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Mitigate several forms of quarry-placement leading to item-transportation loops, that eventually cause server freezes.
As a nice side effect, items are not gonna be unnecessarily received by the quarry anymore, if another tube is available for transport.
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@ -12,6 +12,7 @@ minetest.register_craft({
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local quarry_dig_above_nodes = 3 -- How far above the quarry we will dig nodes
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local quarry_max_depth = 100
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local quarry_demand = 10000
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local quarry_eject_dir = vector.new(0, 1, 0)
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local function set_quarry_formspec(meta)
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local radius = meta:get_int("size")
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@ -83,7 +84,7 @@ local function quarry_handle_purge(pos)
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if stack then
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local item = stack:to_table()
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if item then
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technic.tube_inject_item(pos, pos, vector.new(0, 1, 0), item)
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technic.tube_inject_item(pos, pos, quarry_eject_dir, item)
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stack:clear()
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inv:set_stack("cache", i, stack)
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break
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@ -217,6 +218,16 @@ minetest.register_node("technic:quarry", {
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connect_sides = {"bottom", "front", "left", "right"},
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tube = {
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connect_sides = {top = 1},
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-- lower priority than other tubes, so that quarries will prefer any
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-- other tube to another quarry, which could lead to server freezes
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-- in certain quarry placements (2x2 for example would never eject)
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priority = 10,
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can_go = function(pos, node, velocity, stack)
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-- always eject the same, even if items came in another way
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-- this further mitigates loops and generally avoids random sideway movement
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-- that can be expected in certain quarry placements
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return { quarry_eject_dir }
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end
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},
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on_construct = function(pos)
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local meta = minetest.get_meta(pos)
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