D00Med / farlands

Steampunk/fantasy themed subgame with dinosaurs
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Development discussion 2 #77

Closed tobyplowy closed 7 years ago

tobyplowy commented 7 years ago

Add mimic to mineshaft

GreenXenith commented 7 years ago

@D00Med: For the technic machines: -Top port of all machines needs a pipe to work (steam vent) -The pipe can connect to other machines' pipes, but must have one or more openings somewhere (and cannot have a down-facing pipe for exit) -Side ports still use electricity. They use the electricity from steam powered generators. -Ranks of power are reduced to 2 ranks (LV and HV) -Power rank is determined by type of generator. -^This means that your generator (I assume you have made one, right?) must have 2 types, LV and HV. -Both LV and HV generators turn steam into energy, but HV generates fewer amount of energy

The list could use refining. Just my ideas on how the techinc machines could be.

GreenXenith commented 7 years ago

I will make a diagram (because I feel like it).

D00Med commented 7 years ago

Hmm ok. that sounds good, although I'm not sure I understand about the pipes(currently they can be connected to anywhere on a machine, with the exception of the boilers). Have you tested the machines I have already made? also I haven't finished the generator. I want to make machines require several nodes surrounding them, to make one big machine. That way they can look more interesting than just a block(like that mc mod Toby mentioned).

GreenXenith commented 7 years ago

I will explain stuff in the diagram.

GreenXenith commented 7 years ago

I will.

GreenXenith commented 7 years ago

@D00Med is there instructions for how to use these? xD

GreenXenith commented 7 years ago

@D00Med what do I need to do to not explode?

D00Med commented 7 years ago

You need either a chimney or fan beside the furnace, and a metal base block or stand underneath(or actually just make it a 3x3 area underneath)

D00Med commented 7 years ago

xdcvbnm.zip Test world, sorry about the name

GreenXenith commented 7 years ago

Your fuel % is screwed up on the furnace...

GreenXenith commented 7 years ago

I need a boiler? Yeh know what, I will look at the test world.

D00Med commented 7 years ago

Oh and you need to drop coal blocks into the 'coal feeder'(box) beside the furnace

D00Med commented 7 years ago

I will have to write instructions for all of this

GreenXenith commented 7 years ago

Pipes should auto-connect at corners and such. Like pipeworks.

D00Med commented 7 years ago

Yes, I was going to do that, but there are some problems with it, firstly that it would require a lot of new nodes and more abms. I could make them a nodebox with a flattish texture instead. Which do you think would be better?

GreenXenith commented 7 years ago

What do you mean by 'flattish texture'?

D00Med commented 7 years ago

bad description sorry. The current texture wouldn't work for a pipe changing direction, but it there was much less detail(eg: just noise), then it would look ok

GreenXenith commented 7 years ago

The nodebox seems like a better option. Also, I would ditch the items automatically coming to you. It gets annoying.

GreenXenith commented 7 years ago

I did not say 'drop'. I am talking about the items floating to you after you drop them. That is what gets annoying. I have to go for now. I will be back in 2 hours(ish).

D00Med commented 7 years ago

Although, I will change the timers in it so that it's easier to drop items, instead of picking them up immediately.

GreenXenith commented 7 years ago

@D00Med That will work too. I wont bother with the diagram. Forget what I said earlier. It seems you know what you are doing and can figure it out :)

GreenXenith commented 7 years ago

I am just working on the inventories atm.

GreenXenith commented 7 years ago

@tobyplowy I am working on getting the chest inventory correct. Well, right this second I am doing other stuff. But I will work on that soon.

GreenXenith commented 7 years ago

@D00Med not sure what you mean. Like, when a machine is active, you want a better way for the pipes/wires to activate?

D00Med commented 7 years ago

@GreenXenith yes, currently they just check for an activated wire/pipe or power source every few seconds, and turn into inactive pipes/wires every few seconds. It uses abm's, and it is a bit inconsistent. It wouldn't really be possible to have a machine that runs constantly when right-clicked, because the 'power supply' would stop every now and then, ie: it would turn off by itself. I was thinking of adding all cables/pipes, that are connected to each other, into different rows of a table, but that seems a bit complicated.

D00Med commented 7 years ago

improving the pipes and cables probably.

D00Med commented 7 years ago

@tobyplowy Ok then. lol ok, I'll try to fix that. I'm not sure how following and running away works in mobs_redo, but once I figure it out I'll be able to fix that and make them return to their homes at night.

D00Med commented 7 years ago

@tobyplowy Ok cool. I like the idea of a dodo

D00Med commented 7 years ago

Oh like holidays? I think I next have one of those in May or June

D00Med commented 7 years ago

Do you think it would be good if I combined my vehicles mod with meshnodes?

D00Med commented 7 years ago

ah I think that's what it's called. There's a mod that turns a group of nodes into a vehicle

D00Med commented 7 years ago

ok. I thought it might go well alongside stm_nodes.

D00Med commented 7 years ago

lol no, just the api part.

D00Med commented 7 years ago

This is going to be a bit tricky, but ok. You need to use the default view, and extend the right-hand side panel(properties I think), so that it's a little wider than the default(only a bit). Adding bones: You need to make a bone for every moving part, but as a single object, so add one bone(I usually start with the central part of the model) then go into edit mode. You can then either add more bones(left-hand side panel), or click one of the ends of an existing bone and make a new, connected bone with 'e'(like extend but for a new bone). VERY IMPORTANT: Do not scale bones along a particular axis only or they will behave very strangely.

Attaching bones: When you have finished the bones, in object mode, select the model then the bones(in that order) and press 'p'. The you need to select 'with automatic weights'. If you are lucky this is all you have to do. Select the bones and go into pose mode(ctrl+tab), and right click a bone. Then move, rotate, or scale it and see what happens to the model. Cancel the rotation/scaling/whatever because it's only a test. If the bone moved parts it shouldn't or didn't move parts it should, then you need to select the model and go into edit mode. Then you select all the faces/vertices/sides that shouldn't be controlled by the bone you tested. In the right-hand panel, there should be an icon with a triangle with the dots at it's vertices, click that. Then there should be a list of bones(vertex groups). Click the one you tested, and then click on 'removee' which should be somewhere underneath the list of bones. Then select the vertices/faces/sides that are meant to be controlled and click 'assign'. Do this for all the bones that aren't controlling the parts of the model that they should.

D00Med commented 7 years ago

Animating the bones: Back in pose mode, go to frame 0(there should be a slider at the bottom of the screen with the frame timeline) and press 'i' whilst your mouse is over the 3d view. Then choose 'locrotscale'. That's your first frame, it's good to have the base position saved there because you don't want to lose it. Then you just move to somewhere else(eg: frame 5), rotate or move, or scale(which will stop you scaling the model afterwards!) the bones for a new pose and then insert a frame. Then you move it to another pose and insert a frame a distance away(I usually use 10 frames). If you have one bone at point A in frame 5, and then the same bone at point B in frame 15, blender automatically fills in the frames in-between so that the bone moves. The same applies to rotation and scaling. I think that's pretty much it.

GreenXenith commented 7 years ago

Sorry I didn't answer. I was very busy doing other things today. I am fine. Still working on that inventory :P

tobyplowy commented 7 years ago

@D00Med i made a chicken chicken.zip

D00Med commented 7 years ago

@GreenXenith Ok, that's good. @tobyplowy cool 🐤

tobyplowy commented 7 years ago

@D00Med how did you even do that

D00Med commented 7 years ago

Why a chicken? xD

tobyplowy commented 7 years ago

becuse chickens are birds and dodos are to so chickens rule XD

D00Med commented 7 years ago

Sorry, distracted. No I'm using a pc

tobyplowy commented 7 years ago

@D00Med add the witch and chicken

tobyplowy commented 7 years ago

@D00Med and zombie animation

D00Med commented 7 years ago

Did you understand my instructions for animation?

tobyplowy commented 7 years ago

@D00Med i havent done it yet

tobyplowy commented 7 years ago

@D00Med im inproving the npcs

tobyplowy commented 7 years ago

@D00Med the texture that is

D00Med commented 7 years ago

Ok

tobyplowy commented 7 years ago

@D00Med whin will you work on the new stuff?