Mod Logo YATM / Post / Big Data Update!

2019/12/01 @ 20:30 UTC

Big Data Update!

wooden-sign Icon

With so many changes, it's hard to keep track.

While the title is says 'data', quite a few new features have been added! But mostly in the yatm_data department. But let's start off with something smaller.

Papercraft

Papercraft has been a long neglected module, right there with Woodcraft. For some time now it's 'shoji' node files have remained empty. But not anymore, while the doors haven't been created as of yet, panels have been added!

Nodes

Shoji Panel Design #1

Shoji Panel Design #2

Shoji Panel Design #3

Shoji Panel Design #4

Shoji Panel Plain

Texture Atlas(es)

Model

Shoji Panel Block Design #1

Shoji Panel Block Design #2

Shoji Panel Block Design #3

Shoji Panel Block Design #4

Shoji Panel Block Plain

Texture Atlas(es)

Model

Mesecon Sequencer

Ever built a delayer sequencer? That is several delayers linked together to form a loop.

Yes? Cool!

Ever had it suddenly lock up on you, as in, all the nodes are lit so the cycle stops?

No? Lucky you.

I wasn't so lucky, this rather boring node aims to solve that problem by bringing the entire sequence down into a single node that is self managed.

Nodes

Sequencer [e] [1/16s]

Sequencer [e] [1/1s]

Sequencer [e] [1/2s]

Sequencer [e] [1/4s]

Sequencer [e] [1/8s]

Sequencer [n] [1/16s]

Sequencer [n] [1/1s]

Sequencer [n] [1/2s]

Sequencer [n] [1/4s]

Sequencer [n] [1/8s]

Sequencer [s] [1/16s]

Sequencer [s] [1/1s]

Sequencer [s] [1/2s]

Sequencer [s] [1/4s]

Sequencer [s] [1/8s]

Sequencer [w] [1/16s]

Sequencer [w] [1/1s]

Sequencer [w] [1/2s]

Sequencer [w] [1/4s]

Sequencer [w] [1/8s]

Texture Atlas(es)

Model

Array Energy

Energy cells are great and all, but sometimes you really just want to store the energy and have a SINGLE point of access to aggregate the cells.

Well, say hello to the Array Energy Cell and Array Energy Controller.

Array Energy Cells are new nodes that don't implement the energy interface.

"So, is it a energy device, or what?", I hear you scream at your screen.

Yes and no, it does implement the energy interface, but it doesn't register itself as an energy device. That only means you can't use it directly to power your device networks.

An Array Energy Controller is a normal device through and through.

The controller is used to manage those Array Cells. This allows you to charge/discharge or measure all the array cells as if it were only 1 node.

Now that is all well and good, but why?

The simple answer, monitoring.

While YATM normally doesn't care too much about the topology of a network, it does become an issue when you want to aggregate stored energy at a glance.

This arose as I wanted to eventually add an energy monitoring data node.

Of course, if you just want energy, there is a creative cell available.

Nodes

Array Energy Cell [Creative]

Texture Atlas(es)

Model

Array Energy Cell [Stage 0]

Array Energy Cell [Stage 1]

Array Energy Cell [Stage 2]

Array Energy Cell [Stage 3]

Array Energy Cell [Stage 4]

Array Energy Cell [Stage 5]

Array Energy Cell [Stage 6]

Array Energy Cell [Stage 7]

Texture Atlas(es)

Model

Array Energy Cell Controller

Array Energy Cell Controller

Array Energy Cell Controller

Texture Atlas(es)

Model

Creative Engine

Energy generation comes in a few flavours...

  • There is the combustion engine which consumes various oils.
  • Solar panels.
  • And... the coal generator.

All of which require 'something' to produce energy.

If you have to test energy storage, or anything that WANTS some energy not already stored, you used to have to work for it.

Used to

I've tweaked the combustion engine's texture a bit and created the creative engine. It generates 4096 units of energy per second, more than enough for any application.

And if for some reason you need more than that, just use more engines

Nodes

Creative Engine

Creative Engine

Creative Engine

Creative Engine

Texture Atlas(es)

Model

Drone Upgrades

Drones were revisited briefly with the introduction of upgrades. For now they aren't all that impressive. An upgrade for speed, jump and item vacuum capabilities. Speed allows drones to move faster, jump increases jump height (why are drones jumping again?), and vacuum increases the item pickup range.

Craft-items

yatm_drones

Drone Upgrade

Drone Upgrade - Jump

Drone Upgrade - Speed

Drone Upgrade - Vacuum

Texture Atlas(es)

YATM Data & Related

And now for the biggest changes of all.

YATM Mail has lost it's Locksmith table, Keys and Locks, YATM Mesecon Card Reader has lost it's data related readers and the access cards. But don't worry they aren't gone, simply moved to new mods.

Moved Nodes

Wood Locksmiths Table

Texture Atlas(es)

Model

Card Reader (Mesecons)

Card Reader (Mesecons)

Card Reader (Mesecons)

Texture Atlas(es)

Model

Card Swiper (Mesecons)

Card Swiper (Mesecons)

Card Swiper (Mesecons)

Texture Atlas(es)

Model

Card Reader (DATA)

Card Reader (DATA)

Card Reader (DATA)

Texture Atlas(es)

Model

Card Swiper (DATA)

Card Swiper (DATA)

Card Swiper (DATA)

Texture Atlas(es)

Model

Moved Craft-items

yatm_security

Access Card

Access Card [Black]

Access Card [Blue]

Access Card [Brown]

Access Card [Cyan]

Access Card [Dark Green]

Access Card [Dark Grey]

Access Card [Green]

Access Card [Grey]

Access Card [Magenta]

Access Card [Orange]

Access Card [Pink]

Access Card [Red]

Access Card [Violet]

Access Card [White]

Access Card [Yellow]

Texture Atlas(es)

Access Chip [Unprogrammed] (Black)

Access Chip [Unprogrammed] (Blue)

Access Chip [Unprogrammed] (Brown)

Access Chip [Unprogrammed] (Cyan)

Access Chip [Unprogrammed] (Dark Green)

Access Chip [Unprogrammed] (Dark Grey)

Access Chip [Unprogrammed] (Green)

Access Chip [Unprogrammed] (Grey)

Access Chip [Unprogrammed] (Magenta)

Access Chip [Unprogrammed] (Orange)

Access Chip [Unprogrammed] (Pink)

Access Chip [Unprogrammed] (Red)

Access Chip [Unprogrammed] (Violet)

Access Chip [Unprogrammed] (White)

Access Chip [Unprogrammed] (Yellow)

Texture Atlas(es)

Access Chip [Black] [Programmed]

Access Chip [Blue] [Programmed]

Access Chip [Brown] [Programmed]

Access Chip [Cyan] [Programmed]

Access Chip [Dark Green] [Programmed]

Access Chip [Dark Grey] [Programmed]

Access Chip [Green] [Programmed]

Access Chip [Grey] [Programmed]

Access Chip [Magenta] [Programmed]

Access Chip [Orange] [Programmed]

Access Chip [Pink] [Programmed]

Access Chip [Red] [Programmed]

Access Chip [Violet] [Programmed]

Access Chip [White] [Programmed]

Access Chip [Yellow] [Programmed]

Texture Atlas(es)

yatm_security

Carbon Steel Lock

Carbon Steel Lock

Texture Atlas(es)

So that should cover all the moved items.

Unto more impressive matters. Data has seen something of an overhaul and update with a slew of new nodes.

All which actually work this time. Except for the Memory module, which I haven't figured out what the best interface would be for it.

Take that computers! I promise I'll work on them soon...

Nodes

Data Arithmetic [Addition Vector]

Data Arithmetic [Addition]

Data Arithmetic [Divide Vector]

Data Arithmetic [Divide]

Data Arithmetic [Identity Vector]

Data Arithmetic [Identity]

Data Arithmetic [Max Vector]

Data Arithmetic [Max]

Data Arithmetic [Min Vector]

Data Arithmetic [Min]

Data Arithmetic [Multiply Vector]

Data Arithmetic [Multiply]

Data Arithmetic [Subtract Vector]

Data Arithmetic [Subtract]

Texture Atlas(es)

Model

Data Buffer

Texture Atlas(es)

Model

Data Clock

Texture Atlas(es)

Model

Data Comparator [Equal To]

Data Comparator [Greater Than or Equal To]

Data Comparator [Greater Than]

Data Comparator [Less Than or Equal To]

Data Comparator [Less Than]

Data Comparator [Not Equal To]

Texture Atlas(es)

Model

Data Decoder

Texture Atlas(es)

Model

Data Memory

Texture Atlas(es)

Model

Data Momentary Button

Data Momentary Button

Texture Atlas(es)

Model

Data Pulser

Texture Atlas(es)

Model

Data Sequencer

Texture Atlas(es)

Model

Data Toggle Button

Data Toggle Button

Texture Atlas(es)

Model

ASCII Display [ ]

ASCII Display [!]

ASCII Display ["]

ASCII Display [#]

ASCII Display [$]

ASCII Display [%]

ASCII Display [&]

ASCII Display [']

ASCII Display [(]

ASCII Display [)]

ASCII Display [*]

ASCII Display [+]

ASCII Display [,]

ASCII Display [-]

ASCII Display [.]

ASCII Display [/]

ASCII Display [0]

ASCII Display [1]

ASCII Display [2]

ASCII Display [3]

ASCII Display [4]

ASCII Display [5]

ASCII Display [6]

ASCII Display [7]

ASCII Display [8]

ASCII Display [9]

ASCII Display [:]

ASCII Display [;]

ASCII Display [<]

ASCII Display [=]

ASCII Display [>]

ASCII Display [?]

ASCII Display [@]

ASCII Display [A]

ASCII Display [B]

ASCII Display [C]

ASCII Display [D]

ASCII Display [E]

ASCII Display [F]

ASCII Display [G]

ASCII Display [H]

ASCII Display [I]

ASCII Display [J]

ASCII Display [K]

ASCII Display [L]

ASCII Display [M]

ASCII Display [N]

ASCII Display [O]

ASCII Display [P]

ASCII Display [Q]

ASCII Display [R]

ASCII Display [S]

ASCII Display [T]

ASCII Display [U]

ASCII Display [V]

ASCII Display [W]

ASCII Display [X]

ASCII Display [Y]

ASCII Display [Z]

ASCII Display [[]

ASCII Display [\]

ASCII Display []]

ASCII Display [^]

ASCII Display [_]

ASCII Display [{]

ASCII Display [|]

ASCII Display [}]

Texture Atlas(es)

Model

Data Note Block

Texture Atlas(es)

Model

Programmer's Table

Programmer's Table

Programmer's Table

Texture Atlas(es)

Model

Tools

yatm_data_logic

Data Programmer

Data Programmer

Texture Atlas(es)

If you've noticed, all data related nodes now have a magenta strip or coloration somewhere on it's frame. This is used to aid with identifying them.

YATM Data & Mesecon

I love mesecon, but sometimes, I want to do something: odd, weird, out of the way, or you know, just batshit, because I can. That gave birth to the data nodes.

But sometimes I need to go from data to the simple life of mesecon or back. As of such, 2 additional nodes were created for converting from and to mesecon and data.

Nodes

Data Switcher

Data Switcher

Texture Atlas(es)

Model

Mesecon Switcher

Mesecon Switcher

Texture Atlas(es)

Model

The names are not final. Naming is one of the hardest things afterall.

So, what's next?

Ultimately I want to revisit some of the other modules, and bring them up to being functional.

  • Armoury
  • Bees
  • Brewery
  • Thermal
  • Culinary
  • DSCS
  • Computers (OKU)
  • Rails
  • Reactors
Or get distracted and add yet-another-cool-idea

Possibly a Codex module to allow right-clicking on nodes, entities or items from YATM (or any supported mods) to pull up additional ingame information.