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

Matsetes
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by Matsetes » Mon Mar 11, 2013 08:45

Hi RBA!
I'm still using your mod and I wonder if you can add hopper like in tekkit for minecraft, so it will be more simple to leave more objects for cooking them or grinding them...
 

lord_james
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by lord_james » Mon Mar 11, 2013 11:35

I really love this mod, but I think it could be better if the estructure of files is like a modpack. For example: in one folder non-electrical machines, in other the core of wires, chests, etc. This help to add or delete pieces of technic in a easiest way
 

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qwrwed
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by qwrwed » Tue Mar 12, 2013 18:49

How do the frames work (if they're finished)?
 

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RealBadAngel
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by RealBadAngel » Sat Mar 16, 2013 19:08

Technic modpack is updated with Stargates - private and public teleporters.
Image
Image
 

rarkenin
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by rarkenin » Mon Mar 18, 2013 20:10

I can't find documentation for Constructor MK*, deployer, and node breaker. Am I just ignorant, or are they undoucmented? How do I use these nodes?
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RealBadAngel
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by RealBadAngel » Tue Mar 19, 2013 22:04

rarkenin wrote:I can't find documentation for Constructor MK*, deployer, and node breaker. Am I just ignorant, or are they undoucmented? How do I use these nodes?



constructors: http://www.youtube.com/watch?v=FmMuDsHGAM0
deployer/node breaker: http://www.youtube.com/watch?v=GZEAp5YSpm0
 

rarkenin
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by rarkenin » Tue Mar 19, 2013 23:13

Can this documentation be added to http://technic.kosyak.info?

I would watch the youtube videos, but my epilepsy makes it difficult to watch a video of a game on a tiny screen without getting dizzy/
Last edited by rarkenin on Tue Mar 19, 2013 23:16, edited 1 time in total.
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RealBadAngel
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by RealBadAngel » Wed Mar 20, 2013 02:48

rarkenin wrote:Can this documentation be added to http://technic.kosyak.info?

I would watch the youtube videos, but my epilepsy makes it difficult to watch a video of a game on a tiny screen without getting dizzy/


i would like to but havent seen the creator of page for ages...
i dont even have sources of it to modify it and upload elsewhere
 

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Jordach
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by Jordach » Wed Mar 20, 2013 05:38

rarkenin wrote:Can this documentation be added to http://technic.kosyak.info?

I would watch the youtube videos, but my epilepsy makes it difficult to watch a video of a game on a tiny screen without getting dizzy/
With constructors, you can right click them to add nodes into the slots of it's inventory, and when it recieves a mesecons on signal, it will deploy the nodes in it's inventory if it is not already done so. If it recieves another mesecons on signal, the blocks it placed will simply go back into it's inventory in the same slot order.

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rarkenin
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by rarkenin » Wed Mar 20, 2013 10:34

Jordach wrote:
rarkenin wrote:Can this documentation be added to http://technic.kosyak.info?

I would watch the youtube videos, but my epilepsy makes it difficult to watch a video of a game on a tiny screen without getting dizzy/
With constructors, you can right click them to add nodes into the slots of it's inventory, and when it recieves a mesecons on signal, it will deploy the nodes in it's inventory if it is not already done so. If it recieves another mesecons on signal, the blocks it placed will simply go back into it's inventory in the same slot order.


OK, so it is just put out, and pull back in?
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VanessaE
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by VanessaE » Wed Mar 20, 2013 15:14

Update 2013-03-20:

Removed concrete, marble, marble brick, granite, stairs/etc from creative inventory (but of course the whole blocks are still present) and made them work with circular saw in More Blocks since this mod depends on that one anyway.

Removed Technic obsidian block entirely and aliased it to the default obsidian block; gave it circular-saw-based stairs/slabs under the "default:" namespace. This is a temporary solution to avoid map/inventory breakage, as I figure sooner or later these objects will be picked up by Moreblocks.

These changes depend on a small fix to the circular saw that Sokomine came up with (see my post on the More Blocks thread). If your copy of circular saw as included in More Blocks doesn't have this fix, you will see unknown items in the saw for some of the above blocks, but you can still use /giveme to get the objects you need.

This was done to reduce clutter in the creative inventory.

Also, removed the custom generate_ore code and made ores use default.generate_ore() instead, since that function works the same and takes the same parameters. This is so that technic can automatically use the C++ version of that function when it is moved back into the engine.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

deivan
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by deivan » Wed Mar 20, 2013 16:20

How I get this recipes now to update my crafting guide?
 

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VanessaE
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by VanessaE » Wed Mar 20, 2013 16:33

There are no recipes except to make a circular saw itself. To get one of those, place eight tree trunks into the grid in a square, with the center empty.

Place the circular saw on the ground and then place your desired block into its input slot. Pick one of the outputs. The saw directly cuts the block into whatever shape you need that is supported by stairsplus.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

deivan
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by deivan » Wed Mar 20, 2013 17:07

You don't is understanding my question... If a block exist I need a form to search the construction method in my crafting guide, like "block N -> Method: Production with a saw, material: N".

Maybe make a matrix with all craftable items with the saw for compatibility purposes. My mod read this var and know what items will be manufactured with a tool. I have the same problem with some alloys.
Last edited by deivan on Wed Mar 20, 2013 17:07, edited 1 time in total.
 

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VanessaE
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by VanessaE » Wed Mar 20, 2013 19:08

Ahh. well there is a table you can check: circular_saw.known_stairs

If this table exists, read its contents to find out whether a given node has been registered with the circular saw. All nodes have a consistent naming pattern, e.g. XXXX:stair_YYYY_inverted or XXXX:slab_YYYY_three_quarter (for a given mod XXXX and material YYYY).

If the table doesn't exist, check for the existence of a stair/slab node directly. Usually such nodes will be under the moreblocks: or stairsplus: namespaces, with the same node name encoding as above.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

deivan
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by deivan » Wed Mar 20, 2013 19:43

Thanks. :D
 

deivan
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by deivan » Wed Mar 20, 2013 20:06

Many things is disappearing now... Microblocks, slabs, if I try catch back all disappear. :-o In the saw, if have rest of microblocks and I pickup the material all microblocks disappear to...
 

Sokomine
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by Sokomine » Wed Mar 20, 2013 21:23

Yes, that's because the saw identifies its material by the full blocks in the input slots. If those are gone, it does no longer know what material it ought to work on. The material you loose there simulates the material loss you'd normally endure with such a saw. You can avoid it by picking up the microblocks first.
A list of my mods can be found here.
 

deivan
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by deivan » Wed Mar 20, 2013 22:25

Ok, and outside the saw? Every block made disappear when I try catch back...
 

oxenfreedan
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by oxenfreedan » Fri Mar 22, 2013 01:00

I get an error when I install it with all its components and it shuts the game down!!!! I'm running 0.4.5!!
My Awesome Map please try:
http://forum.minetest.net/viewtopic.php?id=5028
I've played minetest since 0.3.1 came out!
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VanessaE
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by VanessaE » Fri Mar 22, 2013 02:51

What is the exact text of the error message you're getting?

Either copy&paste from your controlling terminal/command prompt, or check debug.txt (in your minetest folder).
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

Nore
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by Nore » Fri Mar 22, 2013 15:44

I get an error message too, and I know where it comes from: when generating ores, one argument is missing (chunk_size or ore_per_chunck, I don't know which), which results in a nil-number comparaison.
 

oxenfreedan
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by oxenfreedan » Fri Mar 22, 2013 20:58

My problem is waht Nore said here is code!!
18:54:49: ERROR[EmergeThread]: ERROR: An unhandled exception occurred: LuaError: error: ...5\bin\..\games\minetest_game\mods\default/mapgen.lua:33: attempt to compare nil with number
18:54:49: ERROR[EmergeThread]: stack traceback:

In thread b84:
..\..\src\minetest-0.4.5\src\emerge.cpp:450: EmergeThread::Thread: Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 15c:
#0 ServerThread::Thread
#1 Server::Receive
(Leftover data: #2 ServerEnvironment::step)
(Leftover data: #3 RemoteClient::GetNextBlocks)
(Leftover data: #4 ItemStack::serialize)
DEBUG STACK FOR THREAD a24:
#0 MeshUpdateThread::Thread
DEBUG STACK FOR THREAD b84:
#0 EmergeThread::Thread
(Leftover data: #1 ServerMap::emergeBlock: p=(38,8,73), create_blank=0)
(Leftover data: #2 ServerMap::loadBlock)
(Leftover data: #3 ServerMap::loadBlock)
DEBUG STACK FOR THREAD 148c:
#0 main
#1 ClientMap::renderMap
(Leftover data: #2 ClientEnvironment::step)
(Leftover data: #3 Client::Receive)
(Leftover data: #4 Client::ProcessData)
(Leftover data: #5 MeshUpdateQueue::addBlock)
My Awesome Map please try:
http://forum.minetest.net/viewtopic.php?id=5028
I've played minetest since 0.3.1 came out!
Mostly when on forums I'm using a uniden tablet!
 

deivan
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by deivan » Fri Mar 22, 2013 21:12

Another problem... When I craft a quarter glass slab I receive slab_glass_quarter_wall but the description say iron glass slab and have a different colour to.
The other slab is from the stairplus, I don't have this mod outside the moreblocks...

I isolated the disappear problem, only is affecting my glass slabs, the wood come back to me without problem.
-*-
About the crafting guide, the var circular_saw.known_stairs have the list of all base material then I need make my own check list to determinate each covered block, using the combination of this and the type, like the example sent by Vanessa: "stair_YYYY_inverted" or "XXXX:slab_YYYY_three_quarter".
Using this method I test all base material and starting with the class moreblocks (moreblocks:) and the subtype, like "moreblocks:slab_wood_quarter_wall", exist a variable with all subtypes? (Like quarter_wall)
Last edited by deivan on Fri Mar 22, 2013 21:13, edited 1 time in total.
 

deivan
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by deivan » Fri Mar 22, 2013 22:04

This is all? All moreblocks or moreblocks + stairpluss?
":micro_" .. material .. "_bottom "
":micro_" .. material .. "_top "
":panel_" .. material .. "_bottom "
":panel_" .. material .. "_top "
":panel_" .. material .. "_vertical "
":slab_" .. material .. " "
":slab_" .. material .. "_inverted "
":slab_" .. material .. "_quarter "
":slab_" .. material .. "_quarter_inverted "
":slab_" .. material .. "_quarter_wall "
":slab_" .. material .. "_three_quarter "
":slab_" .. material .. "_three_quarter_inverted "
":slab_" .. material .. "_three_quarter_wall "
":stair_" .. material .. " "
":stair_" .. material .. "_half "
":stair_" .. material .. "_half_inverted "
":stair_" .. material .. "_inner "
":stair_" .. material .. "_inner_inverted "
":stair_" .. material .. "_inverted "
":stair_" .. material .. "_outer "
":stair_" .. material .. "_outer_inverted "
":stair_" .. material .. "_right_half "
":stair_" .. material .. "_right_half_inverted "
":stair_" .. material .. "_wall "
":stair_" .. material .. "_wall_half "
Last edited by deivan on Fri Mar 22, 2013 22:19, edited 1 time in total.
 

deivan
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by deivan » Fri Mar 22, 2013 22:43

I found a error in the line 17 of the file circular_saw.lua:

The value "default:default:stone" is wrong, the correct is "default:stone", correct?

...and in the line 261:
elseif(listname=="mikro") then
Here the correct is "micro"?
Last edited by deivan on Fri Mar 22, 2013 22:45, edited 1 time in total.
 

oxenfreedan
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by oxenfreedan » Sat Mar 23, 2013 00:50

Please someone help me!! This mod looks and sounds so awesome but I can't use it!!!
oxenfreedan wrote:My problem is waht Nore said here is code!!
18:54:49: ERROR[EmergeThread]: ERROR: An unhandled exception occurred: LuaError: error: ...5\bin\..\games\minetest_game\mods\default/mapgen.lua:33: attempt to compare nil with number
18:54:49: ERROR[EmergeThread]: stack traceback:

In thread b84:
..\..\src\minetest-0.4.5\src\emerge.cpp:450: EmergeThread::Thread: Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 15c:
#0 ServerThread::Thread
#1 Server::Receive
(Leftover data: #2 ServerEnvironment::step)
(Leftover data: #3 RemoteClient::GetNextBlocks)
(Leftover data: #4 ItemStack::serialize)
DEBUG STACK FOR THREAD a24:
#0 MeshUpdateThread::Thread
DEBUG STACK FOR THREAD b84:
#0 EmergeThread::Thread
(Leftover data: #1 ServerMap::emergeBlock: p=(38,8,73), create_blank=0)
(Leftover data: #2 ServerMap::loadBlock)
(Leftover data: #3 ServerMap::loadBlock)
DEBUG STACK FOR THREAD 148c:
#0 main
#1 ClientMap::renderMap
(Leftover data: #2 ClientEnvironment::step)
(Leftover data: #3 Client::Receive)
(Leftover data: #4 Client::ProcessData)
(Leftover data: #5 MeshUpdateQueue::addBlock)
My Awesome Map please try:
http://forum.minetest.net/viewtopic.php?id=5028
I've played minetest since 0.3.1 came out!
Mostly when on forums I'm using a uniden tablet!
 

deivan
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by deivan » Sat Mar 23, 2013 00:59

I don't think your error have any relation with this mod.
The line "18:54:49: ERROR[EmergeThread]: ERROR: An unhandled exception occurred: LuaError: error: ...5\bin\..\games\minetest_game\mods\default/mapgen.lua:33: attempt to compare nil with number" have a reference to the default mod, at line 33, in the file mapgen.lua. Maybe your file have some type of corruption, maybe you will try download the game again to solve this?

My line 33 of this file have this line:
"if maxp.y < height_min or minp.y > height_max then", first line of the function default.generate_ore.

Here I don't have this error then I don't know what is causing your problem. Maybe a old version of the game?

You have the option to request help in the IRC channel to.
Last edited by deivan on Sat Mar 23, 2013 01:00, edited 1 time in total.
 

oxenfreedan
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by oxenfreedan » Sat Mar 23, 2013 01:06

It worked before I installed the technic mod! And I upgraded to 0.4.5. That error came from 0.4.5.
My Awesome Map please try:
http://forum.minetest.net/viewtopic.php?id=5028
I've played minetest since 0.3.1 came out!
Mostly when on forums I'm using a uniden tablet!
 

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Traxie21
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by Traxie21 » Sat Mar 23, 2013 02:03

Try to use a later git build, and the latest builds of technic, as well as minetest_game and common.
 

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