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  1. Josharias

    Archived Generic Pluggable World using AnotherWorld

    Cervator edit: Moved to Suggestions and archived as the thread is mostly obsolete with our facet system able to cover it pretty well Name: Generic Pluggable World Module Summary: Extending the work of MarcinSc with WoodAndStone and the AnotherWorld library module Scope: Mod Current Goal: Get a...
  2. Josharias

    Tweaking Machines

    Changes Add output validation for block output (you can no longer start a process that cant fit its output blocks) Add item input and output Add the ability to redirect the input or output entities to the original block placed. This allows external systems to interact with your processes more...
  3. Josharias

    Tweaking Machines

    It is getting there quickly. There is one more feature I want to add (validating the output steps so that you cant overflow the inventory), and then some code cleanup.
  4. Josharias

    Tweaking Machines

    Changes Add an output step that happens after consuming the input but before any delayed output. This allows for interesting things like adding components to the machine while it is processing. Add automatic processing. As soon as there valid input, it triggers processing. Machines now drop...
  5. Josharias

    Tweaking Machines

    Thanks for the icons Skaldarnar. Icons for the dialogs are a decent idea! I had not thought about that. When I figure out how to do icons I will surely integrate these (I think there is currently some work being done with icons with NUI that I will wait for).
  6. Josharias

    Tweaking Machines

    Changes - Add title to generic screen - Add processing time mechanism - Added tool slot to generic screen
  7. Josharias

    Tweaking Machines

    As Cervator would say: "Integrate all the things!" I would love to do integration with those mods as well. Creating infrastructure for various kinds of multiblock machines would be neat (using BlockNetwork or some sort of similar tech). Signalling will also quickly become a staple for on/off...
  8. Josharias

    Tweaking Machines

    Changes Added MachineDemo module with implementations of : BasicAssemblyTable, EnduringlyHotFurnace (there is no fuel mechanism, it is just always hot like tamale), Sawmill (turns 1 trunk into 4 planks) Added Hand Saw (turns 1 trunk into 1 plank on an assembly table) Added Industrial Saw (a...
  9. Josharias

    Tweaking Machines

    Changes Change term "schematic" to "process" to better reflect the input/output nature of what this does. Add runtime machine creation through adding a MachineDefinitionComponent to an entity (not perfect, but more stable than previously). Partially implimentation of items that provide...
  10. Josharias

    Tweaking Machines

    Getting started with processes Turns dirt into grass: Grass.prefab { "ProcessDefinition" : // This triggers the prefab to be included in processing. { "processingTime" : 3000 // sets the time that it takes the process to run (in milliseconds) }, "RequirementInput" ...
  11. Josharias

    Tweaking Machines

    Name: Machines Summary: A library module with an assortment of machine infrastructure. Scope: Mod Current Goal: Curator: Josharias Github: https://github.com/Terasology/Machines Compatibility: Singleplayer, Multiplayer Related: All the process definition infrastructure has moved to the...
  12. Josharias

    Josharias

    Name: Josh 'Josharias' Zacharias Social: github.com/josharias, youtube From: Vancouver, Canada Skills / Tools: By day, I am a .Net developer working on internal corporate projects related to electronic document management. Found via: One of those "top voxel engine" lists Interests: in game...
  13. Josharias

    Modules, systems, and content

    There has been talk about "game types" which, as far as I have understood, is a collection of modules that could be selected by the player as a starting point of a Terasology game. However, I would imagine that there would be more to it than just preselecting modules to enable. A game type...
  14. Josharias

    Modules, systems, and content

    With the bits of refactoring work done recently (and my apparent obsession with reorganizing), I think a discussion would be helpful about the where the Terasology architects want the lines drawn between content and supporting systems. There is information on the forum describing Terasology as...
  15. Josharias

    Noob questions

    Thinking of popular voxel mod ideas in the field, it might be useful to allow for a list of item stacks to be dropped. This would allow dropping the contents of chests (vanilla MC), or disintegrating blocks into their comprised parts (IC2 windmills, gregtech machines, AE minerals). Just...
  16. Josharias

    Noob questions

    I suppose the purpose of the OnBlockToItem event is to: - modify the stack size - change what the dropped items can stack with - transform/copy components from a block to an item - trigger other actions (like dumping the contents of a chest on to the ground as apposed to keeping the items in the...
  17. Josharias

    Items

    This is a little late, but would be useful for anyone else starting out modding. If doing Immortius suggestion #2, this code should get you most of the way there: @RegisterSystem public class PlayerStartingInventorySystem implements ComponentSystem { @In BlockManager blockManager...
  18. Josharias

    Noob questions

    5. I have been attempting to get drop replacement to turn grass into dirt when dropped. I have followed the execution deep into the entity system, but have not figured out how to make it work. Can anyone give me a hint on what to do or where to look? @ReceiveEvent(components =...
  19. Josharias

    Chunk specific data to networked clients

    Thank you for the confirmation Immortius. I will see if I can figure out how to send the seed out along with the other world info.
  20. Josharias

    Chunk specific data to networked clients

    I agree, just using the seed would be better for randomly generated worlds. I suppose if you used predetermined generation (like the heightmap feature) it would fall a part though. Also, something to consider is the cost of creating the world generator at the client side. There are a couple...
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