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

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RealBadAngel
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by RealBadAngel » Sun Sep 02, 2012 04:00

Posted several fixes today. Added coal driven generator.
 

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RealBadAngel
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by RealBadAngel » Sun Sep 02, 2012 11:23

update 0.74 online. Added geothermal generators.
 

cornernote
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by cornernote » Sun Sep 02, 2012 11:42

RealBadAngel wrote:update 0.74 online. Added geothermal generators.


how do i use it?
 

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RealBadAngel
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by RealBadAngel » Sun Sep 02, 2012 11:47

cornernote wrote:
RealBadAngel wrote:update 0.74 online. Added geothermal generators.


how do i use it?

watch video, theres one how to setup it
 

cornernote
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by cornernote » Sun Sep 02, 2012 11:49

thanks, didn't see that. I should RTFM =)
 

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RealBadAngel
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by RealBadAngel » Sun Sep 02, 2012 14:23

Next update today: added Water Mill. Flowing water driven generator.
 

Matsetes
 

by Matsetes » Mon Sep 03, 2012 09:18

Very good!!! I really love this mod!
I've got two other problems, since yesterday...
1st: I cannot find diamond... I used 6 miners (workers mod) that arrived down to -200 but only uranium, no chromium or diamond...
2nd: When I (or the worker) mine appears some errors saying that there are large quantity of unknow blocks and that the game will not show them. I found also 2 "unknow item"... =S

Sorry, I'm not at home, and I have not internet this day, so I cannot write you all the errors letterally
 

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RealBadAngel
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by RealBadAngel » Mon Sep 03, 2012 12:59

Matsetes wrote:Very good!!! I really love this mod!
I've got two other problems, since yesterday...
1st: I cannot find diamond... I used 6 miners (workers mod) that arrived down to -200 but only uranium, no chromium or diamond...
2nd: When I (or the worker) mine appears some errors saying that there are large quantity of unknow blocks and that the game will not show them. I found also 2 "unknow item"... =S

Sorry, I'm not at home, and I have not internet this day, so I cannot write you all the errors letterally



Ad 1. Diamonds r below -450
Uranium -150 to -300 only
Chromium -100 to -600 only

Ad 2. I dont think its because of technic, but still waitin for error logs, we will c
 

madarexxx
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by madarexxx » Mon Sep 03, 2012 13:07

Is there anything new about pipes? What about any testing version of it?
Sorry for my bad English, please help me learn it - correct my worst mistakes :)
 

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RealBadAngel
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by RealBadAngel » Mon Sep 03, 2012 13:40

madarexxx wrote:Is there anything new about pipes? What about any testing version of it?

Im almost ready with transport tubes, need a few days more. Pipes will come later.

Some video showin the tubes in action: http://www.youtube.com/watch?v=BsbW_pXYBGI&feature=plcp
 

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RealBadAngel
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by RealBadAngel » Wed Sep 05, 2012 06:40

posted one video in Vanessa's pipeworks thread, so i think i can post another teaser here.
Stress test on upcoming feature: transport tubes.
Enjoy :)
http://www.youtube.com/watch?v=q-Fv_HtzPLg&feature=youtu.be
 

madarexxx
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by madarexxx » Wed Sep 05, 2012 08:00

Damn!!!11 Do want it in my minetest! Will you release it soon?
Sorry for my bad English, please help me learn it - correct my worst mistakes :)
 

Matsetes
 

by Matsetes » Wed Sep 05, 2012 14:15

The errors that came from mining now doesn't appear... I think it was something strange from the main game (I had some problems also today when crafting materials...)
I finally found the diamonds!! They are very rares! I found 3 diamonds in about 2000 pieces of stone or also more... Meanwhile I found around 60 of MESE and 34 of Mithril... =)
I will test today the new release of technic mod.
 

Axel
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by Axel » Wed Sep 05, 2012 18:54

RealBadAngel:
I cannot stop music from the musicbox without closing minetest (version=0.4.3)
There's no affect when removing the box
 

pagliaccio
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by pagliaccio » Wed Sep 05, 2012 19:33

i have create a lamp, but it not work.

edit :you must create an API for add eletric tool (generator or utilizer) for someone want add

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:lamp 1',
    recipe = {
        {'moreores:copper_ingot'},
        {'default:glass'},
    }
})

minetest.register_node("technic:lamp", {
    description = "lamp",
    --drawtype = "glasslike",
    drawtype = "nodebox",
    tiles = {"technic_lamp.png", "technic_solar_panel_side.png", "technic_solar_panel_side.png",
        "technic_solar_panel_side.png", "technic_solar_panel_side.png", "technic_solar_panel_side.png"},
    light_propagates = true,
    paramtype = "light",
    sunlight_propagates = true,
    light_source = 12,
    is_ground_content = true,
    groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
    sounds = default.node_sound_glass_defaults(),
    technic_power_machine=1,
    internal_EU_buffer=0;
    internal_EU_buffer_size=100;
    node_box = {
            type = "fixed",
            fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5},
        },
        selection_box = {
            type = "fixed",
            fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5},
        },
    on_construct = function(pos)
        local meta = minetest.env:get_meta(pos)
        meta:set_string("infotext", "charge")
        meta:set_float("technic_power_machine", 1)
        meta:set_float("active", 1)
        meta:set_float("internal_EU_buffer", 100)
        meta:set_float("internal_EU_buffer_size", 100)
    end,
})

minetest.register_abm({
    nodenames = {"technic:lamp"},
    interval = 1,
    chance = 1,
   
    action = function(pos, node, active_object_count, active_object_count_wider)
        local meta = minetest.env:get_meta(pos)
        local internal_EU_buffer=meta:get_float("internal_EU_buffer")
        local internal_EU_buffer_size=meta:get_float("internal_EU_buffer_size")
        local tot=0
        local text="inactive"
            if internal_EU_buffer>0 then
                tot=internal_EU_buffer-12
                text="active";
                meta:set_float("light_propagates",true)
            else meta:set_float("light_propagates",false)
            end
       
        meta:set_string("infotext",text.." charge "..tot)
        meta:set_float("internal_EU_buffer",tot)
end,       
})
Last edited by pagliaccio on Wed Sep 05, 2012 21:19, edited 1 time in total.
 

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RealBadAngel
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by RealBadAngel » Wed Sep 05, 2012 19:53

pagliaccio wrote:i have create a lamp, but it not work.

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:lamp 1',
    recipe = {
        {'moreores:copper_ingot'},
        {'default:glass'},
    }
})

minetest.register_node("technic:lamp", {
    description = "lamp",
    --drawtype = "glasslike",
    drawtype = "nodebox",
    tiles = {"technic_lamp.png", "technic_solar_panel_side.png", "technic_solar_panel_side.png",
        "technic_solar_panel_side.png", "technic_solar_panel_side.png", "technic_solar_panel_side.png"},
    light_propagates = true,
    paramtype = "light",
    sunlight_propagates = true,
    light_source = 12,
    is_ground_content = true,
    groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
    sounds = default.node_sound_glass_defaults(),
    technic_power_machine=1,
    internal_EU_buffer=0;
    internal_EU_buffer_size=100;
    node_box = {
            type = "fixed",
            fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5},
        },
        selection_box = {
            type = "fixed",
            fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5},
        },
    on_construct = function(pos)
        local meta = minetest.env:get_meta(pos)
        meta:set_string("infotext", "charge")
        meta:set_float("technic_power_machine", 1)
        meta:set_float("active", 1)
        meta:set_float("internal_EU_buffer", 100)
        meta:set_float("internal_EU_buffer_size", 100)
    end,
})

minetest.register_abm({
    nodenames = {"technic:lamp"},
    interval = 1,
    chance = 1,
   
    action = function(pos, node, active_object_count, active_object_count_wider)
        local meta = minetest.env:get_meta(pos)
        local internal_EU_buffer=meta:get_float("internal_EU_buffer")
        local internal_EU_buffer_size=meta:get_float("internal_EU_buffer_size")
        local tot=0
        local text="inactive"
            if internal_EU_buffer>0 then
                tot=internal_EU_buffer-12
                text="active";
                meta:set_float("light_propagates",true)
            else meta:set_float("light_propagates",false)
            end
       
        meta:set_string("infotext",text.." charge "..tot)
        meta:set_float("internal_EU_buffer",tot)
end,       
})



for the technic machine to work, there will be needed just one more function which is not ready yet
machine will have to be registered as a power user or power producer so the battery box could load/unload it.
this will be aviable soon.
2nd thought. make energy buffers a little bigger, like 10 times bigger as power usage per second at least.
it will prevent power cuts in case of lags, and will let the machine work for a few seconds.

if you want to run your machine before API is here look here:

https://github.com/RealBadAngel/technic/blob/master/electric.lua#L508

put here check for your machine (PR stand for producers, RE for power receivers)
Last edited by RealBadAngel on Wed Sep 05, 2012 19:55, edited 1 time in total.
 

Spots
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by Spots » Wed Sep 05, 2012 22:25

RealBadAngel wrote:posted one video in Vanessa's pipeworks thread, so i think i can post another teaser here.
Stress test on upcoming feature: transport tubes.
Enjoy :)
http://www.youtube.com/watch?v=q-Fv_HtzPLg&feature=youtu.be



sweet looking great , big question is can it move water?
 

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RealBadAngel
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by RealBadAngel » Wed Sep 05, 2012 23:04

Spots wrote:
RealBadAngel wrote:posted one video in Vanessa's pipeworks thread, so i think i can post another teaser here.
Stress test on upcoming feature: transport tubes.
Enjoy :)
http://www.youtube.com/watch?v=q-Fv_HtzPLg&feature=youtu.be



sweet looking great , big question is can it move water?


for this we gonna have pipes
 

Aiden
 

by Aiden » Sat Sep 08, 2012 06:36

thank you.this mod is awesome.
 

11James11
 

by 11James11 » Sat Sep 08, 2012 13:28

Hi I would like to try your mod but when I copy all required files (flower, pipes, moreores, technic) and try to start the game loading ends with error message that mod technic wants dye, but you wrote that dye is included within the mod
any idea what's wrong?
 

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VanessaE
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by VanessaE » Sat Sep 08, 2012 15:22

There's a basic dye system contained within recent versions of Minetest. You just need to update your install of Minetest to get the default dyes mod. You'll want Unified Dyes also (see my signature) in order to be able to craft the colors.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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RealBadAngel
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by RealBadAngel » Sat Sep 08, 2012 23:08

11James11 wrote:Hi I would like to try your mod but when I copy all required files (flower, pipes, moreores, technic) and try to start the game loading ends with error message that mod technic wants dye, but you wrote that dye is included within the mod
any idea what's wrong?

downloading and run up to date version (0.4.3) will do
http://c55.me/blog/
 

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SegFault22
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by SegFault22 » Mon Sep 10, 2012 03:59

You should add mining drills - basic drill is 1.5 the speed of steel pick (and is made of steel), mese drill is 1.5 the speed of mese pick (and made by crafting a basic drill with a mese drill bit), and same for diamond and other metals. Instead of breaking when run down to 0 power, they stop working and must be recharged.
Also, in the future there could be a special ''energy cell'' made with gold-plated diamonds and steel casing/gold wire, that can be crafted with some other stuff to make an MV Energy Storage Unit (MVESU or something like that), and has an MV max. input and a stable MV output. Then, replacing gold-plated diamonds with mese and a lot of other rare stuff makes a ''HV Energy Storage Unit''. That would be great for nuclear power plants (in the far future - Fission/Fusion/Breeder reactors using all-new, radioactive ores that can be used to produce energy, except in a breeder where more common radioactive ores like Thorium are reacted with other stuff to make Plutonium, a very efficient and very hot reactor fuel) and some other high-energy-output source(s).
Eh?
Resources are abundant; only money is scarce. People should not have to work hard and remain poor just to pay for the needs of survival.
Society can thrive without money - but only if productive members of society are rewarded for being productive.
 

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RealBadAngel
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by RealBadAngel » Tue Sep 11, 2012 10:59

Added new machine: Alloy Furnace
by now used to create bronze and stainless steel, silicon wafers and doped silicon wafers.
API function aviable to register own alloy smelting recipes:

Just call:
register_alloy_recipe (src_item_name1,count1, src_item_name2,count2, dst_item_name,count3)
which will take both source items and create destination one.

example:
register_alloy_recipe ("moreores:copper_ingot",3, "moreores:tin_ingot",1, "moreores:bronze_ingot",4)
takes 3 copper ingots, 1 tin ingot and produces 4 bronze ingots.
Last edited by RealBadAngel on Tue Sep 11, 2012 12:10, edited 1 time in total.
 

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RealBadAngel
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by RealBadAngel » Tue Sep 11, 2012 18:45

SegFault22 wrote:You should add mining drills - basic drill is 1.5 the speed of steel pick (and is made of steel), mese drill is 1.5 the speed of mese pick (and made by crafting a basic drill with a mese drill bit), and same for diamond and other metals. Instead of breaking when run down to 0 power, they stop working and must be recharged.
Also, in the future there could be a special ''energy cell'' made with gold-plated diamonds and steel casing/gold wire, that can be crafted with some other stuff to make an MV Energy Storage Unit (MVESU or something like that), and has an MV max. input and a stable MV output. Then, replacing gold-plated diamonds with mese and a lot of other rare stuff makes a ''HV Energy Storage Unit''. That would be great for nuclear power plants (in the far future - Fission/Fusion/Breeder reactors using all-new, radioactive ores that can be used to produce energy, except in a breeder where more common radioactive ores like Thorium are reacted with other stuff to make Plutonium, a very efficient and very hot reactor fuel) and some other high-energy-output source(s).
Eh?


Some of your ideas are here. Just added mining drill (its very fast), and energy crystals.
They cant be charged yet, but will be. And will be used for next tier of power tools and machines.
Red Energy Crystal is already needed to build mining drill.
 

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RealBadAngel
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by RealBadAngel » Wed Sep 12, 2012 07:13

New update. Some fixes and....
Screwdrivers. Even Sonic Screwdrivers!
WHO would knew???
 

madarexxx
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by madarexxx » Wed Sep 12, 2012 12:12

Energy Cristal are too expensive - i have only 11 diamonds, but i've done a really bing job on -525 altitude
Sorry for my bad English, please help me learn it - correct my worst mistakes :)
 

Matsetes
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by Matsetes » Wed Sep 12, 2012 12:44

Yes, very expansive...
 

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GloopMaster
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by GloopMaster » Wed Sep 12, 2012 15:54

Ugh, how many times do i have to tell you guys to credit me as GloopMaster, not NekoGloop...?

And: *punches realbadangel* ask the irc if you need to know why.
Last edited by GloopMaster on Wed Sep 12, 2012 15:56, edited 1 time in total.
Meow.

That is all.
 

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RealBadAngel
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by RealBadAngel » Wed Sep 12, 2012 17:19

madarexxx wrote:Energy Cristal are too expensive - i have only 11 diamonds, but i've done a really bing job on -525 altitude


ive already made diamonds a bit more common.
 

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