[Mod] Technic [0.4.16-dev] [technic]

Marshall_maz
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Re: [Mod] Technic [0.4.10] [technic]

by Marshall_maz » Mon Aug 18, 2014 16:59

Update: I have done an update on the software and now my basic tubes ( chest - furnace - chest ) works at last. Now that I have working tubes I am going to try the centrifuge setup. Have no idea how that sorting works but will try figure it out.
 

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Re: [Mod] Technic [0.4.10] [technic]

by ThatGraemeGuy » Tue Aug 19, 2014 08:49

Marshall_maz wrote:
Nore wrote:Well, try all the different sides, you'll finally find the correct direction. Moreover, tubes only work with MV machines, not LV ones. About the picture, the idea is that each tube is a sorting tube, that will send the item in the machine if it's the correct one, or in the correct direction else: next to 0.7% machine you would have a tube that would send 0.7% dusts in the machine, 0.6% one side and 0.8% the other side.


I tried all sides now , only input works. Unable to get output.

Will try again after I have updated.


MV machines do not automatically send their output to tubes, you must place a Control Logic Unit into one of the machine's upgrades slots for that to happen.
 

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Re: [Mod] Technic [0.4.10] [technic]

by Marshall_maz » Tue Aug 19, 2014 08:59

ThatGraemeGuy wrote:
Marshall_maz wrote:
Nore wrote:Well, try all the different sides, you'll finally find the correct direction. Moreover, tubes only work with MV machines, not LV ones. About the picture, the idea is that each tube is a sorting tube, that will send the item in the machine if it's the correct one, or in the correct direction else: next to 0.7% machine you would have a tube that would send 0.7% dusts in the machine, 0.6% one side and 0.8% the other side.


I tried all sides now , only input works. Unable to get output.

Will try again after I have updated.


MV machines do not automatically send their output to tubes, you must place a Control Logic Unit into one of the machine's upgrades slots for that to happen.


Already tried that a few days ago and didn't work. It was a bug in the software that caused my output not to work.
After an update yesterday my tubes works. ( see my previous post )
 

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Re: [Mod] Technic [0.4.10] [technic]

by ThatGraemeGuy » Tue Aug 19, 2014 09:09

OK cool. Good idea to watch the github repos for technic and pipeworks so you know when the updates are happening. Both are quite actively maintained.
 

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Re: [Mod] Technic [0.4.10] [technic]

by Marshall_maz » Tue Aug 19, 2014 09:20

ThatGraemeGuy wrote:OK cool. Good idea to watch the github repos for technic and pipeworks so you know when the updates are happening. Both are quite actively maintained.


I run dreambuilder_game on my server so I don't need to update the mods. VanessaE ( and anyone else involved that I don't know about ) does a great job of keeping the mods up to date for that game , this was just one of those cases where I got 3 days behind with update builds for that game because of life and work happening and as luck would have it a bug was present in something I tried to do.

As for the centrifuge setup itself. Tried all of last night after the update that made my tubes work , but couldn't get it working. That setup is beyond my blonde head I guess. Couldn't even get it started with output from the grinder.
Tried all different sides but it just refused to output to a tube. ( I did have logic unit in it )
So I gave up on that project and are moving on. I ain't clever enough for that setup.
 

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Re: [Mod] Technic [0.4.10] [technic]

by ThatGraemeGuy » Tue Aug 19, 2014 09:23

Marshall_maz wrote:As for the centrifuge setup itself. Tried all of last night after the update that made my tubes work , but couldn't get it working. That setup is beyond my blonde head I guess. Couldn't even get it started with output from the grinder.
Tried all different sides but it just refused to output to a tube. ( I did have logic unit in it )
So I gave up on that project and are moving on. I ain't clever enough for that setup.


Did you try using a screwdriver to turn the centrifuge? When I setup mine I also found that the output didn't work on the back of the machine where I placed my tubes. I had to turn it using a screwdriver.
 

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Re: [Mod] Technic [0.4.10] [technic]

by Marshall_maz » Tue Aug 19, 2014 09:42

No I manually dug them and placed them different ways.
I looked at your pic and saw that it looks like your tubes connect on the right side of the centrifuges.
So I placed mine that the tube connected also on the rights side. Started just with the 1 grinder and 1 centrifuge. And couldn't even get that to work. So what chance do I have with 35 of them AND the sorting thing that I don't understand either.

Basically tried from the grinder to 1 centrifuge. Tried grinder all sides except bottom as that's where the power cable comes in. To the centrifuge I tried on it's top , back and right side. Nada , not working. That was with sorting tubes.
Then I decided let me first try just with a normal tube as it is just 1 device to another at that stage. Couldn't get that to output from the grinder to the centrifuge either. With the normal tube also tried all sides except bottom. Both devices get's their power cable from the bottom and both was connected to the network. Triple checked that part.

Eventually gave up as I tried everything that I could from your description and pic and other's description and help , but I just could not get that output going , even on just a grinder to 1 centrifuge setup :(
 

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Re: [Mod] Technic [0.4.10] [technic]

by ivalin » Sat Aug 23, 2014 10:14

Are you planning to add Buildcraft like features in Technic ?
How to get automatic output from chest .
 

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Re: [Mod] Technic [0.4.10] [technic]

by ThatGraemeGuy » Sat Aug 23, 2014 10:31

ivalin wrote:How to get automatic output from chest .


See "Filters/Injectors" at http://vanessae.github.io/pipeworks/. Note that it only works for unlocked chests.
 

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Re: [Mod] Technic [0.4.10] [technic]

by Marshall_maz » Fri Sep 12, 2014 19:49

Hi guys ,

I have a supply converted network that refuses to work.

I have brought in a HV cable from my HV network.
Put in a converter to convert it to MV. The converter shows that it's working taking 10k HV to 9k MV.
Then I put MV cable and an MV battery box. The battery Box keeps saying " have no network ". At first I didn't put a switch station in as the HV cable coming in has one.
Then I tried putting a switch station on the MV part , but still no network.
As you'll see from the screenshot the HV cable has power and it's battery is charging.
Why is this not working ?
Attachments
converter.jpg
converter.jpg (349.53 KiB) Viewed 4026 times
 

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Re: [Mod] Technic [0.4.10] [technic]

by ThatGraemeGuy » Fri Sep 12, 2014 20:05

With the setup exactly in the screenshot is that supply converter still showing "10000HV -> 9000MV?" You mention that it was saying that, but then you removed the switching station from the HV network & I suspect that supply converter is now not working. You must have a switching station on every tier (LV/MV/HV), so unless there is another switching station on the HV section out of sight (and close enough as well), the setup in the screenshot cannot work.

*edit: Also, that HV battery box showing full charge is no indication of anything, it can charge fully while the HV network is properly set up, and will keep its charge if you remove the switching station, as long as the battery box remains cabled.
 

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Re: [Mod] Technic [0.4.10] [technic]

by Marshall_maz » Fri Sep 12, 2014 20:23

ThatGraemeGuy wrote:With the setup exactly in the screenshot is that supply converter still showing "10000HV -> 9000MV?" You mention that it was saying that, but then you removed the switching station from the HV network & I suspect that supply converter is now not working. You must have a switching station on every tier (LV/MV/HV), so unless there is another switching station on the HV section out of sight (and close enough as well), the setup in the screenshot cannot work.

*edit: Also, that HV battery box showing full charge is no indication of anything, it can charge fully while the HV network is properly set up, and will keep its charge if you remove the switching station, as long as the battery box remains cabled.


Yes , like I said , the converter shows correctly 10k HV - 9K MV the whole time , with or without a switching station on the MV part. The converter is powered and working.
The HV section where that cable comes from also has a switching station and is in a loaded area of the map.
It comes from my main HV network which works correctly.
So both ends have switching stations and are loaded in the map.

Additional information: While googling to find a solution I have read that there was a limit of only one convertion type per world. Is this still the case ? As I have another HV - MV convertion at home on the same HV network. That conversion works perfectly. I did try and remove that converter as a test but didn't make any change to this one.

Edit: Additional information 2: The switch station at home that is on the HV network also see this converter.
It shows load of 30k. 10k for quarry , 10k for a converter on the home MV network , and 10k for this converter.
So the HV networks seems right , is just behind the converter to MV that the problem is.
The switch station on this MV part also show 30k load. So this switch station see the same as the one at home on the HV part , only difference , this switch station have ( slave ) in brackets at the end.
 

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Re: [Mod] Technic [0.4.10] [technic]

by ThatGraemeGuy » Fri Sep 12, 2014 20:41

That is bizarre. There is currently no limit like you mention, I think that's from loooong ago. Our world has several HV->MV converters and also some HV->LV converters, all on the same grid, spanning dozens of mapblocks, no problem at all.
 

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Re: [Mod] Technic [0.4.10] [technic]

by ThatGraemeGuy » Fri Sep 12, 2014 20:47

I only noticed the part about the switching station on the MV side showing 30000 demand / slave. I don't know how but that means it's on the HV network. Try moving it to different parts of the MV cable to see if it fixes itself up.
 

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Re: [Mod] Technic [0.4.10] [technic]

by Marshall_maz » Fri Sep 12, 2014 20:53

Check out these readouts:

Converter shows correctly 10k -> 9k
The switch station however shows 100k input. Whis is wrong , that must be 9k input.
So yeah , like you say , that switch station "thinks" it is on the HV network ???
Attachments
Station_readout.jpg
Station_readout.jpg (170.65 KiB) Viewed 4056 times
Converter_readout1.jpg
Converter_readout1.jpg (130.8 KiB) Viewed 4056 times
 

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Re: [Mod] Technic [0.4.10] [technic]

by ThatGraemeGuy » Fri Sep 12, 2014 20:59

Are you using minetest_game with technic as a mod, or some other game with technic built-in?
 

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Re: [Mod] Technic [0.4.10] [technic]

by Marshall_maz » Fri Sep 12, 2014 21:02

Eurika , it's fixed. I lengthened the cable just a little and put the switch station a little further away. Now it works.
Wow , what a strange problem to get. It's as if the either a. the converted network only kicks in after a few nodes of cable , or b. when the switch station is so close to a HV cable it sees that network.
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switch_station_working.jpg
switch_station_working.jpg (373.42 KiB) Viewed 4009 times
 

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Re: [Mod] Technic [0.4.10] [technic]

by jadis40 » Mon Sep 15, 2014 19:20

I've been lurking on this forum for a few days now and have played Minetest 0.4.10 over the weekend. I've installed a few mods, including Technic and Unified Inventory.

I have to say I was pretty excited when I came across this mod, but I've encountered a problem of the recipes for a couple of items. I've checked the link for recipes in the first post, but I discovered that at least one has already changed, (low voltage copper cable) so I don't know if those are still accurate.

In particular, the two that aren't coming up with any recipes in UI are TV_LV_Furnace and TV_grinder.

Not sure where this really belongs, but I decided to post it here to see if someone could help me out.
Last edited by jadis40 on Mon Sep 15, 2014 20:38, edited 1 time in total.
 

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Re: [Mod] Technic [0.4.10] [technic]

by Topywo » Mon Sep 15, 2014 20:22

@jadis40

You can find crafting recipes in the code. For technic's LV-machines open this folder on your computer:

/technic/machines/LV/

and look for the machine you want to make (or recipes for use with the machines)
 

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Re: [Mod] Technic [0.4.10] [technic]

by ThatGraemeGuy » Tue Sep 16, 2014 06:14

Using unified_inventory, enter "technic" in the search box, and click the magnifying glass for easy access to all technic recipes.

Also not really sure where you are seeing "TV_LV_Furnace" and "TV_grinder". There's an "LV Furnace" and "LV Grinder", recipes for both are definitely shown by unified_inventory.

If you're still not winning, ask some more or visit #minetest-technic on Freenode IRC.
 

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Re: [Mod] Technic [0.4.10] [technic]

by jadis40 » Tue Sep 16, 2014 22:57

ThatGraemeGuy wrote:Using unified_inventory, enter "technic" in the search box, and click the magnifying glass for easy access to all technic recipes.

Also not really sure where you are seeing "TV_LV_Furnace" and "TV_grinder". There's an "LV Furnace" and "LV Grinder", recipes for both are definitely shown by unified_inventory.

If you're still not winning, ask some more or visit #minetest-technic on Freenode IRC.


Yeah, that's a derp on my part. I wrote down the items that I was having trouble with, and got 'em wrong when I posted. Still, with unified inventory when I click on the icon for the item in the list to the right, it doesn't show up for whatever reason in the grid to the left. Is there an updated version of UI that I don't know about? I'm pretty sure I have the most recent edition of Technic.

I went into the code to get the recipe, so it's not a problem overall...just odd that the recipes for LV_Furnace and LV_Grinder aren't showing up in Unified Inventory for me.

Right now, it appears that I need to dig down deep enough to get diamonds, among other things. :)
 

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Re: [Mod] Technic [0.4.10] [technic]

by Inocudom » Fri Sep 19, 2014 18:42

The constructors don't appear to remember the orientations of the nodes that they take in/put out.
 

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Re: [Mod] Technic [0.4.10] [technic]

by Sunfirel » Mon Sep 22, 2014 18:20

Very nice mod, but chest inventory textures dont work.
I found a BUG:
In 0.4.10 official 64bit I receive errors about them and see weird colorful boxes when opening chests.
 

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Re: [Mod] Technic [0.4.10] [technic]

by Neuromancer » Tue Sep 23, 2014 01:11

I've been wanting programmable turtles in Minetest for a while now. electrodude512 is starting work on a ComputerCraft like mod and he said the following:
electrodude512 wrote: I don't see turtles as being nearly as important as computers if you have Technic's frames, so I don't plan to immediately add turtles.


I know next to nothing about technic and frames. Are frames programmable like turtles? If so, what language?
 

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Re: [Mod] Technic [0.4.10] [technic]

by ThatGraemeGuy » Tue Sep 23, 2014 04:54

I'm not aware of anything called "frames" in Technic. Perhaps he was referring to Minecraft's Technic Pack when making the comment?
 

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Re: [Mod] Technic [0.4.10] [technic]

by Sokomine » Tue Sep 23, 2014 18:33

ThatGraemeGuy wrote:I'm not aware of anything called "frames" in Technic. Perhaps he was referring to Minecraft's Technic Pack when making the comment?

There are frames and motors for it. Just no receipes. And I don't know how far that has progressed. Seems to be in development.
A list of my mods can be found here.
 

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Re: [Mod] Technic [0.4.10] [technic]

by Topywo » Wed Sep 24, 2014 07:52

Neuromancer wrote:I've been wanting programmable turtles in Minetest for a while now. electrodude512 is starting work on a ComputerCraft like mod and he said the following:
electrodude512 wrote: I don't see turtles as being nearly as important as computers if you have Technic's frames, so I don't plan to immediately add turtles.


I know next to nothing about technic and frames. Are frames programmable like turtles? If so, what language?


I'm not sure this is what you're looking for, but mentioning turtles reminded me of this mod from jin-xi:
viewtopic.php?f=9&t=6997#p106876
 

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Re: [Mod] Technic [0.4.10] [technic]

by Nore » Sat Sep 27, 2014 13:37

Frames can't be programmed, they are mesecons-controlled items for making multinode devices, so you have to pair them with a LuaController from mesecons.
 

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Re: [Mod] Technic [0.4.10] [technic]

by Miner59 » Thu Oct 02, 2014 08:49

Hi,
I have no recipes for lv_grinder and lv_electric_furnace too, like jadis40.

Here is a screenshot:

Image

I think you need to fix the crafting recipes for both machines, because they have no "lv_" before their name.

Here is what you need to change:

/technic/machines/lv/electric_furnace.lua

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
--old
   output = 'technic:electric_furnace',


Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
--new
   output = 'technic:lv_electric_furnace', --add lv_



/technic/machines/lv/grinder.lua

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
--old
minetest.register_alias("grinder", "technic:grinder")
minetest.register_craft({
   output = 'technic:grinder',


Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
--new
minetest.register_alias("grinder", "technic:grinder", "lv_grinder", "technic:lv_grinder") --maybe better register more names as alias
minetest.register_craft({
   output = 'technic:lv_grinder', --add lv_
 

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Re: [Mod] Technic [0.4.10] [technic]

by Marshall_maz » Thu Oct 02, 2014 09:14

Hi all ,

Can somebody help me in explaining how the constructor works and what it does.

I checked the technic manual but it's not in there.

Thanx
 

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