New MV Hydro Machine (#412)

* New MV hydro with upgraded power

The LV hydro is easy to make giving lot of power. The New hydro MV will put a tier system to it; thereby giving more incentive to player to pursue MV hydro plus a little survival aspect. This is a result of [Detailed discussion which is here](https://github.com/minetest-mods/technic/issues/411). Thanks to VanessaE for a good talk and support and enthusiasm to make one :) This will now produce around 175 EU (in between 150-200, so basically average). The MV hydro will give 10x more power than this one. :)
This commit is contained in:
Tanmaya Meher 2018-08-25 15:54:14 +05:30 committed by SmallJoker
parent 86a04d860e
commit 2e7859c35e
6 changed files with 110 additions and 6 deletions

@ -1,6 +1,6 @@
-- A water mill produces LV EUs by exploiting flowing water across it -- 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 LV EU supplyer and fairly low yield (max 180EUs)
-- It is a little under half as good as the thermal generator. -- It is a little over half as good as the thermal generator.
local S = technic.getter local S = technic.getter
@ -29,11 +29,9 @@ end
local run = function(pos, node) local run = function(pos, node)
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
local water_flow = 0 local water_flow = 0
local lava_nodes = 0
local production_level = 0 local production_level = 0
local eu_supply = 0 local eu_supply = 0
local max_output = 35 * 45 -- four param2's at 15 makes 60, cap it lower for "overload protection" local max_output = 4 * 45 -- keeping it around 180, little more than previous 150 :)
-- (plus we want the gen to report 100% if three sides have full flow)
local positions = { local positions = {
{x=pos.x+1, y=pos.y, z=pos.z}, {x=pos.x+1, y=pos.y, z=pos.z},
@ -49,7 +47,7 @@ local run = function(pos, node)
end end
end end
eu_supply = math.min(35 * water_flow, max_output) eu_supply = math.min(4 * water_flow, max_output)
production_level = math.floor(100 * eu_supply / max_output) production_level = math.floor(100 * eu_supply / max_output)
meta:set_int("LV_EU_supply", eu_supply) meta:set_int("LV_EU_supply", eu_supply)

@ -0,0 +1,105 @@
-- A Hydro Turbine produces MV EUs by exploiting flowing water across it
-- It is a MV EU supplyer and fairly high yield (max 1800EUs)
local S = technic.getter
local cable_entry = "^technic_cable_connection_overlay.png"
minetest.register_alias("hydro_turbine", "technic:hydro_turbine")
minetest.register_craft({
output = 'technic:hydro_turbine',
recipe = {
{'technic:stainless_steel_ingot', 'technic:water_mill', 'technic:stainless_steel_ingot'},
{'technic:water_mill', 'technic:mv_transformer', 'technic:water_mill'},
{'technic:stainless_steel_ingot', 'technic:mv_cable', 'technic:stainless_steel_ingot'},
}
})
local function get_water_flow(pos)
local node = minetest.get_node(pos)
if minetest.get_item_group(node.name, "water") == 3 then
return node.param2 -- returns approx. water flow, if any
end
return 0
end
---
-- 10 times better than LV hydro because of 2 extra water mills and 4 stainless steel, a transformer and whatnot ;P.
-- Man hydro turbines are tough and long lasting. So, give it some value :)
local run = function(pos, node)
local meta = minetest.get_meta(pos)
local water_flow = 0
local production_level = 0
local eu_supply = 0
local max_output = 40 * 45 -- Generates 1800EU/s
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
water_flow = water_flow + get_water_flow(p)
end
eu_supply = math.min(40 * water_flow, max_output)
production_level = math.floor(100 * eu_supply / max_output)
meta:set_int("MV_EU_supply", eu_supply)
meta:set_string("infotext",
S("Hydro %s Generator"):format("MV").." ("..production_level.."%)")
if production_level > 0 and
minetest.get_node(pos).name == "technic:hydro_turbine" then
technic.swap_node(pos, "technic:hydro_turbine_active")
meta:set_int("MV_EU_supply", 0)
return
end
if production_level == 0 then
technic.swap_node(pos, "technic:hydro_turbine")
end
end
minetest.register_node("technic:hydro_turbine", {
description = S("Hydro %s Generator"):format("MV"),
tiles = {
"technic_hydro_turbine_top.png",
"technic_machine_bottom.png"..cable_entry,
"technic_hydro_turbine_side.png",
"technic_hydro_turbine_side.png",
"technic_hydro_turbine_side.png",
"technic_hydro_turbine_side.png"
},
paramtype2 = "facedir",
groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2,
technic_machine=1, technic_mv=1},
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("MV"))
meta:set_int("MV_EU_supply", 0)
end,
technic_run = run,
})
minetest.register_node("technic:hydro_turbine_active", {
description = S("Hydro %s Generator"):format("MV"),
tiles = {"technic_hydro_turbine_top_active.png", "technic_machine_bottom.png",
"technic_hydro_turbine_side.png", "technic_hydro_turbine_side.png",
"technic_hydro_turbine_side.png", "technic_hydro_turbine_side.png"},
paramtype2 = "facedir",
groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2,
technic_machine=1, technic_mv=1, not_in_creative_inventory=1},
legacy_facedir_simple = true,
sounds = default.node_sound_wood_defaults(),
drop = "technic:hydro_turbine",
technic_run = run,
technic_disabled_machine_name = "technic:hydro_turbine",
})
technic.register_machine("MV", "technic:hydro_turbine", technic.producer)
technic.register_machine("MV", "technic:hydro_turbine_active", technic.producer)

@ -13,6 +13,7 @@ if technic.config:get_bool("enable_wind_mill") then
end end
dofile(path.."/generator.lua") dofile(path.."/generator.lua")
dofile(path.."/solar_array.lua") dofile(path.."/solar_array.lua")
dofile(path.."/hydro_turbine.lua")
-- Machines -- Machines
dofile(path.."/alloy_furnace.lua") dofile(path.."/alloy_furnace.lua")

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