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

deivan
Member
 
Posts: 452
Joined: Fri Feb 15, 2013 10:16

by deivan » Tue Nov 05, 2013 21:34

The conversion from LV to MV don't is working to me... I make the conversion, I see the conversion but the MV network don't is working, I put a switch but don't is working... Need another piece?
Last edited by deivan on Tue Nov 05, 2013 21:34, edited 1 time in total.
 

User avatar
ShadowNinja
Member
 
Posts: 194
Joined: Tue Jan 22, 2013 22:35
GitHub: ShadowNinja
IRC: ShadowNinja
In-game: ShadowNinja

by ShadowNinja » Tue Nov 05, 2013 22:27

Jktu wrote:"..\..\src\minetest\src\nodedef.cpp:500: CNodeDefManager::set: Assertion 'c <= 0xfff' failed."

Until recently Minetest only allowed mods to define up to 4095 different nodes. In recent git versions this has been raised to 32767. Either use a recent unofficial build or disable a few mods that are pushing you over the limit.

deival wrote:The conversion from LV to MV don't isn't working for me...

What version of technic are you using? The supply converter is broken in stable, and in master it doesn't charge batteries, but does power machines.
I play on my Minetest server and VanessaE's.
The best way to contact me is usually IRC (InchraNet, freenode).
 

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

by Inocudom » Tue Nov 05, 2013 22:39

Shadow wrote:
Jktu wrote:"..\..\src\minetest\src\nodedef.cpp:500: CNodeDefManager::set: Assertion 'c <= 0xfff' failed."

Until recently Minetest only allowed mods to define up to 4095 different nodes. In recent git versions this has been raised to 32767. Either use a recent unofficial build or disable a few mods that are pushing you over the limit.

deival wrote:The conversion from LV to MV don't isn't working for me...

What version of technic are you using? The supply converter is broken in stable, and in master it doesn't charge batteries, but does power machines.


I recommend getting the latest dev build from either sfan5, Fess, or BlockMen.
 

deivan
Member
 
Posts: 452
Joined: Fri Feb 15, 2013 10:16

by deivan » Wed Nov 06, 2013 02:26

I have the git version... Anyway, don't is working with MV.
 

Jktu
New member
 
Posts: 3
Joined: Mon Nov 04, 2013 20:11

by Jktu » Thu Nov 07, 2013 19:27

Shadow wrote:
Jktu wrote:"..\..\src\minetest\src\nodedef.cpp:500: CNodeDefManager::set: Assertion 'c <= 0xfff' failed."

Until recently Minetest only allowed mods to define up to 4095 different nodes. In recent git versions this has been raised to 32767. Either use a recent unofficial build or disable a few mods that are pushing you over the limit.

Problem is solved. Thanks.
 

User avatar
fairiestoy
Member
 
Posts: 191
Joined: Sun Jun 09, 2013 19:25

by fairiestoy » Fri Nov 08, 2013 03:34

deivan, here a little suggestion for your problem. Replace the files supply_converter.lua and switching_station.lua in your mod folder with these two:
Supply Converter
Switching Station
It fixed the problem for me. Though im not sure which changes have been made since, so make a backup of your world first. And dig/place the converters / switching stations once after you replaced these files. If its not working, let me know

Edit:
Also note that this was made for the master branch. I never touched the stable one but since shadow mentioned its totally broken there, its anyway recommendend to use master. Better check which one you have before replacing the files.
Last edited by fairiestoy on Fri Nov 08, 2013 03:36, edited 1 time in total.
Interesting about new things is, to figure out how it works ...
 

User avatar
Silent-Hunter
Member
 
Posts: 30
Joined: Wed Nov 06, 2013 20:06

by Silent-Hunter » Fri Nov 08, 2013 06:45

Is it possible to make it so that the unified inventory thing doesn't automatically make the search box active? Otherwise I can't close it by pressing the inventory button, as that just types in the search box. I edited the code to remove the search box, but then I can't search. I don't see any code for making it active automatically, it just does it.
 

User avatar
fairiestoy
Member
 
Posts: 191
Joined: Sun Jun 09, 2013 19:25

by fairiestoy » Fri Nov 08, 2013 14:26

Silent, what you are describing is default GUI focus and can not be disabled by the Lua API. Though you can close your inventory by just pressing ESC without the need of pressing I ( or whatever setting you are using ).
Interesting about new things is, to figure out how it works ...
 

User avatar
Silent-Hunter
Member
 
Posts: 30
Joined: Wed Nov 06, 2013 20:06

by Silent-Hunter » Fri Nov 08, 2013 18:24

Ah, OK. Would it be impossible for the API to be changed to allow it, or is it a deficiency in Lua itself? I'll just leave the search function commented out then.
 

User avatar
ShadowNinja
Member
 
Posts: 194
Joined: Tue Jan 22, 2013 22:35
GitHub: ShadowNinja
IRC: ShadowNinja
In-game: ShadowNinja

by ShadowNinja » Wed Nov 13, 2013 20:07

Silent-Hunter wrote:Ah, OK. Would it be impossible for the API to be changed to allow it, or is it a deficiency in Lua itself?

That could be done, but I probably wouldn't do that as it means you have to manually select the search field when opening the inventory. ESC is just as easy to use as 'i' once you start using it.
I play on my Minetest server and VanessaE's.
The best way to contact me is usually IRC (InchraNet, freenode).
 

User avatar
Doriphore
Member
 
Posts: 22
Joined: Mon Nov 11, 2013 20:21

by Doriphore » Sun Nov 17, 2013 17:13

I've got a strange (but nice) bug with this mode.

I built a MV alloy furnace.
When i use it, only the upper input material slot decreases. The lower one stay still.
It's like having an infinite amount of ores...

It's somehow nice, but i doubt this is normal...
 

ninjaxx
New member
 
Posts: 4
Joined: Thu Nov 21, 2013 13:55

by ninjaxx » Fri Nov 22, 2013 14:31

???
i cant use the master branch
it sais mod eror:faild to load and run
 

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

by Evergreen » Fri Nov 22, 2013 14:53

ninjaxx wrote:???
i cant use the master branch
it sais mod eror:faild to load and run
*sigh* mod error:failed to load and run isn't enough to go by. Please paste the laste 15 lines of your debug.txt
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

User avatar
ShadowNinja
Member
 
Posts: 194
Joined: Tue Jan 22, 2013 22:35
GitHub: ShadowNinja
IRC: ShadowNinja
In-game: ShadowNinja

by ShadowNinja » Fri Nov 22, 2013 19:16

ninjaxx wrote:I can't use the master branch.
It says "Mod error: failed to load and run."

Are you using Minetest 0.4.7-stable? The topic clearly states that you need a recent git build.
If you are using a recent git build then I will need all of the error lines in order to help you.
I play on my Minetest server and VanessaE's.
The best way to contact me is usually IRC (InchraNet, freenode).
 

samotnik
New member
 
Posts: 1
Joined: Sun Nov 24, 2013 14:55

by samotnik » Sun Nov 24, 2013 15:17

Very interesting mod.
Have installed it yesterday, and found a bug — you should use 'group:wood' instead of 'default:wood' to be able to use any type of wood.

BTW, can anybody write a tutorial, how to connect all electrical appliance in a circuit? I've made a water mill, LV battery box and a grinder, but when I connect this grinder or battery box to a water mill with LV cable through a bottom socket, it remains unpowered, though water mill has "production 100%"
 

Nore
Member
 
Posts: 468
Joined: Wed Nov 28, 2012 11:35
GitHub: Ekdohibs

by Nore » Sun Nov 24, 2013 15:19

You need to connect a switching station to the circuit to make it work... As for a tutorial, I don't know if there are any for now...
 

User avatar
Krock
Member
 
Posts: 3598
Joined: Thu Oct 03, 2013 07:48
GitHub: SmallJoker

by Krock » Thu Nov 28, 2013 20:11

*BUMP*
I noticed, there are MV and HV generators now, so I've this question:
Why do they not react on pipeworks? This because pipes are needed to craft them.
My post about this in the new LandRush forum: http://landrush.bremaweb.com/forum/viewtopic.php?pid=58#p58
Newest Win32 builds - Find a mod - All my mods
ALL YOUR DONATION ARE BELONG TO PARAMAT (Please support him and Minetest)
New DuckDuckGo !bang: !mtmod <keyword here>
 

johnDoe
Member
 
Posts: 29
Joined: Sat Aug 10, 2013 00:59

by johnDoe » Wed Dec 04, 2013 06:12

I found an infinite steel source and was told it was caused be technic, where 4 steel ingots can be crafted into 10:

steel > strut > steel scraps > iron ore > iron dust > steel...
 

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

by LionsDen » Wed Dec 04, 2013 18:19

Actually, I said it was by a mod. I said it might be technic as an example but I have no idea what mods you are running. It could even be an interaction between several mods. In which case you need to figure out what each mod adds each part of the chain you showed.

Now I know technic has an iron dust but it may not be the only mod with iron dust. Who knows, it might even be voltbuild for all I know. I have no clue where strut or steel scraps come from but I haven't used technic in half a year or more so it could be here or not. If you have unified inventory, you can find the strut or steel scraps in it and select it and look at the name. The part before the colon : should give you an idea which mod it is from.
Last edited by LionsDen on Wed Dec 04, 2013 18:20, edited 1 time in total.
 

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

by BrandonReese » Wed Dec 04, 2013 18:33

I believe the issue is with the Steel mod ( https://forum.minetest.net/viewtopic.php?id=2014 ). Steel scraps probably shouldn't be craftable back into iron ore lumps. They should be smelted back to ingots or something.
 

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

by RealBadAngel » Wed Dec 04, 2013 20:52

BrandonReese wrote:I believe the issue is with the Steel mod ( https://forum.minetest.net/viewtopic.php?id=2014 ). Steel scraps probably shouldn't be craftable back into iron ore lumps. They should be smelted back to ingots or something.


Yeah, thats the issue. Ore lumps should be obtained only by digging.
That mods way is just wrong.
 

User avatar
qwrwed
Member
 
Posts: 323
Joined: Sun Jul 22, 2012 20:56
In-game: qwrwed or Nitro

by qwrwed » Sun Dec 08, 2013 19:39

Last edited by qwrwed on Sun Dec 08, 2013 19:40, edited 1 time in total.
 

EkiFoX
New member
 
Posts: 9
Joined: Sun Dec 29, 2013 17:13

by EkiFoX » Mon Dec 30, 2013 14:39

This don't work... Why?
http://i.imgur.com/Ih0149g.png
 

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

by BrandonReese » Mon Dec 30, 2013 15:12

EkiFoX wrote:This don't work... Why?
http://i.imgur.com/Ih0149g.png


For one you've got a MV battery box and LV cable.
 

EkiFoX
New member
 
Posts: 9
Joined: Sun Dec 29, 2013 17:13

by EkiFoX » Mon Dec 30, 2013 16:39

LV Box also dont work
http://i.imgur.com/PWaQMRL.png
Last edited by EkiFoX on Mon Dec 30, 2013 16:42, edited 1 time in total.
 

User avatar
Krock
Member
 
Posts: 3598
Joined: Thu Oct 03, 2013 07:48
GitHub: SmallJoker

by Krock » Mon Dec 30, 2013 17:55

EkiFoX wrote:LV Box also dont work
http://i.imgur.com/PWaQMRL.png

For a working system you need at least:

1 LV/MV/HV Voltage generator
1 Switching station
1 LV/MV/HV Cable
1 LV/MV/HV Machine

Optional
1 LV/MV/HV Battery

You can't mix the diffrent voltages with each other, except with the supply converter.
Newest Win32 builds - Find a mod - All my mods
ALL YOUR DONATION ARE BELONG TO PARAMAT (Please support him and Minetest)
New DuckDuckGo !bang: !mtmod <keyword here>
 

EkiFoX
New member
 
Posts: 9
Joined: Sun Dec 29, 2013 17:13

by EkiFoX » Mon Dec 30, 2013 20:49

Krock wrote:
EkiFoX wrote:LV Box also dont work
http://i.imgur.com/PWaQMRL.png

For a working system you need at least:

1 LV/MV/HV Voltage generator
1 Switching station
1 LV/MV/HV Cable
1 LV/MV/HV Machine

Optional
1 LV/MV/HV Battery

You can't mix the diffrent voltages with each other, except with the supply converter.

All systems use LV.
http://i.imgur.com/Q3BWHJN.png
 

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

by LionsDen » Tue Dec 31, 2013 04:51

I don't think you can place the cable on one side and then continue it on the other of the components. The cable has to go in one piece from start to finish and the switching station and other parts connect with them. So for the example in your picture, place each part next to each other and then lay the cable under them. You would have something like this:

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
VSB
---


V = Solar Cell
S = Switching station
B = Battery Box
- = Cable
 

EkiFoX
New member
 
Posts: 9
Joined: Sun Dec 29, 2013 17:13

by EkiFoX » Tue Dec 31, 2013 10:18

Thx :3
 

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

by LionsDen » Tue Dec 31, 2013 21:30

Your welcome.
 

PreviousNext

Return to Mod Releases

Who is online

Users browsing this forum: No registered users and 22 guests

cron