Machine Types

Machine Types

(Page currently under construction)

This gives you an overview of the default machine-types in their standard configuration. Remember you can change almost any property of those, including but not limited to the entire interface. E.g. when you see the Battery-Block here, you might by virtue of the configuration have 5 Tiers of battery blocks with increasing capacity.

Basic Properties of each machine

Each machine has their own properties, however some of them have common settings. They'll be explained here.

ExampleMachineNotUsable:
  version: 1
  class-name: .ClassName
  display-name: Display Name
  inventory:
    layout: '000000001022003307000000000888888888'
    size: 36
PropertyFunction
class-nameThe name of the class this machine should have. This acutally determines what code will be executed for the machine. Do NOT Change this if you want the same machine with other properties! Class Names beginning with a . point to com.dxdydxdy.Machines.ActualMachines. If you're not using one of the integrated machines, the author of the machine-jar has to provide you with a class-name.
display-nameThe display name of the machine.
inventory.layoutThe inventory layout. Every number represents a slot in the inventory. The numbering convention is as follows
* 0 - Background Item (Obsidian)
* 1 - Machine Identificator
* 2 - Basic input slot
* 3 - Basic output slot
* 8 - Progress slot which displays visually how near to the next processing step the machine is.
inventory.sizeThe size of the inventory. It has to be divisible by nine.
You can change the layout as well as the size freely, at least the integrated machines will take that into account and use the slots you specified.

Electrical Machines Machines which use the electricity system have two more properties.

  electricity:
    internal-storage-max: 1000
    is-provider: false
PropertyFunction
internal-storage-maxDetermines the size of the internal storage. You should always make this value not too big, but bigger than the energy which the machine requires to advance a single step
is-providerIs this machine a provider to others. This should only be true for batteries and generators of any kind. Machines which have this property set will not attempt to draw energy from other machines in the power-grid (the exception are batteries on their input-side)

Energy Supply

Battery-Block

The battery block is the basic means of energy storage. It allows you to store a configurable amount of energy. It has an input-face at the top, every other face acts as an output.

BasicBattery:
  version: 1
  class-name: .BatteryBlock
  display-name: Basic Battery
  electricity:
    internal-storage-max: 10000
    is-provider: true
  inventory:
    layout: '000070001'
    size: 9

internal-storage-max: The max. amount of energy this machine can store.

Recipe

BasicBattery:
  shaped: false
  ingredients:
    - GOLD_INGOT;10
    - REDSTONE;20
  result: Book;BasicBattery

ItemEnergyLink

This machine is a baisc generator. It allows yo to insert items. The items are then converted into energy using a mapping specified in the configuration.

ItemEnergyLink:
  version: 1
  class-name: .ItemEnergyLink
  display-name: Item-Energy-Link
  passive-generation: 0.0
  electricity:
    internal-storage-max: 300
    is-provider: true
  inventory:
    layout: '000020071'
    size: 9
  recipes:
    - COAL;100.0
PropertyFunction
recipesAllows you to specify your recipes. Each recipe is in the format of "MATERIALNAME;Amount of Energy". Click here for a list of Material Names.

Recipe

ItemEnergyLink:
  shaped: false
  ingredients:
    - IRON_INGOT;5
    - REDSTONE;20
    - COBBLESTONE;10
  result: Book;ItemEnergyLink

Producing Machines

Electric Furnace

Recipe

BetterFurnace:
  shaped: false
  ingredients:
    - GOLD_INGOT;10
    - IRON_INGOT;10
  result: Book;ElectricFurnace

Disenchanter

The disenchanter allows you to retrieve the enchantments from an already enchanted Item. Each enchantment on the original item is put into its own Enchanted Book. You can configure a damage-value threshold below which no enchantments are retrieved.

Disenchanter:
  version: 1
  class-name: .Disenchanter
  display-name: Disenchanter
  MaxProgress: 20
  el-per-tick: 30
  durability-percentage: 50
  ignore-level-restrictions: false
  electricity:
    internal-storage-max: 1000
    is-provider: false
  inventory:
    layout: '000000001020033307020033300888888888'
    size: 36
PropertyFunction
MaxProgressEvery two seconds the progress-counter is incremented by one (if there's enough energy). This determines the point at which the progress is full and the action made.
durability-percentageUp to which percentage of its maximal durability can the enchantments get removed from the item.
ignore-level-restrictionsIf this is set to true, any enchantment above the levels that are possible using the normal game mechanics will not be retrieved. An enchanted book without enchantment will appear instead.
el-per-tickThe amount of energy the machine needs in order to increment the progress by one.

Recipe

Disenchanter:
  shaped: false
  ingredients:
    - ENCHANTMENT_TABLE;1
    - BOOKSHELF;4
    - GOLD_INGOT;10
    - IRON_INGOT;15
  result: Book;Disenchanter

ItemGenerator

The ItemGenerator allows you to trade time and electricity for items. However, in order to do that, it has to be surrounded by water. The default variety this machine comes in is 'Fisher'.

  • Water Layout*: X = Still(!) Water 0 = ItemGenerator
X X X
X 0 X
X X X
Fisher:
  version: 1
  class-name: .ItemGenerator
  display-name: Fisher
  MaxProgress: 20
  el-per-tick: 150
  give-item:
    ==: org.bukkit.inventory.ItemStack
    type: RAW_FISH
    amount: 2
  electricity:
    internal-storage-max: 1000
    is-provider: false
  inventory:
    layout: '000000001000333007000333000888888888'
    size: 36
PropertyFunction
give-itemThe ItemStack that is given to the player once the conversion has finished.
el-per-tickThe amount of energy the machine needs in order to increment the progress by one.

Recipe

Fisher:
  shaped: false
  ingredients:
  - FISHING_ROD;1
  result: Book;Fisher

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