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

siteswap423
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Re: [Mod] Technic [0.4.11] [technic]

by siteswap423 » Wed Sep 09, 2015 07:18

Ok :)
I' Have installed this mod but i dont' find it
How can i get one??
 

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Re: [Mod] Technic [0.4.11] [technic]

by ThatGraemeGuy » Wed Sep 09, 2015 07:22

They are disabled by default, see https://github.com/minetest-technic/tec ... ig.lua#L10

To enable create a 'technic.conf' fil in your world directory and have a line that says "enable_frames = true"
 

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Re: [Mod] Technic [0.4.11] [technic]

by VanessaE » Wed Sep 09, 2015 07:36

Here's how they work:

  • Build a platform or a small structure with the frames, as needed. Along the bottom or on one side, run a line of frames along the axis you want the structure to move in. I'll call this your "drive line".
  • Place a motor on the ground, directly up against your structure, so that the motor's arrows touch one of the frames in the drive line. Use the screwdriver to adjust the orientation of the arrows so that they point in the direction you want everything to move.
  • Run a mesecons wire to the motor.
  • Send a single high pulse down that wire to activate the motor. All of the frames will move one meter in the direction of the motor's arrow. Anything you place on, against, or under the frames will move with them (other than the motor that's driving them), except:
  • If you punch on a frame, the side you punched will toggle open or closed. A closed side (shows a solid texture with an X-shaped wooden pattern) won't move the objects that are placed against that side. Each of the six sides operates independently.
  • If you try to push part of your apparatus up against something, and it's a closed frame side or a non-frame object that makes contact with that something, the apparatus will stop moving there. If it's an open frame side that makes contact, the object that's in the way will become attached to the apparatus and will move along with it.
  • Frames won't move if there's a mesecons wire or other signal directly under them or next to them, so be sure you connect to your motor in such a way as to keep the drive signal mesecons wires away from the apparatus. Wires on TOP of the apparatus are treated like other objects and will move with it; mesecons circuits can be carried by the frames and will behave normally, but I'm not sure how "active" they're allowed to be.
The frames will only move by way of a motor if they're in contact with the arrows on the motor. Although it's not necessary, typically, you will have a Lua Controller handling the movement of the apparatus. You might even have a nodebreaker and a deployer at the end of the drive line near the motor, controlled by the LuaC so that they add and remove extra frames at the end of the line as your structure moves back and forth.
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Re: [Mod] Technic [0.4.11] [technic]

by siteswap423 » Wed Sep 09, 2015 08:02

Many thanks for your Bolt reply :D
This evening after work i try to use one
 

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Re: [Mod] Technic [0.4.11] [technic]

by Hybrid Dog » Wed Sep 09, 2015 10:57

ThatGraemeGuy wrote:They are disabled by default, see https://github.com/minetest-technic/tec ... ig.lua#L10

To enable create a 'technic.conf' fil in your world directory and have a line that says "enable_frames = true"

Why are they disabled by default?
l guess the frames cheat can be fixed easily by looking at where the frames are objects if nodes are set into it.
https://github.com/minetest-technic/technic/issues/170
 

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Re: [Mod] Technic [0.4.11] [technic]

by DoyleChris » Wed Sep 09, 2015 13:27

What is the output of the reactor when its running in EU.
 

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Re: [Mod] Technic [0.4.11] [technic]

by ThatGraemeGuy » Wed Sep 09, 2015 13:41

DoyleChris wrote:What is the output of the reactor when its running in EU.

100,000EU
 

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Re: [Mod] Technic [0.4.11] [technic]

by DoyleChris » Fri Sep 11, 2015 01:30

Im having problems with my reactor. I have the core with water around that and Stainless steel around that and concrete around that and Blast concrete around that. and i have 6 fuel rods in the core. and the core is reading idle, and my switch reads 0 Supply.
Image
Image
Image
Attachments
Reactor3.jpg
Switch and Converters
Reactor3.jpg (233.69 KiB) Viewed 5220 times
Reactor2.jpg
Idle
Reactor2.jpg (134.31 KiB) Viewed 5220 times
Reactor.jpg
Fuel Rods
Reactor.jpg (157.9 KiB) Viewed 5220 times
 

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Re: [Mod] Technic [0.4.11] [technic]

by Dartmouth » Fri Sep 11, 2015 15:28

Did you check the connections? ;)
 

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Re: [Mod] Technic [0.4.11] [technic]

by DoyleChris » Fri Sep 11, 2015 15:32

Yep switch sees it but not producing EU.
 

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Re: [Mod] Technic [0.4.11] [technic]

by Dartmouth » Fri Sep 11, 2015 15:33

Hmm, leaving and rejoining the world/restarting the server doesn't help either?
 

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Re: [Mod] Technic [0.4.11] [technic]

by DoyleChris » Fri Sep 11, 2015 15:54

Ill try again when i get home. One thing i wonder about is in the .lua for the reactor.
It says you dont need the concrete, just blast concrete.
 

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Re: [Mod] Technic [0.4.11] [technic]

by Dartmouth » Fri Sep 11, 2015 16:13

Yes, it seems like it was needed before, but isn't needed for proper functioning anymore. However, if you play with damage enabled, I believe you will start taking radioactivity damage if you stand to close to it. If you add the concrete layer, it's more difficult to get damaged - you have to stand directly next to a side of the reactor.

It doesn't affect functionality, it's just because of the health risk.
 

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Re: [Mod] Technic [0.4.11] [technic]

by DoyleChris » Fri Sep 11, 2015 17:40

Then i cant figure it out why its not running.
This is in Singleplayer Survival.
 

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Re: [Mod] Technic [0.4.11] [technic]

by Dartmouth » Fri Sep 11, 2015 18:13

Can you try removing the fuel rods, cables, and switching station again, and putting them back in different orders? Sometimes switching stations don't seem to work properly, but I don't know why...
 

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Re: [Mod] Technic [0.4.11] [technic]

by siteswap423 » Fri Sep 11, 2015 19:23

Hi guys :)
Why cnc machine dont show up background menù????
Attachments
Schermata-Finestra senza titolo.png
Schermata-Finestra senza titolo.png (758.11 KiB) Viewed 5220 times
 

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Re: [Mod] Technic [0.4.11] [technic]

by VanessaE » Fri Sep 11, 2015 19:57

Looks right to me.
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Re: [Mod] Technic [0.4.11] [technic]

by siteswap423 » Fri Sep 11, 2015 20:52

Hi, Vanessa
The background is right, but i cant insert block in machine . ( in input grid) :)
Im doing something wrong?
 

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Re: [Mod] Technic [0.4.11] [technic]

by DoyleChris » Fri Sep 11, 2015 21:19

So i switched the blast concrete and regular and it works now. C=Concrete B=Blast Concrete S=Stainless Steel W= Water O=Core I=Wire.
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
CCCCCCCCC
CBBBBBBBC
CBSSSSSBC
CBSWWWSBC
CBSWOWSBC
CBSWIWSBC
CBSSISSBC
CBBBIBBBC
CCCCICCCC
 

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Re: [Mod] Technic [0.4.11] [technic]

by VanessaE » Fri Sep 11, 2015 22:27

siteswap: oh wait, I see what you mean now - your inventory slots are missing from the formspec. Didn't catch that before.

Seems I have the same problem -- CNC machines I already had in my world from some time ago work fine, but newly-placed ones are broken. No idea why.

EDIT: fixed by est31 in git.
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Re: [Mod] Technic [0.4.11] [technic]

by Dartmouth » Sat Sep 12, 2015 16:05

DoyleChris wrote:So i switched the blast concrete and regular and it works now. C=Concrete B=Blast Concrete S=Stainless Steel W= Water O=Core I=Wire.
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
CCCCCCCCC
CBBBBBBBC
CBSSSSSBC
CBSWWWSBC
CBSWOWSBC
CBSWIWSBC
CBSSISSBC
CBBBIBBBC
CCCCICCCC

So you had them the other way around before? That explains it then I guess :)
 

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Re: [Mod] Technic [0.4.11] [technic]

by DoyleChris » Sat Sep 12, 2015 16:42

Yeah
 

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Re: [Mod] Technic [0.4.11] [technic]

by uind_w » Sun Sep 13, 2015 04:05

Hello.
I enjoying Technic.
And I want to control Technic Machine with Mesecons.
So, I made some small machines. (topic is here)
When EU supply, this machine outputs Mese Signal.
Image

More, I want to make something "When Mese Signal comes, it works as cable".
But I didn't finish it.
Is there any easy way to make new "Cable"?
 

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Re: [Mod] Technic [0.4.11] [technic]

by DS-minetest » Sun Sep 13, 2015 11:46

DoyleChris wrote:So i switched the blast concrete and regular and it works now. C=Concrete B=Blast Concrete S=Stainless Steel W= Water O=Core I=Wire.
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
CCCCCCCCC
CBBBBBBBC
CBSSSSSBC
CBSWWWSBC
CBSWOWSBC
CBSWIWSBC
CBSSISSBC
CBBBIBBBC
CCCCICCCC


the code says:
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
-- The standard reactor structure consists of a 9x9x9 cube.  A cross
-- section through the middle:
--
--     CCCC CCCC
--     CBBB BBBC
--     CBSS SSBC
--     CBSWWWSBC
--     CBSW#WSBC
--     CBSW|WSBC
--     CBSS|SSBC
--     CBBB|BBBC
--     CCCC|CCCC
--     C = Concrete, B = Blast-resistant concrete, S = Stainless Steel,
--     W = water node, # = reactor core, | = HV cable
--
-- The man-hole and the HV cable are only in the middle, and the man-hole
-- is optional.
--
-- For the reactor to operate and not melt down, it insists on the inner
-- 7x7x7 portion (from the core out to the blast-resistant concrete)
-- being intact.  Intactness only depends on the number of nodes of the
-- right type in each layer.  The water layer must have water in all but
-- at most one node; the steel and blast-resistant concrete layers must
-- have the right material in all but at most two nodes.  The permitted
-- gaps are meant for the cable and man-hole, but can actually be anywhere
-- and contain anything.  For the reactor to be useful, a cable must
-- connect to the core, but it can go in any direction.
--
-- The outer concrete layer of the standard structure is not required
-- for the reactor to operate.  It is noted here because it used to
-- be mandatory, and for historical reasons (that it predates the
-- implementation of radiation) it needs to continue being adequate
-- shielding of legacy reactors.  If it ever ceases to be adequate
-- shielding for new reactors, legacy ones should be grandfathered.
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Re: [Mod] Technic [0.4.11] [technic]

by DoyleChris » Wed Sep 16, 2015 01:48

I have another question with grinders and furnaces. In the picture below i have the grinders and furnaces side by side both have a controller to feed into tubes and between each other. And for the furnace to send out to chests.
Question is how do i set up a feed tube to the grinders so i can put all my lumps in a chest and have that feed grinders. I know i need a Injector to send to the grinder but how does the grinder know what is grinding and what to add to the queue to grind.
Example I have 2 grinders and 3 sets of lumps (99 Gold grinder 1, 99 Iron grinder 2, 99 Silver). Does the injector just force the silver into the tube and hopes that it gets there, or does the grind pull when the queue is empty.
Image
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Grinder_Furnace.jpg
Grinder_Furnace
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Re: [Mod] Technic [0.4.11] [technic]

by Dartmouth » Wed Sep 16, 2015 04:40

The injectors just push the items into the tube after being triggered by a mesecons signal. However, the grinder can only have one type of material in the input slot, so you can't insert more materials while a stack of a different item. is still being processed. You'll need sorting tubes to sort materials to different grinders.
 

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Re: [Mod] Technic [0.4.11] [technic]

by DoyleChris » Wed Sep 16, 2015 08:48

So i need a grinder for each lump (iron, copper. Gold, silver,.....)
 

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Re: [Mod] Technic [0.4.11] [technic]

by Hybrid Dog » Wed Sep 16, 2015 09:00

ls there a cheaper diode pipe than the sorting one?
 

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Re: [Mod] Technic [0.4.11] [technic]

by DS-minetest » Wed Sep 16, 2015 12:34

Hybrid Dog wrote:ls there a cheaper diode pipe than the sorting one?

one way tube
but thats a question for pipeworks, not for technic
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Re: [Mod] Technic [0.4.11] [technic]

by Aberts10 » Thu Sep 17, 2015 22:52

What do I need to download to get this working on the latest minetest? it doesn't seem to be creating the Machines... Do I have to move all the folders inside the Zip into the main mod folder?

EDIT: I just took Every folder with a lua script out and put it in the Main minetest folder... but I get this error... ive also renamed some of the folders because it said it was invalid name

2015-09-17 18:56:22: ERROR[main]: ========== ERROR FROM LUA ===========
2015-09-17 18:56:22: ERROR[main]: Failed to load and run script from
2015-09-17 18:56:22: ERROR[main]: C:\Users\user\Documents\minetest-0.4.13\bin\..\mods\tools\init.lua:
2015-09-17 18:56:22: ERROR[main]: ...\Documents\minetest-0.4.13\bin\..\mods\tools\init.lua:1: attempt to index global 'technic' (a nil value)
2015-09-17 18:56:22: ERROR[main]: stack traceback:
2015-09-17 18:56:22: ERROR[main]: ...\Documents\minetest-0.4.13\bin\..\mods\tools\init.lua:1: in main chunk
2015-09-17 18:56:22: ERROR[main]: ======= END OF ERROR FROM LUA ========
2015-09-17 18:56:22: ERROR[main]: Server: Failed to load and run C:\Users\user\Documents\minetest-0.4.13\bin\..\mods\tools\init.lua
2015-09-17 18:56:22: ERROR[main]: ModError: ModError: Failed to load and run C:\Users\user\Documents\minetest-0.4.13\bin\..\mods\tools\init.lua
2015-09-17 18:56:22: ERROR[main]: Error from Lua:
2015-09-17 18:56:22: ERROR[main]: ...\Documents\minetest-0.4.13\bin\..\mods\tools\init.lua:1: attempt to index global 'technic' (a nil value)
2015-09-17 18:56:22: ERROR[main]: stack traceback:
2015-09-17 18:56:22: ERROR[main]: ...\Documents\minetest-0.4.13\bin\..\mods\tools\init.lua:1: in main chunk
2015-09-17 18:56:22: ERROR[main]: Check debug.txt for details.
 

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