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

Nore
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by Nore » Sun Jan 06, 2013 11:56

You must use an old version of mesecons with Technic, else it won't work.
 

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Zeg9
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by Zeg9 » Sun Jan 06, 2013 14:09

Nore wrote:You must use an old version of mesecons with Technic, else it won't work.


The latest technic version works with the latest mesecons
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

Nore
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by Nore » Sun Jan 06, 2013 14:24

Sorry for that wrong anwser...

But technic doen't use the new mesecons API yet (that's why I was confused)
 

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by 4aiman » Mon Jan 07, 2013 19:58

Ok.. And I just wanted to post some logs to prove myself right :)
Then, who can fix this:
23:56:07: ERROR[main]: ========== ERROR FROM LUA ===========
23:56:07: ERROR[main]: Failed to load and run script from
23:56:07: ERROR[main]: /minetest/bin/../games/minimal (copy)/mods/addin_mods/technic/technic/init.lua:
23:56:07: ERROR[main]: ...py)/mods/addin_mods/technic/technic/node_breaker.lua:36: attempt to call method 'register_on_signal_on' (a nil value)
23:56:07: ERROR[main]: stack traceback:
23:56:07: ERROR[main]: ...py)/mods/addin_mods/technic/technic/node_breaker.lua:36: in main chunk
23:56:07: ERROR[main]: [C]: in function 'dofile'
23:56:07: ERROR[main]: ...imal (copy)/mods/addin_mods/technic/technic/init.lua:68: in main chunk
23:56:07: ERROR[main]: =======END OF ERROR FROM LUA ========
?
 

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by rarkenin » Mon Jan 07, 2013 21:11

Suggestion: Power meters so we can set up large power networks and bill customers for power usage. Also, a working transformer can help, so we can link up MV and LV circuits.
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by madarexxx » Wed Jan 09, 2013 08:38

rarkenin wrote:Also, a working transformer can help, so we can link up MV and LV circuits.

+ 100500 RealBadAngel, please update technic!
Sorry for my bad English, please help me learn it - correct my worst mistakes :)
 

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by Inocudom » Fri Jan 11, 2013 19:49

Jeija must have changed something in mesecons, because this mod and the bobblocks mod do not have compatibility with it.
 

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by keneticquartz » Tue Jan 22, 2013 22:26

It is very cool, but, the mesecons API is outdated. So, please make a new version. P.S. : i am new.
 

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by Spots » Tue Jan 22, 2013 22:35

RealBadAngel is currently doing the more trees coding and tons of other items i'm sure he will get around to updating this mod when he has a free moment
 

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by RealBadAngel » Sun Jan 27, 2013 09:26

Updated mod to work with latest pipeworks, mesecons and stairsplus.
 

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by madarexxx » Sun Jan 27, 2013 09:28

RealBadAngel, can you implement transformators LV - MV ? I'm stuck without them
p.s. thanks for update
Sorry for my bad English, please help me learn it - correct my worst mistakes :)
 

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by Nore » Sun Jan 27, 2013 09:43

Could you make furnaces, grinders, ... compatible with pipeworks? Moreover, the node breaker has already been integrated in pipeworks. Finally, could you explain how energy works? (For a developer that wants to make something that uses energy)
 

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by madarexxx » Sun Jan 27, 2013 09:44

Could you make furnaces, grinders, ... compatible with pipeworks? Moreover, the node breaker has already been integrated in pipeworks. Finally, could you explain how energy works? (For a developer that wants to make something that uses energy)


+100500
Sorry for my bad English, please help me learn it - correct my worst mistakes :)
 

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by Nore » Sun Jan 27, 2013 09:48

And could you add recipes for the new pipeworks tubes? (they are disabled by the presence of technic)
 

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by RealBadAngel » Sun Jan 27, 2013 09:53

Nore wrote:Could you make furnaces, grinders, ... compatible with pipeworks? Moreover, the node breaker has already been integrated in pipeworks. Finally, could you explain how energy works? (For a developer that wants to make something that uses energy)

All technic devices shall be updated to work with tubes today.
About nodebreakers, deployers, constructors etc i cant allow them to be moved to pipeworks. Theyre parts of bigger, not yet finished, goal - automatic moveable on frames quarries.
On the makin new devices that use energy i will write HOW-TO.

Nore wrote:And could you add recipes for the new pipeworks tubes? (they are disabled by the presence of technic)


Im on irc atm, please msg me
Last edited by RealBadAngel on Sun Jan 27, 2013 10:01, edited 1 time in total.
 

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GloopMaster
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by GloopMaster » Sun Jan 27, 2013 16:20

Wow, you're actually working on it.
Meow.

That is all.
 

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RealBadAngel
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by RealBadAngel » Sun Jan 27, 2013 16:38

GloopMaster wrote:Wow, you're actually working on it.


Suprised? :P
 

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by Jordach » Sun Jan 27, 2013 17:37

Yup, this is looking good!

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GloopMaster
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by GloopMaster » Sun Jan 27, 2013 17:51

RealBadAngel wrote:
GloopMaster wrote:Wow, you're actually working on it.


Suprised? :P


Very much so.
Meow.

That is all.
 

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by BZab » Tue Jan 29, 2013 22:43

Found (maybe) bug -> when i put deployer in front of node braker
-> ....... <-
Deployer | free space (1 cube) | node braker

Connected to same mesecon - when i turned em on - game crashed
@EDIT: I use latest versions of technic and minetest...
This bug succesfully killed my map xD always when i go on it FPS = 0
@EDIT2: After reboot it's okay...
@EDIT3: CHecked, crashes everytime when deployer should put cube...

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
/minetest/bin/.../builtin/item.lua:236 :
attempt to call method 'get_player_control' (a nil value)


@DOWN: THX, i use latest from Git :D Or maybe... pipeworks added it..
Last edited by BZab on Wed Jan 30, 2013 14:01, edited 1 time in total.
 

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by RealBadAngel » Wed Jan 30, 2013 00:41

BZab wrote:Found (maybe) bug -> when i put deployer in front of node braker
-> ....... <-
Deployer | free space (1 cube) | node braker

Connected to same mesecon - when i turned em on - game crashed
@EDIT: I use latest versions of technic and minetest...
This bug succesfully killed my map xD always when i go on it FPS = 0
@EDIT2: After reboot it's okay...
@EDIT3: CHecked, crashes everytime when deployer should put cube...

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
/minetest/bin/.../builtin/item.lua:236 :
attempt to call method 'get_player_control' (a nil value)


https://github.com/RealBadAngel/technic/blob/master/technic/init.lua#L52
In current version of technic deployer is disabled, because its not finished. I dont know what version are you using.
It was enabled earlier and was testing object.
Deployer will be back in a few days.
Now workin on MV electric furnaces.
Image
Image
 

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by rarkenin » Wed Jan 30, 2013 01:27

Do you think MV<->LV transformers are feasible?
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by RealBadAngel » Wed Jan 30, 2013 01:54

rarkenin wrote:Do you think MV<->LV transformers are feasible?


LV, MV and HV are tiers of the machines. Which means you are supposed to upgrade them to get better ones.
Not just takin simple LV furnace and connect it to a circuit powered by a Nuclear Reactor for example.

When you got enough resources you build your LV machinery. You gather more resources, create alloys then you
upgrade all the stuff to get MV ones, more efficient, with many improvements like tubes, more capacity,faster etc.

Makin shortcuts is not the point of surrival game with Technic.

EDIT:
upgrading the LV electric furnace to get MV one, recipe is

stainless steel, LV Furnnace, stainless steel
pneumatic tube, MV transformer, pneumatic tube
stainless steel, MV wire, stainless steel

Image
Last edited by RealBadAngel on Wed Jan 30, 2013 02:06, edited 1 time in total.
 

Nore
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by Nore » Wed Jan 30, 2013 06:09

He is using the pipeworks deployer, I think.
 

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RealBadAngel
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by RealBadAngel » Thu Jan 31, 2013 23:20

Re-added Deployer.
 

Nore
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by Nore » Fri Feb 01, 2013 05:45

You should perhaps not allow items to be taken out of locked chests by tubes, because one could use it to steal items.
 

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by RealBadAngel » Fri Feb 01, 2013 07:33

Nore wrote:You should perhaps not allow items to be taken out of locked chests by tubes, because one could use it to steal items.

good point
 

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RealBadAngel
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by RealBadAngel » Fri Feb 01, 2013 14:56

RealBadAngel wrote:
Nore wrote:You should perhaps not allow items to be taken out of locked chests by tubes, because one could use it to steal items.

good point


i was thinkin bout it whole day today
figured out that there is just one proper solution
Locked chests shall not be connectable to the tubes network
Lets treat locked chests as safe.
OR let them accept only input
Last edited by RealBadAngel on Fri Feb 01, 2013 14:57, edited 1 time in total.
 

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by Jordach » Fri Feb 01, 2013 15:59

RealBadAngel wrote:
RealBadAngel wrote:
Nore wrote:You should perhaps not allow items to be taken out of locked chests by tubes, because one could use it to steal items.

good point


i was thinkin bout it whole day today
figured out that there is just one proper solution
Locked chests shall not be connectable to the tubes network
Lets treat locked chests as safe.
OR let them accept only input
Input from ALL SIDES should be nice, so stupid raiders end up donating their stuff!

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by Ragnarok » Fri Feb 01, 2013 23:29

Is there a special way to connect MV Electric Furnace? I've connected it to MV Battery box and MV Solar Panel. Battery box is full but the furnace doesn't have an energy. What am I doing wrong?
 

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