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

blackjack
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Re: [Mod] Technic [0.4.11] [technic]

by blackjack » Thu Jan 21, 2016 11:07

RealBadAngel wrote:Make sure you have up to date game (current dev) and pipeworks.


I will double check that and respond asap.
Thought, it was the latest, but we will see ...
If problem still persists, I'll attach the log output aswell.
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Re: [Mod] Technic [0.4.11] [technic]

by blackjack » Sat Jan 23, 2016 16:12

yes, I've latest game and mod versions and problem still occurs:

2016-01-23 17:08:46: ACTION[Server]: singleplayer digs technic:mv_centrifuge at (-139,57,-521)
2016-01-23 17:08:46: ERROR[Main]: ServerError: Lua: Runtime error from mod 'technic' in callback node_on_dig(): ...e/minetest-git/minetest/bin/../builtin/game/item.lua:347: attempt to call method 'is_player' (a nil value)
2016-01-23 17:08:46: ERROR[Main]: stack traceback:
2016-01-23 17:08:46: ERROR[Main]: ...e/minetest-git/minetest/bin/../builtin/game/item.lua:347: in function 'item_drop'
2016-01-23 17:08:46: ERROR[Main]: ...../mods/technic/technic/machines/register/common.lua:160: in function 'after_dig_node'
2016-01-23 17:08:46: ERROR[Main]: ...e/minetest-git/minetest/bin/../builtin/game/item.lua:490: in function <...e/minetest-git/minetest/bin/../builtin/game/item.lua:437>
2016-01-23 17:08:46: ERROR[Main]: (tail call): ?

That was a centrifuge with a battery in the upgrade slot.
When there's nothing in the upgrade slot, everything's fine.
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Re: [Mod] Technic [0.4.11] [technic]

by Hybrid Dog » Sun Jan 24, 2016 12:40

 

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Re: [Mod] Technic [0.4.11] [technic]

by blackjack » Wed Jan 27, 2016 16:26

Hybrid Dog wrote:maybe it's the same problem pipeworks had


I think it's similar to the pipeworks problem, but in this case for the upgrade slots and not for the inventory slots.
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Re: [Mod] Technic [0.4.11] [technic]

by Kociak » Tue Feb 23, 2016 19:08

Regarding supply converters:
I don't know why but after doing some real circuits I assume that a supply converter is an equivalent of a transformer.
Real transformers have so-caled turns ratio, so output voltage = 1/n * input voltage. So an in-game supply converter could be a transformer with a ratio of 10.
The same goes for current, with an efficiency of about 99% (as wikipedia says). But an interesting thing is that unloaded transformer will use that remaining 1% of input power. Well, ok. Math works.
But - why does the supply converter use 1000 energy units wether it is loaded or not? This means we have an efficiency of 90% - 10000 units go in, 9000 go out. This is really annoying when you have city-wide power grid with a centrifuge stack. Input is HV from solar or nuclear plant (like in real life), then we have MV stage, and finally LV. And there is a number of suply converters. Huge number.

The question is: Why there is a limit on the EU for a single converter? Why don't just assume the forementioned efficiency (be it either 10% or 1%, whatever), so a single supply converter could pass hundreds of EU with a minimal loss? We could put 10 EU into a converter and get 9 from the output, with the same principle scaling to hundreds of thousands EU in a single unit. Of course there could be a limit of like 100000EU per unit, like there are 100kW transformers that are essentially a meter-wide boxes.
 

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Re: [Mod] Technic [0.4.11] [technic]

by Hybrid Dog » Tue Feb 23, 2016 19:21

Instead of using supply converters, you can use pipeworks.
Just transport the energy in a crystal from one to the other battery box.
 

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Re: [Mod] Technic [0.4.11] [technic]

by Kociak » Tue Feb 23, 2016 19:31

Hybrid Dog wrote:Instead of using supply converters, you can use pipeworks.
Just transport the energy in a crystal from one to the other battery box.

Looks like a long way around but works. In an abstract way :D
 

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Re: [Mod] Technic [0.4.11] [technic]

by Nore » Tue Feb 23, 2016 21:06

Kociak wrote:Regarding supply converters:
I don't know why but after doing some real circuits I assume that a supply converter is an equivalent of a transformer.
Real transformers have so-caled turns ratio, so output voltage = 1/n * input voltage. So an in-game supply converter could be a transformer with a ratio of 10.
The same goes for current, with an efficiency of about 99% (as wikipedia says). But an interesting thing is that unloaded transformer will use that remaining 1% of input power. Well, ok. Math works.
But - why does the supply converter use 1000 energy units wether it is loaded or not? This means we have an efficiency of 90% - 10000 units go in, 9000 go out. This is really annoying when you have city-wide power grid with a centrifuge stack. Input is HV from solar or nuclear plant (like in real life), then we have MV stage, and finally LV. And there is a number of suply converters. Huge number.

The question is: Why there is a limit on the EU for a single converter? Why don't just assume the forementioned efficiency (be it either 10% or 1%, whatever), so a single supply converter could pass hundreds of EU with a minimal loss? We could put 10 EU into a converter and get 9 from the output, with the same principle scaling to hundreds of thousands EU in a single unit. Of course there could be a limit of like 100000EU per unit, like there are 100kW transformers that are essentially a meter-wide boxes.


There was a long discussion about that, and converters previously worked that way. However, it caused batteries following converters never to charge, so it was changed so that a converter would convert a fixed energy rate.

You can read the discussion here if you want:
https://github.com/minetest-technic/technic/issues/225
https://github.com/minetest-technic/technic/issues/56
https://github.com/minetest-technic/technic/issues/91
 

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Re: [Mod] Technic [0.4.11] [technic]

by MangleFox70 » Wed Feb 24, 2016 03:20

When Technic is enabled, after some players have built some cool machines, Minetest just crashes and crashes. I have no choice but to disable Technic, at which time Minetest runs just fine.

I'm running the latest git version of *everything*... Minetest, mesecons, technic... all my mods....

The errors are often different depending on what was built, but here's an example from tonight:

2016-02-23 22:14:43: ERROR[Main]: ...minetest/mods/technic/technic/machines/HV/quarry.lua:153: in function 'technic_run'
2016-02-23 22:14:43: ERROR[Main]: .../mods/technic/technic/machines/switching_station.lua:225: in function 'run_nodes'
2016-02-23 22:14:43: ERROR[Main]: .../mods/technic/technic/machines/switching_station.lua:231: in function <.../mods/technic/technic/machines/switching_station.lua:177>

Any help that can be provided would be GREATLY appreciated (our players LOVE the mod).

Thanks!!
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Re: [Mod] Technic [0.4.11] [technic]

by luizrpgluiz » Wed Feb 24, 2016 18:56

Error in Mods and Technic :(

15:50:12: ERROR[main]: ServerError: ...loads\minetest-0.4.11-win32\bin\..\builtin\game\item.lua:338: attempt to index local 'dropper' (a nil value)
15:50:12: ERROR[main]: stack traceback:
15:50:12: ERROR[main]: ...loads\minetest-0.4.11-win32\bin\..\builtin\game\item.lua:338: in function 'item_drop'
15:50:12: ERROR[main]: ...st-0.4.11-win32\bin\..\mods\pipeworks/item_transport.lua:252: in function 'on_step'
15:50:12: ERROR[main]: ...inetest-0.4.11-win32\bin\..\mods\pipeworks/luaentity.lua:347: in function <...inetest-0.4.11-win32\bin\..\mods\pipeworks/luaentity.lua:312>
15:50:12: ERROR[main]: ...s\minetest-0.4.11-win32\bin\..\builtin\game\register.lua:348: in function <...s\minetest-0.4.11-win32\bin\..\builtin\game\register.lua:336>
15:50:21: INFO: event_handler(): Ctrl+C, Close Event, Logoff Event or Shutdown Event, shutting down.
 

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Re: [Mod] Technic [0.4.11] [technic]

by MangleFox70 » Wed Feb 24, 2016 18:58

Update:
What I've found is this: https://github.com/minetest-technic/technic/pull/257

So instead of proposing the actual fix to bones mod, asl97 only stated that is where the problem lies.

I have cross referenced my logs and indeed see it occurs when the quarry reaches a dead player's bones.

Can anyone actually provide a fix for bones? https://github.com/minetest/minetest_ga ... mods/bones

If yes, perhaps I can get Technic back up and running...

Thank you!! Sorry I don't know LUA yet so I really am depending on the community with this one.
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Re: [Mod] Technic [0.4.11] [technic]

by mtmodder148 » Thu Feb 25, 2016 16:26

I posted a PR here: https://github.com/minetest/minetest_game/pull/874
Should fix these issues.
 

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Re: [Mod] Technic [0.4.11] [technic]

by MangleFox70 » Thu Feb 25, 2016 16:32

mtmodder148 wrote:I posted a PR here: https://github.com/minetest/minetest_game/pull/874
Should fix these issues.


Where's the "virtual high five" button around here? Thanks so much! Can't wait to implement this and test it out!

Much appreciated!
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Re: [Mod] Technic [0.4.11] [technic]

by mtmodder148 » Thu Feb 25, 2016 21:44

Np. Please let me know if it worked. I've never used a quarry machine and I don't even know how to set one up. (I'm not asking how, I know there are explanations throughout the forum when I need them XD.)
 

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Re: [Mod] Technic [0.4.11] [technic]

by MangleFox70 » Thu Feb 25, 2016 21:55

dkelley810 and MangleFox70 are about to test it... she's jumping off the edge of his quarry...

UPDATE - IT WORKED!

Thank you SO much! Technic enabled, and we tested with bones in a quarry, and the quarry ate them up no problem!

WONDERFUL!

Thank you, thank you, thank you!
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Re: [Mod] Technic [0.4.11] [technic]

by mtmodder148 » Thu Feb 25, 2016 22:36

Sweet, your welcome. Beware locked chests have the same issue/code. Anything that uses default-like "ownership" will cause issues. This includes steel doors. I'll fix those issues too.

The problem is consistent: They all assume the player is the one digging.
 

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Re: [Mod] Technic [0.4.11] [technic]

by mtmodder148 » Thu Feb 25, 2016 22:52

MangleFox70 wrote:and the quarry ate them up no problem!


Were they "owned"? If so they should have been skipped over.
 

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Re: [Mod] Technic [0.4.11] [technic]

by MangleFox70 » Fri Feb 26, 2016 03:18

Thanks mtmodder148 - once you release those fixes too, please let us know.

As far as the quarry goes, it seems the quarry simply kept going and then the bones "re-appeared" after a few minutes. Key point: server didn't crash :)

Thanks again! Great work. Make sure you pop onto our server sometime to say hey, and see the fruits of your labour ;)
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Re: [Mod] Technic [0.4.11] [technic]

by mtmodder148 » Fri Feb 26, 2016 14:05

That's great...it works all around. The quarry machine doesn't own the bones so it tries to dig them but fails like it would for any other player.

Here is the PR with shortened code and more fixes: https://github.com/minetest/minetest_game/pull/875

I'll be sure to check out your server...been a while since I played online.
 

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Re: [Mod] Technic [0.4.11] [technic]

by Kociak » Sat Feb 27, 2016 21:51

Nore wrote:There was a long discussion about that, and converters previously worked that way. However, it caused batteries following converters never to charge, so it was changed so that a converter would convert a fixed energy rate.

You can read the discussion here if you want:
https://github.com/minetest-technic/technic/issues/225
https://github.com/minetest-technic/technic/issues/56
https://github.com/minetest-technic/technic/issues/91


OK, so as a workaround I made two nodes by copying some code: Supply Converter (High Power) and it's nemesis - Supply Converter (Low Power). They convert 100k and 1k of EU respectively with the same efficiency (like 1000EU in, 900EU out). And it seems to work well, as batteries discharge in a slower rate...
 

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Re: [Mod] Technic [0.4.11] [technic]

by Marshall_maz » Mon Mar 07, 2016 07:26

Hi everyone , I know this has been asked before , but I have searched and can't find it.

What is the config to enable the wind mills please ?

Thanx
 

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Re: [Mod] Technic [0.4.11] [technic]

by MangleFox70 » Mon Mar 28, 2016 16:00

Marshall_maz: enable_wind_mill = true

Folks...
Having another issue with Technic enabled...
2016-03-28 11:43:05: ACTION[Server]: Player digs technic:hv_battery_box8 at ($
2016-03-28 11:43:05: ACTION[Main]: IRC: Disconnected.
2016-03-28 11:43:06: ERROR[Main]: ServerError: Lua: Runtime error from mod ''

Crashes EVERY time the user tries to remove the block.

Advice?
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Re: [Mod] Technic [0.4.11] [technic]

by Nathan.S » Mon Mar 28, 2016 23:25

I'm assuming this is the fault of the technic check method for digging. Fix is mentioned in bug report on github.
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Re: [Mod] Technic [0.4.11] [technic]

by Hybrid Dog » Tue Mar 29, 2016 10:41

What's the crash message?
 

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Re: [Mod] Technic [0.4.11] [technic]

by DoyleChris » Tue Apr 05, 2016 00:48

Is there a way to extract the charge/discharge status of the Technic Battery.

For example in the picture the battery is listing 151471/240000, so the max charge is 240000 and it is either charged or discharged to 151471.

Is there a way to get that value and send it to a Luacontroller or a Digiline system to program from it.

Battery.jpg
Battery
Battery.jpg (44.61 KiB) Viewed 5445 times
 

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Re: [Mod] Technic [0.4.11] [technic]

by DoyleChris » Tue Apr 05, 2016 00:58

I am not sure of the code or the name of that variable, so i called the variable Charge.

if Charge > '120000' then
pin_a = 'true'
else
pin_a = 'false'
end
 

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Re: [Mod] Technic [0.4.11] [technic]

by Hybrid Dog » Tue Apr 05, 2016 16:03

l think there's some mod which allows getting charge.
 

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Re: [Mod] Technic [0.4.11] [technic]

by Gerald » Fri Apr 08, 2016 17:04

I work on a subgame, which is about light (bewarethedark mod, extinction of torches, ...). Therefore i wanted to add lamps to technic. I know there is some old code, which adds the homedecor lamp, but i tried something simple by myself. I was not able to fully understand how the power managment works. I copied the code of "machine_base", deleted everything i thought not needed by lamps and changed a few lines. This is the result:
+ Spoiler


If i try it, the lamp stays off described as "unpowered".

Did i forget something? Do i have to register "Lamps" as receiver somewhere else?

Edit: Solved
Last edited by Gerald on Sun May 08, 2016 16:29, edited 1 time in total.
 

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Re: [Mod] Technic [0.4.11] [technic]

by anuser » Mon May 02, 2016 21:48

Hello to all.
I am useing Wndows 7, minetest-0.4.13, has no errors or other logs from a game, but something is wrong. I do not see any cables. They looks like blocks, like sand block, dirt block. Here is screenshot: http://s32.postimg.org/ldeytdhat/screen ... 232153.png

Image

What could I do wrong, what should I check or change? I do not think it is a bug becouse I didn`t find any similar issue and it seems that technic mods work well in others users.
Last edited by anuser on Tue May 03, 2016 17:14, edited 1 time in total.
 

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Re: [Mod] Technic [0.4.11] [technic]

by Nore » Tue May 03, 2016 06:01

Hello,

Latest versions of technic use connected_nodes for cables: a feature that is only present in recent versions of Minetest. Thus, you need to update it.
 

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