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

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markbe
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by markbe » Wed Jan 01, 2014 07:50

Hi. I find that when Technic is enabled I have to manually pick up everything I dig if I'm more than a few blocks away.

Is this a feature? Minetest 0.4.8; Technic 0.4.7
[spoiler]Image[/spoiler]
 

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Pitriss
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by Pitriss » Wed Jan 01, 2014 10:34

It is caused by item_drop mod.. It can be disabled somehow but I don't know how.
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addi
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by addi » Wed Jan 01, 2014 11:18

markbe wrote:Hi. I find that when Technic is enabled I have to manually pick up everything I dig if I'm more than a few blocks away.

Is this a feature? Minetest 0.4.8; Technic 0.4.7
[spoiler]https://sites.google.com/a/beaven.co.nz/www/filerepository/Minetest1.jpg[/spoiler]


yes its the item_drop mod

go to the technic modpack dir and delete it
 

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markbe
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by markbe » Wed Jan 01, 2014 11:30

addi wrote:
markbe wrote:Hi. I find that when Technic is enabled I have to manually pick up everything I dig if I'm more than a few blocks away.

Is this a feature? Minetest 0.4.8; Technic 0.4.7


yes its the item_drop mod

go to the technic modpack dir and delete it


Thanks ... this has sorted it
 

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Excalibur Zero
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by Excalibur Zero » Sat Jan 04, 2014 21:05

Nore wrote: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...

I made a quick tutorial on how to setup a basic circuit with a switching station.

http://www.youtube.com/watch?v=T8UidoUCmsU&feature=youtu.be
 

cookiemonsta
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by cookiemonsta » Sun Jan 05, 2014 20:54

Hi, I would like to know how to set up a nuclear reactor in stable build of technic and how to use motors.

Thanks in advance,
cookiemonsta
Last edited by cookiemonsta on Sun Jan 05, 2014 22:06, edited 1 time in total.
 

Spark
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by Spark » Tue Jan 07, 2014 09:38

In the stable build you must set up a reactor like it is in the file of reactor shown:
[spoiler] -- The reactor consists of an 11x11x11 cube structure
-- A cross section through the middle:
-- CCCCC CCCCC
-- CCCCC CCCCC
-- CCSSS SSSCC
-- CCSCC CCSCC
-- CCSCWWWCSCC
-- CCSCW#WCSCC
-- CCSCW|WCSCC
-- CCSCC|CCSCC
-- CCSSS|SSSCC
-- CCCCC|CCCCC
-- C = Concrete, S = Stainless Steel, W = water node (not floating), #=reactor core, |=HV cable
-- The man-hole and the HV cable is only in the middle.[/spoiler]
 

cookiemonsta
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by cookiemonsta » Tue Jan 07, 2014 16:34

Spark wrote:In the stable build you must set up a reactor like it is in the file of reactor shown:
[spoiler] -- The reactor consists of an 11x11x11 cube structure
-- A cross section through the middle:
-- CCCCC CCCCC
-- CCCCC CCCCC
-- CCSSS SSSCC
-- CCSCC CCSCC
-- CCSCWWWCSCC
-- CCSCW#WCSCC
-- CCSCW|WCSCC
-- CCSCC|CCSCC
-- CCSSS|SSSCC
-- CCCCC|CCCCC
-- C = Concrete, S = Stainless Steel, W = water node (not floating), #=reactor core, |=HV cable
-- The man-hole and the HV cable is only in the middle.[/spoiler]


Thank you very much :)
 

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Excalibur Zero
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by Excalibur Zero » Tue Jan 07, 2014 22:00

Spark wrote:In the stable build you must set up a reactor like it is in the file of reactor shown:
[spoiler] -- The reactor consists of an 11x11x11 cube structure
-- A cross section through the middle:
-- CCCCC CCCCC
-- CCCCC CCCCC
-- CCSSS SSSCC
-- CCSCC CCSCC
-- CCSCWWWCSCC
-- CCSCW#WCSCC
-- CCSCW|WCSCC
-- CCSCC|CCSCC
-- CCSSS|SSSCC
-- CCCCC|CCCCC
-- C = Concrete, S = Stainless Steel, W = water node (not floating), #=reactor core, |=HV cable
-- The man-hole and the HV cable is only in the middle.[/spoiler]

I tried this but it did not work. I did get it to work by using this setup:

[spoiler] -- The reactor consists of an 11x11x11 cube structure
-- A cross section through the middle:
-- CCCCC CCCCC
-- CCCCC CCCCC
-- CCSSS SSSCC
-- CCSCC CCSCC
-- CCSCWWWCSCC
-- CCSCW#WCSCC
-- CCSCW|WCSCC
-- CCSCC|CCSCC
-- CCSSS|SSSCC
-- CCCCC|CCCCC
-- CCCCC|CCCCC
-- C = Concrete, S = Steel Block, W = water node (not floating), #=reactor core, |=HV cable
-- The man-hole and the HV cable is only in the middle.[/spoiler]

Note that it does not use the technic mod's stainless steel block, but instead uses the default game's steel block. Also it has an extra layer of concrete below so that it is a 11x11x11 block as opposed to a 10x11x11 block.

Note that this is the setup in the stable branch, not the master branch.
Last edited by Excalibur Zero on Wed Jan 08, 2014 22:11, edited 1 time in total.
 

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ShadowNinja
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by ShadowNinja » Wed Jan 08, 2014 03:08

Spark wrote:In the stable build you must set up a reactor like it is in the file of reactor shown:
[spoiler] -- The reactor consists of an 11x11x11 cube structure
-- A cross section through the middle:
-- CCCCC CCCCC
-- CCCCC CCCCC
-- CCSSS SSSCC
-- CCSCC CCSCC
-- CCSCWWWCSCC
-- CCSCW#WCSCC
-- CCSCW|WCSCC
-- CCSCC|CCSCC
-- CCSSS|SSSCC
-- CCCCC|CCCCC
-- C = Concrete, S = Stainless Steel, W = water node (not floating), #=reactor core, |=HV cable
-- The man-hole and the HV cable is only in the middle.[/spoiler]


Actually, this is outdated, in the current (master) version it is built like so:
[spoiler=Comment] -- The reactor consists of a 9x9x9 cube structure
-- 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 is only in the middle
-- The man-hole is optional
[/spoiler]
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BrunoMine
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by BrunoMine » Wed Feb 12, 2014 21:05

I am creating a modpack and want it to be compatible.
How do I hide a recipe?
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ShadowNinja
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by ShadowNinja » Wed Feb 12, 2014 21:59

brunob.santos wrote:I am creating a modpack and want it to be compatible.
How do I hide a recipe?

I don't think there are any clean ways to disable a recipe currently. But you can redefine it.
I play on my Minetest server and VanessaE's.
The best way to contact me is usually IRC (InchraNet, freenode).
 

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BrunoMine
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by BrunoMine » Thu Feb 13, 2014 00:22

ShadowNinja wrote:
brunob.santos wrote:I am creating a modpack and want it to be compatible.
How do I hide a recipe?

I don't think there are any clean ways to disable a recipe currently. But you can redefine it.


redefine? how?
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ranta
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by ranta » Fri Feb 21, 2014 21:31

it seems in my single player world the tree tap is un-craftable i had all the nessary mats according to unified inventory but was un able to craft it on minetest version 0.4.9 and using the stable branch from this forum
Last edited by ranta on Fri Feb 21, 2014 21:32, edited 1 time in total.
 

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ShadowNinja
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by ShadowNinja » Sat Feb 22, 2014 00:02

ranta wrote:it seems in my single player world the tree tap is un-craftable i had all the nessary mats according to unified inventory but was un able to craft it on minetest version 0.4.9 and using the stable branch from this forum

Stable is no longer used (and it's mention should be removed) it is only for 0.4.7. Use the master branch.
I play on my Minetest server and VanessaE's.
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ranta
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by ranta » Sun Feb 23, 2014 14:20

just wondering is the lv grinder currently craftable
 

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by Topywo » Sun Feb 23, 2014 14:33

ranta wrote:just wondering is the lv grinder currently craftable


{'default:desert_stone', 'default:desert_stone', 'default:desert_stone'},
{'default:desert_stone', 'default:diamond', 'default:desert_stone'},
{'default:stone', 'moreores:copper_ingot', 'default:stone'},

Both stable and latest.
 

ranta
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by ranta » Sun Feb 23, 2014 15:04

{'default:desert_stone', 'default:desert_stone', 'default:desert_stone'},
{'default:desert_stone', 'default:diamond', 'default:desert_stone'},
{'default:stone', 'moreores:copper_ingot', 'default:stone'},

Both stable and latest.

thanks
Last edited by ranta on Mon Feb 24, 2014 22:31, edited 1 time in total.
 

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rubberduck
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by rubberduck » Fri Feb 28, 2014 08:01

the link to mesecons on the first post does not go to mesecons.net.

it goes to mesecons.tk,
this side leads me to a unknown site which opens advertisement.

please change this link
Last edited by rubberduck on Fri Feb 28, 2014 08:02, edited 1 time in total.
My game (not minetest): http://forum.freegamedev.net/viewtopic.php?f=22&t=6800

my mods: gold_and_gem, meseconductors

a penguin throws an apple through a window

sometimes i change my "forum location" via user control panel
 

Jace
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by Jace » Sun Mar 02, 2014 18:40

it didn't let me load in the mod
 

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by CraigyDavi » Sun Mar 02, 2014 19:10

Jace wrote:it didn't let me load in the mod

Give us the error from debug.txt.
 

dmonty
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by dmonty » Wed Mar 05, 2014 04:04

In order to build a Tree Tap I had to change technic/tools/tree_tap.lua line 31 from pipeworks:tube changed to pipeworks:tube_1

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.register_craft({
            output = "technic:treetap",
            recipe = {
                    {"pipeworks:tube_1", "default:wood", "default:stick"},
                    {"", "default:stick", "default:stick"}
            },
    })

 

UOAbigail
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by UOAbigail » Wed Mar 05, 2014 13:18

Greetings ;)

I am using the 'stable' version of Technic (the one that does not include windmills) and I, too, had issues with the tree tap and had to make the same changes. If you are using the same version as I am, then you will also have to check the recipes for the mese sorting tubes and dig around in the node breaker scripts to make the same changes. Failure to make the change in the node breaker script will cause your server to crash with an error reporting a nil value for the tube otherwise.

In any case, I wish to thank the authors of this, and all other mods, for their hard work. Without your blood and sweat there would be very little to do outside the vanilla game.

Peace
UOAbigail
 

dmonty
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by dmonty » Wed Mar 05, 2014 19:33

UOAbigail wrote:Greetings ;)

If you are using the same version as I am, then you will also have to check the recipes for the mese sorting tubes and dig around in the node breaker scripts to make the same changes. Failure to make the change in the node breaker script will cause your server to crash with an error reporting a nil value for the tube otherwise.

UOAbigail


Do you have a diff/patch of the changes you made? Or a tarball of your patched mod?

I'm currently working on installing mintest for an entire School District (#73) - 47 schools. With a default set of mods that are stable.

The kids love minetest!
 

UOAbigail
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by UOAbigail » Wed Mar 05, 2014 20:56

dmonty wrote:
UOAbigail wrote:Greetings ;)

If you are using the same version as I am, then you will also have to check the recipes for the mese sorting tubes and dig around in the node breaker scripts to make the same changes. Failure to make the change in the node breaker script will cause your server to crash with an error reporting a nil value for the tube otherwise.

UOAbigail


Do you have a diff/patch of the changes you made? Or a tarball of your patched mod?

I'm currently working on installing mintest for an entire School District (#73) - 47 schools. With a default set of mods that are stable.

The kids love minetest!


Greetings ;)

Currently I only have the edited files available (never used any kind of diff software so no clue how they operate) I can dig thru the files though and tell ya which recipes to change and what to put in them. (Main change is to look for pipeworks:tube_000000 and change it to pipeworks:tube_1) in all of the technic files.. or, optionally, you could go to the pipeworks mod and change the recipe to produce pipeworks:tube_000000 instead of pipeworks:tube_1.

That would address uncraftable recipes for the tubes and/or the crash related to the node breaker.

Best of luck :)

UOAbigail
 

Nore
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by Nore » Wed Mar 05, 2014 21:27

UOAbigail wrote:... or, optionally, you could go to the pipeworks mod and change the recipe to produce pipeworks:tube_000000 instead of pipeworks:tube_1...

That won't work: actually, what happened was that pipeworks used previously pipeworks:tube_000000, but that has been changed since then to take advantage of 6d facedir and register 10 nodes instead of 64 for each kind of tube. However, the naming changed too, and it looks like the technic craft recipes have not correctly been changed.
 

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ShadowNinja
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by ShadowNinja » Sun Mar 09, 2014 07:09

UOAbigail wrote:Greetings ;)

I am using the 'stable' version of Technic (the one that does not include windmills) and I, too, had issues [...]

The "stable" version is obsolete, it was meant for 0.4.7 only.
I play on my Minetest server and VanessaE's.
The best way to contact me is usually IRC (InchraNet, freenode).
 

UOAbigail
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by UOAbigail » Sun Mar 09, 2014 10:36

ShadowNinja wrote:
UOAbigail wrote:Greetings ;)

I am using the 'stable' version of Technic (the one that does not include windmills) and I, too, had issues [...]

The "stable" version is obsolete, it was meant for 0.4.7 only.


Greetings ;)

Yeah.. when I very first started to play Minetest, Technic was one of the first mods I downloaded.. had no idea that 'stable' did not mean 'use this version unless you want to crash'.. which is what 'stable' normally means.

I have downloaded the dev version/github version since that time.. however, I reverted to the stable version due to not feeling like digging thru the forums to get unified inventory and crafting guides installed separately.. they were included in the stable version as part of the modpack. Although I probably could just move their directories into the main mods folder but am not sure if they would play nicely with everything I have installed if I did so.

I will eventually get around to updating to the github version at some point. In the meantime I am using the various issues that using the stable version causes to help me in learning lua scripting/bug-hunting.

Peace
UOAbigail
 

artur99
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by artur99 » Sun Mar 09, 2014 14:56

Is there any version that is not depending of so many other mods. I would like to run it on a server, but it will work slow with all those other mods. :)
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Krock
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by Krock » Sun Mar 09, 2014 15:51

artur99 wrote:Is there any version that is not depending of so many other mods. I would like to run it on a server, but it will work slow with all those other mods. :)

That mod itself generates alot lag on slower servers/connections.
Better get all mods which it needs and you'll see it's not useless stuff.
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