Closed tobyplowy closed 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.
I will make a diagram (because I feel like it).
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).
I will explain stuff in the diagram.
I will.
@D00Med is there instructions for how to use these? xD
@D00Med what do I need to do to not explode?
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)
xdcvbnm.zip Test world, sorry about the name
Your fuel % is screwed up on the furnace...
I need a boiler? Yeh know what, I will look at the test world.
Oh and you need to drop coal blocks into the 'coal feeder'(box) beside the furnace
I will have to write instructions for all of this
Pipes should auto-connect at corners and such. Like pipeworks.
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?
What do you mean by 'flattish texture'?
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
The nodebox seems like a better option. Also, I would ditch the items automatically coming to you. It gets annoying.
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).
Although, I will change the timers in it so that it's easier to drop items, instead of picking them up immediately.
@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 :)
I am just working on the inventories atm.
@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.
@D00Med not sure what you mean. Like, when a machine is active, you want a better way for the pipes/wires to activate?
@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.
improving the pipes and cables probably.
@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.
@tobyplowy Ok cool. I like the idea of a dodo
Oh like holidays? I think I next have one of those in May or June
Do you think it would be good if I combined my vehicles mod with meshnodes?
ah I think that's what it's called. There's a mod that turns a group of nodes into a vehicle
ok. I thought it might go well alongside stm_nodes.
lol no, just the api part.
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.
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.
Sorry I didn't answer. I was very busy doing other things today. I am fine. Still working on that inventory :P
@D00Med i made a chicken chicken.zip
@GreenXenith Ok, that's good. @tobyplowy cool 🐤
@D00Med how did you even do that
Why a chicken? xD
becuse chickens are birds and dodos are to so chickens rule XD
Sorry, distracted. No I'm using a pc
@D00Med add the witch and chicken
@D00Med and zombie animation
Did you understand my instructions for animation?
@D00Med i havent done it yet
@D00Med im inproving the npcs
@D00Med the texture that is
Ok
@D00Med whin will you work on the new stuff?
Add mimic to mineshaft