Zefram 7c4b7046cc Rationalise machine terminology
All electrically-powered machines now consistently indicate their
tier (supply voltage) in their names.  As this implies that they are
electrically powered, the furnaces no longer have "Electric" in their
names.  The fuel-fired equivalents of electric machines, which exist
for alloy furnace and furnace, now say "Fuel-Fired" to distinguish them.
(The fuel-fired alloy furnace used to say "Coal", which was inaccurate
because it uses any fuel.  The fuel-fired furnace, from the default mod,
used to just be called "Furnace", which is ambiguous.)

Electric power generators now consistently indicate their tier and have
the word "Generator" in their names.  This makes their purpose much
clearer, and makes obvious craft guide searches produce useful results.
The fuel-fired generators, previously just (ambiguously) called
"Generator", are now explicitly "Fuel-Fired".
2014-06-21 01:21:52 +02:00

105 lines
3.3 KiB
Lua

-- 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.
local S = technic.getter
minetest.register_alias("water_mill", "technic:water_mill")
minetest.register_craft({
output = 'technic:water_mill',
recipe = {
{'default:stone', 'default:stone', 'default:stone'},
{'group:wood', 'default:diamond', 'group:wood'},
{'default:stone', 'default:copper_ingot', 'default:stone'},
}
})
minetest.register_node("technic:water_mill", {
description = 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"},
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("Hydro %s Generator"):format("LV"))
meta:set_int("LV_EU_supply", 0)
end,
})
minetest.register_node("technic:water_mill_active", {
description = S("Hydro %s Generator"):format("LV"),
tiles = {"technic_water_mill_top_active.png", "technic_machine_bottom.png",
"technic_water_mill_side.png", "technic_water_mill_side.png",
"technic_water_mill_side.png", "technic_water_mill_side.png"},
paramtype2 = "facedir",
groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2, not_in_creative_inventory=1},
legacy_facedir_simple = true,
sounds = default.node_sound_wood_defaults(),
drop = "technic:water_mill",
})
local function check_node_around_mill(pos)
local node = minetest.get_node(pos)
if node.name == "default:water_flowing" or
node.name == "default:water_source" then
return true
end
return false
end
minetest.register_abm({
nodenames = {"technic:water_mill", "technic:water_mill_active"},
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local meta = minetest.get_meta(pos)
local water_nodes = 0
local lava_nodes = 0
local production_level = 0
local eu_supply = 0
local positions = {
{x=pos.x+1, y=pos.y, z=pos.z},
{x=pos.x-1, y=pos.y, z=pos.z},
{x=pos.x, y=pos.y, z=pos.z+1},
{x=pos.x, y=pos.y, z=pos.z-1},
}
for _, p in pairs(positions) do
local check = check_node_around_mill(p)
if check then
water_nodes = water_nodes + 1
end
end
production_level = 25 * water_nodes
eu_supply = 30 * water_nodes
if production_level > 0 then
meta:set_int("LV_EU_supply", eu_supply)
end
meta:set_string("infotext",
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)