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51
lwcomponents/docs/api.txt
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51
lwcomponents/docs/api.txt
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lwcomponents.version ()
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Returns this mod version as a string. eg. "0.1.5".
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lwcomponents.register_spawner (itemname, spawn_func)
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itemname:
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Registered string name of the spawner item
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spawn_func:
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The function to call to spawn the mob of the form -
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spawn_func (spawn_pos, itemstack, owner, spawner_pos, spawner_dir, force)
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spawn_pos:
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The position the entity should be spawned at.
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itemstack:
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The spawner ItemStack, of the name itemname.
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owner:
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As string of the player's name that will own the spawned entity,
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if applicable. This may be "" for no owner.
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spawner_pos:
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The position of the block calling this function.
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spawner_dir:
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A single unit vector of the direction the spawner block is facing.
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eg. { x = -1, y = 0, z = 0 }
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force:
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Recommended force (for velocity) of spawned entity.
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Can use vector.multiply (spawner_dir, force).
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This function should return the ObjectRef of the spawned entity or
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nil. If this function returns nil for ObjectRef a second boolean
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value should be returned for whether to cancel the action.
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eg. If too many mobs:
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return nil, true
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eg. If only chance of spawn and out of luck:
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return nil, false
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The register function return true on success, or false on failure
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(parameter type check failed or the spawn item has already been
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registered).
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56
lwcomponents/docs/breaker.txt
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56
lwcomponents/docs/breaker.txt
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Breaker
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-------
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* This block is only available if digilines and/or mesecons are loaded.
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Breakers dig the node up to 5 nodes directly in front of them and drop
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the item at the back of them, or into a pipeworks tube if one is placed
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behind it. The node is only dug if the breaker has a tool that can dig it
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or if it can be dug by hand, and there are no nodes before of it. ie.
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cannot dig 2nd node if 1st node has something in it. The tool is worn if
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used. Also acts as a digilines conductor. If the hopper mod is loaded,
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will take tools from the top and sides. Pipeworks tubes can push items
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into and pull items from the inventory.
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Only the owner can dig or access the form of the locked version. To break
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nodes in a protected area, the locked version must be used and the owner
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must be able to dig in the area.
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UI
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Channel - digilines channel of breaker.
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Top 1 slot inventory - tool to use.
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Bottom 32 slot inventory - player's inventory.
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Mesecons
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Digs the node in front (always the 1st node position) when power is
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turned on, if it can.
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Digilines messages
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"break n"
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Digs the node at n nodes in front when power is turned on, if it can.
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n should be a number between 1 and 5. If omitted 1 is assumed.
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"eject side"
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Drop the tool in the tool slot at the given side. Valid sides are "left",
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"right", "back", "front". If side is omitted or invalid "front" is used.
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When a breaker digs a node or wears out the tool a digilines message is
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sent with the breaker's channel. The message is a table with the following
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keys:
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{
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action = "<action>",
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name = "<name>",
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range = <number>
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}
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action
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Will be "break" or "tool".
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name
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For "break" action the registered node name of what was dug.
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For "tool" action the registered tool name of the tool that wore out.
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range
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For "break" action the nodes forward that was dug.
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For "tool" action always nil.
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41
lwcomponents/docs/camera.txt
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41
lwcomponents/docs/camera.txt
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Camera
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------
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* This block is only available if digilines is loaded.
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Cameras take an image in the direction they are facing. The colors in the
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image represent what is being viewed. Nodes are gray, entities are blue and
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players are green. The closer they are to the camera the brighter the color.
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The viewing distance of the camera is 1 to 16 nodes. Also acts as a
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digilines conductor.
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Only the owner can dig or access the form of the locked version.
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UI
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Channel - digilines channel of camera.
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Distance - the viewing distance forward from the camera (1 to 16).
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Resolution - the image resolution (for both width and height, 1 to 128).
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Digilines messages
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"scan"
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Sends a digilines message with the camera's channel and a table of the
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image as the message (see below).
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"distance n"
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Sets the viewing distance of the camera. Will be clipped between 1 and
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16.
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"resolution n"
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Sets the image resolution of the camera.
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The image is an indexed table of indexed tables. Each inner table is one
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line of the image ordered top to bottom. There are resolution number of
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lines. Each line has a string value for each pixel of that line left to
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right. The string is a hex color string eg. "00FF00". There are resolution
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number of pixels per line.
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The image format is compatible with digistuff's digiscreens and lwcomputers'
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digiscreens and digipanels. It is best to set the resolution of the camera
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to the resolution of the display, then the image from the camera can be sent
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straight to the display device.
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104
lwcomponents/docs/cannon.txt
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104
lwcomponents/docs/cannon.txt
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Cannon
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------
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This item is available without digilines or mesecons as it can be used
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manually.
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Contains a single inventory slot and shoots an item on command.
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If the hopper mod is loaded, will take items from the top and sides, and
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release them from the bottom. Pipeworks tubes can push items into and pull
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items from the inventory.
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Cannon rotation range:
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side to side - +/-60 degrees (- = left, + = right)
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down to up: -20 to 70 degrees (- = down, + = up)
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To spawn entities from cannons include the lwcomponents_spawners mod.
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Only the owner can dig or access the form of the locked version.
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UI
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Channel - digilines channel of cannon.
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Hide - hides the form so the cannon can be used manually, double right click
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any other face besides the rear to bring up the form.
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Controller - digistuff game controller digilines channel.
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Sensitive - if checked game controller movements have a x3 sensitivity.
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Top 1 slot inventory - storage of items to shoot.
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Bottom 32 slot inventory - player's inventory.
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Manual control
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Place some items in the single slot, and click the Hide button. On the
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rear panel their are 4 gray buttons. Right clicking them turns the barrel
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in that direction 10 degrees. aux + right click turns 1 degree. Clicking
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the red button fires an item. To bring up the form again double right click
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any other face besides the rear.
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Digistuff game controller
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Connect a game controller to the cannon with digilines cable. Enter the
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game controller's channel in the Controller field of the cannon's form
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(click Set). Your turning movements turn the cannon's barrel in the
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direction the cannon is facing. If Sensitive is checked the movements
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have an increased sensitivity (x3) to try and keep the target in your view,
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otherwise x1. Punching shoots an item. The game controller updates every
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0.2 seconds, so a quick punch may not register. A locked cannon can only
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be controlled by it's owner with a game controller.
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Mesecons
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Shoots an item when power is turned on.
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Digilines messages
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"pitch <n>"
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Sets the pitch of the barrel. n should be between -20 to 70, and will
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be clipped to this range.
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eg. "pitch 22"
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"rotation <n>"
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Sets the rotation of the barrel. n should be between -60 to 60, and will
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be clipped to this range.
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eg. "rotation 45"
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table - aim position
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{
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action = "aim",
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aim = { x, y, z }
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}
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x is the horizontal left (negative) to right. 0 is straight ahead.
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y is the vertical down (negative) to up. 0 is straight ahead.
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z is the depth. Must be > 0 or ignored. 1 is the position directly in
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front of the cannon.
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* The cannon barrel's height is 0.65 above the cannon's placed position.
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When aiming for height, if the cannon's base height is taken as -0.5,
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and consider height from there. This allows for the barrel height
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and a little drop in the projectile at close range.
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"fire"
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Shoots an item.
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* Note: turning the barrel is animated and takes 0.1 seconds per 10
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degrees of movement. A fire command while moving is ignored.
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Three shells are provided for cannons.
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Shell
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This shell has a 70% chance of destroying a node within a radius of 2 from
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the impact, a 5% chance a flammable node will be set on fire within a
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radius of 2 (if fire is installed), and damages players and entities within
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a radius of 4 with a maximum of 20 damage points.
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Soft Shell
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This shell has a 50% chance of destroying only soft (buildable_to) nodes,
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such as grass, within a radius of 2 from the impact, a 5% chance a flammable
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node will be set on fire within a radius of 2 (if fire is installed), and
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damages players and entities within a radius of 4 with a maximum of 20
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damage points.
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Fire Shell
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* This item is only available if fire is installed.
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This shell does not destroying nodes, has a 70% chance of setting a node
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on fire, whether its flammable or not within a radius of 2, and damages
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players and entities within a radius of 4 with a maximum of 20 damage
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points.
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34
lwcomponents/docs/collector.txt
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34
lwcomponents/docs/collector.txt
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Collector
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---------
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* This block is only available if digilines is loaded.
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Picks up dropped items in adjacent block, with optional filtering. Also
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acts as a digilines conductor. If the hopper mod is loaded, will take items
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from the top and sides, and release them from the bottom. Pipeworks tubes
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can push items into and pull items from the inventory.
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Only the owner can dig or access the form of the locked version.
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UI
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Channel - digilines channel of collector.
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Left 16 slot inventory - storage of picked up items.
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Right 8 slot inventory - Filter list. Place what items should be picked
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up in this list. Leave empty to pick up all.
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Bottom 32 slot inventory - player's inventory.
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Digilines messages
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"start"
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Start the collector.
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"stop"
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Stop the collector.
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When items are picked up a digilines message is sent with the collector's
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channel. The message is a table with the following keys:
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{
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action = "collect",
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name = "<itemname>", -- name of picked up items.
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count = <count> -- number of the item picked up.
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}
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109
lwcomponents/docs/conduit.txt
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109
lwcomponents/docs/conduit.txt
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Conduit
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-------
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Conduits are connected in a circuit, and can move items from their
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inventory to another conduit in the same circuit.
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When a conduit node is placed it has a simple form that asks for a channel.
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This channel is both the digilines' channel and the target id of this
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conduit within the circuit. A conduit does not have to be given a channel.
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Most of them are just used to connect other conduits together.
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Transfer of items takes 0.1 seconds per conduit node moved, and will work
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in unloaded blocks.
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Filtering of items can be done by placing an item into a filter slot and
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setting a target for that item. If an item is not filtered it is sent to
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the main target. Filtering can also be implemented through digilines.
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Conduits also act as a digilines conductor. If the hopper mod is loaded,
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the conduit will take items from the top and sides, and release them from
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the bottom. Be aware that hoppers from the hopper mod have some deficits
|
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that can cause some nodes from this mod to not function correctly in
|
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multi-player environments. The hoppers from this mod are more compatible.
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Pipeworks tubes can push items into and pull items from the inventory.
|
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|
||||
Note that if a sending conduit is moved (as with a piston) while in the
|
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process of sending items, when the conduit is moved back into a circuit
|
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a duplicate of the last sent item/s can be resent.
|
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|
||||
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||||
Only the owner can dig or access the form of the locked version.
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|
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UI
|
||||
|
||||
Channel - digilines channel/target id of conduit.
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Target - target id/channel of conduit this conduit will transfer to.
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Automatic - if checked transfers next item every second without command.
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Top center 16 slot inventory - storage of items.
|
||||
Bottom 32 slot inventory - player's inventory.
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Filter - 8 vertical slot inventory on the right, each with their accompanying
|
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target field.
|
||||
|
||||
Mesecons
|
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Transfers the next item when power is turned on to the target conduit.
|
||||
|
||||
Digilines messages
|
||||
"target <id>"
|
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Set the target of the conduit. id should be the channel of another
|
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conduit on the same circiut. This takes a moment to take effect, so
|
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delay any transfers.
|
||||
|
||||
"targets"
|
||||
Conduit will send a digilines message with its own channel in the form:
|
||||
{
|
||||
action = "targets",
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targets = { ... } -- list of string channels of all other conduits
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-- with a channel on the same circuit.
|
||||
}
|
||||
|
||||
"transfer"
|
||||
Simple transfer. Transfers the next item in the inventory to the target
|
||||
conduit (same as mesecons power).
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||||
|
||||
table message
|
||||
{
|
||||
action = "transfer",
|
||||
target = "<channel>",
|
||||
slot = <number>,
|
||||
item = "<itemname>"
|
||||
}
|
||||
|
||||
If target is not given, the conduit determines the target from it's
|
||||
own settings.
|
||||
|
||||
slot should be a number between 1 to 16. If the slot is empty nothing
|
||||
is transferred.
|
||||
|
||||
item should be the registered item name. If the conduit's inventory
|
||||
does not contain any nothing is transferred.
|
||||
|
||||
Only slot or item should be given. If both are given slot is used. If
|
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neither are given the next item in the inventory is transferred.
|
||||
|
||||
"inventory"
|
||||
Sends a digilines message with it's own channel in the following form:
|
||||
{
|
||||
action = "inventory",
|
||||
inventory = {
|
||||
<items>
|
||||
}
|
||||
}
|
||||
The inventory key is an indexed list of items in the conduit in slot
|
||||
order. Each item entry is a table with the following keys:
|
||||
{
|
||||
name -- string, the name of the item, as <mod>:<name>
|
||||
description -- string, description of the item, same as in UI
|
||||
count -- number, the total number of this item in storage
|
||||
custom -- true if a custom item (has metadata), false if not
|
||||
pallet_index -- string if the item has a pallet index, otherwise nil
|
||||
}
|
||||
The description is derived from the short description, if none
|
||||
then the description, and if none then the item's name, as
|
||||
<mod>:<name>.
|
||||
|
||||
Note: When sending transfer messages the simple item name, as <mod>:<name>,
|
||||
will work for most items, but not for custom items. With custom items, or
|
||||
to play it safe, use the table form of the transfer message and use the
|
||||
index for the item from an inventory message as the slot for the transfer
|
||||
message.
|
166
lwcomponents/docs/crafter.txt
Normal file
166
lwcomponents/docs/crafter.txt
Normal file
|
@ -0,0 +1,166 @@
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|||
Crafter
|
||||
-------
|
||||
|
||||
Crafters can craft items by recipe or desired output item. Crafted items
|
||||
are placed in the Output inventory, along with any replacement items (for
|
||||
example if a bucket of milk is used in the craft the bucket is placed in
|
||||
the Output inventory as well). Source items for the craft must be in the
|
||||
Input inventory. If the crafter is adjoined to a storage unit the crafter
|
||||
will also use source items from it as well.
|
||||
|
||||
Only the owner can dig or access the form of the locked version.
|
||||
|
||||
Unowned crafters can only access unowned units. Owned crafters can access
|
||||
units of the same owner or unowned units.
|
||||
|
||||
UI
|
||||
Input inventory - top left, source items for crafting.
|
||||
Player inventory - lower left.
|
||||
Channel - digilines channel of crafter, press enter or click Set to set.
|
||||
Crafting grid - center top, enter a recipe to craft.
|
||||
Automatic - if checked a craft of the recipe is performed every second (if possible).
|
||||
Preview - this is a preview of the item crafted from the recipe.
|
||||
Craft - perform 1 craft from the recipe (if possible).
|
||||
Output inventory - center bottom, where crafted and replacement items are placed.
|
||||
Search - top right.
|
||||
Craftable list - right, list of all items that are possible to craft from
|
||||
the input items. clicking an item crafts it (if possible).
|
||||
|
||||
The form does not update while open. A craft from source items no longer
|
||||
available will not craft. If an attempt is made to craft by item when the
|
||||
source materials have run out, the form does update.
|
||||
|
||||
Terms can be entered into the search field, and when enter is pressed or
|
||||
the Search button is pressed, only items whose name or description contains
|
||||
these terms are shown in the list. That is if they match any of the space
|
||||
separated terms.
|
||||
|
||||
When items are placed into the crafting grid a copy is used and the item
|
||||
returns to where it was taken from. When items are removed from the crafting
|
||||
grid they are disposed of.
|
||||
|
||||
The preview displays the craft preformed by the recipe. Items cannot be
|
||||
pulled from here.
|
||||
|
||||
The automatic crafting is only operable when the crafter is in an active
|
||||
block. Mesecons and digilines operations operate in unloaded blocks.
|
||||
|
||||
When crafting by item, if more than one recipe is satisfied by the input
|
||||
items, the crafting grid is replaced with the available crafts for that
|
||||
item. Clicking the < and > buttons walks through the recipes. Clicking
|
||||
Craft performs one craft with the displayed recipe. Clicking Close displays
|
||||
the crafting grid. If only one recipe is satisfied by the input items one
|
||||
craft is immediately performed without displaying the recipe.
|
||||
|
||||
Hoppers placed to the top or sides of a crafter will feed items into the
|
||||
input. Hoppers placed below a crafter will take items from the output.
|
||||
|
||||
Pipeworks tubes can push items into the input, and pull items from the
|
||||
output.
|
||||
|
||||
Mesecons
|
||||
Perform 1 craft from the recipe when power is turned on (if possible).
|
||||
|
||||
Digilines messages
|
||||
"craft [qty]"
|
||||
Craft from the recipe if possible. qty is optional, if given must be an
|
||||
integer between 1 to 10. If not given defaults to 1. A return message
|
||||
is sent with it's own channel in the following format:
|
||||
{
|
||||
action = "crafted",
|
||||
qty = number, -- craft qty requested
|
||||
crafted = number -- crafts successfully performed
|
||||
}
|
||||
|
||||
|
||||
"craftitem itemname [qty]"
|
||||
Craft the given item if possible. itemname must be a valid item name
|
||||
(eg. "default:wood"). qty is optional, if given must be an integer
|
||||
between 1 to 10. If not given defaults to 1. A return message is sent
|
||||
with it's own channel in the following format:
|
||||
{
|
||||
action = "crafted",
|
||||
itemname = string, -- the name of the item requested to craft
|
||||
qty = number, -- craft qty requested
|
||||
crafted = number -- crafts successfully performed
|
||||
}
|
||||
|
||||
"can_craft [itemname]"
|
||||
Test whether a single craft can be performed for the item. itemname is
|
||||
optional, if given will test craft by item. If not given will test if
|
||||
the recipe in the crafting grid can be performed. A return message is
|
||||
sent with it's own channel in the following format:
|
||||
{
|
||||
action = "can_craft",
|
||||
itemname = string, -- the name of the item requested, nil for recipe
|
||||
result = boolean -- true if craft can be performed, false if not
|
||||
}
|
||||
|
||||
"automatic state"
|
||||
Sets the automatic running state of the crafter. state must be true or
|
||||
false.
|
||||
|
||||
"craftable"
|
||||
Sends a digilines message with it's own channel of the possible craftable
|
||||
items in the following form:
|
||||
{
|
||||
action = "craftable",
|
||||
items = {
|
||||
<items>
|
||||
}
|
||||
}
|
||||
The items key is an indexed list of items. Each item entry is
|
||||
a table with the following keys:
|
||||
{
|
||||
name -- string, the name of the item, as <mod>:<name>
|
||||
description -- string, short description of item
|
||||
}
|
||||
|
||||
"inventory"
|
||||
Sends a digilines message with it's own channel of the source items,
|
||||
including any attached storage, in the following form:
|
||||
{
|
||||
action = "inventory",
|
||||
inventory = {
|
||||
<items>
|
||||
}
|
||||
}
|
||||
The inventory key is an indexed list of items. Each item entry is
|
||||
a table with the following keys:
|
||||
{
|
||||
name -- string, the name of the item, as <mod>:<name>
|
||||
description -- string, short description of item
|
||||
count -- number, the total number of this item in storage
|
||||
}
|
||||
|
||||
|
||||
Set recipe grid:
|
||||
{
|
||||
action = "recipe",
|
||||
items = { ... }
|
||||
}
|
||||
items must be a string list of item names as <mod>:<name>. The grid is
|
||||
filled left to right, top to bottom. Up to the first 9 items are used.
|
||||
|
||||
* When crafting by item the output may not be as expected. For the digilines
|
||||
"craftitem" message, the first found recipe for the craft which is
|
||||
satisfied by the available items is used. So if you have saplings and
|
||||
wood in the input and try to craft sticks, if the first recipe found
|
||||
uses the saplings 1 stick will be output, if wood then 4 sticks.
|
||||
Also, sometimes the same recipe is registered for more than 1 item.
|
||||
In this case, what item will actually be crafted is ambiguous.
|
||||
|
||||
* The file 'crafting_mods.lua' in the mod folder contains a list of
|
||||
crafting modifications. Modify this file as necessary. The field name
|
||||
is the item being crafted. Each item in the add list is added to the
|
||||
output inventory. Each item in the remove list is removed from the
|
||||
replacements or source storage.
|
||||
|
||||
* Gaining the list of craftable items is an exponential process, based
|
||||
on the number of unique source items and the total number of items
|
||||
available. As a guide, 320 source items and 795 total items that resulted
|
||||
623 craftable items took approx. 200ms (1st gen i5 processor). The
|
||||
list is obtained in a granular function to minimise server burden, but
|
||||
may take a moment to update. This list is only gained: when the form is
|
||||
opened; when the Search button is clicked; and when the digilines
|
||||
"craftable" message is sent.
|
61
lwcomponents/docs/deployer.txt
Normal file
61
lwcomponents/docs/deployer.txt
Normal file
|
@ -0,0 +1,61 @@
|
|||
Deployer
|
||||
--------
|
||||
* This block is only available if digilines and/or mesecons are loaded.
|
||||
|
||||
Deployers place the node up to 5 nodes directly in front of them. The
|
||||
node is only placed if there are no nodes before of it which are not
|
||||
replaceable. ie. cannot place 2nd node if 1st node has something in it.
|
||||
Also acts as a digilines conductor. If the hopper mod is loaded, will
|
||||
take items from the top and sides, and release them from the bottom.
|
||||
Pipeworks tubes can push items into and pull items from the inventory.
|
||||
|
||||
Only the owner can dig or access the form of the locked version. To place
|
||||
nodes in a protected area the 'Use player when placing' setting must be
|
||||
enabled, the deployer must be the locked version and the owner must be able
|
||||
to place in the area.
|
||||
|
||||
UI
|
||||
|
||||
Channel - digilines channel of breaker.
|
||||
Top 16 slot inventory - storage of items to place.
|
||||
Bottom 32 slot inventory - player's inventory.
|
||||
|
||||
Mesecons
|
||||
Places the node in front (always the 1st node position) when power is
|
||||
turned on, if it can.
|
||||
|
||||
Digilines messages
|
||||
|
||||
"deploy <slot or itemname> <n>"
|
||||
Places the node at n nodes in front when power is turned on, if it can.
|
||||
n should be a number between 1 and 5. If omitted 1 is assumed.
|
||||
|
||||
If slot is a number, places an item from that slot. No placement if
|
||||
slot is empty.
|
||||
eg. "deploy 7"
|
||||
|
||||
If itemname is given, places the item of the name given. No placement
|
||||
if deployer does not contain the item.
|
||||
eg. "deploy default:stone"
|
||||
|
||||
If n is given with no slot/itemname use "nil".
|
||||
eg. "deploy nil 3"
|
||||
|
||||
When a deployer places a node a digilines message is sent with the
|
||||
deployer's channel. The message is a table with the following
|
||||
keys:
|
||||
{
|
||||
action = "deploy",
|
||||
name = "<name>",
|
||||
slot = <slot>,
|
||||
range = <number>
|
||||
}
|
||||
|
||||
action
|
||||
Will be "deploy".
|
||||
|
||||
name
|
||||
The registered node name of what was placed.
|
||||
|
||||
range
|
||||
The nodes forward that was placed.
|
11
lwcomponents/docs/destroyer.txt
Normal file
11
lwcomponents/docs/destroyer.txt
Normal file
|
@ -0,0 +1,11 @@
|
|||
Destroyer
|
||||
---------
|
||||
|
||||
Destroyers dispose of items placed in their single slot inventory (basically
|
||||
a trash). Items can be push into destroyers with tubes from pipeworks or
|
||||
hoppers attached to the top or sides, so they are suitable for automation.
|
||||
Items cannot be pulled out of destroyers.
|
||||
|
||||
Note that destroyers act when an item is placed in their inventory, as with
|
||||
storage indexers it is best to use the hopper from this mod to feed them
|
||||
in multi-player games.
|
112
lwcomponents/docs/detector.txt
Normal file
112
lwcomponents/docs/detector.txt
Normal file
|
@ -0,0 +1,112 @@
|
|||
Detector
|
||||
--------
|
||||
* This block is only available if digilines and/or mesecons are loaded.
|
||||
|
||||
Detects items or entities within a given radius. Also acts as a
|
||||
digilines conductor.
|
||||
|
||||
Only the owner can dig or access the form of the locked version.
|
||||
|
||||
UI
|
||||
|
||||
Channel - digilines channel of detector.
|
||||
Radius - block distance from detector to detect.
|
||||
Entities - if checked detects entities.
|
||||
Players - if checked detects players.
|
||||
Drops - if checked detects drops.
|
||||
Nodes - if checked detects nodes.
|
||||
|
||||
mode:
|
||||
All - detects to radius in all directions, including diagonal.
|
||||
Forward - detects to radius directly in front of the detector (one block high).
|
||||
Up - detects to radius directly above the detector (one block wide).
|
||||
Down - detects to radius directly below the detector (one block wide).
|
||||
|
||||
Mesecons
|
||||
Mesecons power is turned on when something is detected, and turned off
|
||||
when nothing is detected.
|
||||
|
||||
Digilines messages
|
||||
|
||||
"start"
|
||||
Start the detector.
|
||||
|
||||
"stop"
|
||||
Stop the detector.
|
||||
|
||||
"radius <n>"
|
||||
Set radius of the detector. <n> should be a number from 1 to 5, and is
|
||||
trimmed to this range.
|
||||
|
||||
"entities <true|false>"
|
||||
Set detection of entities on or off.
|
||||
|
||||
"players <true|false>"
|
||||
Set detection of players on or off.
|
||||
|
||||
"drops <true|false>"
|
||||
Set detection of drops on or off.
|
||||
|
||||
"nodes <true|false>"
|
||||
Set detection of nodes on or off.
|
||||
|
||||
"mode all"
|
||||
"mode forward"
|
||||
"mode up"
|
||||
"mode down"
|
||||
Set the detector's mode.
|
||||
|
||||
When items or entities are detected a digilines message is sent with the
|
||||
detector's channel. A message is sent for each found item/entity. The
|
||||
message is a table with the following keys:
|
||||
|
||||
{
|
||||
action = "detect",
|
||||
detected = table
|
||||
}
|
||||
|
||||
The detected field is a list of detected items. Each entry is of the form:
|
||||
{
|
||||
type = "<type>", -- will be "entity", "player", "drop" or "node"
|
||||
name = "<name>",
|
||||
label = "<label>",
|
||||
pos = { x = n, y = n, z = n },
|
||||
count = <count>,
|
||||
hp = <number>,
|
||||
height = <number>
|
||||
}
|
||||
|
||||
type
|
||||
Will be "entity", "player", "drop" or "node".
|
||||
|
||||
name
|
||||
For "entity" the registered entity name.
|
||||
For "player" the player's name.
|
||||
For "drop" the registered item name.
|
||||
For "node" the registered item name.
|
||||
|
||||
label
|
||||
For "entity" the name tag text.
|
||||
For "player" the player's name.
|
||||
For "drop" the registered item name.
|
||||
For "node" the registered item name.
|
||||
|
||||
pos
|
||||
The relative position of the detected item/entity from the detector,
|
||||
facing the direction of the detector.
|
||||
+x = right
|
||||
-x = left
|
||||
+z = forward
|
||||
-z = behind
|
||||
+y = above
|
||||
-y = below
|
||||
|
||||
count
|
||||
The count of items for a "drop", or 1 for everything else.
|
||||
|
||||
hp
|
||||
Health points for players and entities. Zero for everything else.
|
||||
|
||||
height
|
||||
Height for players and entities. Zero for everything else. This is simply
|
||||
the top position of the object's collision box.
|
160
lwcomponents/docs/digistuff-touchscreen.txt
Normal file
160
lwcomponents/docs/digistuff-touchscreen.txt
Normal file
|
@ -0,0 +1,160 @@
|
|||
|
||||
1st right click - set channel, can't be changed after that.
|
||||
Following right clicks displays touchscreen form.
|
||||
|
||||
Sent message as a table. Each command can be sent individually or as
|
||||
indexes of a table to run as batch.
|
||||
|
||||
|
||||
Clears the current form.
|
||||
{
|
||||
command = "clear"
|
||||
}
|
||||
|
||||
|
||||
Adds elements to the form. The form is size[10,8]. The parameters are as
|
||||
for formspec (see api docs). No version is specified.
|
||||
|
||||
{
|
||||
command = "realcoordinates",
|
||||
enabled = true or false
|
||||
}
|
||||
|
||||
{
|
||||
command = "addimage",
|
||||
X = n,
|
||||
Y = n,
|
||||
W = n,
|
||||
H = n,
|
||||
texture_name = string
|
||||
}
|
||||
|
||||
{
|
||||
command = "addfield",
|
||||
X = n,
|
||||
Y = n,
|
||||
W = n,
|
||||
H = n,
|
||||
name = string,
|
||||
label = string,
|
||||
default = string
|
||||
}
|
||||
|
||||
{
|
||||
command = "addpwdfield",
|
||||
X = n,
|
||||
Y = n,
|
||||
W = n,
|
||||
H = n,
|
||||
name = string,
|
||||
label = string
|
||||
}
|
||||
|
||||
{
|
||||
command = "addtextarea",
|
||||
X = n,
|
||||
Y = n,
|
||||
W = n,
|
||||
H = n,
|
||||
name = string,
|
||||
label = string,
|
||||
default = string
|
||||
}
|
||||
|
||||
{
|
||||
command = "addlabel",
|
||||
X = n,
|
||||
Y = n,
|
||||
label = string
|
||||
}
|
||||
|
||||
{
|
||||
command = "addvertlabel",
|
||||
X = n,
|
||||
Y = n,
|
||||
label = string
|
||||
}
|
||||
|
||||
{
|
||||
command = "addbutton",
|
||||
X = n,
|
||||
Y = n,
|
||||
W = n,
|
||||
H = n,
|
||||
name = string,
|
||||
label = string
|
||||
}
|
||||
|
||||
{
|
||||
command = "addbutton_exit",
|
||||
X = n,
|
||||
Y = n,
|
||||
W = n,
|
||||
H = n,
|
||||
name = string,
|
||||
label = string
|
||||
}
|
||||
|
||||
{
|
||||
command = "addimage_button",
|
||||
X = n,
|
||||
Y = n,
|
||||
W = n,
|
||||
H = n,
|
||||
image = string,
|
||||
name = string,
|
||||
label = string
|
||||
}
|
||||
|
||||
{
|
||||
command = "addimage_button_exit",
|
||||
X = n,
|
||||
Y = n,
|
||||
W = n,
|
||||
H = n,
|
||||
image = string,
|
||||
name = string,
|
||||
label = string
|
||||
}
|
||||
|
||||
{
|
||||
command = "adddropdown",
|
||||
X = n,
|
||||
Y = n,
|
||||
W = n,
|
||||
H = n,
|
||||
name = string,
|
||||
selected_id = n,
|
||||
choices = { string [, string ... ] }
|
||||
}
|
||||
|
||||
{
|
||||
command = "addtextlist",
|
||||
X = n,
|
||||
Y = n,
|
||||
W = n,
|
||||
H = n,
|
||||
transparent = true/false,
|
||||
name = string,
|
||||
selected_id = n,
|
||||
listelements = { string [, string ... ] }
|
||||
}
|
||||
|
||||
|
||||
If unlocked ignores protection.
|
||||
|
||||
{
|
||||
command = "lock"
|
||||
}
|
||||
|
||||
|
||||
{
|
||||
command = "locked"
|
||||
}
|
||||
|
||||
|
||||
|
||||
When the touchscreen form is accessed a message is sent with the
|
||||
touchscreen's channel with the 'fields' parameter from the on_receive_fields
|
||||
handler, with an additional field 'clicker' with the name of the player
|
||||
that accessed the form.
|
31
lwcomponents/docs/digiswitch.txt
Normal file
31
lwcomponents/docs/digiswitch.txt
Normal file
|
@ -0,0 +1,31 @@
|
|||
Digilines Switch
|
||||
----------------
|
||||
* This block is only available if both digilines and mesecons are loaded.
|
||||
|
||||
Digilines switches act as both a digilines message target and a digilines
|
||||
cable, as well as a mesecons power source. They can be placed beside each
|
||||
other to form a bank, horizontally or vertically.
|
||||
|
||||
Right click the digilines switch to give it a channel.
|
||||
|
||||
Mesecon power can be delivered at 6 sides of the digilines switch, the
|
||||
adjacent 4 in the (x, z), above and below. Around the connector on these
|
||||
sides are a colored border indicating the side. The sides are named "red",
|
||||
"green", "blue", "yellow", "white" and "black".
|
||||
|
||||
The digilines message sent to the digilines switch dictates the action,
|
||||
"on" or "off". The action can be followed with the side to act upon,
|
||||
separated by a space. eg. "on white". If a side is stated only that side
|
||||
is acted upon. If the side is omitted (or is invalid) all 6 sides are
|
||||
acted upon. If the side name "switch" is given the power is supplied the
|
||||
same as a mesecons switch (all horizontal sides, one below, this height
|
||||
and one above).
|
||||
|
||||
A note on connecting mesecons wires. Mesecons does not appear to allow
|
||||
for some sides to be on and some off on receptors (power sources). When
|
||||
any side is on the state of the digilines switch is on, but only rules for
|
||||
the powered sides are defined. This means if wires are placed while in
|
||||
this state only the sides that are powered will connect. When no side is
|
||||
powered the state of the digilines switch is off with rules defined for
|
||||
all potentially connected sides. In this state (as when first placed)
|
||||
mesecons wires will connect correctly.
|
44
lwcomponents/docs/dispenser.txt
Normal file
44
lwcomponents/docs/dispenser.txt
Normal file
|
@ -0,0 +1,44 @@
|
|||
Dispenser
|
||||
---------
|
||||
* This block is only available if digilines and/or mesecons are loaded.
|
||||
|
||||
Contains an inventory and dispenses (with velocity) an item on command.
|
||||
Also acts as a digilines conductor. If the hopper mod is loaded, will take
|
||||
items from the top and sides, and release them from the bottom. Pipeworks
|
||||
tubes can push items into and pull items from the inventory.
|
||||
|
||||
To spawn entities from dispensers include the lwcomponents_spawners mod.
|
||||
|
||||
Only the owner can dig or access the form of the locked version.
|
||||
|
||||
UI
|
||||
|
||||
Channel - digilines channel of dispenser.
|
||||
Top 16 slot inventory - storage of items to dispense.
|
||||
Bottom 32 slot inventory - player's inventory.
|
||||
|
||||
Mesecons
|
||||
Dispenses the next item when power is turned on.
|
||||
|
||||
Digilines messages
|
||||
|
||||
"dispense"
|
||||
Dispenses the next item. No dispense if dispenser is empty.
|
||||
|
||||
"dispense <slot>"
|
||||
Dispenses 1 item from the given slot (1 to 16). No dispense if slot is
|
||||
empty.
|
||||
eg. "dispense 7"
|
||||
|
||||
"dispense <itemname>"
|
||||
Dispenses 1 item of the given name. No dispense if dispenser does not
|
||||
contain the item.
|
||||
eg. "dispense default:stone"
|
||||
|
||||
When an item is dropped a digilines message is sent with the dropper's
|
||||
channel. The message is a table with the following keys:
|
||||
{
|
||||
action = "dispense",
|
||||
name = "<itemname>", -- name of dropped item
|
||||
slot = <slot> -- slot number the item was taken from (1 to 16).
|
||||
}
|
64
lwcomponents/docs/dropper.txt
Normal file
64
lwcomponents/docs/dropper.txt
Normal file
|
@ -0,0 +1,64 @@
|
|||
Dropper
|
||||
-------
|
||||
* This block is only available if digilines and/or mesecons are loaded.
|
||||
|
||||
Contains an inventory and drops item/s on command. Also acts as a
|
||||
digilines conductor. If the hopper mod is loaded, will take items from the
|
||||
top and sides, and release them from the bottom. Pipeworks tubes can push
|
||||
items into and pull items from the inventory.
|
||||
|
||||
Only the owner can dig or access the form of the locked version.
|
||||
|
||||
UI
|
||||
|
||||
Channel - digilines channel of dropper.
|
||||
Top 16 slot inventory - storage of items to drop.
|
||||
Qty - the number of items dropped on an action.
|
||||
Bottom 32 slot inventory - player's inventory.
|
||||
|
||||
Mesecons
|
||||
Drops the next item/s when power is turned on, to the given quantity.
|
||||
|
||||
Digilines messages
|
||||
|
||||
"drop [<slot>|<itemname>] [qty]"
|
||||
slot or itemname are optional. If given slot must be the number of
|
||||
the dropper slot to drop from (1 to 16). itemname must be the name of
|
||||
the item from the dropper to drop (eg. default:stone).
|
||||
qty is optional. If given must be the number of items to drop. If
|
||||
omitted the quantity set on the dropper's form is dropped.
|
||||
|
||||
examples:
|
||||
"drop"
|
||||
Drops the first found item with the quantity from the dropper's form.
|
||||
|
||||
"drop 7"
|
||||
Drops items from slot 7 with the quantity from the dropper's form.
|
||||
|
||||
"drop default:stone"
|
||||
Drops the item "default:stone" with the quantity from the dropper's form.
|
||||
|
||||
"drop 7 5"
|
||||
Drops items from slot 7 with the quantity of 5.
|
||||
|
||||
"drop default:stone 5"
|
||||
Drops the item "default:stone" with the quantity of 5.
|
||||
|
||||
"drop nil 5"
|
||||
Drops the first found item with the quantity of 5.
|
||||
|
||||
If there are not enough items in the dropper (of a name or in a slot) to
|
||||
fulfil the quantity, only the amount available is dropped. If no slot or
|
||||
name is given the first found item is used (multiple items are not dropped
|
||||
to fulfil the quantity).
|
||||
|
||||
|
||||
When items are dropped a digilines message is sent with the dropper's
|
||||
channel. The message is a table with the following keys:
|
||||
{
|
||||
action = "drop",
|
||||
name = "<itemname>", -- name of dropped item/s
|
||||
slot = <slot>, -- slot number the item/s were taken from (1 to 16). If
|
||||
-- more than one slot was taken from this will be -1
|
||||
qty = <number> -- the number of items dropped
|
||||
}
|
24
lwcomponents/docs/fan.txt
Normal file
24
lwcomponents/docs/fan.txt
Normal file
|
@ -0,0 +1,24 @@
|
|||
Fan
|
||||
---
|
||||
* This block is only available if digilines and/or mesecons are loaded.
|
||||
|
||||
Fans blow any entity, player or drop in front of the fan for 5 node
|
||||
spaces in the direction of the fan. A node placed in these 5 spaces blocks
|
||||
the fan's action beyond the placed node. Also acts as a digilines conductor.
|
||||
|
||||
Only the owner can dig or access the form of the locked version.
|
||||
|
||||
UI
|
||||
|
||||
Channel - digilines channel of fan.
|
||||
|
||||
Mesecons
|
||||
Fan runs while power is turned on.
|
||||
|
||||
Digilines messages
|
||||
|
||||
"start"
|
||||
Starts the fan.
|
||||
|
||||
"stop"
|
||||
Stops the fan.
|
67
lwcomponents/docs/force_field_generator.txt
Normal file
67
lwcomponents/docs/force_field_generator.txt
Normal file
|
@ -0,0 +1,67 @@
|
|||
Force Field Generator
|
||||
---------------------
|
||||
|
||||
Force field generators repel players and mobs within a given radius from
|
||||
the generator. The radius can be 5 to 25 and is in all directions. An
|
||||
'electric dome' appears marking the field. The generator consumes fuel
|
||||
relative to the radius. A radius of 25 uses 1 coal in 10 seconds, 5 uses
|
||||
1 coal in 50 seconds. Each time an entity is repelled it cost 1 fuel value
|
||||
(1/40 of a coal). Any players or mobs permitted inside the field can be
|
||||
added to the Permit list. Each entry must be on a new line with no extra
|
||||
spaces. Empty lines (not even a space) are ignored. The mob's registered
|
||||
name or tag can be used. The owner of a locked generator will not be
|
||||
repelled. When something is repelled it takes a small amount of damage.
|
||||
|
||||
Only the owner can dig or access the form of the locked version.
|
||||
|
||||
UI
|
||||
Channel - digilines channel of generator.
|
||||
Radius - the node radius to repel, in every direction. 5 to 25.
|
||||
Permit - list of players or mobs to allow within field. Mobs can be registered
|
||||
entity name or tag.
|
||||
Start/Stop button - starts and stops the field.
|
||||
Fuel - single slot inventory.
|
||||
Player inventor - 32 slot inventory at bottom.
|
||||
|
||||
|
||||
Mesecons
|
||||
Turns the generator on and off.
|
||||
|
||||
|
||||
Digilines messages
|
||||
|
||||
"start"
|
||||
Start the generator.
|
||||
|
||||
"stop"
|
||||
Stop the generator.
|
||||
|
||||
"radius n"
|
||||
Set the radius to n, where n is a number between 5 to 25.
|
||||
|
||||
"add <name>"
|
||||
Add a name to the permit list.
|
||||
|
||||
"remove <name>"
|
||||
Remove a name from the permit list.
|
||||
|
||||
"status"
|
||||
Query the status of the generator. The generator will send a digilines
|
||||
message with its own channel as the following table:
|
||||
{
|
||||
action = "status",
|
||||
state = "on" | "off",
|
||||
radius = n, -- radius as number
|
||||
permit =
|
||||
{
|
||||
<list of names>
|
||||
},
|
||||
fuel =
|
||||
{
|
||||
name = name, -- eg. "default:coal_lump", will be "" if empty
|
||||
count = n, -- count of fuel
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Hoppers and pipeworks tubes can be used to push or pull the fuel.
|
107
lwcomponents/docs/hologram.txt
Normal file
107
lwcomponents/docs/hologram.txt
Normal file
|
@ -0,0 +1,107 @@
|
|||
Hologram
|
||||
--------
|
||||
* This block is only available if digilines is loaded.
|
||||
|
||||
Projects a hologram above the hologram node. Also acts as a digilines
|
||||
conductor.
|
||||
|
||||
The hologram occupies a space 15x15x15. The lower level of the hologram
|
||||
is 2 blocks above the hologram node (so the hologram node can be hidden
|
||||
beneath a floor). The hologram node is in the x, z horizontal center, ie.
|
||||
the hologram can extend 7 blocks in each direction from the node.
|
||||
|
||||
Colored blocks cannot be interacted with, but will be replaced if built
|
||||
into. If a block already exists where the hologram requires a color, it
|
||||
is not placed unless the block is a color block from this hologram block.
|
||||
If an existing block is dug while a holograms is displayed it is not
|
||||
filled in, the hologram has to be re-displayed.
|
||||
|
||||
Only the owner can dig or access the form of the locked version.
|
||||
|
||||
UI
|
||||
|
||||
Channel - digilines channel of hologram.
|
||||
|
||||
Digilines messages
|
||||
|
||||
"clear"
|
||||
Removes any hologram currently projected.
|
||||
|
||||
table
|
||||
To display a hologram a table of dimensions holo[15][15][15] is sent as
|
||||
the message. The table structure is holo[layer][line][block]. In the
|
||||
direction the hologram block is facing, the layers run from bottom to
|
||||
top, the lines run from back to front, and the blocks run from right to
|
||||
left. Each block value can be nil for no display, or a string with the
|
||||
color. Valid colors are:
|
||||
"black"
|
||||
"gray"
|
||||
"silver"
|
||||
"white"
|
||||
"sky"
|
||||
"blue"
|
||||
"cyan"
|
||||
"lime"
|
||||
"green"
|
||||
"magenta"
|
||||
"purple"
|
||||
"pink"
|
||||
"red"
|
||||
"yellow"
|
||||
"orange"
|
||||
"brown"
|
||||
If anything else no color block is placed.
|
||||
|
||||
For example:
|
||||
{
|
||||
{
|
||||
{ "black", nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, "green" },
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{ "blue", nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, "red" }
|
||||
},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{
|
||||
{ "orange", nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, "lime" },
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{},
|
||||
{ "purple", nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, "yellow" }
|
||||
},
|
||||
}
|
||||
|
||||
will display a hologram with a black and green block at the back of
|
||||
the bottom layer, and orange and lime at the back of the top layer.
|
12
lwcomponents/docs/hopper.txt
Normal file
12
lwcomponents/docs/hopper.txt
Normal file
|
@ -0,0 +1,12 @@
|
|||
Hopper
|
||||
------
|
||||
* This block is only available if the hopper mod is loaded.
|
||||
|
||||
This version of a hopper will transfer items from a drop or inventory in
|
||||
the node at the wide end of the hopper to the inventory in the node at the
|
||||
narrow end of the hopper. The hopper has no inventory itself, and always
|
||||
moves items one at a time, every second. These hoppers cannot be chained
|
||||
to transfer items, but work in unloaded blocks. This hopper uses the
|
||||
hopper mod's registered list of nodes, and should work with nodes with
|
||||
hopper support. These hoppers can be rotated with a screwdriver, but
|
||||
function as their typical placement when rotated.
|
17
lwcomponents/docs/movefloor.txt
Normal file
17
lwcomponents/docs/movefloor.txt
Normal file
|
@ -0,0 +1,17 @@
|
|||
MoveFloor
|
||||
---------
|
||||
* This block is only available if mesecons is loaded.
|
||||
|
||||
The MoveFloor block responds to a mesecons power source in the 4 horizontal
|
||||
directions. If the power source is one higher the MoveFloor moves up to
|
||||
that height. If the power source is one lower the MoveFloor moves down to
|
||||
that height. Powering an adjacent block has no effect. The power source
|
||||
should be turned off before another move or the MoveFloor will oscillate.
|
||||
|
||||
Any horizontally adjoining MoveFloor acts as a single block (only one
|
||||
needs to be powered).
|
||||
|
||||
The MoveFloor will move up to 3 blocks stacked on it.
|
||||
|
||||
If using a DigiSwitch as the power source use the side name "switch" or
|
||||
the MoveFloor will not move.
|
43
lwcomponents/docs/pistons.txt
Normal file
43
lwcomponents/docs/pistons.txt
Normal file
|
@ -0,0 +1,43 @@
|
|||
Pistons and sticky pistons
|
||||
--------------------------
|
||||
* These blocks are only available if digilines and/or mesecons are loaded.
|
||||
|
||||
Pistons push up to the setting Maximum piston nodes (default 15) in front
|
||||
of the pusher when extended. Sticky piston draw back a single node in
|
||||
front of the pusher when retracted. Piston also act as a digilines
|
||||
conductor.
|
||||
|
||||
Sticky blocks are also supported. Any sticky block structure attached to
|
||||
the pusher will also be pushed, up to the maximum setting. Any free blocks
|
||||
(not attached to the sticky blocks) in front will be pushed up to the
|
||||
maximum setting. This limit is from the pusher, not the sticky block. When
|
||||
retracting a maximum of one free block depth will be pulled. Any sticky
|
||||
block structure extending laterally by more than half the maximum limit
|
||||
will not be pushed.
|
||||
|
||||
Any entities in front of or standing on a moving node are pushed/pulled,
|
||||
if nothing is in the way of their base position. Any entities against a
|
||||
sticky face are not pulled.
|
||||
|
||||
UI
|
||||
|
||||
Channel - digilines channel of piston.
|
||||
Single move - pusher extends 1 node if checked, otherwise 2 nodes.
|
||||
|
||||
Mesecons
|
||||
Piston extends while power is turned on.
|
||||
|
||||
Digilines messages
|
||||
|
||||
"extend n"
|
||||
Extends the piston pusher to extent n (0, 1 or 2). If n is not given
|
||||
pusher extends to maximum extent. 0 is retracted.
|
||||
|
||||
"retract"
|
||||
Same as 'extend 0'.
|
||||
|
||||
"single"
|
||||
Sets piston to single move mode.
|
||||
|
||||
"double"
|
||||
Sets piston to double move mode.
|
21
lwcomponents/docs/player_button.txt
Normal file
21
lwcomponents/docs/player_button.txt
Normal file
|
@ -0,0 +1,21 @@
|
|||
Player Button
|
||||
-------------
|
||||
* This block is only available if both digilines and digistuff are loaded.
|
||||
|
||||
When pressed sends a digilines message with the name of the player that
|
||||
pressed the button.
|
||||
|
||||
The first time the button is right clicked a form opens to set the
|
||||
digilines channel. After that right click presses the button. The
|
||||
digilines cannot be changed after its set.
|
||||
|
||||
UI
|
||||
|
||||
Channel - digilines channel of button.
|
||||
|
||||
When the button is pressed a digilines message is sent with the button's
|
||||
channel in the form:
|
||||
{
|
||||
action = "player",
|
||||
name = <player name>
|
||||
}
|
69
lwcomponents/docs/puncher.txt
Normal file
69
lwcomponents/docs/puncher.txt
Normal file
|
@ -0,0 +1,69 @@
|
|||
Puncher
|
||||
-------
|
||||
* This block is only available if digilines and/or mesecons are loaded.
|
||||
|
||||
Punches players or entities within a given reach. Also acts as a
|
||||
digilines conductor.
|
||||
|
||||
Only the owner can dig or access the form of the locked version.
|
||||
|
||||
UI
|
||||
|
||||
Channel - digilines channel of puncher.
|
||||
Reach - block distance from puncher to punch.
|
||||
Entities - if checked punches entities.
|
||||
Players - if checked punches players.
|
||||
|
||||
mode:
|
||||
Forward - punches to reach extent directly in front of the puncher (one block high).
|
||||
Up - detects to reach extent directly above the puncher (one block wide).
|
||||
Down - detects to reach extent directly below the puncher (one block wide).
|
||||
|
||||
Mesecons
|
||||
Punches the next item when power is turned on.
|
||||
|
||||
Digilines messages
|
||||
|
||||
"start"
|
||||
Start the puncher.
|
||||
|
||||
"stop"
|
||||
Stop the puncher.
|
||||
|
||||
"reach <n>"
|
||||
Set reach of the puncher. <n> should be a number from 1 to 5, and is
|
||||
trimmed to this range.
|
||||
|
||||
"entities <true|false>"
|
||||
Set punching of entities on or off.
|
||||
|
||||
"players <true|false>"
|
||||
Set punching of players on or off.
|
||||
|
||||
"mode forward"
|
||||
"mode up"
|
||||
"mode down"
|
||||
Set the puncher's mode.
|
||||
|
||||
"punch"
|
||||
Action a single punch if the puncher is turned on.
|
||||
|
||||
When a player or entity is punched a digilines message is sent with the
|
||||
puncher's channel. The message is a table with the following keys:
|
||||
{
|
||||
action = "punch",
|
||||
type = "<type>", -- will be "entity" or "player"
|
||||
name = "<name>",
|
||||
label = "<label>"
|
||||
}
|
||||
|
||||
type
|
||||
Will be "entity" or "player".
|
||||
|
||||
name
|
||||
For "entity" the registered entity name.
|
||||
For "player" the player's name.
|
||||
|
||||
label
|
||||
For "entity" the name tag text.
|
||||
For "player" the player's name.
|
46
lwcomponents/docs/siren.txt
Normal file
46
lwcomponents/docs/siren.txt
Normal file
|
@ -0,0 +1,46 @@
|
|||
Siren
|
||||
-----
|
||||
* This block is only available if digilines and/or mesecons are loaded.
|
||||
|
||||
Plays a sound repeatedly while active. Also acts as a digilines conductor.
|
||||
digilines conductor.
|
||||
|
||||
Only the owner can dig or access the form of the locked version.
|
||||
|
||||
UI
|
||||
|
||||
Channel - digilines channel of siren.
|
||||
Distance - block distance the sound can be heard (range 0 to 100).
|
||||
Volume - volume the sound is played.
|
||||
Sound - select Buzzer, Horn, Raid or Siren.
|
||||
|
||||
Mesecons
|
||||
Sound plays while mesecons power is applied.
|
||||
|
||||
Digilines messages
|
||||
|
||||
"start"
|
||||
Start the siren (turn on).
|
||||
|
||||
"stop"
|
||||
Stop the siren (turn off).
|
||||
|
||||
"distance <n>"
|
||||
Set block distance the sound can be heard. <n> should be a number
|
||||
from 1 to 100, and is trimmed to this range.
|
||||
|
||||
"volume <n>"
|
||||
Set the sound volume. <n> should be a number from 1 to 100, and is
|
||||
trimmed to this range.
|
||||
|
||||
"sound buzzer"
|
||||
"sound horn"
|
||||
"sound raid"
|
||||
"sound siren"
|
||||
Set the sound of the siren.
|
||||
|
||||
"siren on"
|
||||
Activate the siren, if its on.
|
||||
|
||||
"siren off"
|
||||
deactivate the siren.
|
9
lwcomponents/docs/solid_color_conductors.txt
Normal file
9
lwcomponents/docs/solid_color_conductors.txt
Normal file
|
@ -0,0 +1,9 @@
|
|||
Solid Color Conductors
|
||||
----------------------
|
||||
* These blocks are only defined if mesecons and unifieddyes are loaded.
|
||||
|
||||
Provides 2 blocks that can be colored the same as Solid Color Block (with
|
||||
the air brush) and is both a mesecons and digilines conductor.
|
||||
|
||||
The Solid Color Conductor block conducts in the 'default' directions and
|
||||
the Solid Color Horizontal Conductor only conducts horizontally.
|
105
lwcomponents/docs/storage.txt
Normal file
105
lwcomponents/docs/storage.txt
Normal file
|
@ -0,0 +1,105 @@
|
|||
Storage
|
||||
-------
|
||||
|
||||
Storage is accommodated with two nodes, Storage Unit and Storage Indexer.
|
||||
Storage units can be interacted with like a basic chest, each with 32 slots,
|
||||
and visually join together when placed adjacent to each other. Units are
|
||||
generally accessed via indexers, which action all adjoining units as a
|
||||
single storage block. Multiple indexers can action a single storage block.
|
||||
|
||||
Only the owner can dig or access the form of the locked versions.
|
||||
|
||||
Unowned indexers can only access unowned units. Owned indexers can access
|
||||
units of the same owner or unowned units.
|
||||
|
||||
UI
|
||||
Search - top left.
|
||||
List - left.
|
||||
Channel - digilines channel of indexer.
|
||||
Input - middle.
|
||||
Output - top right.
|
||||
Filter - center right.
|
||||
Player inventory - lower right.
|
||||
|
||||
When the UI is accessed the storage is scanned, and its contents are
|
||||
displayed in the list. The list contains the following columns:
|
||||
Item button - pressing will place one of these items from storage into the
|
||||
output.
|
||||
10 button - pressing will place 10 of the item.
|
||||
<stack> button - pressing places a full stack.
|
||||
Count - the total number of this item in storage.
|
||||
Description - description of the item.
|
||||
|
||||
Note that the 10 and stack buttons may vary in number or not appear
|
||||
depending on the requirements of that item.
|
||||
|
||||
The form does not update while open. A request for more items than in
|
||||
storage will only deliver the amount in storage.
|
||||
|
||||
Terms can be entered into the search field, and when enter is pressed or
|
||||
the Search button is pressed, only items whose description contains these
|
||||
terms are shown in the list. That is if they match any of the space
|
||||
separated terms.
|
||||
|
||||
Any items placed into the input are placed into storage. If the filter
|
||||
is clear all items are accepted. If the filter contains items only these
|
||||
items will be accepted. Any items not accepted or that do not fit into
|
||||
storage are placed into the output.
|
||||
|
||||
When items are placed into the filter a copy is used and the item returns
|
||||
to where it was taken from. When items are removed from the filter they
|
||||
are disposed of.
|
||||
|
||||
Hoppers placed to the top or sides of an indexer will feed items into the
|
||||
input. Hoppers placed below an indexer will take items from the output.
|
||||
Note, when a hopper from the hopper mod is used to place items into the
|
||||
input, if the player that placed the hopper leaves the game the input will
|
||||
not be pulled into storage.
|
||||
|
||||
Pipeworks tubes can push items into the input, and pull items from the
|
||||
output.
|
||||
|
||||
Every 20 inputs the storage is consolidated to minimize fragmentation.
|
||||
|
||||
|
||||
Digilines messages
|
||||
|
||||
"output <item> <count>"
|
||||
or
|
||||
{
|
||||
action = "output",
|
||||
item = "<item>",
|
||||
count = <count>
|
||||
}
|
||||
Moves the item/s to the output. If count is omitted defaults to 1. If
|
||||
the requested amount is greater than in storage, only the stored amount
|
||||
is moved. If the requested amount is greater than a full stack of the
|
||||
item a full stack is moved.
|
||||
|
||||
|
||||
"inventory"
|
||||
Sends a digilines message with it's own channel in the following form:
|
||||
{
|
||||
action = "inventory",
|
||||
inventory = {
|
||||
<items>
|
||||
}
|
||||
}
|
||||
The inventory key is an indexed list of items in storage. Each item
|
||||
entry is a table with the following keys:
|
||||
{
|
||||
name -- string, the name of the item, as <mod>:<name>
|
||||
description -- string, description of the item, same as in UI
|
||||
count -- number, the total number of this item in storage
|
||||
custom -- true if a custom item (has metadata), false if not
|
||||
pallet_index -- string if the item has a pallet index, otherwise nil
|
||||
id -- string, unique id of the item in storage
|
||||
}
|
||||
The description is derived from the short description, if none
|
||||
then the description, and if none then the item's name, as
|
||||
<mod>:<name>.
|
||||
|
||||
Note: When sending output messages the simple item name, as <mod>:<name>,
|
||||
will work for most items, but not for custom items. With custom items, or
|
||||
to play it safe, use the table form of the output message and set the item
|
||||
field with the id field for the item from a returned inventory.
|
7
lwcomponents/docs/through_wire.txt
Normal file
7
lwcomponents/docs/through_wire.txt
Normal file
|
@ -0,0 +1,7 @@
|
|||
Mesecons Through Wire
|
||||
---------------------
|
||||
* This block is only available if mesecons is loaded.
|
||||
|
||||
Will transmit mesecons power when placed one to two blocks apart opposing
|
||||
each other, through solid blocks or open space. Can also be used as a mesecons
|
||||
crossover.
|
Loading…
Add table
Add a link
Reference in a new issue