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Silent00
Joined: Tue Oct 15, 2013 8:13 am Posts: 93
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Recycling Digger
I was thinking...
Is there any MOPixel that can actually recycle the the Gibs or gibs turns into pix on a specific Materials?
Edit: For example: Metal can converted into gold or something like that
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Sun Mar 08, 2015 8:31 am |
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DAME777
Joined: Wed May 18, 2011 2:44 am Posts: 491 Location: Dank dreams.
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: Recycling Digger
I think that would require lua, if I remember correctly.
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Mon Mar 16, 2015 11:10 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: Recycling Digger
I can think of a couple ways of doing it only with ini but it wouldn't be worth the hassle imo, so Lua is a much better and simpler option.
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Tue Mar 17, 2015 5:22 am |
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Silent00
Joined: Tue Oct 15, 2013 8:13 am Posts: 93
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: Recycling Digger
is there any possible way to make this?
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Wed Apr 15, 2015 12:59 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: Recycling Digger
Make a regular digger with X+1 firing modes, where X is the amount of materials you want to be able to produce. It would have a digger mode, and the other X modes would be "spray x material" mode.
When you use the regular digger mode, you'd count the pixels you've removed and add them to the "recycle pool", i.e., you increase the rounds in the magazine of the other modes which initially start at 0. Then when you switch to the other modes, you spray material like you would with a normal sprayer, except when it hits 0 rounds it doesn't reload, but instead waits for you to dig more.
Pretty much the most straightforward way I can think of doing this, which isn't really hard.
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Fri Apr 17, 2015 9:49 pm |
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