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

User avatar
Jordach
Member
 
Posts: 4412
Joined: Mon Oct 03, 2011 17:58
GitHub: Jordach
IRC: Jordach
In-game: Jordach

by Jordach » Fri May 10, 2013 15:43

vktRus wrote:
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
19:28:29: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaE
rror: error: ...test/mods/minetest/technic-master/item_drop/init.lua:30: attempt
 to index local 'inv' (a nil value)
19:28:29: ERROR[main]: stack traceback:

In thread b6cf8700:
/build/buildd/minetestc55-201305092101/src/main.cpp:2080: int main(int, char**):
 Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD b6cf8700:
#0  int main(int, char**)
(Leftover data: #1  Dedicated server branch)
(Leftover data: #2  virtual void ServerMap::save(ModifiedState))
(Leftover data: #3  virtual void ServerMap::saveBlock(MapBlock*))
(Leftover data: #4  void ItemStack::serialize(std::ostream&) const)
You are using the indev version. Use the stable version.

( ͡° ͜ʖ ͡°) ( ͡o ͜ʖ ͡o) [$ ( ͡° ͜ʖ ͡°) $] ( ͡$ ͜ʖ ͡$) ヽ༼ຈل͜ຈ༽ノ



My image and media server is back online and is functioning as normal.
 

vktRus
Member
 
Posts: 67
Joined: Wed May 01, 2013 07:23

by vktRus » Fri May 10, 2013 15:49

How to make this a great inventory menu with guide, bags, home?... I am install Unified Inventory mod, which is part of RealBadAngel's Technic modpack. But old style menu (
 

User avatar
RealBadAngel
Member
 
Posts: 556
Joined: Wed Jul 18, 2012 16:30

by RealBadAngel » Fri May 10, 2013 22:02

vktRus wrote:How to make this a great inventory menu with guide, bags, home?... I am install Unified Inventory mod, which is part of RealBadAngel's Technic modpack. But old style menu (


if youre using UI from stable then make sure you delete contens of default creative mod's init.lua (open it, delete whole contens, save)
Version that comes in indev branch doesnt need it, but you will game build from git to run it, stable 0.4.6 is not enough.
Last edited by RealBadAngel on Fri May 10, 2013 22:03, edited 1 time in total.
 

vktRus
Member
 
Posts: 67
Joined: Wed May 01, 2013 07:23

by vktRus » Sat May 11, 2013 08:42

Stable version. launchpad.net/~minetestdevs/+archive/stable

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
12:39:17: ERROR[main]: ServerEnvironment::deactivateFarObjects(): id=316 m_static_exists=true but static data doesn't actually exist in (9,-2,-5)
WARNING: StaticObjectList::remove(): id=316 not found
12:39:18: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error: ...test/mods/minetest/technic-master/item_drop/init.lua:10: attempt to index local 'inv' (a nil value)
12:39:18: ERROR[main]: stack traceback:

In thread b6cdc700:
/build/buildd/minetestc55-0.4.6/src/main.cpp:1967: int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD b6cdc700:
#0  int main(int, char**)
(Leftover data: #1  Dedicated server branch)
(Leftover data: #2  virtual void ServerMap::save(ModifiedState))
(Leftover data: #3  virtual void ServerMap::saveBlock(MapBlock*))
(Leftover data: #4  void ItemStack::serialize(std::ostream&) const)
Last edited by vktRus on Sat May 11, 2013 08:43, edited 1 time in total.
 

User avatar
RealBadAngel
Member
 
Posts: 556
Joined: Wed Jul 18, 2012 16:30

by RealBadAngel » Sun May 12, 2013 06:06

I will try to fix the item drop today.

Also some updates to indev:
CNC Milling machine, coloured framed glass, HV wireing and batboxes, new chainsaw functionality (try it on moretrees!)
 

Axel
Member
 
Posts: 15
Joined: Wed Sep 05, 2012 18:50

by Axel » Wed May 22, 2013 08:51

The textures for the High Voltage Battery Box are missing in the indev branch
 

User avatar
Inocudom
Member
 
Posts: 2889
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Wed May 22, 2013 15:34

Farming (wheat and cotton) are now part of the default game. If you have any recipes associated with those, you might want to change them.

I like the strata that this mod adds to the subterranean world, and its chests and machines are very useful.
 

vktRus
Member
 
Posts: 67
Joined: Wed May 01, 2013 07:23

by vktRus » Sun May 26, 2013 17:25

Tree Tap does not work with the mod moretrees.
For Tree Tap need:
  • farming_plus:rubber_tree_full
  • farming:rubber_tree_full
  • technic:rubber_tree_full

But moretrees mod have the moretrees:rubber_tree only.
 

User avatar
RealBadAngel
Member
 
Posts: 556
Joined: Wed Jul 18, 2012 16:30

by RealBadAngel » Wed May 29, 2013 02:09

vktRus wrote:Tree Tap does not work with the mod moretrees.
For Tree Tap need:
  • farming_plus:rubber_tree_full
  • farming:rubber_tree_full
  • technic:rubber_tree_full

But moretrees mod have the moretrees:rubber_tree only.


Ive changed treetap to work only with moretrees rubber tree. Old ways are removed, moretrees added as dependency.
 

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

by VanessaE » Wed May 29, 2013 16:30

Note that if you don't normally use moretrees, or you don't want all the trees it normally provides, you can configure that mod to only generate exactly the trees you do want (i.e. just rubber trees if that's all you need).
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

User avatar
RealBadAngel
Member
 
Posts: 556
Joined: Wed Jul 18, 2012 16:30

by RealBadAngel » Thu May 30, 2013 04:05

VanessaE wrote:Note that if you don't normally use moretrees, or you don't want all the trees it normally provides, you can configure that mod to only generate exactly the trees you do want (i.e. just rubber trees if that's all you need).


Exactly.

Added missing HV battery box textures (16x) to indev (sorry for mess, im using 128x textures and Haven have them for a long time already, i havent noticed that just ;)
 

User avatar
BrandonReese
Member
 
Posts: 836
Joined: Wed Sep 12, 2012 00:44
GitHub: bremaweb
IRC: BrandonReese
In-game: BrandonReese

by BrandonReese » Sat Jun 01, 2013 21:58

I'm having a problem with unified inventory. I click the Craft and unified inventory blinks up for a second and then it switches to the normal crafting grid. Anybody else having this problem? I have 3d Armor and Skins installed, but I think those were both installed when unified inventory was working for me about a month ago.
 

User avatar
addi
Member
 
Posts: 605
Joined: Thu Sep 20, 2012 03:16

by addi » Sun Jun 02, 2013 04:08

3d armor and skins depends on inventory plus. you must install inventory_plus and remove unified_inventory from the technic modpack
inventory_plus is more adaptable than unified_inventory

stu wrote:Depends: inventory_plus (not required for wieldview alone)

http://forum.minetest.net/viewtopic.php?pid=67710#p67710

and the skins too(its not in the forum thread, but in the init.lua) https://github.com/Zeg9/minetest-skins/blob/master/skins/init.lua#L132
 

Stefek
Member
 
Posts: 10
Joined: Tue May 28, 2013 14:55

by Stefek » Sun Jun 02, 2013 09:47

I am starting to go mad with all this. I am try to install tehnic pack into default Minetest version minetest-0.4.6-2.zip

and I put all filepacks from 1st post to /mods/minetest folder
Now.. I got Inconsitiency error when I try to configure world with these mods.
I guess I am missing something, but I dunno what. Also if that Moretrees mod is not included in one of these dependencies list, I probbably did not included it.

So, please help me with this.

Mods installed screenshot:

http://postimg.org/image/ko1hymos1/
Last edited by Stefek on Sun Jun 02, 2013 10:25, edited 1 time in total.
 

Stefek
Member
 
Posts: 10
Joined: Tue May 28, 2013 14:55

by Stefek » Sun Jun 02, 2013 10:16

Last edited by Stefek on Sun Jun 02, 2013 10:24, edited 1 time in total.
 

User avatar
Mossmanikin
Member
 
Posts: 599
Joined: Sun May 19, 2013 16:26

by Mossmanikin » Sun Jun 02, 2013 12:05

Stefek wrote:I am starting to go mad with all this. I am try to install tehnic pack into default Minetest version minetest-0.4.6-2.zip

and I put all filepacks from 1st post to /mods/minetest folder
Now.. I got Inconsitiency error when I try to configure world with these mods.
I guess I am missing something, but I dunno what. Also if that Moretrees mod is not included in one of these dependencies list, I probbably did not included it.

So, please help me with this.

Mods installed screenshot:

http://postimg.org/image/ko1hymos1/


Try renaming the folder moretrees-master into moretrees and pipeworks-master into pipeworks.

Noob 4 life!
My stuff
 

User avatar
Zeg9
Member
 
Posts: 608
Joined: Fri Sep 21, 2012 11:02

by Zeg9 » Sun Jun 02, 2013 12:39

addi wrote:3d armor and skins depends on inventory plus. you must install inventory_plus and remove unified_inventory from the technic modpack
inventory_plus is more adaptable than unified_inventory

stu wrote:Depends: inventory_plus (not required for wieldview alone)

http://forum.minetest.net/viewtopic.php?pid=67710#p67710

and the skins too(its not in the forum thread, but in the init.lua) https://github.com/Zeg9/minetest-skins/blob/master/skins/init.lua#L132

You can use "mod menu" instead if you want to have both inventory_plus and unified inventory.
Edit: http://forum.minetest.net/viewtopic.php?id=5824
Last edited by Zeg9 on Sun Jun 02, 2013 12:40, edited 1 time in total.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

Stefek
Member
 
Posts: 10
Joined: Tue May 28, 2013 14:55

by Stefek » Sun Jun 02, 2013 14:09

Th for help. I now can enter world and acutaly play, but it seems that commands are not listening.
Like, I cannot create steel axe, although I got al ingreedients. That guide is messing up recepie maybe and placing in crafting boxes.
 

vktRus
Member
 
Posts: 67
Joined: Wed May 01, 2013 07:23

by vktRus » Sun Jun 02, 2013 15:24

I can't do a technic:mining_drill_mk3. As the technic:mining_drill_mk2 in 1-4 mode.
 

Stefek
Member
 
Posts: 10
Joined: Tue May 28, 2013 14:55

by Stefek » Sun Jun 02, 2013 15:27

I got tons of bugs with regular stuff, as well I see rubber tree stuff are not ingame... textures and commands are messed up...
 

Stefek
Member
 
Posts: 10
Joined: Tue May 28, 2013 14:55

by Stefek » Mon Jun 03, 2013 12:40

This is so buggy that I am abondoning this... I may try it once it gets better in regular version. This is total mess..

Sorry..
 

User avatar
RealBadAngel
Member
 
Posts: 556
Joined: Wed Jul 18, 2012 16:30

by RealBadAngel » Mon Jun 03, 2013 15:18

Stefek wrote:This is so buggy that I am abondoning this... I may try it once it gets better in regular version. This is total mess..

Sorry..


You have installed BOTH 0.4.6 and Indev versions of technic mod.
No wonder it is fucked up,
Sorry it will definitely wont work.

Anyway technic will become soon a game mode, not just a mod. Also with single download link that will have already all the elements needed to run it. Without having to look for dependecies and renaming folders.
Click "download", save, run and configure then play.
Firsr run of the Technic game mode will pop up configure dialog that will help you set it up.
For those who will want tu use just rubber tree from moretrees it will be possible to use just this one for example.
So first run -> highly detailed setip, restart world, play it configured. Later on configuring possible via editing world setup files.
Last edited by RealBadAngel on Mon Jun 03, 2013 15:30, edited 1 time in total.
 

User avatar
Evergreen
Member
 
Posts: 2131
Joined: Sun Jan 06, 2013 01:22
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen

by Evergreen » Mon Jun 03, 2013 15:34

RealBadAngel wrote:
Stefek wrote:This is so buggy that I am abondoning this... I may try it once it gets better in regular version. This is total mess..

Sorry..


You have installed BOTH 0.4.6 and Indev versions of technic mod.
No wonder it is ****ed up,
Sorry it will definitely wont work.

Anyway technic will become soon a game mode, not just a mod. Also with single download link that will have already all the elements needed to run it. Without having to look for dependecies and renaming folders.
Click "download", save, run and configure then play.
Firsr run of the Technic game mode will pop up configure dialog that will help you set it up.
For those who will want tu use just rubber tree from moretrees it will be possible to use just this one for example.
So first run -> highly detailed setip, restart world, play it configured. Later on configuring possible via editing world setup files.

I really can't wait for technic game mode. It sounds so awesome!
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

User avatar
BrandonReese
Member
 
Posts: 836
Joined: Wed Sep 12, 2012 00:44
GitHub: bremaweb
IRC: BrandonReese
In-game: BrandonReese

by BrandonReese » Mon Jun 03, 2013 15:43

Stefek wrote:This is so buggy that I am abondoning this... I may try it once it gets better in regular version. This is total mess..

Sorry..


I have it running on my server by request of some users. It hasn't crashed my server and I haven't got any complaints about it yet.
 

Stefek
Member
 
Posts: 10
Joined: Tue May 28, 2013 14:55

by Stefek » Mon Jun 03, 2013 20:42

Hmm.. That is nice info to hear..and where is that ready download ? Or I have to wait a bit...
 

User avatar
LionsDen
Member
 
Posts: 525
Joined: Thu Jun 06, 2013 03:19

by LionsDen » Thu Jun 06, 2013 03:41

I seem to be having problems with the turbines. I build 2 of them and they came out looking red and grey. I put them into the water and they turn green. Check the first image.


Images are at: http://imageshack.us/g/1/10181963/


I add a MV cable to the top and it turns red and the water wont go near it. Check the next image for an example.

I removed the MV cable and tried a regular cable and the same thing happened. See next image.

The cables are blocking the water and turning off the turbines. As far as I could tell, the only place to attach the cables were to the top. I tried to have water flowing under the turbines as well but that didn't make any difference. Maybe I am just doing something wrong but if so, could you please tell me what.

Thanks for the help.
 

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

by VanessaE » Thu Jun 06, 2013 03:54

Those are mesecons turbines, not technic. Use mesecons wires to connect to them.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

User avatar
LionsDen
Member
 
Posts: 525
Joined: Thu Jun 06, 2013 03:19

by LionsDen » Thu Jun 06, 2013 04:19

No wonder it didn't work. Thanks for the help. I installed a few different mods and I'm still learning what goes to what.
Last edited by LionsDen on Thu Jun 06, 2013 04:19, edited 1 time in total.
 

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

by VanessaE » Thu Jun 06, 2013 23:13

A variant of the crash bug vktRus reported - this one happens when someone uses the chainsaw:

18:53:49: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaE rror: error: /usr/share/minetest/builtin/item.lua:339: attempt to call field 'handle_node_drops' (a nil value)
18:53:49: ERROR[main]: stack traceback:

In thread 7f9e46e2a780:
/home/vanessa/Minetest-Textures-and-mods/minetest_engine/src/main.cpp:2179: int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 7f9e46e2a780:
#0 int main(int, char**)
(Leftover data: #1 Dedicated server branch)
(Leftover data: #2 virtual void ServerMap::save(ModifiedState))
(Leftover data: #3 virtual void ServerMap::saveBlock(MapBlock*))
(Leftover data: #4 void ItemStack::serialize(std::ostream&) const)

A brief grep through the mod shows that handle_item_drops is being redefined in technic/technic/chainsaw.lua and also technic/item_drop/init.lua . Surely one of these re-definitions needs to be removed, but either way it causes the server to crash.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

User avatar
Jordach
Member
 
Posts: 4412
Joined: Mon Oct 03, 2011 17:58
GitHub: Jordach
IRC: Jordach
In-game: Jordach

by Jordach » Fri Jun 07, 2013 06:46

LionsDen wrote:I seem to be having problems with the turbines. I build 2 of them and they came out looking red and grey. I put them into the water and they turn green. Check the first image.


Images are at: http://imageshack.us/g/1/10181963/


I add a MV cable to the top and it turns red and the water wont go near it. Check the next image for an example.

I removed the MV cable and tried a regular cable and the same thing happened. See next image.

The cables are blocking the water and turning off the turbines. As far as I could tell, the only place to attach the cables were to the top. I tried to have water flowing under the turbines as well but that didn't make any difference. Maybe I am just doing something wrong but if so, could you please tell me what.

Thanks for the help.
Place Low Voltage cable UNDER the water turbine. IF it is a low voltage turbine. Other variants, such as MV turbines need MV cable and so on.

EDIT: The images show that that is a Mesecons Water turbine, not a Technic Turbine, which is crafted like: S is stone. C is copper. D is diamond. W is wood.
SSS
WDW
SCS

Try that recipe...provided you have a diamond.
Last edited by Jordach on Fri Jun 07, 2013 06:54, edited 1 time in total.

( ͡° ͜ʖ ͡°) ( ͡o ͜ʖ ͡o) [$ ( ͡° ͜ʖ ͡°) $] ( ͡$ ͜ʖ ͡$) ヽ༼ຈل͜ຈ༽ノ



My image and media server is back online and is functioning as normal.
 

PreviousNext

Return to Mod Releases

Who is online

Users browsing this forum: No registered users and 14 guests

cron