Nope, I get the exact same bug when I place grinder. Also now the windmill is rotating like crazy.
Add a clutch. Basically, this is a special drive shaft that functions as a switch. It has two ends - typically, one is the input, and one is the output, but most designs work both ways. For the mod, it could have a button that calls a Hearthling to fiddle with it (possibly using the harvest animation) to toggle it between open and closed:
Open: Ā ====[]Ā Ā Ā Ā Ā Ā Ā Ā []==== - no power is transmitted.
Closed: ======[][]====== - power is transmitted 1:1 [minus friction, in the real world]
This system might be too hard to put in (and wouldnāt be all that useful until there are some more advanced machines), but Iād like to see what you can do with it if you want to.
Too complex? Yeah right! I can dream up far more complex things! What if there were clutches that could transmit or not transmit power from the input to the output based on the state of a third ācontrolā drive shaft? Iām not sure about the existence of these in real life, but⦠but⦠itās a simple mechanical logic gate! Of course, this is even more complicated, as promised. Iād rather see regular clutches first, and then you could decide if this sort of thing would be possible.
@Miturion Does it still happen with all of the machines or just the grinding mill? Also, are you using a fresh save or an older one? If youāre using an older save from like v0.2.0 or older you need to destroy the existing machines and re-craft them since so much changed in v0.3.0. If youāre on a fresh save can you send it to me along with your log file? I really want to get this fixed (which I thought I had) but I must have missed something somewhere
@coasterspaul I love this idea! Iāve been wrestling with a number of UI buttons and settings trying to get something that feels right for turning machines on and off and this is what Iāve been after If all goes well this is likely to be added quite soon (maybe next version but probably one after that). Mostly dependent on when I can get the voxel model and animation done.
Alrighty, itās super late here but I get to sleep in after this. Stayed up super late to get this next update out, v0.5.0. Mostly this update is a ton of code cleanup but also I redid a number of things in how it handles power transfer from one machine to another and it works way better than it did. I also did some more fine tuning on the gearbox so its a bit better now. Still needs a ton more work. Final big thing, I added the new Clutch machine per @coasterspaul suggesion. More about that and other changes below:
- Added Clutch Shaft machine
- Added Clutch component
- Added AI action for calling hearthling over to fiddle with Clutch Shaft machine (used to toggle Clutch)
- Major updates to power transfer mechanisms across the board
- Fixes to power_drain and power_source components
- Misc overall fixes
So, the big feature, the Clutch Shaft, works pretty simply. Build it like any other machine with the Engineer (takes some leather resource though) and place it down where you might have had a drive shaft before. Then when everything is running click on the Toggle command button (icon is crappy but itās a placeholder). This will now call a hearthling that is available to run out to your Clutch Shaft and fiddle with it briefly. Once they finish the Clutch Shaft will toggle states and will become deactivated immediately. Simply run the command again to call another to come out and fiddle with it some more and turn it back on.
Chances are the machine settings UI will not have too many features in the future as I plan to implement machine tweaking/saving as tasks that the hearthlings themselves must do like with the Clutch Shaft.
As always keep the bug reports and suggestions coming. I hope you guys are enjoying playing with this as much as I am making it
This look so so good.
All machines, except the windmill. v0.5.0 and a fresh start. I will send you the log file and save.
@chessmaster42 stonehearth.log (32.1 KB)
I put the grinding mill is wrong. Need to āwatermodā???
Okay, hereās hoping that Iāve finally fixed all of the animation related bugs. This last one was a doozy but it was related to the fact that some of the idle animations didnāt have enough frames (weird, huh?). Also, Iāve got all of my source up on github and releases will be on the github page instead of my google drive.
@Miturion Please test as soon as you can and let me know if this fixes it for you. I think Iāll go insane if itās still broken
Link: Release MechanicalMod v0.5.1 Ā· chessmaster42/mechanicalmod Ā· GitHub
it works now.
There is a hitch after every complete rotation (360 deg). You dont see it every rotation in the gif , but in the game it is there. Both on the windsail and the spinner.
And the rotation is the wrong way
@chessmaster42 Use this mod is a prerequisite for install the water mod?
you dont need the watermod. But the watermill is not working then. But you still have the windmill for that
Yeah, thatās because I havenāt had time to sit down and setup Blender properly to do the animation and export (I donāt have 3DS Studio Max). Iām doing it all by hand in Notepad++ and Sublime and copy/pasting most of it after doing the sin/cos math. That means plenty of āwhoopsā mistakes like rotation direction and broken animation frames.
Is everything else working though? And if so what do you think? Iām all ears for feedback both good and bad
I did not tried anything else. I thought the stuttering was code-related. But if it is the animation, here you go. (I did not alter the spinning wheel btw).
I added shaft and cogs, cause I am a nerd like that . Halved the speed of the windblades and gave them some bunnylook
.
Alright folks, the next big update is finally out! I have now release v0.6.0
Some pretty awesome new stuff added as well as lots of fixes. The Wind Sail has been updated with the content from @Miturion which looks much nicer. Iām especially proud of the new AdvancedProcessingMachine as itās pretty powerful and flexible. The first machine to use it is the new Smelt Forge. This machine will consume coal and wood for fuel and smelts metals into ingots based on the recipes in the entity folder for this machine. It also needs mechanical power for the blower fan on the back. When itās running it also produces fire light and sound.
Added
- Added AdvancedProcessingMachine component
- Added SmeltForge machine
- Added DeliverItem and DeliverMaterial AI actions
- Added WoodBase, IronBase, IronCog, and IronShaft machine parts
Changed
- Changed WindSail model and animation (contributed by community member Miturion)
- Changed GearBoxShaft model
- Changed XP gain in Engineer job (2x more per craft)
Fixed
- Fixed more of ClutchShaft animation
- Fixed more of GearBoxShaft animation
- Fixed misc bugs in WaterWheel component
- Fixed misc bugs in ProcessingMachine component
- Fixed misc bugs in WindSail component
- Fixed material string of CornMeal
Removed
- Removed unused animation rigs
- Removed some debug output lines
Enjoy!
Iām putting the files in the mod folder.
But for some reason the mod wonāt install. Am I doing something wrong?
hi. you need to delete the _ in the name of file or the .
and you need to start a new game if you want to play with this mod.
Error just after promoting the ingenier. mod v6.0
then it should be like this?
http://puu.sh/h6l4W/530e1d699b.png
First, you downloaded the source archives there along with the smod. You only need just the smod file. Also, as @artifus says try renaming the smod to just āmechanicalmod.smodā. If that still doesnāt work then open up the smod with WinZip or WinRar and copy the āmechanicalmodā folder from there into your mods directory.