "light",
paramtype2 = "facedir",
on_receive_fields = nuclear_reactor_receive_fields,
_on_digiline_remote_receive = digiline_remote_def,
can_dig = technic.machine_can_dig,
after_dig_node = melt_down_reactor,
on_destruct = function(pos) siren_set_state(pos, SS_OFF) end,
allow_metadata_inventory_put = technic.machine_inventory_put,
allow_metadata_inventory_take = technic.machine_inventory_take,
allow_metadata_inventory_move = technic.machine_inventory_move,
technic_run = run,
technic_on_disable = function(pos, node)
local timer = minetest.get_node_timer(pos)
timer:start(1)
end,
on_timer = function(pos, node)
local meta = minetest.get_meta(pos)
-- Connected back?
if meta:get_int("HV_EU_timeout") > 0 then return false end
local burn_time = meta:get_int("burn_time") or 0
if burn_time >= burn_ticks or burn_time == 0 then
local inv = meta:get_inventory()
if not inv:is_empty("src") then
local srclist = inv:get_list("src")
local correct_fuel_count = 0
for _, srcstack in pairs(srclist) do
if srcstack then
if srcstack:get_name() == fuel_type then
correct_fuel_count = correct_fuel_count + 1
end
end
end
-- Check that the reactor is complete as well
-- as the correct number of correct fuel
if correct_fuel_count == 6 and
check_reactor_structure(pos) then
meta:set_int("burn_time", 1)
technic.swap_node(pos, "technic:hv_nuclear_reactor_core_active")
meta:set_int("HV_EU_supply", power_supply)
for idx, srcstack in pairs(srclist) do
srcstack:take_item()
inv:set_stack("src", idx, srcstack)
end
return
end
end
meta:set_int("HV_EU_supply", 0)
meta:set_int("burn_time", 0)
meta:set_string("infotext", S("%s Idle"):format(machine_name))
technic.swap_node(pos, "technic:hv_nuclear_reactor_core")
elseif burn_time > 0 then
damage_nearby_players(pos)
if not check_reactor_structure(pos) then
explode_reactor(pos)
end
burn_time = burn_time + 1
meta:set_int("burn_time", burn_time)
local percent = math.floor(burn_time / burn_ticks * 100)
meta:set_string("infotext", machine_name.." ("..percent.."%)")
meta:set_int("HV_EU_supply", power_supply)
meta:set_int("structure_accumulated_badness", 0)
siren_clear(pos, meta)
return false
end
end
meta:set_int("burn_time", burn_time + 1)
return true
end,
})
technic.register_machine("HV", "technic:hv_nuclear_reactor_core", technic.producer)

View File

@ -1,193 +1,274 @@
local S = technic.getter
local tube_entry = "^pipeworks_tube_connection_metallic.png"
local cable_entry = "^technic_cable_connection_overlay.png"
minetest.register_craft({
recipe = {
{"technic:carbon_steel_block", "pipeworks:filter", "technic:carbon_steel_block"},
{"technic:carbon_steel_block", "technic:motor", "technic:carbon_steel_block"},
{"technic:carbon_steel_block", "technic:diamond_drill_head", "technic:carbon_steel_block"}},
{"technic:carbon_plate", "pipeworks:filter", "technic:composite_plate"},
{"basic_materials:motor", "technic:machine_casing", "technic:diamond_drill_head"},
{"technic:carbon_steel_block", "technic:hv_cable", "technic:carbon_steel_block"}},
output = "technic:quarry",
})
local quarry_dig_above_nodes = 3 -- How far above the quarry we will dig nodes
local quarry_max_depth = 100
local quarry_demand = 10000
local quarry_eject_dir = vector.new(0, 1, 0)
local function set_quarry_formspec(meta)
local formspec = "size[3,1.5]"..
"field[1,0.5;2,1;size;Radius;"..meta:get_int("size").."]"
local radius = meta:get_int("size")
local formspec = "size[6,4.3]"..
"list[context;cache;0,1;4,3;]"..
"item_image[4.8,0;1,1;technic:quarry]"..
"label[0,0.2;"..S("%s Quarry"):format("HV").."]"..
"field[4.3,3.5;2,1;size;"..S("Radius:")..";"..radius.."]"
if meta:get_int("enabled") == 0 then
formspec = formspec.."button[0,1;3,1;enable;"..S("%s Disabled"):format(S("%s Quarry"):format("HV")).."]"
formspec = formspec.."button[4,1;2,1;enable;"..S("Disabled").."]"
else
formspec = formspec.."button[0,1;3,1;disable;"..S("%s Enabled"):format(S("%s Quarry"):format("HV")).."]"
formspec = formspec.."button[4,1;2,1;disable;"..S("Enabled").."]"
end
local diameter = radius*2 + 1
local nd = meta:get_int("dug")
local rel_y = quarry_dig_above_nodes - math.floor(nd / (diameter*diameter))
formspec = formspec.."label[0,4;"..minetest.formspec_escape(
nd == 0 and S("Digging not started") or
(rel_y < -quarry_max_depth and S("Digging finished") or
(meta:get_int("purge_on") == 1 and S("Purging cache") or
S("Digging %d m "..(rel_y > 0 and "above" or "below").." machine")
:format(math.abs(rel_y))))
).."]"
formspec = formspec.."button[4,2;2,1;restart;"..S("Restart").."]"
meta:set_string("formspec", formspec)
end
local function set_quarry_demand(meta)
local radius = meta:get_int("size")
local diameter = radius*2 + 1
local machine_name = S("%s Quarry"):format("HV")
if meta:get_int("enabled") == 0 or meta:get_int("purge_on") == 1 then
meta:set_string("infotext", S(meta:get_int("purge_on") == 1 and "%s purging cache" or "%s Disabled"):format(machine_name))
meta:set_int("HV_EU_demand", 0)
elseif meta:get_int("dug") == diameter*diameter * (quarry_dig_above_nodes+1+quarry_max_depth) then
meta:set_string("infotext", S("%s Finished"):format(machine_name))
meta:set_int("HV_EU_demand", 0)
else
meta:set_string("infotext", S(meta:get_int("HV_EU_input") >= quarry_demand and "%s Active" or "%s Unpowered"):format(machine_name))
meta:set_int("HV_EU_demand", quarry_demand)
end
end
local function quarry_receive_fields(pos, formname, fields, sender)
local player_name = sender:get_player_name()
if minetest.is_protected(pos, player_name) then
minetest.chat_send_player(player_name, "You are not allowed to edit this!")
minetest.record_protection_violation(pos, player_name)
return
end
local meta = minetest.get_meta(pos)
if fields.size then
local size = tonumber(fields.size) or 0
size = math.max(size, 2)
size = math.min(size, 8)
meta:set_int("size", size)
if fields.size and string.find(fields.size, "^[0-9]+$") then
local size = tonumber(fields.size)
if size >= 2 and size <= 8 and size ~= meta:get_int("size") then
meta:set_int("size", size)
meta:set_int("dug", 0)
end
end
if fields.enable then meta:set_int("enabled", 1) end
if fields.disable then meta:set_int("enabled", 0) end
if fields.restart then
meta:set_int("dug", 0)
meta:set_int("purge_on", 1)
end
set_quarry_formspec(meta)
set_quarry_demand(meta)
end
local function get_quarry_center(pos, size)
local node = minetest.get_node(pos)
local back_dir = minetest.facedir_to_dir(node.param2)
local relative_center = vector.multiply(back_dir, size + 1)
local center = vector.add(pos, relative_center)
return center
end
local function gen_next_digpos(center, digpos, size)
digpos.x = digpos.x + 1
if digpos.x > center.x + size then
digpos.x = center.x - size
digpos.z = digpos.z + 1
end
if digpos.z > center.z + size then
digpos.x = center.x - size
digpos.z = center.z - size
digpos.y = digpos.y - 1
end
end
local function find_next_digpos(data, area, center, dig_y, size)
local c_air = minetest.get_content_id("air")
for y = center.y + quarry_dig_above_nodes, dig_y - 1, -1 do
for z = center.z - size, center.z + size do
for x = center.x - size, center.x + size do
if data[area:index(x, y, z)] ~= c_air then
return vector.new(x, y, z)
end
end
end
end
end
local function quarry_dig(pos, center, size)
local function quarry_handle_purge(pos)
local meta = minetest.get_meta(pos)
local drops = {}
local dig_y = meta:get_int("dig_y")
local owner = meta:get_string("owner")
local vm = VoxelManip()
local p1 = vector.new(
center.x - size,
center.y + quarry_dig_above_nodes,
center.z - size)
local p2 = vector.new(
center.x + size,
dig_y - 1, -- One node lower in case we have finished the current layer
center.z + size)
local e1, e2 = vm:read_from_map(p1, p2)
local area = VoxelArea:new({MinEdge=e1, MaxEdge=e2})
local data = vm:get_data()
local digpos = find_next_digpos(data, area, center, dig_y, size)
if digpos then
if digpos.y < pos.y - quarry_max_depth then
meta:set_int("dig_y", digpos.y)
return drops
local inv = meta:get_inventory()
local i = 0
for _,stack in ipairs(inv:get_list("cache")) do
i = i + 1
if stack then
local item = stack:to_table()
if item then
technic.tube_inject_item(pos, pos, quarry_eject_dir, item)
stack:clear()
inv:set_stack("cache", i, stack)
break
end
end
if minetest.is_protected and minetest.is_protected(digpos, owner) then
meta:set_int("enabled", 0)
set_quarry_formspec(meta)
return {}
end
dig_y = digpos.y
local node = minetest.get_node(digpos)
local node_def = minetest.registered_nodes[node.name] or { diggable = false }
if node_def.diggable and ((not node_def.can_dig) or node_def.can_dig(digpos, nil)) then
minetest.remove_node(digpos)
drops = minetest.get_node_drops(node.name, "")
end
elseif not (dig_y < pos.y - quarry_max_depth) then
dig_y = dig_y - 16
end
meta:set_int("dig_y", dig_y)
return drops
if inv:is_empty("cache") then
meta:set_int("purge_on", 0)
end
end
local function send_items(items, pos, node)
for _, item in pairs(items) do
local tube_item = pipeworks.tube_item(vector.new(pos), item)
tube_item:get_luaentity().start_pos = vector.new(pos)
tube_item:setvelocity(vector.new(0, 1, 0))
tube_item:setacceleration({x=0, y=0, z=0})
local function quarry_run(pos, node)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
-- initialize cache for the case we load an older world
inv:set_size("cache", 12)
-- toss a coin whether we do an automatic purge. Chance 1:200
local purge_rand = math.random()
if purge_rand <= 0.005 then
meta:set_int("purge_on", 1)
end
if meta:get_int("enabled") and meta:get_int("HV_EU_input") >= quarry_demand and meta:get_int("purge_on") == 0 then
local pdir = minetest.facedir_to_dir(node.param2)
if pdir.y ~= 0 then
-- faces up or down, not valid, otherwise depth-check would run endless and hang up the server
return
end
local qdir = pdir.x == 1 and vector.new(0,0,-1) or
(pdir.z == -1 and vector.new(-1,0,0) or
(pdir.x == -1 and vector.new(0,0,1) or
vector.new(1,0,0)))
local radius = meta:get_int("size")
local diameter = radius*2 + 1
local startpos = vector.add(vector.add(vector.add(pos,
vector.new(0, quarry_dig_above_nodes, 0)),
pdir),
vector.multiply(qdir, -radius))
local owner = meta:get_string("owner")
local nd = meta:get_int("dug")
while nd < diameter*diameter * (quarry_dig_above_nodes+1+quarry_max_depth) do
local ry = math.floor(nd / (diameter*diameter))
local ndl = nd % (diameter*diameter)
if ry % 2 == 1 then
ndl = diameter*diameter - 1 - ndl
end
local rq = math.floor(ndl / diameter)
local rp = ndl % diameter
if rq % 2 == 1 then rp = diameter - 1 - rp end
local digpos = vector.add(vector.add(vector.add(startpos,
vector.new(0, -ry, 0)),
vector.multiply(pdir, rp)),
vector.multiply(qdir, rq))
local can_dig = true
if can_dig and minetest.is_protected and minetest.is_protected(digpos, owner) then
can_dig = false
end
local dignode
if can_dig then
dignode = technic.get_or_load_node(digpos) or minetest.get_node(digpos)
local dignodedef = minetest.registered_nodes[dignode.name] or {diggable=false}
-- doors mod among other thing does NOT like a nil digger...
local fakedigger = pipeworks.create_fake_player({
name = owner
})
if not dignodedef.diggable or (dignodedef.can_dig and not dignodedef.can_dig(digpos, fakedigger)) then
can_dig = false
end
end
if can_dig then
for ay = startpos.y, digpos.y+1, -1 do
local checkpos = {x=digpos.x, y=ay, z=digpos.z}
local checknode = technic.get_or_load_node(checkpos) or minetest.get_node(checkpos)
if checknode.name ~= "air" then
can_dig = false
break
end
end
end
nd = nd + 1
if can_dig then
minetest.remove_node(digpos)
local drops = minetest.get_node_drops(dignode.name, "")
for _, dropped_item in ipairs(drops) do
local left = inv:add_item("cache", dropped_item)
while not left:is_empty() do
meta:set_int("purge_on", 1)
quarry_handle_purge(pos)
left = inv:add_item("cache", left)
end
end
break
end
end
if nd == diameter*diameter * (quarry_dig_above_nodes+1+quarry_max_depth) then
-- if a quarry is finished, we enable purge mode
meta:set_int("purge_on", 1)
end
meta:set_int("dug", nd)
else
-- if a quarry is disabled or has no power, we enable purge mode
meta:set_int("purge_on", 1)
end
-- if something triggered a purge, we handle it
if meta:get_int("purge_on") == 1 then
quarry_handle_purge(pos)
end
set_quarry_formspec(meta)
set_quarry_demand(meta)
end
local function send_move_error(player)
minetest.chat_send_player(player:get_player_name(),
S("Manually taking/removing from cache by hand is not possible. "..
"If you can't wait, restart or disable the quarry to start automatic purge."))
return 0
end
minetest.register_node("technic:quarry", {
description = S("%s Quarry"):format("HV"),
tiles = {"technic_carbon_steel_block.png", "technic_carbon_steel_block.png",
"technic_carbon_steel_block.png", "technic_carbon_steel_block.png",
"technic_carbon_steel_block.png^default_tool_mesepick.png", "technic_carbon_steel_block.png"},
tiles = {
"technic_carbon_steel_block.png"..tube_entry,
"technic_carbon_steel_block.png"..cable_entry,
"technic_carbon_steel_block.png"..cable_entry,
"technic_carbon_steel_block.png"..cable_entry,
"technic_carbon_steel_block.png^default_tool_mesepick.png",
"technic_carbon_steel_block.png"..cable_entry
},
paramtype2 = "facedir",
groups = {cracky=2, tubedevice=1},
groups = {cracky=2, tubedevice=1, technic_machine=1, technic_hv=1},
connect_sides = {"bottom", "front", "left", "right"},
tube = {
connect_sides = {top = 1},
-- lower priority than other tubes, so that quarries will prefer any
-- other tube to another quarry, which could lead to server freezes
-- in certain quarry placements (2x2 for example would never eject)
priority = 10,
can_go = function(pos, node, velocity, stack)
-- always eject the same, even if items came in another way
-- this further mitigates loops and generally avoids random sideway movement
-- that can be expected in certain quarry placements
return { quarry_eject_dir }
end
},
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("infotext", S("%s Quarry"):format("HV"))
meta:set_int("size", 4)
set_quarry_formspec(meta)
meta:set_int("dig_y", pos.y)
set_quarry_demand(meta)
end,
after_place_node = function(pos, placer, itemstack)
local meta = minetest.get_meta(pos)
meta:set_string("owner", placer:get_player_name())
pipeworks.scan_for_tube_objects(pos)
end,
can_dig = function(pos,player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory()
return inv:is_empty("cache")
end,
after_dig_node = pipeworks.scan_for_tube_objects,
on_receive_fields = quarry_receive_fields,
})
minetest.register_abm({
nodenames = {"technic:quarry"},
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local meta = minetest.get_meta(pos)
local size = meta:get_int("size")
local eu_input = meta:get_int("HV_EU_input")
local demand = 10000
local center = get_quarry_center(pos, size)
local dig_y = meta:get_int("dig_y")
local machine_name = S("%s Quarry"):format("HV")
technic.switching_station_timeout_count(pos, "HV")
if meta:get_int("enabled") == 0 then
meta:set_string("infotext", S("%s Disabled"):format(machine_name))
meta:set_int("HV_EU_demand", 0)
return
end
if eu_input < demand then
meta:set_string("infotext", S("%s Unpowered"):format(machine_name))
elseif eu_input >= demand then
meta:set_string("infotext", S("%s Active"):format(machine_name))
local items = quarry_dig(pos, center, size)
send_items(items, pos, node)
if dig_y < pos.y - quarry_max_depth then
meta:set_string("infotext", S("%s Finished"):format(machine_name))
end
end
meta:set_int("HV_EU_demand", demand)
technic_run = quarry_run,
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
return send_move_error(player)
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
return send_move_error(player)
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
return send_move_error(player)
end
})
technic.register_machine("HV", "technic:quarry", technic.receiver)

View File

@ -5,8 +5,8 @@ minetest.register_craft({
output = 'technic:solar_array_hv 1',
recipe = {
{'technic:solar_array_mv', 'technic:solar_array_mv', 'technic:solar_array_mv'},
{'technic:carbon_steel_ingot', 'technic:hv_transformer', 'technic:carbon_steel_ingot'},
{'', 'technic:hv_cable0', ''},
{'technic:carbon_plate', 'technic:hv_transformer', 'technic:composite_plate'},
{'', 'technic:hv_cable', ''},
}
})

View File

@ -4,9 +4,9 @@
minetest.register_craft({
output = 'technic:lv_alloy_furnace',
recipe = {
{'default:brick', 'default:brick', 'default:brick'},
{'default:brick', '', 'default:brick'},
{'technic:cast_iron_ingot', 'default:copper_ingot', 'technic:cast_iron_ingot'},
{'default:brick', 'default:brick', 'default:brick'},
{'default:brick', 'technic:machine_casing', 'default:brick'},
{'default:brick', 'technic:lv_cable', 'default:brick'},
}
})

View File

@ -1,10 +1,11 @@
-- LV Battery box
minetest.register_craft({
output = 'technic:lv_battery_box0',
recipe = {
{'technic:battery', 'group:wood', 'technic:battery'},
{'technic:battery', 'default:copper_ingot', 'technic:battery'},
{'technic:cast_iron_ingot', 'technic:cast_iron_ingot', 'technic:cast_iron_ingot'},
{'group:wood', 'group:wood', 'group:wood'},
{'technic:battery', 'technic:machine_casing', 'technic:battery'},
{'technic:battery', 'technic:lv_cable', 'technic:battery'},
}
})

View File

@ -1,12 +1,14 @@
minetest.register_alias("lv_cable", "technic:lv_cable0")
minetest.register_alias("lv_cable", "technic:lv_cable")
minetest.register_craft({
output = 'technic:lv_cable0 6',
output = 'technic:lv_cable 6',
recipe = {
{'default:paper', 'default:paper', 'default:paper'},
{'default:copper_ingot', 'default:copper_ingot', 'default:copper_ingot'},
{'default:paper', 'default:paper', 'default:paper'},
}
})
})
technic.register_cable("LV", 2/16)

View File

@ -1,236 +0,0 @@
-- Technic CNC v1.0 by kpoppel
-- Based on the NonCubic Blocks MOD v1.4 by yves_de_beck
-- Idea:
-- Somehow have a tabbed/paged panel if the number of shapes should expand
-- beyond what is available in the panel today.
-- I could imagine some form of API allowing modders to come with their own node
-- box definitions and easily stuff it in the this machine for production.
local S = technic.getter
local shape = {}
local onesize_products = {
slope = 2,
slope_edge = 1,
slope_inner_edge = 1,
pyramid = 2,
spike = 1,
cylinder = 2,
sphere = 1,
stick = 8,
slope_upsdown = 2,
slope_edge_upsdown = 1,
slope_inner_edge_upsdown = 1,
cylinder_horizontal = 2,
slope_lying = 2,
onecurvededge = 1,
twocurvededge = 1,
}
local twosize_products = {
element_straight = 4,
element_end = 2,
element_cross = 1,
element_t = 1,
element_edge = 2,
}
local cnc_formspec =
"invsize[9,11;]"..
"label[1,0;"..S("Choose Milling Program:").."]"..
"image_button[1,0.5;1,1;technic_cnc_slope.png;slope; ]"..
"image_button[2,0.5;1,1;technic_cnc_slope_edge.png;slope_edge; ]"..
"image_button[3,0.5;1,1;technic_cnc_slope_inner_edge.png;slope_inner_edge; ]"..
"image_button[4,0.5;1,1;technic_cnc_pyramid.png;pyramid; ]"..
"image_button[5,0.5;1,1;technic_cnc_spike.png;spike; ]"..
"image_button[6,0.5;1,1;technic_cnc_cylinder.png;cylinder; ]"..
"image_button[7,0.5;1,1;technic_cnc_sphere.png;sphere; ]"..
"image_button[8,0.5;1,1;technic_cnc_stick.png;stick; ]"..
"image_button[1,1.5;1,1;technic_cnc_slope_upsdwn.png;slope_upsdown; ]"..
"image_button[2,1.5;1,1;technic_cnc_slope_edge_upsdwn.png;slope_edge_upsdown; ]"..
"image_button[3,1.5;1,1;technic_cnc_slope_inner_edge_upsdwn.png;slope_inner_edge_upsdown; ]"..
"image_button[4,1.5;1,1;technic_cnc_cylinder_horizontal.png;cylinder_horizontal; ]"..
"image_button[1,2.5;1,1;technic_cnc_slope_lying.png;slope_lying; ]"..
"image_button[2,2.5;1,1;technic_cnc_onecurvededge.png;onecurvededge; ]"..
"image_button[3,2.5;1,1;technic_cnc_twocurvededge.png;twocurvededge; ]"..
"label[1,3.5;"..S("Slim Elements half / normal height:").."]"..
"image_button[1,4;1,0.5;technic_cnc_full.png;full; ]"..
"image_button[1,4.5;1,0.5;technic_cnc_half.png;half; ]"..
"image_button[2,4;1,1;technic_cnc_element_straight.png;element_straight; ]"..
"image_button[3,4;1,1;technic_cnc_element_end.png;element_end; ]"..
"image_button[4,4;1,1;technic_cnc_element_cross.png;element_cross; ]"..
"image_button[5,4;1,1;technic_cnc_element_t.png;element_t; ]"..
"image_button[6,4;1,1;technic_cnc_element_edge.png;element_edge; ]"..
"label[0, 5.5;"..S("In:").."]"..
"list[current_name;src;0.5,5.5;1,1;]"..
"label[4, 5.5;"..S("Out:").."]"..
"list[current_name;dst;5,5.5;4,1;]"..
"list[current_player;main;0,7;8,4;]"
local size = 1;
-- The form handler is declared here because we need it in both the inactive and active modes
-- in order to be able to change programs wile it is running.
local function form_handler(pos, formname, fields, sender)
-- REGISTER MILLING PROGRAMS AND OUTPUTS:
------------------------------------------
-- Program for half/full size
if fields["full"] then
size = 1
return
end
if fields["half"] then
size = 2
return
end
-- Resolve the node name and the number of items to make
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local inputstack = inv:get_stack("src", 1)
local inputname = inputstack:get_name()
local multiplier = 0
for k, _ in pairs(fields) do
-- Set a multipier for the half/full size capable blocks
if twosize_products[k] ~= nil then
multiplier = size * twosize_products[k]
else
multiplier = onesize_products[k]
end
if onesize_products[k] ~= nil or twosize_products[k] ~= nil then
meta:set_float( "cnc_multiplier", multiplier)
meta:set_string("cnc_user", sender:get_player_name())
end
if onesize_products[k] ~= nil or (twosize_products[k] ~= nil and size==2) then
meta:set_string("cnc_product", inputname .. "_technic_cnc_" .. k)
--print(inputname .. "_technic_cnc_" .. k)
break
end
if twosize_products[k] ~= nil and size==1 then
meta:set_string("cnc_product", inputname .. "_technic_cnc_" .. k .. "_double")
--print(inputname .. "_technic_cnc_" .. k .. "_double")
break
end
end
return
end
-- The actual block inactive state
minetest.register_node("technic:cnc", {
description = S("%s CNC Machine"):format("LV"),
tiles = {"technic_cnc_top.png", "technic_cnc_bottom.png", "technic_cnc_side.png",
"technic_cnc_side.png", "technic_cnc_side.png", "technic_cnc_front.png"},
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
groups = {cracky=2},
legacy_facedir_simple = true,
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("infotext", S("%s CNC Machine"):format("LV"))
meta:set_float("technic_power_machine", 1)
meta:set_string("formspec", cnc_formspec)
local inv = meta:get_inventory()
inv:set_size("src", 1)
inv:set_size("dst", 4)
end,
can_dig = technic.machine_can_dig,
allow_metadata_inventory_put = technic.machine_inventory_put,
allow_metadata_inventory_take = technic.machine_inventory_take,
allow_metadata_inventory_move = technic.machine_inventory_move,
on_receive_fields = form_handler,
})
-- Active state block
minetest.register_node("technic:cnc_active", {
description = S("%s CNC Machine"):format("LV"),
tiles = {"technic_cnc_top_active.png", "technic_cnc_bottom.png", "technic_cnc_side.png",
"technic_cnc_side.png", "technic_cnc_side.png", "technic_cnc_front_active.png"},
paramtype2 = "facedir",
drop = "technic:cnc",
groups = {cracky=2, not_in_creative_inventory=1},
legacy_facedir_simple = true,
can_dig = technic.machine_can_dig,
allow_metadata_inventory_put = technic.machine_inventory_put,
allow_metadata_inventory_take = technic.machine_inventory_take,
allow_metadata_inventory_move = technic.machine_inventory_move,
on_receive_fields = form_handler,
})
-- Action code performing the transformation
minetest.register_abm({
nodenames = {"technic:cnc","technic:cnc_active"},
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local eu_input = meta:get_int("LV_EU_input")
local machine_name = S("%s CNC Machine"):format("LV")
local machine_node = "technic:cnc"
local demand = 450
-- Power off automatically if no longer connected to a switching station
technic.switching_station_timeout_count(pos, "LV")
local result = meta:get_string("cnc_product")
if inv:is_empty("src") or
(not minetest.registered_nodes[result]) or
(not inv:room_for_item("dst", result)) then
technic.swap_node(pos, machine_node)
meta:set_string("infotext", S("%s Idle"):format(machine_name))
meta:set_string("cnc_product", "")
meta:set_int("LV_EU_demand", 0)
return
end
if eu_input < demand then
technic.swap_node(pos, machine_node)
meta:set_string("infotext", S("%s Unpowered"):format(machine_name))
elseif eu_input >= demand then
technic.swap_node(pos, machine_node.."_active")
meta:set_string("infotext", S("%s Active"):format(machine_name))
meta:set_int("src_time", meta:get_int("src_time") + 1)
if meta:get_int("src_time") >= 3 then -- 3 ticks per output
meta:set_int("src_time", 0)
srcstack = inv:get_stack("src", 1)
srcstack:take_item()
inv:set_stack("src", 1, srcstack)
inv:add_item("dst", result.." "..meta:get_int("cnc_multiplier"))
end
end
meta:set_int("LV_EU_demand", demand)
end
})
technic.register_machine("LV", "technic:cnc", technic.receiver)
technic.register_machine("LV", "technic:cnc_active", technic.receiver)
-------------------------
-- CNC Machine Recipe
-------------------------
minetest.register_craft({
output = 'technic:cnc',
recipe = {
{'default:glass', 'technic:diamond_drill_head', 'default:glass'},
{'technic:control_logic_unit', 'technic:motor', 'technic:carbon_steel_ingot'},
{'technic:carbon_steel_ingot', 'default:copper_ingot', 'technic:carbon_steel_ingot'},
},
})

View File

@ -1,356 +0,0 @@
-- API for the technic CNC machine
-- Again code is adapted from the NonCubic Blocks MOD v1.4 by yves_de_beck
local S = technic.getter
technic.cnc = {}
technic.cnc.detail_level = 16
-- REGISTER NONCUBIC FORMS, CREATE MODELS AND RECIPES:
------------------------------------------------------
local function cnc_sphere()
local nodebox = {}
local detail = technic.cnc.detail_level
local sehne
for i = 1, detail - 1 do
sehne = math.sqrt(0.25 - (((i / detail) - 0.5) ^ 2))
nodebox[i]={-sehne, (i/detail) - 0.5, -sehne, sehne, (i/detail)+(1/detail)-0.5, sehne}
end
return nodebox
end
local function cnc_cylinder_horizontal()
local nodebox = {}
local detail = technic.cnc.detail_level
local sehne
for i = 1, detail - 1 do
sehne = math.sqrt(0.25 - (((i / detail) - 0.5) ^ 2))
nodebox[i]={-0.5, (i/detail)-0.5, -sehne, 0.5, (i/detail)+(1/detail)-0.5, sehne}
end
return nodebox
end
local function cnc_cylinder()
local nodebox = {}
local detail = technic.cnc.detail_level
local sehne
for i = 1, detail - 1 do
sehne = math.sqrt(0.25 - (((i / detail) - 0.5) ^ 2))
nodebox[i]={(i/detail) - 0.5, -0.5, -sehne, (i/detail)+(1/detail)-0.5, 0.5, sehne}
end
return nodebox
end
local function cnc_twocurvededge()
local nodebox = {}
local detail = technic.cnc.detail_level * 2
local sehne
for i = (detail / 2) - 1, detail - 1 do
sehne = math.sqrt(0.25 - (((i / detail) - 0.5) ^ 2))
nodebox[i]={-sehne, -0.5, -sehne, 0.5, (i/detail)+(1/detail)-0.5, 0.5}
end
return nodebox
end
local function cnc_onecurvededge()
local nodebox = {}
local detail = technic.cnc.detail_level * 2
local sehne
for i = (detail / 2) - 1, detail - 1 do
sehne = math.sqrt(0.25 - (((i / detail) - 0.5) ^ 2))
nodebox[i]={-0.5, -0.5, -sehne, 0.5, (i/detail)+(1/detail)-0.5, 0.5}
end
return nodebox
end
local function cnc_spike()
local nodebox = {}
local detail = technic.cnc.detail_level
for i = 0, detail - 1 do
nodebox[i+1] = {(i/detail/2)-0.5, (i/detail/2)-0.5, (i/detail/2)-0.5,
0.5-(i/detail/2), (i/detail)-0.5+(1/detail), 0.5-(i/detail/2)}
end
return nodebox
end
local function cnc_pyramid()
local nodebox = {}
local detail = technic.cnc.detail_level / 2
for i = 0, detail - 1 do
nodebox[i+1] = {(i/detail/2)-0.5, (i/detail/2)-0.5, (i/detail/2)-0.5, 0.5-(i/detail/2), (i/detail/2)-0.5+(1/detail), 0.5-(i/detail/2)}
end
return nodebox
end
local function cnc_slope_inner_edge_upsdown()
local nodebox = {}
local detail = technic.cnc.detail_level
for i = 0, detail-1 do
nodebox[i+1] = {0.5-(i/detail)-(1/detail), (i/detail)-0.5, -0.5, 0.5, (i/detail)-0.5+(1/detail), 0.5}
nodebox[i+detail+1] = {-0.5, (i/detail)-0.5, 0.5-(i/detail)-(1/detail), 0.5, (i/detail)-0.5+(1/detail), 0.5}
end
return nodebox
end
local function cnc_slope_edge_upsdown()
local nodebox = {}
local detail = technic.cnc.detail_level
for i = 0, detail-1 do
nodebox[i+1] = {(-1*(i/detail))+0.5-(1/detail), (i/detail)-0.5, (-1*(i/detail))+0.5-(1/detail), 0.5, (i/detail)-0.5+(1/detail), 0.5}
end
return nodebox
end
local function cnc_slope_inner_edge()
local nodebox = {}
local detail = technic.cnc.detail_level
for i = 0, detail-1 do
nodebox[i+1] = {(i/detail)-0.5, -0.5, -0.5, 0.5, (i/detail)-0.5+(1/detail), 0.5}
nodebox[i+detail+1] = {-0.5, -0.5, (i/detail)-0.5, 0.5, (i/detail)-0.5+(1/detail), 0.5}
end
return nodebox
end
local function cnc_slope_edge()
local nodebox = {}
local detail = technic.cnc.detail_level
for i = 0, detail-1 do
nodebox[i+1] = {(i/detail)-0.5, -0.5, (i/detail)-0.5, 0.5, (i/detail)-0.5+(1/detail), 0.5}
end
return nodebox
end
local function cnc_slope_upsdown()
local nodebox = {}
local detail = technic.cnc.detail_level
for i = 0, detail-1 do
nodebox[i+1] = {-0.5, (i/detail)-0.5, (-1*(i/detail))+0.5-(1/detail), 0.5, (i/detail)-0.5+(1/detail), 0.5}
end
return nodebox
end
local function cnc_slope_lying()
local nodebox = {}
local detail = technic.cnc.detail_level
for i = 0, detail-1 do
nodebox[i+1] = {(i/detail)-0.5, -0.5, (i/detail)-0.5, (i/detail)-0.5+(1/detail), 0.5 , 0.5}
end
return nodebox
end
local function cnc_slope()
local nodebox = {}
local detail = technic.cnc.detail_level
for i = 0, detail-1 do
nodebox[i+1] = {-0.5, (i/detail)-0.5, (i/detail)-0.5, 0.5, (i/detail)-0.5+(1/detail), 0.5}
end
return nodebox
end
-- Define slope boxes for the various nodes
-------------------------------------------
technic.cnc.programs = {
{suffix = "technic_cnc_stick",
nodebox = {-0.15, -0.5, -0.15, 0.15, 0.5, 0.15},
desc = S("Stick")},
{suffix = "technic_cnc_element_end_double",
nodebox = {-0.3, -0.5, -0.3, 0.3, 0.5, 0.5},
desc = S("Element End Double")},
{suffix = "technic_cnc_element_cross_double",
nodebox = {
{0.3, -0.5, -0.3, 0.5, 0.5, 0.3},
{-0.3, -0.5, -0.5, 0.3, 0.5, 0.5},
{-0.5, -0.5, -0.3, -0.3, 0.5, 0.3}},
desc = S("Element Cross Double")},
{suffix = "technic_cnc_element_t_double",
nodebox = {
{-0.3, -0.5, -0.5, 0.3, 0.5, 0.3},
{-0.5, -0.5, -0.3, -0.3, 0.5, 0.3},
{0.3, -0.5, -0.3, 0.5, 0.5, 0.3}},
desc = S("Element T Double")},
{suffix = "technic_cnc_element_edge_double",
nodebox = {
{-0.3, -0.5, -0.5, 0.3, 0.5, 0.3},
{-0.5, -0.5, -0.3, -0.3, 0.5, 0.3}},
desc = S("Element Edge Double")},
{suffix = "technic_cnc_element_straight_double",
nodebox = {-0.3, -0.5, -0.5, 0.3, 0.5, 0.5},
desc = S("Element Straight Double")},
{suffix = "technic_cnc_element_end",
nodebox = {-0.3, -0.5, -0.3, 0.3, 0, 0.5},
desc = S("Element End")},
{suffix = "technic_cnc_element_cross",
nodebox = {
{0.3, -0.5, -0.3, 0.5, 0, 0.3},
{-0.3, -0.5, -0.5, 0.3, 0, 0.5},
{-0.5, -0.5, -0.3, -0.3, 0, 0.3}},
desc = S("Element Cross")},
{suffix = "technic_cnc_element_t",
nodebox = {
{-0.3, -0.5, -0.5, 0.3, 0, 0.3},
{-0.5, -0.5, -0.3, -0.3, 0, 0.3},
{0.3, -0.5, -0.3, 0.5, 0, 0.3}},
desc = S("Element T")},
{suffix = "technic_cnc_element_edge",
nodebox = {
{-0.3, -0.5, -0.5, 0.3, 0, 0.3},
{-0.5, -0.5, -0.3, -0.3, 0, 0.3}},
desc = S("Element Edge")},
{suffix = "technic_cnc_element_straight",
nodebox = {-0.3, -0.5, -0.5, 0.3, 0, 0.5},
desc = S("Element Straight")},
{suffix = "technic_cnc_sphere",
nodebox = cnc_sphere(),
desc = S("Sphere")},
{suffix = "technic_cnc_cylinder_horizontal",
nodebox = cnc_cylinder_horizontal(),
desc = S("Horizontal Cylinder")},
{suffix = "technic_cnc_cylinder",
nodebox = cnc_cylinder(),
desc = S("Cylinder")},
{suffix = "technic_cnc_twocurvededge",
nodebox = cnc_twocurvededge(),
desc = S("Two Curved Edge Block")},
{suffix = "technic_cnc_onecurvededge",
nodebox = cnc_onecurvededge(),
desc = S("One Curved Edge Block")},
{suffix = "technic_cnc_spike",
nodebox = cnc_spike(),
desc = S("Spike")},
{suffix = "technic_cnc_pyramid",
nodebox = cnc_pyramid(),
desc = S("Pyramid")},
{suffix = "technic_cnc_slope_inner_edge_upsdown",
nodebox = cnc_slope_inner_edge_upsdown(),
desc = S("Slope Upside Down Inner Edge")},
{suffix = "technic_cnc_slope_edge_upsdown",
nodebox = cnc_slope_edge_upsdown(),
desc = S("Slope Upside Down Edge")},
{suffix = "technic_cnc_slope_inner_edge",
nodebox = cnc_slope_inner_edge(),
desc = S("Slope Inner Edge")},
{suffix = "technic_cnc_slope_edge",
nodebox = cnc_slope_edge(),
desc = S("Slope Edge")},
{suffix = "technic_cnc_slope_upsdown",
nodebox = cnc_slope_upsdown(),
desc = S("Slope Upside Down")},
{suffix = "technic_cnc_slope_lying",
nodebox = cnc_slope_lying(),
desc = S("Slope Lying")},
{suffix = "technic_cnc_slope",
nodebox = cnc_slope(),
desc = S("Slope")},
}
-- Allow disabling certain programs for some node. Default is allowing all types for all nodes
technic.cnc.programs_disable = {
-- ["default:brick"] = {"technic_cnc_stick"}, -- Example: Disallow the stick for brick
-- ...
["default:dirt"] = {"technic_cnc_sphere", "technic_cnc_slope_upsdown", "technic_cnc_edge",
"technic_cnc_inner_edge", "technic_cnc_slope_edge_upsdown",
"technic_cnc_slope_inner_edge_upsdown", "technic_cnc_stick",
"technic_cnc_cylinder_horizontal"}
}
-- Generic function for registering all the different node types
function technic.cnc.register_program(recipeitem, suffix, nodebox, groups, images, description)
minetest.register_node(":"..recipeitem.."_"..suffix, {
description = description,
drawtype = "nodebox",
tiles = images,
paramtype = "light",
paramtype2 = "facedir",
walkable = true,
node_box = {
type = "fixed",
fixed = nodebox
},
groups = groups,
})
end
-- function to iterate over all the programs the CNC machine knows
function technic.cnc.register_all(recipeitem, groups, images, description)
for _, data in ipairs(technic.cnc.programs) do
-- Disable node creation for disabled node types for some material
local do_register = true
if technic.cnc.programs_disable[recipeitem] ~= nil then
for __, disable in ipairs(technic.cnc.programs_disable[recipeitem]) do
if disable == data.suffix then
do_register = false
end
end
end
-- Create the node if it passes the test
if do_register then
technic.cnc.register_program(recipeitem, data.suffix, data.nodebox, groups, images, description.." "..data.desc)
end
end
end
-- REGISTER NEW TECHNIC_CNC_API's PART 2: technic.cnc..register_element_end(subname, recipeitem, groups, images, desc_element_xyz)
-----------------------------------------------------------------------------------------------------------------------
function technic.cnc.register_slope_edge_etc(recipeitem, groups, images, desc_slope, desc_slope_lying, desc_slope_upsdown, desc_slope_edge, desc_slope_inner_edge, desc_slope_upsdwn_edge, desc_slope_upsdwn_inner_edge, desc_pyramid, desc_spike, desc_onecurvededge, desc_twocurvededge, desc_cylinder, desc_cylinder_horizontal, desc_sphere, desc_element_straight, desc_element_edge, desc_element_t, desc_element_cross, desc_element_end)
technic.cnc.register_slope(recipeitem, groups, images, desc_slope)
technic.cnc.register_slope_lying(recipeitem, groups, images, desc_slope_lying)
technic.cnc.register_slope_upsdown(recipeitem, groups, images, desc_slope_upsdown)
technic.cnc.register_slope_edge(recipeitem, groups, images, desc_slope_edge)
technic.cnc.register_slope_inner_edge(recipeitem, groups, images, desc_slope_inner_edge)
technic.cnc.register_slope_edge_upsdown(recipeitem, groups, images, desc_slope_upsdwn_edge)
technic.cnc.register_slope_inner_edge_upsdown(recipeitem, groups, images, desc_slope_upsdwn_inner_edge)
technic.cnc.register_pyramid(recipeitem, groups, images, desc_pyramid)
technic.cnc.register_spike(recipeitem, groups, images, desc_spike)
technic.cnc.register_onecurvededge(recipeitem, groups, images, desc_onecurvededge)
technic.cnc.register_twocurvededge(recipeitem, groups, images, desc_twocurvededge)
technic.cnc.register_cylinder(recipeitem, groups, images, desc_cylinder)
technic.cnc.register_cylinder_horizontal(recipeitem, groups, images, desc_cylinder_horizontal)
technic.cnc.register_sphere(recipeitem, groups, images, desc_sphere)
technic.cnc.register_element_straight(recipeitem, groups, images, desc_element_straight)
technic.cnc.register_element_edge(recipeitem, groups, images, desc_element_edge)
technic.cnc.register_element_t(recipeitem, groups, images, desc_element_t)
technic.cnc.register_element_cross(recipeitem, groups, images, desc_element_cross)
technic.cnc.register_element_end(recipeitem, groups, images, desc_element_end)
end
-- REGISTER STICKS: noncubic.register_xyz(recipeitem, groups, images, desc_element_xyz)
------------------------------------------------------------------------------------------------------------
function technic.cnc.register_stick_etc(recipeitem, groups, images, desc_stick)
technic.cnc.register_stick(recipeitem, groups, images, desc_stick)
end
function technic.cnc.register_elements(recipeitem, groups, images, desc_element_straight_double, desc_element_edge_double, desc_element_t_double, desc_element_cross_double, desc_element_end_double)
technic.cnc.register_element_straight_double(recipeitem, groups, images, desc_element_straight_double)
technic.cnc.register_element_edge_double(recipeitem, groups, images, desc_element_edge_double)
technic.cnc.register_element_t_double(recipeitem, groups, images, desc_element_t_double)
technic.cnc.register_element_cross_double(recipeitem, groups, images, desc_element_cross_double)
technic.cnc.register_element_end_double(recipeitem, groups, images, desc_element_end_double)
end

View File

@ -1,96 +0,0 @@
-- REGISTER MATERIALS AND PROPERTIES FOR NONCUBIC ELEMENTS:
-----------------------------------------------------------
local S = technic.getter
-- DIRT
-------
technic.cnc.register_all("default:dirt",
{snappy=2,choppy=2,oddly_breakable_by_hand=3,not_in_creative_inventory=1},
{"default_grass.png", "default_dirt.png", "default_grass.png"},
S("Dirt"))
technic.cnc.programs_disable["default:dirt"] = {"technic_cnc_sphere", "technic_cnc_slope_upsdown",
"technic_cnc_edge", "technic_cnc_inner_edge",
"technic_cnc_slope_edge_upsdown", "technic_cnc_slope_inner_edge_upsdown",
"technic_cnc_stick", "technic_cnc_cylinder_horizontal"}
-- WOOD
-------
technic.cnc.register_all("default:wood",
{snappy=2, choppy=2, oddly_breakable_by_hand=2, not_in_creative_inventory=1},
{"default_wood.png"},
S("Wooden"))
-- STONE
--------
technic.cnc.register_all("default:stone",
{cracky=3, not_in_creative_inventory=1},
{"default_stone.png"},
S("Stone"))
-- COBBLE
---------
technic.cnc.register_all("default:cobble",
{cracky=3, not_in_creative_inventory=1},
{"default_cobble.png"},
S("Cobble"))
-- BRICK
--------
technic.cnc.register_all("default:brick",
{cracky=3, not_in_creative_inventory=1},
{"default_brick.png"},
S("Brick"))
-- SANDSTONE
------------
technic.cnc.register_all("default:sandstone",
{crumbly=2, cracky=2, not_in_creative_inventory=1},
{"default_sandstone.png"},
S("Sandstone"))
-- LEAVES
---------
technic.cnc.register_all("default:leaves",
{snappy=2, choppy=2, oddly_breakable_by_hand=3, not_in_creative_inventory=1},
{"default_leaves.png"},
S("Leaves"))
-- TREE
-------
technic.cnc.register_all("default:tree",
{snappy=1, choppy=2, oddly_breakable_by_hand=2, flammable=3, wood=1, not_in_creative_inventory=1},
{"default_tree.png"},
S("Tree"))
-- WROUGHT IRON
---------------
technic.cnc.register_all("default:steelblock",
{cracky=1, level=2, not_in_creative_inventory=1},
{"technic_wrought_iron_block.png"},
S("Wrought Iron"))
-- Bronze
--------
technic.cnc.register_all("default:bronzeblock",
{cracky=1, level=2, not_in_creative_inventory=1},
{"default_bronze_block.png"},
S("Bronze"))
-- Stainless Steel
--------
technic.cnc.register_all("technic:stainless_steel_block",
{cracky=1, level=2, not_in_creative_inventory=1},
{"technic_stainless_steel_block.png"},
S("Stainless Steel"))
-- Marble
------------
technic.cnc.register_all("technic:marble",
{cracky=3, not_in_creative_inventory=1},
{"technic_marble.png"},
S("Marble"))
-- Granite
------------
technic.cnc.register_all("technic:granite",
{cracky=3, not_in_creative_inventory=1},
{"technic_granite.png"},
S("Granite"))

View File

@ -4,10 +4,14 @@ minetest.register_alias("compressor", "technic:lv_compressor")
minetest.register_craft({
output = 'technic:lv_compressor',
recipe = {
{'default:stone', 'default:stone', 'default:stone'},
{'mesecons:piston', 'technic:motor', 'mesecons:piston'},
{'default:stone', 'technic:lv_cable0', 'default:stone'},
}
{'default:stone', 'basic_materials:motor', 'default:stone'},
{'mesecons:piston', 'technic:machine_casing', 'mesecons:piston'},
{'basic_materials:silver_wire', 'technic:lv_cable', 'basic_materials:silver_wire'},
},
replacements = {
{"basic_materials:silver_wire", "basic_materials:empty_spool"},
{"basic_materials:silver_wire", "basic_materials:empty_spool"}
},
})
technic.register_compressor({tier = "LV", demand = {300}, speed = 1})

View File

@ -5,9 +5,9 @@
minetest.register_craft({
output = 'technic:electric_furnace',
recipe = {
{'default:cobble', 'default:cobble', 'default:cobble'},
{'default:cobble', '', 'default:cobble'},
{'technic:cast_iron_ingot', 'moreores:copper_ingot', 'technic:cast_iron_ingot'},
{'default:cobble', 'default:cobble', 'default:cobble'},
{'default:cobble', 'technic:machine_casing', 'default:cobble'},
{'default:cobble', 'technic:lv_cable', 'default:cobble'},
}
})

View File

@ -4,9 +4,9 @@ minetest.register_alias("extractor", "technic:lv_extractor")
minetest.register_craft({
output = 'technic:lv_extractor',
recipe = {
{'technic:treetap', 'technic:motor', 'technic:treetap'},
{'technic:treetap', 'technic:lv_cable0', 'technic:treetap'},
{'', '', ''},
{'technic:treetap', 'basic_materials:motor', 'technic:treetap'},
{'technic:treetap', 'technic:machine_casing', 'technic:treetap'},
{'', 'technic:lv_cable', ''},
}
})

View File

@ -8,9 +8,9 @@ minetest.register_alias("lv_generator", "technic:lv_generator")
minetest.register_craft({
output = 'technic:lv_generator',
recipe = {
{'default:stone', 'default:stone', 'default:stone'},
{'default:stone', '', 'default:stone'},
{'default:stone', 'default:copper_ingot', 'default:stone'},
{'default:stone', 'default:furnace', 'default:stone'},
{'default:stone', 'technic:machine_casing', 'default:stone'},
{'default:stone', 'technic:lv_cable', 'default:stone'},
}
})

View File

@ -10,40 +10,18 @@ local S = technic.getter
minetest.register_craft({
output = 'technic:geothermal',
recipe = {
{'default:stone', 'default:stone', 'default:stone'},
{'default:copper_ingot', 'default:diamond', 'default:copper_ingot'},
{'default:stone', 'default:copper_ingot', 'default:stone'},
}
{'technic:granite', 'default:diamond', 'technic:granite'},
{'basic_materials:copper_wire', 'technic:machine_casing', 'basic_materials:copper_wire'},
{'technic:granite', 'technic:lv_cable', 'technic:granite'},
},
replacements = {
{"basic_materials:copper_wire", "basic_materials:empty_spool"},
{"basic_materials:copper_wire", "basic_materials:empty_spool"}
},
})
minetest.register_craftitem("technic:geothermal", {
description = S("Geothermal %s Generator"):format("LV"),
})
minetest.register_node("technic:geothermal", {
description = S("Geothermal %s Generator"):format("LV"),
tiles = {"technic_geothermal_top.png", "technic_machine_bottom.png", "technic_geothermal_side.png",
"technic_geothermal_side.png", "technic_geothermal_side.png", "technic_geothermal_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", S("Geothermal %s Generator"):format("LV"))
meta:set_int("LV_EU_supply", 0)
end,
})
minetest.register_node("technic:geothermal_active", {
description = S("Geothermal %s Generator"):format("LV"),
tiles = {"technic_geothermal_top_active.png", "technic_machine_bottom.png", "technic_geothermal_side.png",
"technic_geothermal_side.png", "technic_geothermal_side.png", "technic_geothermal_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:geothermal",
})
local check_node_around = function(pos)
@ -53,61 +31,86 @@ local check_node_around = function(pos)
return 0
end
minetest.register_abm({
nodenames = {"technic:geothermal","technic:geothermal_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 run = function(pos, node)
local meta = minetest.get_meta(pos)
local water_nodes = 0
local lava_nodes = 0
local production_level = 0
local eu_supply = 0
-- Correct positioning is water on one side and lava on the other.
-- The two cannot be adjacent because the lava the turns into obsidian or rock.
-- To get to 100% production stack the water and lava one extra block down as well:
-- WGL (W=Water, L=Lava, G=the generator, |=an LV cable)
-- W|L
-- Correct positioning is water on one side and lava on the other.
-- The two cannot be adjacent because the lava the turns into obsidian or rock.
-- To get to 100% production stack the water and lava one extra block down as well:
-- WGL (W=Water, L=Lava, G=the generator, |=an LV cable)
-- W|L
local positions = {
{x=pos.x+1, y=pos.y, z=pos.z},
{x=pos.x+1, y=pos.y-1, z=pos.z},
{x=pos.x-1, y=pos.y, z=pos.z},
{x=pos.x-1, y=pos.y-1, z=pos.z},
{x=pos.x, y=pos.y, z=pos.z+1},
{x=pos.x, y=pos.y-1, z=pos.z+1},
{x=pos.x, y=pos.y, z=pos.z-1},
{x=pos.x, y=pos.y-1, z=pos.z-1},
}
for _, p in pairs(positions) do
local check = check_node_around(p)
if check == 1 then water_nodes = water_nodes + 1 end
if check == 2 then lava_nodes = lava_nodes + 1 end
end
if water_nodes == 1 and lava_nodes == 1 then production_level = 25; eu_supply = 50 end
if water_nodes == 2 and lava_nodes == 1 then production_level = 50; eu_supply = 100 end
if water_nodes == 1 and lava_nodes == 2 then production_level = 75; eu_supply = 200 end
if water_nodes == 2 and lava_nodes == 2 then production_level = 100; eu_supply = 300 end
if production_level > 0 then
meta:set_int("LV_EU_supply", eu_supply)
end
meta:set_string("infotext",
S("Geothermal %s Generator"):format("LV").." ("..production_level.."%)")
if production_level > 0 and minetest.get_node(pos).name == "technic:geothermal" then
technic.swap_node (pos, "technic:geothermal_active")
return
end
if production_level == 0 then
technic.swap_node(pos, "technic:geothermal")
meta:set_int("LV_EU_supply", 0)
end
local positions = {
{x=pos.x+1, y=pos.y, z=pos.z},
{x=pos.x+1, y=pos.y-1, z=pos.z},
{x=pos.x-1, y=pos.y, z=pos.z},
{x=pos.x-1, y=pos.y-1, z=pos.z},
{x=pos.x, y=pos.y, z=pos.z+1},
{x=pos.x, y=pos.y-1, z=pos.z+1},
{x=pos.x, y=pos.y, z=pos.z-1},
{x=pos.x, y=pos.y-1, z=pos.z-1},
}
for _, p in pairs(positions) do
local check = check_node_around(p)
if check == 1 then water_nodes = water_nodes + 1 end
if check == 2 then lava_nodes = lava_nodes + 1 end
end
})
if water_nodes == 1 and lava_nodes == 1 then production_level = 25; eu_supply = 50 end
if water_nodes == 2 and lava_nodes == 1 then production_level = 50; eu_supply = 100 end
if water_nodes == 1 and lava_nodes == 2 then production_level = 75; eu_supply = 200 end
if water_nodes == 2 and lava_nodes == 2 then production_level = 100; eu_supply = 300 end
if production_level > 0 then
meta:set_int("LV_EU_supply", eu_supply)
end
meta:set_string("infotext",
S("Geothermal %s Generator"):format("LV").." ("..production_level.."%)")
if production_level > 0 and minetest.get_node(pos).name == "technic:geothermal" then
technic.swap_node (pos, "technic:geothermal_active")
return
end
if production_level == 0 then
technic.swap_node(pos, "technic:geothermal")
meta:set_int("LV_EU_supply", 0)
end
end
minetest.register_node("technic:geothermal", {
description = S("Geothermal %s Generator"):format("LV"),
tiles = {"technic_geothermal_top.png", "technic_machine_bottom.png", "technic_geothermal_side.png",
"technic_geothermal_side.png", "technic_geothermal_side.png", "technic_geothermal_side.png"},
groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2,
technic_machine=1, technic_lv=1},
paramtype2 = "facedir",
legacy_facedir_simple = true,
sounds = default.node_sound_wood_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("infotext", S("Geothermal %s Generator"):format("LV"))
meta:set_int("LV_EU_supply", 0)
end,
technic_run = run,
})
minetest.register_node("technic:geothermal_active", {
description = S("Geothermal %s Generator"):format("LV"),
tiles = {"technic_geothermal_top_active.png", "technic_machine_bottom.png", "technic_geothermal_side.png",
"technic_geothermal_side.png", "technic_geothermal_side.png", "technic_geothermal_side.png"},
paramtype2 = "facedir",
groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2,
technic_machine=1, technic_lv=1, not_in_creative_inventory=1},
legacy_facedir_simple = true,
sounds = default.node_sound_wood_defaults(),
drop = "technic:geothermal",
technic_run = run,
})
technic.register_machine("LV", "technic:geothermal", technic.producer)
technic.register_machine("LV", "technic:geothermal_active", technic.producer)

View File

@ -1,11 +1,11 @@
minetest.register_alias("grinder", "technic:grinder")
minetest.register_alias("grinder", "technic:lv_grinder")
minetest.register_craft({
output = 'technic:grinder',
output = 'technic:lv_grinder',
recipe = {
{'default:desert_stone', 'default:desert_stone', 'default:desert_stone'},
{'default:desert_stone', 'default:diamond', 'default:desert_stone'},
{'default:stone', 'moreores:copper_ingot', 'default:stone'},
{'default:desert_stone', 'default:diamond', 'default:desert_stone'},
{'default:desert_stone', 'technic:machine_casing', 'default:desert_stone'},
{'technic:granite', 'technic:lv_cable', 'technic:granite'},
}
})

View File

@ -14,10 +14,6 @@ dofile(path.."/geothermal.lua")
dofile(path.."/water_mill.lua")
dofile(path.."/generator.lua")
-- Coal-powered machines (TODO -> move to somewhere else?)
dofile(path.."/coal_alloy_furnace.lua")
dofile(path.."/coal_furnace.lua")
-- Machines
dofile(path.."/alloy_furnace.lua")
dofile(path.."/electric_furnace.lua")
@ -26,8 +22,3 @@ dofile(path.."/extractor.lua")
dofile(path.."/compressor.lua")
dofile(path.."/music_player.lua")
dofile(path.."/cnc.lua")
dofile(path.."/cnc_api.lua")
dofile(path.."/cnc_nodes.lua")

View File

@ -7,142 +7,125 @@ minetest.register_alias("music_player", "technic:music_player")
minetest.register_craft({
output = 'technic:music_player',
recipe = {
{'group:wood', 'group:wood', 'group:wood'},
{'default:diamond', 'default:diamond', 'default:diamond'},
{'default:stone', 'default:copper_ingot', 'default:stone'},
{'technic:chromium_ingot', 'default:diamond', 'technic:chromium_ingot'},
{'default:diamond', 'technic:machine_casing', 'default:diamond'},
{'default:mossycobble', 'technic:lv_cable', 'default:mossycobble'},
}
})
local music_handles = {}
local music_player_formspec =
"invsize[8,9;]"..
"label[0,0;"..S("%s Music Player"):format("LV").."]"..
"button[4,1;1,1;track1;1]"..
"button[5,1;1,1;track2;2]"..
"button[6,1;1,1;track3;3]"..
"button[4,2;1,1;track4;4]"..
"button[5,2;1,1;track5;5]"..
"button[6,2;1,1;track6;6]"..
"button[4,3;1,1;track7;7]"..
"button[5,3;1,1;track8;8]"..
"button[6,3;1,1;track9;9]"..
"button[4,4;1,2;play;Play]"..
"button[6,4;1,2;stop;Stop]"..
"label[4,0;"..S("Current track %s"):format("--").."]"
local function play_track(pos, track)
return minetest.sound_play("technic_track"..tostring(track),
{pos = pos, gain = 1.0, loop = true, max_hear_distance = 72,})
end
local run = function(pos, node)
local meta = minetest.get_meta(pos)
local eu_input = meta:get_int("LV_EU_input")
local machine_name = S("%s Music Player"):format("LV")
local machine_node = "technic:music_player"
local demand = 150
local current_track = meta:get_int("current_track")
local pos_hash = minetest.hash_node_position(pos)
local music_handle = music_handles[pos_hash]
-- Setup meta data if it does not exist.
if not eu_input then
meta:set_int("LV_EU_demand", demand)
meta:set_int("LV_EU_input", 0)
return
end
if meta:get_int("active") == 0 then
meta:set_string("infotext", S("%s Idle"):format(machine_name))
meta:set_int("LV_EU_demand", 0)
return
end
if eu_input < demand then
meta:set_string("infotext", S("%s Unpowered"):format(machine_name))
if music_handle then
minetest.sound_stop(music_handle)
music_handle = nil
end
elseif eu_input >= demand then
meta:set_string("infotext", S("%s Active"):format(machine_name))
if not music_handle then
music_handle = play_track(pos, current_track)
end
end
music_handles[pos_hash] = music_handle
meta:set_int("LV_EU_demand", demand)
end
local function stop_player(pos, node)
local pos_hash = minetest.hash_node_position(pos)
local music_handle = music_handles[pos_hash]
if music_handle then
minetest.sound_stop(music_handle)
music_handles[pos_hash] = nil
end
end
local function set_display(meta)
meta:set_string("formspec",
"size[4,4.5]"..
"item_image[0,0;1,1;technic:music_player]"..
"label[1,0;"..S("%s Music Player"):format("LV").."]"..
"button[0,1;1,1;track1;1]"..
"button[1,1;1,1;track2;2]"..
"button[2,1;1,1;track3;3]"..
"button[0,2;1,1;track4;4]"..
"button[1,2;1,1;track5;5]"..
"button[2,2;1,1;track6;6]"..
"button[0,3;1,1;track7;7]"..
"button[1,3;1,1;track8;8]"..
"button[2,3;1,1;track9;9]"..
"button[3,1;1,1;stop;Stop]"..
"label[0,4;"..minetest.formspec_escape(
meta:get_int("active") == 0 and
S("Stopped") or
S("Current track %s"):format(meta:get_int("current_track"))).."]")
end
minetest.register_node("technic:music_player", {
description = S("%s Music Player"):format("LV"),
tiles = {"technic_music_player_top.png", "technic_machine_bottom.png", "technic_music_player_side.png",
"technic_music_player_side.png", "technic_music_player_side.png", "technic_music_player_side.png"},
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2,
technic_machine=1, technic_lv=1},
connect_sides = {"bottom"},
sounds = default.node_sound_wood_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("infotext", S("%s Music Player"):format("LV"))
meta:set_int("active", 0)
meta:set_int("current_track", 1)
meta:set_string("formspec", music_player_formspec)
set_display(meta)
end,
on_receive_fields = function(pos, formanme, fields, sender)
local meta = minetest.get_meta(pos)
local pos_hash = minetest.hash_node_position(pos)
local music_handle = music_handles[pos_hash]
local current_track = meta:get_int("current_track")
if fields.track1 then current_track = 1 end
if fields.track2 then current_track = 2 end
if fields.track3 then current_track = 3 end
if fields.track4 then current_track = 4 end
if fields.track5 then current_track = 5 end
if fields.track6 then current_track = 6 end
if fields.track7 then current_track = 7 end
if fields.track8 then current_track = 8 end
if fields.track9 then current_track = 9 end
meta:set_int("current_track", current_track)
meta:set_string("formspec",
"invsize[8,9;]"..
"label[0,0;"..S("%s Music Player"):format("LV").."]"..
"button[4,1;1,1;track1;1]"..
"button[5,1;1,1;track2;2]"..
"button[6,1;1,1;track3;3]"..
"button[4,2;1,1;track4;4]"..
"button[5,2;1,1;track5;5]"..
"button[6,2;1,1;track6;6]"..
"button[4,3;1,1;track7;7]"..
"button[5,3;1,1;track8;8]"..
"button[6,3;1,1;track9;9]"..
"button[4,4;1,2;play;Play]"..
"button[6,4;1,2;stop;Stop]"..
"label[4,0;"..S("Current track %s")
:format(current_track).."]")
if fields.play then
if music_handle then
minetest.sound_stop(music_handle)
end
music_handle = play_track(pos, current_track)
meta:set_int("active", 1)
local new_track = nil
if fields.stop then new_track = 0 end
if fields.track1 then new_track = 1 end
if fields.track2 then new_track = 2 end
if fields.track3 then new_track = 3 end
if fields.track4 then new_track = 4 end
if fields.track5 then new_track = 5 end
if fields.track6 then new_track = 6 end
if fields.track7 then new_track = 7 end
if fields.track8 then new_track = 8 end
if fields.track9 then new_track = 9 end
if new_track then
stop_player(pos)
local meta = minetest.get_meta(pos)
meta:set_int("active", new_track == 0 and 0 or 1)
meta:set_int("current_track", new_track)
set_display(meta)
end
if fields.stop then
meta:set_int("active", 0)
if music_handle then
minetest.sound_stop(music_handle)
end
end
music_handles[pos_hash] = music_handle
end,
})
minetest.register_abm({
nodenames = {"technic:music_player"},
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local meta = minetest.get_meta(pos)
local eu_input = meta:get_int("LV_EU_input")
local machine_name = S("%s Music Player"):format("LV")
local machine_node = "technic:music_player"
local demand = 150
local current_track = meta:get_int("current_track")
local pos_hash = minetest.hash_node_position(pos)
local music_handle = music_handles[pos_hash]
-- Setup meta data if it does not exist.
if not eu_input then
meta:set_int("LV_EU_demand", demand)
meta:set_int("LV_EU_input", 0)
return
end
-- Power off automatically if no longer connected to a switching station
technic.switching_station_timeout_count(pos, "LV")
if meta:get_int("active") == 0 then
meta:set_string("infotext", S("%s Idle"):format(machine_name))
meta:set_int("LV_EU_demand", 0)
return
end
if eu_input < demand then
meta:set_string("infotext", S("%s Unpowered"):format(machine_name))
if music_handle then
minetest.sound_stop(music_handle)
music_handle = nil
end
elseif eu_input >= demand then
meta:set_string("infotext", S("%s Active"):format(machine_name))
if not music_handle then
music_handle = play_track(pos, current_track)
end
end
music_handles[pos_hash] = music_handle
meta:set_int("LV_EU_demand", demand)
end
on_destruct = stop_player,
technic_run = run,
technic_on_disable = stop_player,
})
technic.register_machine("LV", "technic:music_player", technic.receiver)

View File

@ -10,7 +10,7 @@ minetest.register_craft({
recipe = {
{'technic:solar_panel', 'technic:solar_panel', 'technic:solar_panel'},
{'technic:carbon_steel_ingot', 'technic:lv_transformer', 'technic:carbon_steel_ingot'},
{'', 'technic:lv_cable0', ''},
{'', 'technic:lv_cable', ''},
}
})

View File

@ -4,16 +4,58 @@
local S = technic.getter
minetest.register_craft({
output = 'technic:solar_panel',
recipe = {
{'technic:doped_silicon_wafer', 'technic:doped_silicon_wafer', 'technic:doped_silicon_wafer'},
{'basic_materials:silver_wire', 'technic:lv_cable', 'mesecons_materials:glue'},
},
replacements = { {"basic_materials:silver_wire", "basic_materials:empty_spool"}, },
})
local run = function(pos, node)
-- The action here is to make the solar panel prodice power
-- Power is dependent on the light level and the height above ground
-- There are many ways to cheat by using other light sources like lamps.
-- As there is no way to determine if light is sunlight that is just a shame.
-- To take care of some of it solar panels do not work outside daylight hours or if
-- built below 0m
local pos1 = {x=pos.x, y=pos.y+1, z=pos.z}
local machine_name = S("Small Solar %s Generator"):format("LV")
local light = minetest.get_node_light(pos1, nil)
local time_of_day = minetest.get_timeofday()
local meta = minetest.get_meta(pos)
if light == nil then light = 0 end
-- turn on panel only during day time and if sufficient light
-- I know this is counter intuitive when cheating by using other light sources underground.
if light >= 12 and time_of_day >= 0.24 and time_of_day <= 0.76 and pos.y > -10 then
local charge_to_give = math.floor((light + pos1.y) * 3)
charge_to_give = math.max(charge_to_give, 0)
charge_to_give = math.min(charge_to_give, 200)
meta:set_string("infotext", S("@1 Active (@2)", machine_name,
technic.EU_string(charge_to_give)))
meta:set_int("LV_EU_supply", charge_to_give)
else
meta:set_string("infotext", S("%s Idle"):format(machine_name))
meta:set_int("LV_EU_supply", 0)
end
end
minetest.register_node("technic:solar_panel", {
tiles = {"technic_solar_panel_top.png", "technic_solar_panel_bottom.png", "technic_solar_panel_side.png",
"technic_solar_panel_side.png", "technic_solar_panel_side.png", "technic_solar_panel_side.png"},
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2,
technic_machine=1, technic_lv=1},
connect_sides = {"bottom"},
sounds = default.node_sound_wood_defaults(),
description = S("Small Solar %s Generator"):format("LV"),
active = false,
drawtype = "nodebox",
paramtype = "light",
is_ground_content = true,
is_ground_content = true,
node_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5},
@ -23,51 +65,8 @@ minetest.register_node("technic:solar_panel", {
meta:set_int("LV_EU_supply", 0)
meta:set_string("infotext", S("Small Solar %s Generator"):format("LV"))
end,
technic_run = run,
})
minetest.register_craft({
output = 'technic:solar_panel',
recipe = {
{'technic:doped_silicon_wafer', 'technic:doped_silicon_wafer', 'technic:doped_silicon_wafer'},
{'technic:wrought_iron_ingot', 'technic:lv_cable0', 'technic:wrought_iron_ingot'},
}
})
minetest.register_abm({
nodenames = {"technic:solar_panel"},
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
-- The action here is to make the solar panel prodice power
-- Power is dependent on the light level and the height above ground
-- 130m and above is optimal as it would be above cloud level.
-- Height gives 1/4 of the effect, light 3/4. Max. effect is 26EU.
-- There are many ways to cheat by using other light sources like lamps.
-- As there is no way to determine if light is sunlight that is just a shame.
-- To take care of some of it solar panels do not work outside daylight hours or if
-- built below -10m
local pos1 = {x=pos.x, y=pos.y+1, z=pos.z}
local machine_name = S("Small Solar %s Generator"):format("LV")
local light = minetest.get_node_light(pos1, nil)
local time_of_day = minetest.get_timeofday()
local meta = minetest.get_meta(pos)
if light == nil then light = 0 end
-- turn on panel only during day time and if sufficient light
-- I know this is counter intuitive when cheating by using other light sources underground.
if light >= 12 and time_of_day >= 0.24 and time_of_day <= 0.76 and pos.y > -10 then
local charge_to_give = math.floor((light + pos1.y) * 3)
charge_to_give = math.max(charge_to_give, 0)
charge_to_give = math.min(charge_to_give, 200)
meta:set_string("infotext", S("%s Active"):format(machine_name).." ("..charge_to_give.."EU)")
meta:set_int("LV_EU_supply", charge_to_give)
else
meta:set_string("infotext", S("%s Idle"):format(machine_name))
meta:set_int("LV_EU_supply", 0)
end
end,
})
technic.register_machine("LV", "technic:solar_panel", technic.producer)

View File

@ -1,34 +1,92 @@
-- 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.
-- It is a LV EU supplier and fairly low yield (max 180EUs)
-- It is a little over half as good as the thermal generator.
local S = technic.getter
local cable_entry = "^technic_cable_connection_overlay.png"
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'},
{'technic:marble', 'default:diamond', 'technic:marble'},
{'group:wood', 'technic:machine_casing', 'group:wood'},
{'technic:marble', 'technic:lv_cable', 'technic:marble'},
}
})
local function check_node_around_mill(pos)
local node = minetest.get_node(pos)
if node.name == "default:water_flowing"
or node.name == "default:river_water_flowing" then
return node.param2 -- returns approx. water flow, if any
end
return false
end
local run = function(pos, node)
local meta = minetest.get_meta(pos)
local water_flow = 0
local production_level = 0
local eu_supply = 0
local max_output = 4 * 45 -- keeping it around 180, little more than previous 150 :)
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_flow = water_flow + check
end
end
eu_supply = math.min(4 * water_flow, max_output)
production_level = math.floor(100 * eu_supply / max_output)
meta:set_int("LV_EU_supply", eu_supply)
meta:set_string("infotext",
S("Hydro %s Generator"):format("LV").." ("..production_level.."%)")
if production_level > 0 and
minetest.get_node(pos).name == "technic:water_mill" then
technic.swap_node (pos, "technic:water_mill_active")
meta:set_int("LV_EU_supply", 0)
return
end
if production_level == 0 then
technic.swap_node(pos, "technic:water_mill")
end
end
minetest.register_node("technic:water_mill", {
description = S("Hydro %s Generator"):format("LV"),
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"},
tiles = {
"technic_water_mill_top.png",
"technic_machine_bottom.png"..cable_entry,
"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},
groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2,
technic_machine=1, technic_lv=1},
legacy_facedir_simple = true,
sounds = default.node_sound_wood_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("infotext", S("Hydro %s Generator"):format("LV"))
meta:set_int("LV_EU_supply", 0)
end,
end,
technic_run = run,
})
minetest.register_node("technic:water_mill_active", {
@ -37,68 +95,15 @@ minetest.register_node("technic:water_mill_active", {
"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},
groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2,
technic_machine=1, technic_lv=1, not_in_creative_inventory=1},
legacy_facedir_simple = true,
sounds = default.node_sound_wood_defaults(),
drop = "technic:water_mill",
technic_run = run,
technic_disabled_machine_name = "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",
S("Hydro %s Generator"):format("LV").." ("..production_level.."%)")
if production_level > 0 and
minetest.get_node(pos).name == "technic:water_mill" then
technic.swap_node (pos, "technic:water_mill_active")
meta:set_int("LV_EU_supply", 0)
return
end
if production_level == 0 then
technic.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)

View File

@ -5,7 +5,7 @@ minetest.register_craft({
recipe = {
{'technic:stainless_steel_ingot', 'technic:lv_alloy_furnace', 'technic:stainless_steel_ingot'},
{'pipeworks:tube_1', 'technic:mv_transformer', 'pipeworks:tube_1'},
{'technic:stainless_steel_ingot', 'technic:mv_cable0', 'technic:stainless_steel_ingot'},
{'technic:stainless_steel_ingot', 'technic:mv_cable', 'technic:stainless_steel_ingot'},
}
})

View File

@ -5,7 +5,7 @@ minetest.register_craft({
recipe = {
{'technic:lv_battery_box0', 'technic:lv_battery_box0', 'technic:lv_battery_box0'},
{'technic:lv_battery_box0', 'technic:mv_transformer', 'technic:lv_battery_box0'},
{'', 'technic:mv_cable0', ''},
{'', 'technic:mv_cable', ''},
}
})

View File

@ -1,14 +1,14 @@
minetest.register_alias("mv_cable", "technic:mv_cable0")
minetest.register_alias("mv_cable", "technic:mv_cable")
minetest.register_craft({
output = 'technic:mv_cable0 3',
output = 'technic:mv_cable 3',
recipe ={
{'technic:rubber', 'technic:rubber', 'technic:rubber'},
{'technic:lv_cable0', 'technic:lv_cable0', 'technic:lv_cable0'},
{'technic:rubber', 'technic:rubber', 'technic:rubber'},
{'technic:rubber', 'technic:rubber', 'technic:rubber'},
{'technic:lv_cable', 'technic:lv_cable', 'technic:lv_cable'},
{'technic:rubber', 'technic:rubber', 'technic:rubber'},
}
})
})
technic.register_cable("MV", 2.5/16)

View File

@ -0,0 +1,16 @@
minetest.register_craft({
output = "technic:mv_centrifuge",
recipe = {
{"basic_materials:motor", "technic:copper_plate", "technic:diamond_drill_head"},
{"technic:copper_plate", "technic:machine_casing", "technic:copper_plate" },
{"pipeworks:one_way_tube", "technic:mv_cable", "pipeworks:mese_filter" },
}
})
technic.register_centrifuge({
tier = "MV",
demand = { 8000, 7000, 6000 },
speed = 2,
upgrade = 1,
tube = 1,
})

View File

@ -5,7 +5,7 @@ minetest.register_craft({
recipe = {
{'technic:stainless_steel_ingot', 'technic:lv_compressor', 'technic:stainless_steel_ingot'},
{'pipeworks:tube_1', 'technic:mv_transformer', 'pipeworks:tube_1'},
{'technic:stainless_steel_ingot', 'technic:mv_cable0', 'technic:stainless_steel_ingot'},
{'technic:stainless_steel_ingot', 'technic:mv_cable', 'technic:stainless_steel_ingot'},
}
})

View File

@ -9,8 +9,8 @@ minetest.register_craft({
output = 'technic:mv_electric_furnace',
recipe = {
{'technic:stainless_steel_ingot', 'technic:lv_electric_furnace', 'technic:stainless_steel_ingot'},
{'pipeworks:tube_1', 'technic:mv_transformer', 'pipeworks:tube_1'},
{'technic:stainless_steel_ingot', 'technic:mv_cable0', 'technic:stainless_steel_ingot'},
{'pipeworks:tube_1', 'technic:mv_transformer', 'pipeworks:tube_1'},
{'technic:stainless_steel_ingot', 'technic:mv_cable', 'technic:stainless_steel_ingot'},
}
})

View File

@ -5,7 +5,7 @@ minetest.register_craft({
recipe = {
{'technic:stainless_steel_ingot', 'technic:lv_extractor', 'technic:stainless_steel_ingot'},
{'pipeworks:tube_1', 'technic:mv_transformer', 'pipeworks:tube_1'},
{'technic:stainless_steel_ingot', 'technic:mv_cable0', 'technic:stainless_steel_ingot'},
{'technic:stainless_steel_ingot', 'technic:mv_cable', 'technic:stainless_steel_ingot'},
}
})

View File

@ -0,0 +1,12 @@
-- MV freezer
minetest.register_craft({
output = 'technic:mv_freezer',
recipe = {
{'technic:stainless_steel_ingot', 'technic:motor', 'technic:stainless_steel_ingot'},
{'pipeworks:pipe_1_empty', 'technic:mv_transformer', 'pipeworks:pipe_1_empty'},
{'technic:stainless_steel_ingot', 'technic:mv_cable', 'technic:stainless_steel_ingot'},
}
})
technic.register_freezer({tier = "MV", demand = {800, 600, 400}, speed = 0.5, upgrade = 1, tube = 1})

View File

@ -4,7 +4,7 @@ minetest.register_craft({
output = 'technic:mv_generator',
recipe = {
{'technic:stainless_steel_ingot', 'technic:lv_generator', 'technic:stainless_steel_ingot'},
{'pipeworks:tube_1', 'technic:mv_transformer', 'pipeworks:tube_1'},
{'pipeworks:tube_1', 'technic:mv_transformer', 'pipeworks:tube_1'},
{'technic:stainless_steel_ingot', 'technic:mv_cable', 'technic:stainless_steel_ingot'},
}
})

View File

@ -4,8 +4,8 @@ minetest.register_craft({
output = 'technic:mv_grinder',
recipe = {
{'technic:stainless_steel_ingot', 'technic:lv_grinder', 'technic:stainless_steel_ingot'},
{'pipeworks:tube_1', 'technic:mv_transformer', 'pipeworks:tube_1'},
{'technic:stainless_steel_ingot', 'technic:mv_cable0', 'technic:stainless_steel_ingot'},
{'pipeworks:tube_1', 'technic:mv_transformer', 'pipeworks:tube_1'},
{'technic:stainless_steel_ingot', 'technic:mv_cable', 'technic:stainless_steel_ingot'},
}
})

View File

@ -0,0 +1,105 @@
-- A Hydro Turbine produces MV EUs by exploiting flowing water across it
-- It is a MV EU supplier and fairly high yield (max 1800EUs)
local S = technic.getter
local cable_entry = "^technic_cable_connection_overlay.png"
minetest.register_alias("hydro_turbine", "technic:hydro_turbine")
minetest.register_craft({
output = 'technic:hydro_turbine',
recipe = {
{'technic:stainless_steel_ingot', 'technic:water_mill', 'technic:stainless_steel_ingot'},
{'technic:water_mill', 'technic:mv_transformer', 'technic:water_mill'},
{'technic:stainless_steel_ingot', 'technic:mv_cable', 'technic:stainless_steel_ingot'},
}
})
local function get_water_flow(pos)
local node = minetest.get_node(pos)
if minetest.get_item_group(node.name, "water") == 3 and string.find(node.name, "flowing") then
return node.param2 -- returns approx. water flow, if any
end
return 0
end
---
-- 10 times better than LV hydro because of 2 extra water mills and 4 stainless steel, a transformer and whatnot ;P.
-- Man hydro turbines are tough and long lasting. So, give it some value :)
local run = function(pos, node)
local meta = minetest.get_meta(pos)
local water_flow = 0
local production_level = 0
local eu_supply = 0
local max_output = 40 * 45 -- Generates 1800EU/s
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
water_flow = water_flow + get_water_flow(p)
end
eu_supply = math.min(40 * water_flow, max_output)
production_level = math.floor(100 * eu_supply / max_output)
meta:set_int("MV_EU_supply", eu_supply)
meta:set_string("infotext",
S("Hydro %s Generator"):format("MV").." ("..production_level.."%)")
if production_level > 0 and
minetest.get_node(pos).name == "technic:hydro_turbine" then
technic.swap_node(pos, "technic:hydro_turbine_active")
meta:set_int("MV_EU_supply", 0)
return
end
if production_level == 0 then
technic.swap_node(pos, "technic:hydro_turbine")
end
end
minetest.register_node("technic:hydro_turbine", {
description = S("Hydro %s Generator"):format("MV"),
tiles = {
"technic_hydro_turbine_top.png",
"technic_machine_bottom.png"..cable_entry,
"technic_hydro_turbine_side.png",
"technic_hydro_turbine_side.png",
"technic_hydro_turbine_side.png",
"technic_hydro_turbine_side.png"
},
paramtype2 = "facedir",
groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2,
technic_machine=1, technic_mv=1},
legacy_facedir_simple = true,
sounds = default.node_sound_wood_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("infotext", S("Hydro %s Generator"):format("MV"))
meta:set_int("MV_EU_supply", 0)
end,
technic_run = run,
})
minetest.register_node("technic:hydro_turbine_active", {
description = S("Hydro %s Generator"):format("MV"),
tiles = {"technic_hydro_turbine_top_active.png", "technic_machine_bottom.png",
"technic_hydro_turbine_side.png", "technic_hydro_turbine_side.png",
"technic_hydro_turbine_side.png", "technic_hydro_turbine_side.png"},
paramtype2 = "facedir",
groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2,
technic_machine=1, technic_mv=1, not_in_creative_inventory=1},
legacy_facedir_simple = true,
sounds = default.node_sound_wood_defaults(),
drop = "technic:hydro_turbine",
technic_run = run,
technic_disabled_machine_name = "technic:hydro_turbine",
})
technic.register_machine("MV", "technic:hydro_turbine", technic.producer)
technic.register_machine("MV", "technic:hydro_turbine_active", technic.producer)

View File

@ -13,6 +13,7 @@ if technic.config:get_bool("enable_wind_mill") then
end
dofile(path.."/generator.lua")
dofile(path.."/solar_array.lua")
dofile(path.."/hydro_turbine.lua")
-- Machines
dofile(path.."/alloy_furnace.lua")
@ -20,9 +21,12 @@ dofile(path.."/electric_furnace.lua")
dofile(path.."/grinder.lua")
dofile(path.."/extractor.lua")
dofile(path.."/compressor.lua")
dofile(path.."/centrifuge.lua")
dofile(path.."/tool_workshop.lua")
dofile(path.."/freezer.lua")
-- The power radiator supplies appliances with inductive coupled power:
-- Lighting and associated textures is taken directly from VanessaE's homedecor and made electric.
-- This is currently useless, slow, and mostly copied

View File

@ -49,7 +49,7 @@ local dirs1 = {20, 23, 22, 21}
local dirs2 = {9, 18, 7, 12}
local technic_homedecor_rotate_and_place = function(itemstack, placer, pointed_thing)
if not technic_homedecor_node_is_owned(pointed_thing.under, placer)
if not technic_homedecor_node_is_owned(pointed_thing.under, placer)
and not technic_homedecor_node_is_owned(pointed_thing.above, placer) then
local node = minetest.get_node(pointed_thing.under)
if not minetest.registered_nodes[node.name] or not minetest.registered_nodes[node.name].on_rightclick then
@ -76,7 +76,7 @@ local technic_homedecor_rotate_and_place = function(itemstack, placer, pointed_t
if not minetest.registered_nodes[minetest.get_node(pos1).name]["buildable_to"] then return end
if iswall then
if iswall then
minetest.add_node(pos1, {name = wield_name, param2 = dirs2[fdir+1] }) -- place wall variant
elseif isceiling then
minetest.add_node(pos1, {name = wield_name, param2 = 20 }) -- place upside down variant

View File

@ -12,6 +12,16 @@
local power_radius = 12
minetest.register_craft({
output = 'technic:power_radiator 1',
recipe = {
{'technic:stainless_steel_ingot', 'technic:mv_transformer', 'technic:stainless_steel_ingot'},
{'technic:copper_coil', 'technic:machine_casing', 'technic:copper_coil'},
{'technic:rubber', 'technic:mv_cable', 'technic:rubber'},
}
})
------------------------------------------------------------------
-- API for inductive powered nodes:
-- Use the functions below to set the corresponding callbacks
@ -135,21 +145,13 @@ minetest.register_node("technic:power_radiator", {
end
})
minetest.register_craft({
output = 'technic:power_radiator 1',
recipe = {
{'technic:stainless_steel_ingot', 'technic:stainless_steel_ingot', 'technic:stainless_steel_ingot'},
{'technic:copper_coil', 'technic:mv_transformer', 'technic:copper_coil'},
{'technic:rubber', 'technic:mv_cable0', 'technic:rubber'},
}
})
minetest.register_abm({
label = "Machines: run power radiator",
nodenames = {"technic:power_radiator"},
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local meta = minetest.env:get_meta(pos)
local meta = minetest.get_meta(pos)
local eu_input = meta:get_int("MV_EU_input")
local eu_demand = meta:get_int("MV_EU_demand")

View File

@ -4,7 +4,7 @@ minetest.register_craft({
recipe = {
{'technic:solar_array_lv', 'technic:solar_array_lv', 'technic:solar_array_lv'},
{'technic:carbon_steel_ingot', 'technic:mv_transformer', 'technic:carbon_steel_ingot'},
{'', 'technic:mv_cable0', ''},
{'', 'technic:mv_cable', ''},
}
})

View File

@ -5,26 +5,97 @@ minetest.register_alias("tool_workshop", "technic:tool_workshop")
local S = technic.getter
local tube_entry = "^pipeworks_tube_connection_wooden.png"
minetest.register_craft({
output = 'technic:tool_workshop',
recipe = {
{'group:wood', 'group:wood', 'group:wood'},
{'group:wood', 'default:diamond', 'group:wood'},
{'default:stone', 'default:copper_ingot', 'default:stone'},
{'group:wood', 'default:diamond', 'group:wood'},
{'mesecons_pistons:piston_sticky_off', 'technic:machine_casing', 'technic:carbon_cloth'},
{'default:obsidian', 'technic:mv_cable', 'default:obsidian'},
}
})
local workshop_demand = {5000, 3500, 2000}
local workshop_formspec =
"invsize[8,9;]"..
"size[8,9;]"..
"list[current_name;src;3,1;1,1;]"..
"label[0,0;"..S("%s Tool Workshop"):format("MV").."]"..
"list[current_player;main;0,5;8,4;]"
"list[current_name;upgrade1;1,3;1,1;]"..
"list[current_name;upgrade2;2,3;1,1;]"..
"label[1,4;"..S("Upgrade Slots").."]"..
"list[current_player;main;0,5;8,4;]"..
"listring[current_player;main]"..
"listring[current_name;src]"..
"listring[current_player;main]"..
"listring[current_name;upgrade1]"..
"listring[current_player;main]"..
"listring[current_name;upgrade2]"..
"listring[current_player;main]"
local run = function(pos, node)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local eu_input = meta:get_int("MV_EU_input")
local machine_name = S("%s Tool Workshop"):format("MV")
local machine_node = "technic:tool_workshop"
-- Setup meta data if it does not exist.
if not eu_input then
meta:set_int("MV_EU_demand", workshop_demand[1])
meta:set_int("MV_EU_input", 0)
return
end
local EU_upgrade, tube_upgrade = technic.handle_machine_upgrades(meta)
local repairable = false
local srcstack = inv:get_stack("src", 1)
if not srcstack:is_empty() then
local itemdef = minetest.registered_items[srcstack:get_name()]
if itemdef and
(not itemdef.wear_represents or
itemdef.wear_represents == "mechanical_wear") and
srcstack:get_wear() ~= 0 then
repairable = true
end
end
technic.handle_machine_pipeworks(pos, tube_upgrade, function (pos, x_velocity, z_velocity)
if not repairable then
technic.send_items(pos, x_velocity, z_velocity, "src")
end
end)
if not repairable then
meta:set_string("infotext", S("%s Idle"):format(machine_name))
meta:set_int("MV_EU_demand", 0)
return
end
if eu_input < workshop_demand[EU_upgrade+1] then
meta:set_string("infotext", S("%s Unpowered"):format(machine_name))
elseif eu_input >= workshop_demand[EU_upgrade+1] then
meta:set_string("infotext", S("%s Active"):format(machine_name))
srcstack:add_wear(-1000)
inv:set_stack("src", 1, srcstack)
end
meta:set_int("MV_EU_demand", workshop_demand[EU_upgrade+1])
end
minetest.register_node("technic:tool_workshop", {
description = S("%s Tool Workshop"):format("MV"),
tiles = {"technic_workshop_top.png", "technic_machine_bottom.png", "technic_workshop_side.png",
"technic_workshop_side.png", "technic_workshop_side.png", "technic_workshop_side.png"},
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
paramtype2 = "facedir",
tiles = {
"technic_workshop_top.png"..tube_entry,
"technic_machine_bottom.png"..tube_entry,
"technic_workshop_side.png"..tube_entry,
"technic_workshop_side.png"..tube_entry,
"technic_workshop_side.png"..tube_entry,
"technic_workshop_side.png"
},
groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2,
technic_machine=1, technic_mv=1, tubedevice=1, tubedevice_receiver=1},
connect_sides = {"bottom", "back", "left", "right"},
sounds = default.node_sound_wood_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
@ -32,61 +103,25 @@ minetest.register_node("technic:tool_workshop", {
meta:set_string("formspec", workshop_formspec)
local inv = meta:get_inventory()
inv:set_size("src", 1)
inv:set_size("upgrade1", 1)
inv:set_size("upgrade2", 1)
end,
can_dig = technic.machine_can_dig,
allow_metadata_inventory_put = technic.machine_inventory_put,
allow_metadata_inventory_take = technic.machine_inventory_take,
tube = {
can_insert = function (pos, node, stack, direction)
return minetest.get_meta(pos):get_inventory():room_for_item("src", stack)
end,
insert_object = function (pos, node, stack, direction)
return minetest.get_meta(pos):get_inventory():add_item("src", stack)
end,
connect_sides = {left = 1, right = 1, back = 1, top = 1, bottom = 1},
},
technic_run = run,
after_place_node = pipeworks.after_place,
after_dig_node = technic.machine_after_dig_node
})
minetest.register_abm({
nodenames = {"technic:tool_workshop"},
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local eu_input = meta:get_int("MV_EU_input")
local machine_name = S("%s Tool Workshop"):format("MV")
local machine_node = "technic:tool_workshop"
local demand = 5000
-- Setup meta data if it does not exist.
if not eu_input then
meta:set_int("MV_EU_demand", demand)
meta:set_int("MV_EU_input", 0)
return
end
-- Power off automatically if no longer connected to a switching station
technic.switching_station_timeout_count(pos, "MV")
local repairable = false
local srcstack = inv:get_stack("src", 1)
if not srcstack:is_empty() then
local itemdef = minetest.registered_items[srcstack:get_name()]
if itemdef and
(not itemdef.wear_represents or
itemdef.wear_represents == "mechanical_wear") and
srcstack:get_wear() ~= 0 then
repairable = true
end
end
if not repairable then
meta:set_string("infotext", S("%s Idle"):format(machine_name))
meta:set_int("MV_EU_demand", 0)
return
end
if eu_input < demand then
meta:set_string("infotext", S("%s Unpowered"):format(machine_name))
elseif eu_input >= demand then
meta:set_string("infotext", S("%s Active"):format(machine_name))
srcstack:add_wear(-1000)
inv:set_stack("src", 1, srcstack)
end
meta:set_int("MV_EU_demand", demand)
end
})
technic.register_machine("MV", "technic:tool_workshop", technic.receiver)

View File

@ -13,9 +13,9 @@ minetest.register_craft({
minetest.register_craft({
output = 'technic:wind_mill',
recipe = {
{'', 'technic:carbon_steel_ingot', ''},
{'technic:carbon_steel_ingot', 'technic:motor', 'technic:carbon_steel_ingot'},
{'', 'technic:carbon_steel_block', ''},
{'', 'basic_materials:motor', ''},
{'technic:carbon_steel_ingot', 'technic:carbon_steel_block', 'technic:carbon_steel_ingot'},
{'', 'technic:mv_cable', ''},
}
})
@ -29,11 +29,49 @@ minetest.register_node("technic:wind_mill_frame", {
paramtype = "light",
})
local function check_wind_mill(pos)
if pos.y < 30 then
return false
end
pos = {x=pos.x, y=pos.y, z=pos.z}
for i = 1, 20 do
pos.y = pos.y - 1
local node = minetest.get_node_or_nil(pos)
if not node then
-- we reached CONTENT_IGNORE, we can assume, that nothing changed
-- as the user will have to load the block to change it
return
end
if node.name ~= "technic:wind_mill_frame" then
return false
end
end
return true
end
local run = function(pos, node)
local meta = minetest.get_meta(pos)
local machine_name = S("Wind %s Generator"):format("MV")
local check = check_wind_mill(pos)
if check == false then
meta:set_int("MV_EU_supply", 0)
meta:set_string("infotext", S("%s Improperly Placed"):format(machine_name))
elseif check == true then
local power = math.min(pos.y * 100, 5000)
meta:set_int("MV_EU_supply", power)
meta:set_string("infotext", S("@1 (@2)", machine_name,
technic.EU_string(power)))
end
-- check == nil: assume nothing has changed
end
minetest.register_node("technic:wind_mill", {
description = S("Wind %s Generator"):format("MV"),
tiles = {"technic_carbon_steel_block.png"},
paramtype2 = "facedir",
groups = {cracky=1},
groups = {cracky=1, technic_machine=1, technic_mv=1},
connect_sides = {"top", "bottom", "back", "left", "right"},
sounds = default.node_sound_stone_defaults(),
drawtype = "nodebox",
paramtype = "light",
@ -50,41 +88,8 @@ minetest.register_node("technic:wind_mill", {
local meta = minetest.get_meta(pos)
meta:set_string("infotext", S("Wind %s Generator"):format("MV"))
meta:set_int("MV_EU_supply", 0)
end,
})
local function check_wind_mill(pos)
if pos.y < 30 then
return false
end
for i = 1, 20 do
local node = minetest.get_node({x=pos.x, y=pos.y-i, z=pos.z})
if node.name ~= "technic:wind_mill_frame" then
return false
end
end
return true
end
minetest.register_abm({
nodenames = {"technic:wind_mill"},
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local meta = minetest.get_meta(pos)
local machine_name = S("Wind %s Generator"):format("MV")
local power = math.min(pos.y * 100, 5000)
if not check_wind_mill(pos) then
meta:set_int("MV_EU_supply", 0)
meta:set_string("infotext", S("%s Improperly Placed"):format(machine_name))
return
else
meta:set_int("MV_EU_supply", power)
end
meta:set_string("infotext", machine_name.." ("..power.."EU)")
end
end,
technic_run = run,
})
technic.register_machine("MV", "technic:wind_mill", technic.producer)

View File

@ -8,6 +8,7 @@ dofile(path.."/MV/init.lua")
dofile(path.."/HV/init.lua")
dofile(path.."/switching_station.lua")
dofile(path.."/power_monitor.lua")
dofile(path.."/supply_converter.lua")
dofile(path.."/other/init.lua")

View File

@ -0,0 +1,109 @@
local S = technic.getter
local desc = S("Administrative World Anchor")
local function compute_forceload_positions(pos, meta)
local radius = meta:get_int("radius")
local minpos = vector.subtract(pos, vector.new(radius, radius, radius))
local maxpos = vector.add(pos, vector.new(radius, radius, radius))
local minbpos = {}
local maxbpos = {}
for _, coord in ipairs({"x","y","z"}) do
minbpos[coord] = math.floor(minpos[coord] / 16) * 16
maxbpos[coord] = math.floor(maxpos[coord] / 16) * 16
end
local flposes = {}
for x = minbpos.x, maxbpos.x, 16 do
for y = minbpos.y, maxbpos.y, 16 do
for z = minbpos.z, maxbpos.z, 16 do
table.insert(flposes, vector.new(x, y, z))
end
end
end
return flposes
end
local function currently_forceloaded_positions(meta)
local ser = meta:get_string("forceloaded")
return ser == "" and {} or minetest.deserialize(ser)
end
local function forceload_off(meta)
local flposes = currently_forceloaded_positions(meta)
meta:set_string("forceloaded", "")
for _, p in ipairs(flposes) do
minetest.forceload_free_block(p)
end
end
local function forceload_on(pos, meta)
local want_flposes = compute_forceload_positions(pos, meta)
local have_flposes = {}
for _, p in ipairs(want_flposes) do
if minetest.forceload_block(p) then
table.insert(have_flposes, p)
end
end
meta:set_string("forceloaded", #have_flposes == 0 and "" or minetest.serialize(have_flposes))
end
local function set_display(pos, meta)
meta:set_string("infotext", S(meta:get_int("enabled") ~= 0 and "%s Enabled" or "%s Disabled"):format(desc))
meta:set_string("formspec",
"size[5,3.5]"..
"item_image[0,0;1,1;technic:admin_anchor]"..
"label[1,0;"..minetest.formspec_escape(desc).."]"..
"label[0,1;"..minetest.formspec_escape(S("Owner:").." "..meta:get_string("owner")).."]"..
(meta:get_int("locked") == 0 and
"button[3,1;2,1;lock;"..minetest.formspec_escape(S("Unlocked")).."]" or
"button[3,1;2,1;unlock;"..minetest.formspec_escape(S("Locked")).."]")..
"field[0.25,2.3;1,1;radius;"..minetest.formspec_escape(S("Radius:"))..";"..meta:get_int("radius").."]"..
(meta:get_int("enabled") == 0 and
"button[3,2;2,1;enable;"..minetest.formspec_escape(S("Disabled")).."]" or
"button[3,2;2,1;disable;"..minetest.formspec_escape(S("Enabled")).."]")..
"label[0,3;"..minetest.formspec_escape(S("Keeping %d/%d map blocks loaded"):format(#currently_forceloaded_positions(meta), #compute_forceload_positions(pos, meta))).."]")
end
minetest.register_node("technic:admin_anchor", {
description = desc,
drawtype = "normal",
tiles = {"technic_admin_anchor.png"},
is_ground_content = true,
groups = {cracky=3, not_in_creative_inventory=1},
sounds = default.node_sound_stone_defaults(),
after_place_node = function (pos, placer)
local meta = minetest.get_meta(pos)
if placer and placer:is_player() then
meta:set_string("owner", placer:get_player_name())
end
set_display(pos, meta)
end,
can_dig = function (pos, player)
local meta = minetest.get_meta(pos)
return meta:get_int("locked") == 0 or (player and player:is_player() and player:get_player_name() == meta:get_string("owner"))
end,
on_destruct = function (pos)
local meta = minetest.get_meta(pos)
forceload_off(meta)
end,
on_receive_fields = function (pos, formname, fields, sender)
local meta = minetest.get_meta(pos)
if (meta:get_int("locked") ~= 0 or fields.lock) and
not (sender and sender:is_player() and
sender:get_player_name() == meta:get_string("owner")) then
return
end
if fields.unlock then meta:set_int("locked", 0) end
if fields.lock then meta:set_int("locked", 1) end
if fields.disable or fields.enable or fields.radius then
forceload_off(meta)
if fields.disable then meta:set_int("enabled", 0) end
if fields.enable then meta:set_int("enabled", 1) end
if fields.radius and string.find(fields.radius, "^[0-9]+$") and tonumber(fields.radius) < 256 then meta:set_int("radius", fields.radius) end
if meta:get_int("enabled") ~= 0 then
forceload_on(pos, meta)
end
end
set_display(pos, meta)
end,
})

View File

@ -12,8 +12,24 @@ minetest.register_craft({
}
})
local machine_name = S("Fuel-Fired Alloy Furnace")
local formspec =
"size[8,9]"..
"label[0,0;"..machine_name.."]"..
"image[2,2;1,1;default_furnace_fire_bg.png]"..
"list[current_name;fuel;2,3;1,1;]"..
"list[current_name;src;2,1;2,1;]"..
"list[current_name;dst;5,1;2,2;]"..
"list[current_player;main;0,5;8,4;]"..
"listring[current_name;dst]"..
"listring[current_player;main]"..
"listring[current_name;src]"..
"listring[current_player;main]"..
"listring[current_name;fuel]"..
"listring[current_player;main]"
minetest.register_node("technic:coal_alloy_furnace", {
description = S("Fuel-Fired Alloy Furnace"),
description = machine_name,
tiles = {"technic_coal_alloy_furnace_top.png", "technic_coal_alloy_furnace_bottom.png",
"technic_coal_alloy_furnace_side.png", "technic_coal_alloy_furnace_side.png",
"technic_coal_alloy_furnace_side.png", "technic_coal_alloy_furnace_front.png"},
@ -22,9 +38,9 @@ minetest.register_node("technic:coal_alloy_furnace", {
legacy_facedir_simple = true,
sounds = default.node_sound_stone_defaults(),
on_construct = function(pos)
local meta = minetest.env:get_meta(pos)
meta:set_string("formspec", coal_alloy_furnace_formspec)
meta:set_string("infotext", S("Fuel-Fired Alloy Furnace"))
local meta = minetest.get_meta(pos)
meta:set_string("formspec", formspec)
meta:set_string("infotext", machine_name)
local inv = meta:get_inventory()
inv:set_size("fuel", 1)
inv:set_size("src", 2)
@ -37,7 +53,7 @@ minetest.register_node("technic:coal_alloy_furnace", {
})
minetest.register_node("technic:coal_alloy_furnace_active", {
description = S("Fuel-Fired Alloy Furnace"),
description = machine_name,
tiles = {"technic_coal_alloy_furnace_top.png", "technic_coal_alloy_furnace_bottom.png",
"technic_coal_alloy_furnace_side.png", "technic_coal_alloy_furnace_side.png",
"technic_coal_alloy_furnace_side.png", "technic_coal_alloy_furnace_front_active.png"},
@ -54,6 +70,7 @@ minetest.register_node("technic:coal_alloy_furnace_active", {
})
minetest.register_abm({
label = "Machines: run coal alloy furnace",
nodenames = {"technic:coal_alloy_furnace", "technic:coal_alloy_furnace_active"},
interval = 1,
chance = 1,
@ -68,15 +85,6 @@ minetest.register_abm({
end
local recipe = nil
local machine_name = S("Fuel-Fired Alloy Furnace")
local formspec =
"size[8,9]"..
"label[0,0;"..machine_name.."]"..
"image[2,2;1,1;default_furnace_fire_bg.png]"..
"list[current_name;fuel;2,3;1,1;]"..
"list[current_name;src;2,1;2,1;]"..
"list[current_name;dst;5,1;2,2;]"..
"list[current_player;main;0,5;8,4;]"
for i, name in pairs({
"fuel_totaltime",
@ -124,7 +132,13 @@ minetest.register_abm({
"list[current_name;fuel;2,3;1,1;]"..
"list[current_name;src;2,1;2,1;]"..
"list[current_name;dst;5,1;2,2;]"..
"list[current_player;main;0,5;8,4;]")
"list[current_player;main;0,5;8,4;]"..
"listring[current_name;dst]"..
"listring[current_player;main]"..
"listring[current_name;src]"..
"listring[current_player;main]"..
"listring[current_name;fuel]"..
"listring[current_player;main]")
return
end
@ -141,10 +155,11 @@ minetest.register_abm({
-- Next take a hard look at the fuel situation
local fuel = nil
local afterfuel
local fuellist = inv:get_list("fuel")
if fuellist then
fuel = minetest.get_craft_result({method = "fuel", width = 1, items = fuellist})
fuel, afterfuel = minetest.get_craft_result({method = "fuel", width = 1, items = fuellist})
end
if fuel.time <= 0 then
@ -157,9 +172,7 @@ minetest.register_abm({
meta:set_string("fuel_totaltime", fuel.time)
meta:set_string("fuel_time", 0)
local stack = inv:get_stack("fuel", 1)
stack:take_item()
inv:set_stack("fuel", 1, stack)
inv:set_stack("fuel", 1, afterfuel.items[1])
end,
})

View File

@ -1,75 +1,68 @@
local S = technic.getter
local function deploy_node(inv, slot_name, pos1, node1, node)
if node1.name == "air" then
if not inv:is_empty(slot_name) then
stack1=inv:get_list(slot_name)
local def = stack1[1]:get_definition()
if def.type == "node" then
node_to_be_placed={name=stack1[1]:get_name(), param1=0, param2=node.param2}
minetest.set_node(pos1,node_to_be_placed)
stack1[1]:take_item()
inv:set_stack(slot_name, 1, stack1[1])
elseif def.type == "craft" then
if def.on_place then
-- print("deploy_node: item has on_place. trying...")
local ok, stk = pcall(def.on_place, stack1[1], nil, {
-- Fake pointed_thing
type = "node",
above = pos1,
under = { x=pos1.x, y=pos1.y-1, z=pos1.z },
})
if ok then
-- print("deploy_node: on_place succeeded!")
inv:set_stack(slot_name, 1, stk or stack1[1])
return
-- else
-- print("deploy_node: WARNING: error while running on_place: "..tostring(stk))
end
end
minetest.item_place_object(stack1[1], nil, {
local function deploy_node(inv, slot_name, pos, node, machine_node)
if node.param2 > 3 then return end
if node.name ~= "air" then
if node.name == "ignore" or
node.name == "default:lava_source" or
node.name == "default:lava_flowing" or
node.name == "default:water_source" or
node.name == "default:water_flowing" then
return
end
local drops = minetest.get_node_drops(node.name, "")
local remove_to = false
for i, item in ipairs(drops) do
if not inv:room_for_item(slot_name, item) then
remove_to = i - 1
break
end
inv:add_item(slot_name, item)
end
if remove_to then
for i = 1, remove_to do
inv:remove_item(slot_name, drops[i])
end
else
minetest.remove_node(pos)
end
return
end
if not inv:is_empty(slot_name) then
local stack = inv:get_list(slot_name)[1]
local def = stack:get_definition()
if def.type == "node" then
minetest.set_node(pos, {
name = stack:get_name(),
param2 = machine_node.param2
})
stack:take_item()
inv:set_stack(slot_name, 1, stack)
elseif def.type == "craft" then
if def.on_place then
-- Use pcall to avoid nil placer errors.
-- TODO: Do without pcall.
local ok, stk = pcall(def.on_place, stack, nil, {
-- Fake pointed_thing
type = "node",
above = pos1,
under = pos1,
above = pos,
under = {x=pos.x, y=pos.y-1, z=pos.z},
})
inv:set_stack(slot_name, 1, nil)
end
end
return
end
if node1.name == "ignore" or
node1.name == "default:lava_source" or
node1.name == "default:lava_flowing" or
node1.name == "default:water_source" or
node1.name == "default:water_flowing"
then return end
if inv:room_for_item(slot_name,node1) then
local def = minetest.registered_nodes[node1.name]
if not def then return end
local drop = def.drop or node1.name
if type(drop) == "table" then
local pr = PseudoRandom(math.random())
local c = 0
local loop = 0 -- Prevent infinite loop
while (c < (drop.max_items or 1)) and (loop < 1000) do
local i = math.floor(pr:next(1, #drop.items))
if pr:next(1, drop.items[i].rarity or 1) == 1 then
for _,item in ipairs(drop.items[i].items) do
inv:add_item(slot_name,item)
end
c = c + 1
if ok then
inv:set_stack(slot_name, 1, stk or stack)
return
end
loop = loop + 1
end
minetest.remove_node(pos1)
elseif type(drop) == "string" then
inv:add_item(slot_name,drop)
minetest.remove_node(pos1)
minetest.item_place_object(stack, nil, {
-- Fake pointed_thing
type = "node",
above = pos,
under = pos,
})
inv:set_stack(slot_name, 1, nil)
end
end
end
minetest.register_craft({
@ -92,273 +85,115 @@ minetest.register_craft({
})
local function mk1_on(pos, node)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local pos1={}
pos1.x=pos.x
pos1.y=pos.y
pos1.z=pos.z
if node.param2==3 then pos1.x=pos1.x+1 end
if node.param2==2 then pos1.z=pos1.z+1 end
if node.param2==1 then pos1.x=pos1.x-1 end
if node.param2==0 then pos1.z=pos1.z-1 end
if node.name == "technic:constructor_mk1_off" then
technic.swap_node(pos,"technic:constructor_mk1_on")
nodeupdate(pos)
local node1=minetest.get_node(pos1)
deploy_node (inv,"slot1",pos1,node1,node)
end
end
local function mk1_off(pos, node)
if node.name == "technic:constructor_mk1_on" then
technic.swap_node(pos,"technic:constructor_mk1_off")
nodeupdate(pos)
end
end
minetest.register_node("technic:constructor_mk1_off", {
description = S("Constructor Mk%d"):format(1),
tile_images = {"technic_constructor_mk1_top_off.png","technic_constructor_mk1_bottom_off.png","technic_constructor_mk1_side2_off.png","technic_constructor_mk1_side1_off.png",
"technic_constructor_back.png","technic_constructor_front_off.png"},
is_ground_content = true,
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2, mesecon_receptor_off = 1, mesecon_effector_off = 1, mesecon = 2},
mesecons= {effector={action_on=mk1_on}},
sounds = default.node_sound_stone_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec",
"invsize[8,9;]"..
"label[0,0;"..S("Constructor Mk%d"):format(1).."]"..
"label[5,0;"..S("Slot %d"):format(1).."]"..
"list[current_name;slot1;6,0;1,1;]"..
"list[current_player;main;0,5;8,4;]")
meta:set_string("infotext", S("Constructor Mk%d"):format(1))
local inv = meta:get_inventory()
inv:set_size("slot1", 1)
end,
can_dig = function(pos,player)
local function make_on(mark, length)
return function(pos, node)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
return inv:is_empty("slot1")
end,
allow_metadata_inventory_put = technic.machine_inventory_put,
allow_metadata_inventory_take = technic.machine_inventory_take,
allow_metadata_inventory_move = technic.machine_inventory_move,
})
local dir = vector.new()
if node.param2 == 3 then dir.x = 1 end
if node.param2 == 2 then dir.z = 1 end
if node.param2 == 1 then dir.x = -1 end
if node.param2 == 0 then dir.z = -1 end
minetest.register_node("technic:constructor_mk1_on", {
description = S("Constructor Mk%d"):format(1),
tile_images = {"technic_constructor_mk1_top_on.png","technic_constructor_mk1_bottom_on.png","technic_constructor_mk1_side2_on.png","technic_constructor_mk1_side1_on.png",
"technic_constructor_back.png","technic_constructor_front_on.png"},
paramtype2 = "facedir",
drop = "technic:constructor_mk1_off",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2,mesecon = 2,not_in_creative_inventory=1},
mesecons= {effector={action_off=mk1_off}},
sounds = default.node_sound_stone_defaults(),
allow_metadata_inventory_put = technic.machine_inventory_put,
allow_metadata_inventory_take = technic.machine_inventory_take,
allow_metadata_inventory_move = technic.machine_inventory_move,
})
local place_pos = vector.new(pos)
--Constructor Mk2
local function mk2_on(pos, node)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local pos1={}
local pos2={}
pos1.x=pos.x
pos1.y=pos.y
pos1.z=pos.z
pos2.x=pos.x
pos2.y=pos.y
pos2.z=pos.z
if node.param2==3 then pos1.x=pos1.x+1 pos2.x=pos2.x+2 end
if node.param2==2 then pos1.z=pos1.z+1 pos2.z=pos2.z+2 end
if node.param2==1 then pos1.x=pos1.x-1 pos2.x=pos2.x-2 end
if node.param2==0 then pos1.z=pos1.z-1 pos2.z=pos2.z-2 end
if node.name == "technic:constructor_mk2_off" then
technic.swap_node(pos,"technic:constructor_mk2_on")
nodeupdate(pos)
local node1=minetest.get_node(pos1)
deploy_node (inv,"slot1",pos1,node1,node)
local node1=minetest.get_node(pos2)
deploy_node (inv,"slot2",pos2,node1,node)
if node.name == "technic:constructor_mk"..mark.."_off" then
technic.swap_node(pos, "technic:constructor_mk"..mark.."_on")
minetest.check_for_falling(pos)
for i = 1, length do
place_pos = vector.add(place_pos, dir)
local place_node = minetest.get_node(place_pos)
deploy_node(inv, "slot"..i, place_pos, place_node, node)
end
end
end
end
local function mk2_off(pos, node)
if node.name == "technic:constructor_mk2_on" then
technic.swap_node(pos,"technic:constructor_mk2_off")
nodeupdate(pos)
local function make_off(mark)
return function(pos, node)
if node.name == "technic:constructor_mk"..mark.."_on" then
technic.swap_node(pos,"technic:constructor_mk"..mark.."_off")
minetest.check_for_falling(pos)
end
end
end
minetest.register_node("technic:constructor_mk2_off", {
description = S("Constructor Mk%d"):format(2),
tile_images = {"technic_constructor_mk2_top_off.png","technic_constructor_mk2_bottom_off.png","technic_constructor_mk2_side2_off.png","technic_constructor_mk2_side1_off.png",
"technic_constructor_back.png","technic_constructor_front_off.png"},
is_ground_content = true,
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2, mesecon = 2},
mesecons= {effector={action_on=mk2_on}},
sounds = default.node_sound_stone_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec",
"invsize[8,9;]"..
"label[0,0;"..S("Constructor Mk%d"):format(2).."]"..
"label[5,0;"..S("Slot %d"):format(1).."]"..
"list[current_name;slot1;6,0;1,1;]"..
"label[5,1;"..S("Slot %d"):format(2).."]"..
"list[current_name;slot2;6,1;1,1;]"..
"list[current_player;main;0,5;8,4;]")
meta:set_string("infotext", S("Constructor Mk%d"):format(2))
local inv = meta:get_inventory()
inv:set_size("slot1", 1)
inv:set_size("slot2", 1)
end,
can_dig = function(pos,player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
if inv:is_empty("slot1")==false or inv:is_empty("slot2")==false then return false end
return true
end,
allow_metadata_inventory_put = technic.machine_inventory_put,
allow_metadata_inventory_take = technic.machine_inventory_take,
allow_metadata_inventory_move = technic.machine_inventory_move,
})
minetest.register_node("technic:constructor_mk2_on", {
description = S("Constructor Mk%d"):format(2),
tile_images = {"technic_constructor_mk2_top_on.png","technic_constructor_mk2_bottom_on.png","technic_constructor_mk2_side2_on.png","technic_constructor_mk2_side1_on.png",
"technic_constructor_back.png","technic_constructor_front_on.png"},
is_ground_content = true,
paramtype2 = "facedir",
drop = "technic:constructor_mk2_off",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2, mesecon = 2, not_in_creative_inventory=1},
mesecons = {effector={action_off=mk2_off}},
sounds = default.node_sound_stone_defaults(),
allow_metadata_inventory_put = technic.machine_inventory_put,
allow_metadata_inventory_take = technic.machine_inventory_take,
allow_metadata_inventory_move = technic.machine_inventory_move,
})
-- Constructor Mk3
local function mk3_on(pos, node)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local pos1={}
local pos2={}
local pos3={}
local pos4={}
pos1.x=pos.x
pos1.y=pos.y
pos1.z=pos.z
pos2.x=pos.x
pos2.y=pos.y
pos2.z=pos.z
pos3.x=pos.x
pos3.y=pos.y
pos3.z=pos.z
pos4.x=pos.x
pos4.y=pos.y
pos4.z=pos.z
if node.param2==3 then pos1.x=pos1.x+1 pos2.x=pos2.x+2 pos3.x=pos3.x+3 pos4.x=pos4.x+4 end
if node.param2==2 then pos1.z=pos1.z+1 pos2.z=pos2.z+2 pos3.z=pos3.z+3 pos4.z=pos4.z+4 end
if node.param2==1 then pos1.x=pos1.x-1 pos2.x=pos2.x-2 pos3.x=pos3.x-3 pos4.x=pos4.x-4 end
if node.param2==0 then pos1.z=pos1.z-1 pos2.z=pos2.z-2 pos3.z=pos3.z-3 pos4.z=pos4.z-4 end
if node.name == "technic:constructor_mk3_off" then
technic.swap_node(pos,"technic:constructor_mk3_on")
nodeupdate(pos)
local node1=minetest.get_node(pos1)
deploy_node (inv,"slot1",pos1,node1,node)
local node1=minetest.get_node(pos2)
deploy_node (inv,"slot2",pos2,node1,node)
local node1=minetest.get_node(pos3)
deploy_node (inv,"slot3",pos3,node1,node)
local node1=minetest.get_node(pos4)
deploy_node (inv,"slot4",pos4,node1,node)
local function allow_inventory_put(pos, listname, index, stack, player)
if stack and minetest.get_item_group(stack:get_name(), "technic_constructor") == 1 then
return 0
end
return technic.machine_inventory_put(pos, listname, index, stack, player)
end
local function mk3_off(pos, node)
if node.name == "technic:constructor_mk3_on" then
technic.swap_node(pos,"technic:constructor_mk3_off")
nodeupdate(pos)
end
local function make_constructor(mark, length)
minetest.register_node("technic:constructor_mk"..mark.."_off", {
description = S("Constructor Mk%d"):format(mark),
tiles = {"technic_constructor_mk"..mark.."_top_off.png",
"technic_constructor_mk"..mark.."_bottom_off.png",
"technic_constructor_mk"..mark.."_side2_off.png",
"technic_constructor_mk"..mark.."_side1_off.png",
"technic_constructor_back.png",
"technic_constructor_front_off.png"},
paramtype2 = "facedir",
groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2,
mesecon = 2, technic_constructor = 1},
mesecons = {effector = {action_on = make_on(mark, length)}},
sounds = default.node_sound_stone_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
local formspec = "size[8,9;]"..
"label[0,0;"..S("Constructor Mk%d"):format(mark).."]"..
"list[current_player;main;0,5;8,4;]"
for i = 1, length do
formspec = formspec
.."label[5,"..(i - 1)..";"..S("Slot %d"):format(i).."]"
.."list[current_name;slot"..i
..";6,"..(i - 1)..";1,1;]"
end
meta:set_string("formspec", formspec)
meta:set_string("infotext", S("Constructor Mk%d"):format(mark))
local inv = meta:get_inventory()
for i = 1, length do
inv:set_size("slot"..i, 1)
end
end,
can_dig = function(pos, player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
for i = 1, length do
if not inv:is_empty("slot"..i) then
return false
end
end
return true
end,
allow_metadata_inventory_put = allow_inventory_put,
allow_metadata_inventory_take = technic.machine_inventory_take,
allow_metadata_inventory_move = technic.machine_inventory_move,
on_rotate = screwdriver.rotate_simple
})
minetest.register_node("technic:constructor_mk"..mark.."_on", {
tiles = {"technic_constructor_mk"..mark.."_top_on.png",
"technic_constructor_mk"..mark.."_bottom_on.png",
"technic_constructor_mk"..mark.."_side2_on.png",
"technic_constructor_mk"..mark.."_side1_on.png",
"technic_constructor_back.png",
"technic_constructor_front_on.png"},
paramtype2 = "facedir",
drop = "technic:constructor_mk"..mark.."_off",
groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2,
mesecon=2, not_in_creative_inventory=1, technic_constructor=1},
mesecons= {effector = {action_off = make_off(mark)}},
sounds = default.node_sound_stone_defaults(),
allow_metadata_inventory_put = allow_inventory_put,
allow_metadata_inventory_take = technic.machine_inventory_take,
allow_metadata_inventory_move = technic.machine_inventory_move,
on_rotate = false
})
end
minetest.register_node("technic:constructor_mk3_off", {
description = S("Constructor Mk%d"):format(3),
tile_images = {"technic_constructor_mk3_top_off.png","technic_constructor_mk3_bottom_off.png","technic_constructor_mk3_side2_off.png","technic_constructor_mk3_side1_off.png",
"technic_constructor_back.png","technic_constructor_front_off.png"},
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2, mesecon = 2},
mesecons = {effector={action_on=mk3_on}},
sounds = default.node_sound_stone_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec",
"invsize[8,9;]"..
"label[0,0;"..S("Constructor Mk%d"):format(3).."]"..
"label[5,0;"..S("Slot %d"):format(1).."]"..
"list[current_name;slot1;6,0;1,1;]"..
"label[5,1;"..S("Slot %d"):format(2).."]"..
"list[current_name;slot2;6,1;1,1;]"..
"label[5,2;"..S("Slot %d"):format(3).."]"..
"list[current_name;slot3;6,2;1,1;]"..
"label[5,3;"..S("Slot %d"):format(4).."]"..
"list[current_name;slot4;6,3;1,1;]"..
"list[current_player;main;0,5;8,4;]")
meta:set_string("infotext", S("Constructor Mk%d"):format(3))
local inv = meta:get_inventory()
inv:set_size("slot1", 1)
inv:set_size("slot2", 1)
inv:set_size("slot3", 1)
inv:set_size("slot4", 1)
end,
can_dig = function(pos,player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
if inv:is_empty("slot1")==false or inv:is_empty("slot2")==false or inv:is_empty("slot3")==false or inv:is_empty("slot4")==false then return false end
return true
end,
allow_metadata_inventory_put = technic.machine_inventory_put,
allow_metadata_inventory_take = technic.machine_inventory_take,
allow_metadata_inventory_move = technic.machine_inventory_move,
})
minetest.register_node("technic:constructor_mk3_on", {
description = S("Constructor Mk%d"):format(3),
tile_images = {"technic_constructor_mk3_top_on.png","technic_constructor_mk3_bottom_on.png","technic_constructor_mk3_side2_on.png","technic_constructor_mk3_side1_on.png",
"technic_constructor_back.png","technic_constructor_front_on.png"},
is_ground_content = true,
paramtype2 = "facedir",
drop = "technic:constructor_mk3_off",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2, mesecon = 2,not_in_creative_inventory=1},
mesecons = {effector={action_off=mk3_off}},
sounds = default.node_sound_stone_defaults(),
allow_metadata_inventory_put = technic.machine_inventory_put,
allow_metadata_inventory_take = technic.machine_inventory_take,
allow_metadata_inventory_move = technic.machine_inventory_move,
})
make_constructor(1, 1)
make_constructor(2, 2)
make_constructor(3, 4)

File diff suppressed because it is too large Load Diff

View File

@ -3,6 +3,13 @@ local path = technic.modpath.."/machines/other"
-- mesecons and tubes related
dofile(path.."/injector.lua")
dofile(path.."/constructor.lua")
if minetest.get_modpath("mesecons_mvps") ~= nil then
if technic.config:get_bool("enable_frames") and minetest.get_modpath("mesecons_mvps") ~= nil then
dofile(path.."/frames.lua")
end
-- Coal-powered machines
dofile(path.."/coal_alloy_furnace.lua")
dofile(path.."/coal_furnace.lua")
dofile(path.."/anchor.lua")

View File

@ -1,8 +1,12 @@
local S = technic.getter
local fs_helpers = pipeworks.fs_helpers
local tube_entry = "^pipeworks_tube_connection_metallic.png"
local function inject_items (pos)
local meta=minetest.env:get_meta(pos)
local meta=minetest.get_meta(pos)
local inv = meta:get_inventory()
local mode=meta:get_string("mode")
if mode=="single items" then
@ -11,13 +15,10 @@ local function inject_items (pos)
i=i+1
if stack then
local item0=stack:to_table()
if item0 then
item0["count"]="1"
local item1=pipeworks.tube_item({x=pos.x,y=pos.y,z=pos.z},item0)
item1:get_luaentity().start_pos = {x=pos.x,y=pos.y,z=pos.z}
item1:setvelocity({x=0, y=-1, z=0})
item1:setacceleration({x=0, y=0, z=0})
stack:take_item(1);
if item0 then
item0["count"] = "1"
technic.tube_inject_item(pos, pos, vector.new(0, -1, 0), item0)
stack:take_item(1)
inv:set_stack("main", i, stack)
return
end
@ -30,11 +31,8 @@ local function inject_items (pos)
i=i+1
if stack then
local item0=stack:to_table()
if item0 then
local item1=pipeworks.tube_item({x=pos.x,y=pos.y,z=pos.z},item0)
item1:get_luaentity().start_pos = {x=pos.x,y=pos.y,z=pos.z}
item1:setvelocity({x=0, y=-1, z=0})
item1:setacceleration({x=0, y=0, z=0})
if item0 then
technic.tube_inject_item(pos, pos, vector.new(0, -1, 0), item0)
stack:clear()
inv:set_stack("main", i, stack)
return
@ -54,67 +52,100 @@ minetest.register_craft({
}
})
local function set_injector_formspec(meta)
local is_stack = meta:get_string("mode") == "whole stacks"
meta:set_string("formspec",
"size[8,9;]"..
"item_image[0,0;1,1;technic:injector]"..
"label[1,0;"..S("Self-Contained Injector").."]"..
(is_stack and
"button[0,1;2,1;mode_item;"..S("Stackwise").."]" or
"button[0,1;2,1;mode_stack;"..S("Itemwise").."]")..
"list[current_name;main;0,2;8,2;]"..
"list[current_player;main;0,5;8,4;]"..
"listring[]"..
fs_helpers.cycling_button(
meta,
pipeworks.button_base,
"splitstacks",
{
pipeworks.button_off,
pipeworks.button_on
}
)..pipeworks.button_label
)
end
minetest.register_node("technic:injector", {
description = S("Injector"),
tiles = {"technic_injector_top.png", "technic_injector_bottom.png", "technic_injector_side.png",
"technic_injector_side.png", "technic_injector_side.png", "technic_injector_side.png"},
groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2, tubedevice=1},
tube = {connect_sides={bottom=1}},
description = S("Self-Contained Injector"),
tiles = {
"technic_injector_top.png"..tube_entry,
"technic_injector_bottom.png",
"technic_injector_side.png"..tube_entry,
"technic_injector_side.png"..tube_entry,
"technic_injector_side.png"..tube_entry,
"technic_injector_side.png"
},
paramtype2 = "facedir",
groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2, tubedevice=1, tubedevice_receiver=1},
tube = {
can_insert = function(pos, node, stack, direction)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
if meta:get_int("splitstacks") == 1 then
stack = stack:peek_item(1)
end
return inv:room_for_item("main", stack)
end,
insert_object = function(pos, node, stack, direction)
return minetest.get_meta(pos):get_inventory():add_item("main", stack)
end,
connect_sides = {left=1, right=1, back=1, top=1, bottom=1},
},
sounds = default.node_sound_wood_defaults(),
on_construct = function(pos)
local meta = minetest.env:get_meta(pos)
meta:set_string("formspec",
"invsize[8,9;]"..
"label[0,0;"..S("Injector").."]"..
"button[0,1;.8,.8;mode;]"..
"label[.8,1;"..S("Mode: %s"):format("single items").."]"..
"list[current_name;main;0,2;8,2;]"..
"list[current_player;main;0,5;8,4;]")
meta:set_string("infotext", S("Injector"))
local meta = minetest.get_meta(pos)
meta:set_string("infotext", S("Self-Contained Injector"))
local inv = meta:get_inventory()
inv:set_size("main", 8*4)
inv:set_size("main", 8*2)
meta:set_string("mode","single items")
set_injector_formspec(meta)
end,
can_dig = function(pos,player)
local meta = minetest.env:get_meta(pos);
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory()
return inv:is_empty("main")
end,
on_receive_fields = function(pos, formanme, fields, sender)
local meta = minetest.env:get_meta(pos)
local mode=meta:get_string("mode")
if fields.mode then
if mode == "single items" then
mode = "whole stacks"
else
mode = "single items"
end
meta:set_string("mode", mode)
local meta = minetest.get_meta(pos)
if fields.mode_item then meta:set_string("mode", "single items") end
if fields.mode_stack then meta:set_string("mode", "whole stacks") end
if fields["fs_helpers_cycling:0:splitstacks"]
or fields["fs_helpers_cycling:1:splitstacks"] then
if not pipeworks.may_configure(pos, sender) then return end
fs_helpers.on_receive_fields(pos, fields)
end
meta:set_string("formspec",
"invsize[8,9;]"..
"label[0,0;"..S("Injector").."]"..
"button[0,1;.8,.8;mode;]"..
"label[.8,1;"..S("Mode: %s"):format(S(mode)).."]"..
"list[current_name;main;0,2;8,2;]"..
"list[current_player;main;0,5;8,4;]")
set_injector_formspec(meta)
end,
allow_metadata_inventory_put = technic.machine_inventory_put,
allow_metadata_inventory_take = technic.machine_inventory_take,
allow_metadata_inventory_move = technic.machine_inventory_move,
after_place_node = pipeworks.after_place,
after_dig_node = pipeworks.after_dig
})
minetest.register_abm({
label = "Machines: run injector",
nodenames = {"technic:injector"},
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local pos1={}
pos1.x = pos.x
pos1.y = pos.y-1
pos1.z = pos.z
local meta=minetest.env:get_meta(pos1)
if meta:get_int("tubelike")==1 then inject_items (pos) end
local pos1 = vector.add(pos, vector.new(0, -1, 0))
local node1 = minetest.get_node(pos1)
if minetest.get_item_group(node1.name, "tubedevice") > 0 then
inject_items(pos)
end
end,
})

View File

@ -1,17 +0,0 @@
minetest.register_node("technic:tetris_machine_node1", {
tiles = {"tetris_machine_top.png", "technic_mv_battery_box_bottom.png", "tetris_machine_front1.png",
"tetris_machine_side1B.png", "tetris_machine_side1P.png", "tetris_machine_side1L.png"},
tile_images = {"technic_tetris_machine.png",},
is_ground_content = true,
groups = {cracky=1},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("technic:tetris_machine_node2", {
tiles = {"tetris_machine_top.png", "technic_mv_battery_box_bottom.png", "tetris_machine_front2.png",
"tetris_machine_side2B.png", "tetris_machine_side2P.png", "tetris_machine_side2L.png"},
tile_images = {"technic_tetris_machine.png",},
is_ground_content = true,
groups = {cracky=1},
sounds = default.node_sound_stone_defaults(),
})

View File

@ -0,0 +1,69 @@
-- POWER MONITOR
-- The power monitor can be used to monitor how much power is available on a network,
-- similarly to the old "slave" switching stations.
local S = technic.getter
local cable_entry = "^technic_cable_connection_overlay.png"
minetest.register_craft({
output = "technic:power_monitor",
recipe = {
{"", "", ""},
{"", "technic:machine_casing", "default:copper_ingot"},
{"technic:lv_cable", "technic:lv_cable", "technic:lv_cable"}
}
})
minetest.register_node("technic:power_monitor",{
description = S("Power Monitor"),
tiles = {
"technic_power_monitor_sides.png",
"technic_power_monitor_sides.png"..cable_entry,
"technic_power_monitor_sides.png",
"technic_power_monitor_sides.png",
"technic_power_monitor_sides.png"..cable_entry,
"technic_power_monitor_front.png"
},
paramtype2 = "facedir",
groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2, technic_all_tiers=1, technic_machine=1},
connect_sides = {"bottom", "back"},
sounds = default.node_sound_wood_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("infotext", S("Power Monitor"))
end,
})
minetest.register_abm({
nodenames = {"technic:power_monitor"},
label = "Machines: run power monitor",
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local meta = minetest.get_meta(pos)
local network_hash = technic.cables[minetest.hash_node_position(pos)]
local network = network_hash and minetest.get_position_from_hash(network_hash)
local sw_pos = network and {x=network.x,y=network.y+1,z=network.z}
local timeout = 0
for tier in pairs(technic.machines) do
timeout = math.max(meta:get_int(tier.."_EU_timeout"),timeout)
end
if timeout > 0 and sw_pos and minetest.get_node(sw_pos).name == "technic:switching_station" then
local sw_meta = minetest.get_meta(sw_pos)
local supply = sw_meta:get_int("supply")
local demand = sw_meta:get_int("demand")
meta:set_string("infotext",
S("Power Monitor. Supply: @1 Demand: @2",
technic.EU_string(supply), technic.EU_string(demand)))
else
meta:set_string("infotext",S("Power Monitor Has No Network"))
end
end,
})
for tier in pairs(technic.machines) do
-- RE in order to use the "timeout" functions, although it consumes 0 power
technic.register_machine(tier, "technic:power_monitor", "RE")
end

View File

@ -1,10 +1,50 @@
local S = technic.getter
function technic.insert_object_unique_stack(pos, node, incoming_stack, direction)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local incoming_name = incoming_stack:get_name()
local stack_index = nil
for inv_index, inv_stack in pairs(inv:get_list("src")) do
if inv_stack:get_name() == incoming_name then
stack_index = inv_index
break
end
end
if stack_index == nil then
return inv:add_item("src", incoming_stack)
end
local present_stack = inv:get_stack("src", stack_index)
local leftover = present_stack:add_item(incoming_stack)
inv:set_stack("src", stack_index, present_stack)
return leftover
end
function technic.can_insert_unique_stack(pos, node, incoming_stack, direction)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local incoming_name = incoming_stack:get_name()
if meta:get_int("splitstacks") == 0 then
-- avoid looping second time with inv:contains_item("src", incoming_stack)
for _, inv_stack in pairs(inv:get_list("src")) do
if inv_stack:get_name() == incoming_name then
return inv_stack:item_fits(incoming_stack)
end
end
end
return technic.default_can_insert(pos, node, incoming_stack, direction)
end
function technic.register_alloy_furnace(data)
data.typename = "alloy"
data.machine_name = "alloy_furnace"
data.machine_desc = S("%s Alloy Furnace")
data.insert_object = technic.insert_object_unique_stack
data.can_insert = technic.can_insert_unique_stack
technic.register_base_machine(data)
end

Some files were not shown because too many files have changed in this diff Show More