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

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

by anuser » Tue May 03, 2016 17:12

Thank you very much for you interest!
Nore wrote: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.

I am sorry, but I think I have the recent versions both minitest and technic, but maybe I do not know something, I just started play this a few weeks ago
 

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

by Nore » Tue May 03, 2016 22:25

Yes, but the last version of technic needs a very recent minetest -- less than a month old, I would say. You should try to update it.
 

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

by Nathan.S » Tue May 03, 2016 23:51

Look in the builds section of the forum for a newer build for your OS. Current stable, what you have, is lacking needed features.
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Re: [Mod] Technic [0.4.11] [technic]

by anuser » Wed May 04, 2016 07:35

Hello!
Nore wrote:Yes, but the last version of technic needs a very recent minetest -- less than a month old, I would say. You should try to update it.

Nathan.S wrote:Look in the builds section of the forum for a newer build for your OS. Current stable, what you have, is lacking needed features.


Thank you very much for sharing with your knowledge! Now I can understand what is about. I found the build section of forum and tested a few builds for windows. Some of them not work, but sfan5`s lastest build (minetest-0.4.13-15e1dcc-win64) work well. Now I can see technic mode cables correctly displaying on screen and able to conect and create working circuits. I also need to say that sfan5`s build (with windows os) work faster, less laggy, seem to be more stable than official build you can download from minetest main site (but that is just first look, opinion after only one hour of use). But sfan5`s build works in different way, there is no log file and no worlds folder. Now I need to figure it out where that build save the gameplay if I would like to save own "world" outside the game. But that is not conected to the question and problem of cables.

So again, thank you very much for your help!
Now it works!
:)
 

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

by wilkgr76 » Thu May 05, 2016 03:06

(Post removed)
Last edited by wilkgr76 on Thu May 12, 2016 05:50, edited 1 time in total.
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Re: [Mod] Technic [0.4.11] [technic]

by benrob0329 » Thu May 12, 2016 02:00

How does the music player work? Do I need to add my own custom music?
 

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

by wilkgr76 » Thu May 12, 2016 05:51

benrob0329 wrote:How does the music player work? Do I need to add my own custom music?

Right click it. You should see a selection of tracks (1, 2, 3, etc.) and then click one.
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Re: [Mod] Technic [0.4.11] [technic]

by blackjack » Thu May 12, 2016 07:03

benrob0329 wrote:How does the music player work? Do I need to add my own custom music?


yes, you need to add the sound files to the server.
From scratch it does not play any music, because there are no files out of the box.

Here a snip from the original docu:
music player

The music player is an LV powered machine that plays audio recordings. It offers a selection of up to nine tracks. The technic modpack doesn't include specific music tracks for this purpose; they have to be installed separately.

The music player gives the impression that the music is being played in the Minetest world. The music only plays as long as the music player is in place and is receiving electrical power, and the choice of music is controlled by interaction with the machine. The sound also appears to emanate specifically from the music player: the ability to hear it depends on the player's distance from the music player. However, the game engine doesn't currently support any other positional cues for sound, such as attenuation, panning, or HRTF. The impression of the sound being located in the Minetest world is also compromised by the subjective nature of track choice: the specific music that is played to a player depends on what media the player has installed.


There is also some kind of documentation, where to store and how to name the files, but I can't find it now :)
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by Hybrid Dog » Thu May 12, 2016 17:53

how to install the technic tracks
http://wiki.minetest.net/Sound_Packs
 

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

by benrob0329 » Thu May 12, 2016 18:51

Putting them in testsounds didn't work, but putting them in technic/sounds did.

(I think we need some new music for this thing, these all sound like they are from the 90s!)
 

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by Hybrid Dog » Sat May 14, 2016 09:22

benrob0329 wrote:Putting them in testsounds didn't work, but putting them in technic/sounds did.

using the folder works for me, sadly you need to put it to the shared path, where you usually don't have permission

(I think we need some new music for this thing, these all sound like they are from the 90s!)

If the soundpack folder is used, the clients can decide themselves which sounds they want as technic tracks, e.g. to use this: http://audio.ngfiles.com/682000/682970_ ... -vocal.mp3 the file only needs to be downloaded, converted to ogg, renamed and put into the folder
 

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

by rpgsniper2452 » Tue May 17, 2016 17:31

This mod does not work for me even when I install all the other mods it requires to tun. It refuses to run and blames it on the world engine file in the mod. Maybe you can find a solution to this problem ? Or tell me were to find a working version of this mod.
 

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

by Don » Tue May 17, 2016 18:34

rpgsniper2452 wrote:This mod does not work for me even when I install all the other mods it requires to tun. It refuses to run and blames it on the world engine file in the mod. Maybe you can find a solution to this problem ? Or tell me were to find a working version of this mod.

What version of minetest are you using?
Can you please post the error message?
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Re: [Mod] Technic [0.4.11] [technic]

by Instant » Fri Jul 22, 2016 20:53

You're missing something... The game started creating dummy images for Stainless Steel Ingot, so when I cheked to look in the directory, I saw 32x stainless steel ingot, but not in the original 16x directory. So I made one for you! It has slight resemblance to another metal, but that's okay... right?
Attachments
technic_stainless_steel_ingot.png
technic_stainless_steel_ingot.png (309 Bytes) Viewed 6377 times
 

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

by Nore » Sat Jul 23, 2016 07:07

You probably have an installation problem; I just checked the repository and the stainless steel ingot is there. It is however not in the 32x directory (which is not intended to replace all textures but some of them only), which is not really maintained anyway.
 

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

by BirgitLachner » Fri Aug 19, 2016 13:40

Sorry, just a gameplay question, no technical problem:

I want to build a grinder but for that I need for a component coal dust. But coal dust can only be produced with a grinder!?

Can soneone give me a hint, what I need to do!?
 

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

by Naj » Fri Aug 19, 2016 14:32

IIRC, the key is fuel alloy furnace. From there, you can build everything. I dont remember being in need of coal dust but I remember needing alloys (brass for machine casing).
 

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

by DS-minetest » Fri Aug 19, 2016 19:09

@ BirgitLachner:
could you please tell us which component needs the coal dust
if im not ina an error then a grinder is built out of 4 desert stone, 2 stone, 1 lv cable, 1 machine casing and 1 diamond
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Re: [Mod] Technic [0.4.11] [technic]

by Nathan.S » Sat Aug 20, 2016 00:15

You don't need coal dusy. You can cook the iron to get cast iron rather than mixing it with coal dust.
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Re: [Mod] Technic [0.4.11] [technic]

by BirgitLachner » Sat Aug 20, 2016 07:56

Okay ... got it ... there are several recipes for the same thing.
 

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

by BirgitLachner » Sat Aug 20, 2016 16:29

Me again ...

I wanted to use tubes to transport things from a chest to the grinder and the LV Oven?

I tried it from nearly every side but from the button because the cable comes in there! Is there a possibility use pipes? Or is there another possibility to have automatic maschines with the technic mod?
 

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

by DoyleChris » Sat Aug 20, 2016 16:46

LV dosent use tubes, you need to upgrade to MV.
Take your time you will get enough resources to get there.
 

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

by DS-minetest » Sat Aug 20, 2016 18:10

BirgitLachner wrote:the cable comes in from the button side!

you can connect machines from all side, only sometimes it looks unconnected, dont be irritated of it. if its unconnected it says no network
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Re: [Mod] Technic [0.4.11] [technic]

by addi » Mon Aug 29, 2016 14:44

After a update to newer minetest game, its not longer possible to place seeds using the deployer :/
 

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

by DS-minetest » Thu Sep 01, 2016 19:54

addi wrote:After a update to newer minetest game, its not longer possible to place seeds using the deployer :/

the deployer has to be beyond the soil and has to face up
but shouldnt be your post in pipeworks topic?
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Re: [Mod] Technic [0.4.11] [technic]

by jakab » Fri Sep 02, 2016 13:43

can somebodey help me ?
i need a guide of this mod :D
what can i use the whole stuff ...
i just know a bit of pipes ...
 

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

by Naj » Fri Sep 02, 2016 13:59

Best thing to do is to find a server with technics and pipeworks and ask players for advice.
 

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

by addi » Fri Sep 02, 2016 14:01

DS-minetest wrote:
addi wrote:After a update to newer minetest game, its not longer possible to place seeds using the deployer :/

the deployer has to be beyond the soil and has to face up
but shouldnt be your post in pipeworks topic?

Ahh thanks now it works. Im sorry, now I see the deployer belongs to the pipeworks mod, sorry. But wasn't it first part of technic mod? Anyway thanks for help.
 

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

by ABJ » Wed Sep 07, 2016 07:37

I wonder who will update this mod now. It would be a shame to lose this mod.
 

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

by Jesseman1 » Sun Sep 11, 2016 21:59

I can't play Minetest without this mod, everything I build is done using the Technic mod! Please don't let this mod die!
 

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