46 Commits

Author SHA1 Message Date
cd585391ec Describe Mining Laser in guide 2025-12-06 15:13:12 +01:00
d50908dedb Describe jetpacks in guide 2025-12-06 14:51:45 +01:00
ae26f0fe58 Describe electric toolset in guide 2025-12-05 09:46:40 +01:00
a210cc78e0 Describe BatPacks in guide 2025-12-05 09:32:25 +01:00
f480f16340 Fix oversight in LapPack definition 2025-12-05 09:32:06 +01:00
6a37a84114 Describe machine upgrades in guide 2025-12-04 22:50:55 +01:00
eb546fd07b Replace variable parsing in guide with pattern matching 2025-12-04 22:45:23 +01:00
6c93528d13 Describe Wind Mill in guide 2025-12-04 21:32:01 +01:00
520f3717d6 Fix Wind Mill when used in MCL 2025-12-04 21:26:49 +01:00
75894128f0 Don't use mcl_fences.register_fence_def if not present 2025-12-03 23:51:19 +01:00
7efdf28b37 Describe chargepads in guide 2025-12-03 23:11:01 +01:00
8125d280da Fix fluid generator formspec not updating after putting fluid 2025-12-02 21:45:55 +01:00
0d8807a1c3 Describe Water Mill in guide 2025-12-02 19:05:49 +01:00
e7ed72b261 Describe transformers in guide 2025-12-02 19:00:21 +01:00
647d46b2f4 Add missing textures in previous commits 2025-12-01 23:43:30 +01:00
27ebd4fbc5 Describe Tool Workshop in guide 2025-12-01 15:19:02 +01:00
603ae83507 Describe solar panels in guide 2025-12-01 15:18:49 +01:00
9633214a85 Describe Rotary Macerator in guide 2025-11-30 17:38:39 +01:00
a920bef790 Describe Recycler in guide 2025-11-30 17:25:20 +01:00
a9be76866f Describe Pump in guide 2025-11-29 19:00:10 +01:00
9b0792f1ff Describe power storage in guide 2025-11-29 18:40:01 +01:00
fad7a690ae Describe Nuclear Reactor in guide 2025-11-28 19:45:38 +01:00
60717d8ec1 Describe Miner in guide 2025-11-28 19:45:30 +01:00
08fd6a5a40 Describe Mass Fabricator in guide 2025-11-27 22:43:45 +01:00
0cd9db64fb Describe Magnetizer in guide 2025-11-27 22:25:48 +01:00
374f9037a1 Describe Macerator in guide 2025-11-26 23:09:29 +01:00
8760600105 Describe Iron Furnace in guide 2025-11-26 22:59:41 +01:00
d709feee6e Describe Induction Furnace in guide 2025-11-25 22:20:37 +01:00
b5f9955e07 Describe Geothermal Generator in guide 2025-11-25 22:01:33 +01:00
986a0d189c Use machine information from definitions instead of duplicating it in guide 2025-11-25 22:00:57 +01:00
8aa5ddc972 Describe Generator in guide 2025-11-24 21:44:35 +01:00
a2ce0e5177 Describe Extractor in guide 2025-11-24 21:32:04 +01:00
85b5d5808a Support locale in guide hypertext 2025-11-24 21:23:16 +01:00
69c8355ecb Functions for faster table creation in guide 2025-11-23 22:16:52 +01:00
37b6d2b8ff Describe Electric Furnace in guide 2025-11-22 20:13:23 +01:00
c9e73102c9 Describe Compressor in guide 2025-11-22 20:07:14 +01:00
d1511a5f10 Resize guide screenshots so they only contain machine formspecs 2025-11-22 19:50:45 +01:00
be435e616a Add few screenshots to visualize better 2025-11-22 15:27:21 +01:00
b4ea5629c1 Describe Canning Machine in guide 2025-11-21 22:59:03 +01:00
92ed913cac Describe Cable Former in guide 2025-11-21 22:48:59 +01:00
f98bebab4e Describe electrical network in guide 2025-11-21 22:35:40 +01:00
6348ca2094 Begin implementing in-game guide 2025-11-21 20:35:36 +01:00
10045582e9 Add Magnetizer front texture by Migdyn 2025-11-21 12:19:22 +01:00
fe55ade9b0 Implement Magnetizer 2025-11-20 20:41:20 +01:00
f7d3ef2190 Move addYVelocityClamped to common API 2025-11-20 20:40:26 +01:00
595241a9b2 Add iron plate 2025-11-20 20:40:00 +01:00
45 changed files with 1948 additions and 17 deletions

View File

@@ -41,6 +41,15 @@ function industrialtest.internal.clamp(num,min,max)
return math.max(math.min(num,max),min)
end
function industrialtest.internal.addYVelocityClamped(player,vel,max)
local playerVel=player:get_velocity()
if playerVel.y+vel>max then
player:add_velocity(vector.new(0,math.max(max-playerVel.y,0),0))
else
player:add_velocity(vector.new(0,vel,0))
end
end
function industrialtest.internal.unpackTableInto(first,second)
for k,v in pairs(second) do
first[k]=v

View File

@@ -538,6 +538,7 @@ if industrialtest.mclAvailable then
industrialtest.elementKeys.cactus="mcl_core:cactus"
industrialtest.elementKeys.gunpowder="mcl_mobitems:gunpowder"
industrialtest.elementKeys.chest="mcl_chests:chest_small"
industrialtest.elementKeys.paper="mcl_core:paper"
industrialtest.elementKeys.groupSapling="group:sapling"
industrialtest.elementKeys.groupLeaves="group:leaves"
industrialtest.elementKeys.stickyResin=(industrialtest.mods.mclRubber and "mcl_rubber:rubber_raw" or "industrialtest:sticky_resin")
@@ -773,6 +774,7 @@ elseif industrialtest.mtgAvailable then
industrialtest.elementKeys.cactus="default:cactus"
industrialtest.elementKeys.gunpowder="tnt:gunpowder"
industrialtest.elementKeys.chest="default:chest"
industrialtest.elementKeys.paper="default:paper"
industrialtest.elementKeys.groupSapling="group:sapling"
industrialtest.elementKeys.groupLeaves="group:leaves"
industrialtest.elementKeys.stickyResin="industrialtest:sticky_resin"

View File

@@ -503,6 +503,13 @@ industrialtest.api.registerPlate("carbon_plate",S("Carbon Plate"),{
}
},"#272725ff",true)
industrialtest.api.registerPlate("iron_plate",S("Iron Plate"),{
{
resource=industrialtest.elementKeys.ironIngot,
count=1
}
},colors.iron,true)
industrialtest.api.registerPlate("tin_plate",S("Tin Plate"),{
{
resource=industrialtest.elementKeys.tinIngot,

1508
guide.lua Normal file

File diff suppressed because it is too large Load Diff

View File

@@ -56,6 +56,7 @@ dofile(modpath.."/machines/generator.lua")
dofile(modpath.."/machines/induction_furnace.lua")
dofile(modpath.."/machines/iron_furnace.lua")
dofile(modpath.."/machines/macerator.lua")
dofile(modpath.."/machines/magnetizer.lua")
dofile(modpath.."/machines/mass_fabricator.lua")
dofile(modpath.."/machines/miner.lua")
dofile(modpath.."/machines/nuclear_reactor.lua")
@@ -97,6 +98,7 @@ dofile(modpath.."/tools/wrench.lua")
dofile(modpath.."/upgrades.lua")
dofile(modpath.."/craftitems.lua")
dofile(modpath.."/guide.lua")
dofile(modpath.."/nodes.lua")
if industrialtest.config.developerMode then
dofile(modpath.."/utils.lua")

View File

@@ -94,6 +94,7 @@ local function takeFuelFromItem(self,pos)
inv:set_stack("src",1,fluidSlot)
meta:set_string("fluid",fuel.name)
meta:set_float("fluidAmount",fluidAmount+1000)
self:updateFormspec(pos)
return true
end
end

272
machines/magnetizer.lua Normal file
View File

@@ -0,0 +1,272 @@
-- IndustrialTest
-- Copyright (C) 2025 mrkubax10
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <http://www.gnu.org/licenses/>.
local S=minetest.get_translator("industrialtest")
local function findFenceRailEnd(initialPosition,direction)
local y=initialPosition.y
local railNode=minetest.get_node(vector.new(initialPosition.x,y,initialPosition.z))
while minetest.get_item_group(railNode.name,"_industrialtest_metalFence")>0 and math.abs(initialPosition.y-y)<=19 do
y=y+direction
railNode=minetest.get_node(vector.new(initialPosition.x,y,initialPosition.z))
end
return y-direction
end
local function hasMetalBoots(player)
local inv
if industrialtest.mtgAvailable then
_,inv=armor:get_valid_player(player,"")
elseif industrialtest.mclAvailable then
inv=player:get_inventory()
end
if inv then
local armorList=inv:get_list("armor")
assert(armorList)
local requiredGroups={
"armor_iron",
"armor_gold",
"armor_bronze",
"_industrialtest_electricArmor"
}
-- 3D armor boots have to be hardcoded here because they don't provide any group depending on material
local requiredNames={
"3d_armor:boots_steel",
"3d_armor:boots_gold",
"3d_armor:boots_bronze"
}
for _,itemstack in ipairs(armorList) do
local def=itemstack:get_definition()
if def and def.groups and def.groups.armor_feet then
for _,group in ipairs(requiredGroups) do
if def.groups[group] then
-- Matching group succeeded
return true
end
end
end
for _,itemname in ipairs(requiredNames) do
if itemname==itemstack:get_name() then
-- Matching itemname succeeded
return true
end
end
end
end
return false
end
industrialtest.Magnetizer=table.copy(industrialtest.ElectricMachine)
industrialtest.internal.unpackTableInto(industrialtest.Magnetizer,{
name="industrialtest:magnetizer",
description=S("Magnetizer"),
tiles={
"industrialtest_machine_block.png",
"industrialtest_machine_block.png",
"industrialtest_machine_block.png",
"industrialtest_machine_block.png",
"industrialtest_machine_block.png",
"industrialtest_machine_block.png^industrialtest_magnetizer_front.png"
},
sounds="metal",
facedir=true,
storageLists={
"powerStorage"
},
powerLists={
{
list="powerStorage",
direction="i"
}
},
capacity=industrialtest.api.lvPowerFlow*2,
flow=industrialtest.api.lvPowerFlow,
ioConfig="iiiiii",
requiresWrench=true,
hasPowerInput=true,
_capacityPerFence=15,
_opPower=4
})
function industrialtest.Magnetizer.onConstruct(self,pos)
local meta=minetest.get_meta(pos)
local inv=meta:get_inventory()
inv:set_size("powerStorage",1)
self:determineFenceRail(pos)
self:determinePowerCapacity(pos)
industrialtest.ElectricMachine.onConstruct(self,pos)
end
function industrialtest.Magnetizer.onDestruct(self,pos)
self.detachFenceRail(pos)
industrialtest.ElectricMachine.onDestruct(self,pos)
end
function industrialtest.Magnetizer.onDig(self,pos,node,digger)
self.detachFenceRail(pos)
return industrialtest.ElectricMachine.onDig(self,pos,node,digger)
end
function industrialtest.Magnetizer.getFormspec(self,pos)
local parentFormspec=industrialtest.ElectricMachine.getFormspec(self,pos)
local meta=minetest.get_meta(pos)
local powerPercent=meta:get_int("industrialtest.powerAmount")/meta:get_int("industrialtest.powerCapacity")*100
local formspec={
(powerPercent>0 and "image[4.7,2.7;1,1;industrialtest_gui_electricity_bg.png^[lowpart:"..powerPercent..":industrialtest_gui_electricity_fg.png]"
or "image[4.7,2.7;1,1;industrialtest_gui_electricity_bg.png]"),
"list[context;powerStorage;4.7,3.7;1,1]",
"listring[context;powerStorage]"
}
return parentFormspec..table.concat(formspec,"")
end
function industrialtest.Magnetizer.determinePowerCapacity(self,pos)
local meta=minetest.get_meta(pos)
if meta:contains("lowY") and meta:contains("highY") then
local lowY=meta:get_int("lowY")
local highY=meta:get_int("highY")
local capacity=self.capacity+(highY-lowY)*self._capacityPerFence
meta:set_int("industrialtest.powerCapacity",capacity)
end
end
-- Checks all sides on the same Y level if there is rail made from metal fences attached
function industrialtest.Magnetizer.determineFenceRail(self,pos)
local neighbourPositions={
vector.offset(pos,-1,0,0),
vector.offset(pos,1,0,0),
vector.offset(pos,0,0,-1),
vector.offset(pos,0,0,1)
}
local railPosition
for _,neighbourPosition in ipairs(neighbourPositions) do
local neighbourNode=minetest.get_node(neighbourPosition)
if minetest.get_item_group(neighbourNode.name,"_industrialtest_metalFence")>0 then
railPosition=neighbourPosition
break
end
end
if not railPosition then
return
end
local direction=vector.subtract(railPosition,pos)
minetest.swap_node(pos,{
name=self.name,
-- Some cryptic code that converts direction vector to param2
param2=direction.z+1*math.abs(direction.z)+direction.x+2*math.abs(direction.x)
})
-- Find low and high points of fence rail
local lowY=findFenceRailEnd(railPosition,-1)
local highY=findFenceRailEnd(railPosition,1)
-- Keep magnetizer position in fence metadata so new fences can be attached easily
for y=lowY,highY,1 do
local meta=minetest.get_meta(vector.new(railPosition.x,y,railPosition.z))
meta:set_string("magnetizerPosition",minetest.serialize(pos))
end
local meta=minetest.get_meta(pos)
meta:set_string("railPosition",minetest.serialize(railPosition))
meta:set_int("lowY",lowY)
meta:set_int("highY",highY)
end
function industrialtest.Magnetizer.detachFenceRail(pos)
local meta=minetest.get_meta(pos)
if not meta:contains("railPosition") or not meta:contains("lowY") or not meta:contains("highY") then
return
end
local railPosition=minetest.deserialize(meta:get_string("railPosition"))
local lowY=meta:get_int("lowY")
local highY=meta:get_int("highY")
for y=lowY,highY,1 do
local fenceMeta=minetest.get_meta(vector.new(railPosition.x,y,railPosition.z))
fenceMeta:set_string("magnetizerPosition","")
end
meta:set_string("railPosition","")
end
industrialtest.Magnetizer:register()
minetest.register_craft({
type="shaped",
output="industrialtest:magnetizer",
recipe={
{industrialtest.elementKeys.powerCarrier,"industrialtest:iron_fence",industrialtest.elementKeys.powerCarrier},
{industrialtest.elementKeys.powerCarrier,"industrialtest:machine_block",industrialtest.elementKeys.powerCarrier},
{industrialtest.elementKeys.powerCarrier,"industrialtest:iron_fence",industrialtest.elementKeys.powerCarrier}
}
})
-- Players to which Y velocity should be added
local validatedPlayers={}
-- Time since last check to which players the effect should be applied
local validationDelta=0.2
minetest.register_globalstep(function(dtime)
validationDelta=validationDelta+dtime
if validationDelta>=0.2 then
validatedPlayers={}
local players=minetest.get_connected_players()
for _,player in ipairs(players) do
local control=player:get_player_control()
if (control.jump or control.sneak) and hasMetalBoots(player) then
local props=player:get_properties()
local pos=player:get_pos()
local offsets={
vector.new(props.collisionbox[1],0,0),
vector.new(props.collisionbox[4],0,0),
vector.new(0,0,props.collisionbox[3]),
vector.new(0,0,props.collisionbox[6])
}
for _,offset in ipairs(offsets) do
local targetPos=vector.add(pos,offset)
local targetNode=minetest.get_node(targetPos)
if minetest.get_item_group(targetNode.name,"_industrialtest_metalFence")>0 then
local fenceMeta=minetest.get_meta(targetPos)
if fenceMeta:contains("magnetizerPosition") then
table.insert(validatedPlayers,{
playerName=player:get_player_name(),
magnetizerPosition=minetest.deserialize(fenceMeta:get_string("magnetizerPosition")),
multiplier=(control.sneak and 0.55 or 1)
})
break
end
end
end
end
end
end
for _,validatedPlayer in ipairs(validatedPlayers) do
local player=minetest.get_player_by_name(validatedPlayer.playerName)
if player then
local magnetizerMeta=minetest.get_meta(validatedPlayer.magnetizerPosition)
local physicsOverride=player:get_physics_override()
local requiredPower=industrialtest.Magnetizer._opPower*physicsOverride.gravity
if magnetizerMeta:get_int("industrialtest.powerAmount")>=requiredPower then
industrialtest.api.addPower(magnetizerMeta,-requiredPower)
industrialtest.Magnetizer:requestPower(validatedPlayer.magnetizerPosition)
industrialtest.Magnetizer:updateFormspec(validatedPlayer.magnetizerPosition)
industrialtest.internal.addYVelocityClamped(player,30*dtime*physicsOverride.gravity*validatedPlayer.multiplier,5*physicsOverride.gravity)
end
end
end
end)

View File

@@ -76,13 +76,14 @@ function industrialtest.WindMill.action(self,pos)
local dimMax=31000
local dim=mcl_worlds.pos_to_dimension(pos)
if dim=="overworld" then
dimMax=mcl_vars.mg_overworld_max
dimMax=mcl_vars.mg_overworld_max_official
elseif dim=="nether" then
dimMax=mcl_vars.mg_nether_max
elseif dim=="end" then
dimMax=mcl_vars.mg_end_max
dimMax=mcl_vars.mg_end_max_official
end
charging=math.max(mcl_worlds.layer_to_y(pos.y,dim),0)/dimMax
local layer,_=mcl_worlds.y_to_layer(pos.y)
charging=math.min(math.max((layer or 0),0)/dimMax,1.0)
end
local neighbourPositions={
vector.offset(pos,-1,0,0),

138
nodes.lua
View File

@@ -489,3 +489,141 @@ minetest.register_craft({
{industrialtest.elementKeys.glass,"industrialtest:advanced_alloy",industrialtest.elementKeys.glass}
}
})
-- \brief Function which should be called after iron fence was constructed
-- \param pos vector
-- \returns nil
local function ironFenceOnConstruct(pos)
local neighbours={
vector.offset(pos,0,-1,0),
vector.offset(pos,0,1,0)
}
for _,neighbourPosition in ipairs(neighbours) do
local meta=minetest.get_meta(neighbourPosition)
if meta:contains("magnetizerPosition") then
local magnetizerPosition=minetest.deserialize(meta:get_string("magnetizerPosition"))
industrialtest.Magnetizer:determineFenceRail(magnetizerPosition)
industrialtest.Magnetizer:determinePowerCapacity(magnetizerPosition)
industrialtest.Magnetizer:updateFormspec(magnetizerPosition)
industrialtest.Magnetizer:requestPower(magnetizerPosition)
break
end
end
neighbours={
vector.offset(pos,1,0,0),
vector.offset(pos,-1,0,0),
vector.offset(pos,0,0,1),
vector.offset(pos,0,0,-1)
}
for _,neighbourPosition in ipairs(neighbours) do
local neighbourNode=minetest.get_node(neighbourPosition)
if neighbourNode.name=="industrialtest:magnetizer" then
local meta=minetest.get_meta(neighbourPosition)
if not meta:contains("railPosition") then
industrialtest.Magnetizer:determineFenceRail(neighbourPosition)
industrialtest.Magnetizer:determinePowerCapacity(neighbourPosition)
industrialtest.Magnetizer:updateFormspec(neighbourPosition)
industrialtest.Magnetizer:requestPower(neighbourPosition)
break
end
end
end
end
-- \brief Function which should be called before iron fence was removed
-- \param pos vector
-- \returns nil
local function ironFenceOnDestruct(pos)
local meta=minetest.get_meta(pos)
if not meta:contains("magnetizerPosition") then
return
end
local magnetizerPosition=minetest.deserialize(meta:get_string("magnetizerPosition"))
industrialtest.Magnetizer.detachFenceRail(magnetizerPosition)
end
-- \brief Function which should be called after iron fence was removed
-- \param meta table
-- \returns nil
local function ironFenceDetach(meta)
if not meta or not meta.fields or not meta.fields.magnetizerPosition then
return
end
local magnetizerPosition=minetest.deserialize(meta.fields.magnetizerPosition)
industrialtest.Magnetizer:determineFenceRail(magnetizerPosition)
industrialtest.Magnetizer:determinePowerCapacity(magnetizerPosition)
industrialtest.Magnetizer:updateFormspec(magnetizerPosition)
end
if industrialtest.mtgAvailable then
local inventoryImage="default_fence_overlay.png^default_steel_block.png^default_fence_overlay.png^[makealpha:255,126,126"
default.register_fence("industrialtest:iron_fence",{
description=S("Iron Fence"),
texture="default_steel_block.png",
inventory_image=inventoryImage,
wield_image=inventoryImage,
groups={
cracky=1,
level=2,
_industrialtest_metalFence=1
},
sounds=default.node_sound_metal_defaults(),
connects_to={
"group:fence",
"group:wood",
"group:tree",
"group:wall",
"industrialtest:magnetizer"
},
on_construct=ironFenceOnConstruct,
on_destruct=ironFenceOnDestruct,
after_dig_node=function(pos,oldnode,oldmeta)
ironFenceDetach(oldmeta)
end
})
minetest.register_craft({
type="shaped",
output="industrialtest:iron_fence 4",
recipe={
{"industrialtest:iron_plate","industrialtest:iron_plate","industrialtest:iron_plate"},
{"industrialtest:iron_plate","industrialtest:iron_plate","industrialtest:iron_plate"}
}
})
elseif industrialtest.mclAvailable then
-- Some MCL2 forks define this function so use it if available
if mcl_fences.register_fence_def then
mcl_fences.register_fence_def("iron_fence",{
description=S("Iron Fence"),
tiles={"default_steel_block.png"},
groups={
_industrialtest_metalFence=1
},
connects_to={
"group:fence",
"group:fence_gate",
"group:solid",
"industrialtest:magnetizer"
},
on_construct=ironFenceOnConstruct,
on_destruct=ironFenceOnDestruct,
after_destruct=function(pos,oldnode,oldmeta)
ironFenceDetach(oldmeta)
end
})
else
mcl_fences.register_fence("iron_fence",S("Iron Fence"),"default_steel_block.png",{_industrialtest_metalFence=1},4,5,{"industrialtest:magnetizer","group:fence"},mcl_sounds.node_sound_metal_defaults())
end
if minetest.registered_nodes["mcl_fences:iron_fence"] then
-- mcl_fences.register_fence_def registers fences in it's own namespace so register alias here to keep compatibility
minetest.register_alias("industrialtest:iron_fence","mcl_fences:iron_fence")
end
minetest.register_craft({
type="shaped",
output="industrialtest:iron_fence 3",
recipe={
{"industrialtest:iron_plate","industrialtest:iron_plate","industrialtest:iron_plate"},
{"industrialtest:iron_plate","industrialtest:iron_plate","industrialtest:iron_plate"}
}
})
end

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 226 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 9.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 295 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 10 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 321 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 9.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 9.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 183 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 9.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 236 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 14 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 216 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 215 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 9.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 12 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 9.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 220 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 221 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.0 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.0 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.3 KiB

View File

@@ -69,8 +69,8 @@ industrialtest.internal.unpackTableInto(industrialtest.LapPack,{
description=S("LapPack"),
inventoryImage="industrialtest_lappack_v_inv.png",
modelImage="industrialtest_lappack_v.png",
capacity=60000,
flow=industrialtest.api.lvPowerFlow
capacity=300000,
flow=industrialtest.api.mvPowerFlow
})
industrialtest.LapPack:register()
@@ -79,7 +79,7 @@ minetest.register_craft({
type="shaped",
output="industrialtest:lappack_v",
recipe={
{industrialtest.elementKeys.powerCarrier,"industrialtest:electronic_circuit",industrialtest.elementKeys.powerCarrier},
{industrialtest.elementKeys.powerCarrier,"industrialtest:advanced_electronic_circuit",industrialtest.elementKeys.powerCarrier},
{industrialtest.elementKeys.powerCarrier,"industrialtest:batpack_v",industrialtest.elementKeys.powerCarrier},
{industrialtest.elementKeys.powerCarrier,"",industrialtest.elementKeys.powerCarrier}
}

View File

@@ -25,7 +25,7 @@ function industrialtest.JetpackBase.update(self, player, inv, itemstack, dtime)
local playerName = player:get_player_name()
local control = player:get_player_control()
if control.jump and self:tryFly(itemstack) then
self.addYVelocityClamped(player,1,10)
industrialtest.internal.addYVelocityClamped(player,1,10)
if not soundHandles[playerName] then
local pos = player:get_pos()
local handle = minetest.sound_play("industrialtest_jetpack_loop", {
@@ -47,15 +47,6 @@ function industrialtest.JetpackBase.update(self, player, inv, itemstack, dtime)
return false
end
function industrialtest.JetpackBase.addYVelocityClamped(player,vel,max)
local playerVel=player:get_velocity()
if playerVel.y+vel>max then
player:add_velocity(vector.new(0,math.max(max-playerVel.y,0),0))
else
player:add_velocity(vector.new(0,vel,0))
end
end
industrialtest.Jetpack=table.copy(industrialtest.JetpackBase)
industrialtest.internal.unpackTableInto(industrialtest.Jetpack,{
-- _v is hack to suppress "Registered armor doesn't have material at the end of registration name" warning from 3D Armor.

View File

@@ -87,7 +87,7 @@ industrialtest.internal.unpackTableInto(industrialtest.QuantumBodyarmor,{
part="torso",
modelImage="industrialtest_quantum_bodyarmor.png",
update=industrialtest.JetpackBase.update,
addYVelocityClamped=industrialtest.JetpackBase.addYVelocityClamped,
addYVelocityClamped=industrialtest.internal.addYVelocityClamped,
tryFly=industrialtest.ElectricJetpack.tryFly
})