| | |
| | | |
| | | local S = technic.getter |
| | | |
| | | |
| | | minetest.register_craft({ |
| | | output = 'technic:solar_panel', |
| | | recipe = { |
| | | {'technic:doped_silicon_wafer', 'technic:doped_silicon_wafer', 'technic:doped_silicon_wafer'}, |
| | | {'basic_materials:silver_wire', 'technic:lv_cable', 'mesecons_materials:glue'}, |
| | | }, |
| | | replacements = { {"basic_materials:silver_wire", "basic_materials:empty_spool"}, }, |
| | | }) |
| | | |
| | | |
| | | local run = function(pos, node) |
| | | -- The action here is to make the solar panel prodice power |
| | | -- Power is dependent on the light level and the height above ground |
| | | -- There are many ways to cheat by using other light sources like lamps. |
| | | -- As there is no way to determine if light is sunlight that is just a shame. |
| | | -- To take care of some of it solar panels do not work outside daylight hours or if |
| | | -- built below 0m |
| | | local pos1 = {x=pos.x, y=pos.y+1, z=pos.z} |
| | | local machine_name = S("Small Solar %s Generator"):format("LV") |
| | | |
| | | local light = minetest.get_node_light(pos1, nil) |
| | | local time_of_day = minetest.get_timeofday() |
| | | local meta = minetest.get_meta(pos) |
| | | if light == nil then light = 0 end |
| | | -- turn on panel only during day time and if sufficient light |
| | | -- I know this is counter intuitive when cheating by using other light sources underground. |
| | | if light >= 12 and time_of_day >= 0.24 and time_of_day <= 0.76 and pos.y > -10 then |
| | | local charge_to_give = math.floor((light + pos1.y) * 3) |
| | | charge_to_give = math.max(charge_to_give, 0) |
| | | charge_to_give = math.min(charge_to_give, 200) |
| | | meta:set_string("infotext", S("@1 Active (@2)", machine_name, |
| | | technic.EU_string(charge_to_give))) |
| | | meta:set_int("LV_EU_supply", charge_to_give) |
| | | else |
| | | meta:set_string("infotext", S("%s Idle"):format(machine_name)) |
| | | meta:set_int("LV_EU_supply", 0) |
| | | end |
| | | end |
| | | |
| | | minetest.register_node("technic:solar_panel", { |
| | | tiles = {"technic_solar_panel_top.png", "technic_solar_panel_bottom.png", "technic_solar_panel_side.png", |
| | | "technic_solar_panel_side.png", "technic_solar_panel_side.png", "technic_solar_panel_side.png"}, |
| | | groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, |
| | | groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2, |
| | | technic_machine=1, technic_lv=1}, |
| | | connect_sides = {"bottom"}, |
| | | sounds = default.node_sound_wood_defaults(), |
| | | description = S("Small Solar %s Generator"):format("LV"), |
| | | active = false, |
| | | drawtype = "nodebox", |
| | | paramtype = "light", |
| | | is_ground_content = true, |
| | | is_ground_content = true, |
| | | node_box = { |
| | | type = "fixed", |
| | | fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5}, |
| | |
| | | meta:set_int("LV_EU_supply", 0) |
| | | meta:set_string("infotext", S("Small Solar %s Generator"):format("LV")) |
| | | end, |
| | | technic_run = run, |
| | | }) |
| | | |
| | | minetest.register_craft({ |
| | | output = 'technic:solar_panel', |
| | | recipe = { |
| | | {'technic:doped_silicon_wafer', 'technic:doped_silicon_wafer', 'technic:doped_silicon_wafer'}, |
| | | {'technic:wrought_iron_ingot', 'technic:lv_cable0', 'technic:wrought_iron_ingot'}, |
| | | |
| | | } |
| | | }) |
| | | |
| | | minetest.register_abm({ |
| | | nodenames = {"technic:solar_panel"}, |
| | | interval = 1, |
| | | chance = 1, |
| | | action = function(pos, node, active_object_count, active_object_count_wider) |
| | | -- The action here is to make the solar panel prodice power |
| | | -- Power is dependent on the light level and the height above ground |
| | | -- 130m and above is optimal as it would be above cloud level. |
| | | -- Height gives 1/4 of the effect, light 3/4. Max. effect is 26EU. |
| | | -- There are many ways to cheat by using other light sources like lamps. |
| | | -- As there is no way to determine if light is sunlight that is just a shame. |
| | | -- To take care of some of it solar panels do not work outside daylight hours or if |
| | | -- built below -10m |
| | | local pos1 = {x=pos.x, y=pos.y+1, z=pos.z} |
| | | local machine_name = S("Small Solar %s Generator"):format("LV") |
| | | |
| | | local light = minetest.get_node_light(pos1, nil) |
| | | local time_of_day = minetest.get_timeofday() |
| | | local meta = minetest.get_meta(pos) |
| | | if light == nil then light = 0 end |
| | | -- turn on panel only during day time and if sufficient light |
| | | -- I know this is counter intuitive when cheating by using other light sources underground. |
| | | if light >= 12 and time_of_day >= 0.24 and time_of_day <= 0.76 and pos.y > -10 then |
| | | local charge_to_give = math.floor((light + pos1.y) * 3) |
| | | charge_to_give = math.max(charge_to_give, 0) |
| | | charge_to_give = math.min(charge_to_give, 200) |
| | | meta:set_string("infotext", S("%s Active"):format(machine_name).." ("..charge_to_give.."EU)") |
| | | meta:set_int("LV_EU_supply", charge_to_give) |
| | | else |
| | | meta:set_string("infotext", S("%s Idle"):format(machine_name)) |
| | | meta:set_int("LV_EU_supply", 0) |
| | | end |
| | | end, |
| | | }) |
| | | |
| | | technic.register_machine("LV", "technic:solar_panel", technic.producer) |
| | | |