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

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

by ThatGraemeGuy » Fri Apr 24, 2015 14:04

addi wrote:not sure if this is a bug or a feature.

after technic mod installed, it is not longer possible to craft default:sandstone


It's a feature. You use a compressor to compress 2 sand into 1 sandstone.
 

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

by addi » Fri Apr 24, 2015 14:24

ThatGraemeGuy wrote:
addi wrote:not sure if this is a bug or a feature.

after technic mod installed, it is not longer possible to craft default:sandstone


It's a feature. You use a compressor to compress 2 sand into 1 sandstone.

is there a way to change that behaviour? I don't want to craft complicate technic machines if I only want a sandstone.
 

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

by ThatGraemeGuy » Fri Apr 24, 2015 14:27

Modify here: https://github.com/minetest-technic/tec ... lua#L22-30

It does beg the question though, if you don't want to build the machines, why even bother with technic?
 

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

by addi » Fri Apr 24, 2015 14:33

ThatGraemeGuy wrote:Modify here: https://github.com/minetest-technic/tec ... lua#L22-30

It does beg the question though, if you don't want to build the machines, why even bother with technic?

thanks, I hope there will be a setting for that in the future.

the problem is, that I first want to build a nice house with chests. Than dig for deeper resources, and later build machines, do farming, build a nuclear reactor, etc.
 

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

by deivan » Sat Apr 25, 2015 10:58

The recipe of the lv_grinder is named "grinder" and this make problems with other recipes, I changed back (here in my game) to lv_grinder and is working now.

I thinking if some type of switch is very useful, a small device only with on/off function. To isolate a area of the network and reconnect in a single click.

The power converter only work after 10000 is in the network (LV) and is a big number... Maybe a setting to regulate it will be valid, like 1% of power (100 LV), 10% (1000LV) and 100% (10000LV), here my LV network is close to useless by the hunger of the converter. :-/

I request a new small machine... A fast battery box, have the half of the charge capacity but have double charge/discharge speed.

Proposed recipe:
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
{'group:wood',      'group:wood',             'group:wood'},
{'technic:battery', 'technic:machine_casing', 'technic:battery'},
{'group:wood',      'technic:lv_cable0',      'group:wood'},


Proposed parameters:
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
max_charge     = 20000,
charge_rate    = 2000,
discharge_rate = 8000,
charge_step    = 500,
discharge_step = 800,
 

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

by poet.nohit » Sat Apr 25, 2015 22:29

Supply converters really should demand more, IMHO. If you find your supply is too low, you can boost it by 4000 EU/s with an LV battbox. You can have a full MV setup with only 1 generator and 3 battboxes if you don't mind a really slow one.

A good compromise would be 7 geothermals and 2 battboxes. You have enough juice with that setup to run a few machines all at once (if you upgrade them with batteries).
 

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

by addi » Sat May 02, 2015 13:11

hi, I just have another question:
how do I craft a switching station?
the recipe from http://technic.kosyak.info/ does not work
 

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

by Excalibur Zero » Sat May 02, 2015 14:44

addi wrote:hi, I just have another question:
how do I craft a switching station?
the recipe from http://technic.kosyak.info/ does not work

You can find the current recipe for any node or item by looking through the code of the mod. According to the current version of the mod on GitHub, the recipe is as follows:

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
                      technic:lv_transformer                                   
default:copper_ingot  default:copper_ingot   default:copper_ingot
technic:lv_cable0     technic:lv_cable0      technic:lv_cable0     
 

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

by addi » Sat May 02, 2015 14:45

thanks, but a correct reciepe on the internet page would be better ^^
 

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

by Excalibur Zero » Sat May 02, 2015 14:52

addi wrote:thanks, but a correct reciepe on the internet page would be better ^^

Unfortunately the website listed on the first post has been outdated for quite a while. I don't know if the creator of it can be contacted to update it.
 

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

by poet.nohit » Sat May 02, 2015 20:10

There are a number of crafting guide mods, which simply take the recipe from the engine itself.
 

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

by deivan » Sat May 02, 2015 22:08

My CGMR is one... :-P
 

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

by poet.nohit » Sun May 03, 2015 21:56

I am kind of partial to unified inventory, although it could use some support for alias searching and centrifuge recipes.
 

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

by RealBadAngel » Sat May 09, 2015 15:18

UI can list all crafting recipes for ya, no need for a page while its built-in
 

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

by Diamond knight » Sun May 10, 2015 18:31

idea for lead:

lead vests that reduce radioactivity damage

lead blocks reducing the effects of radioactivity
I can never get enough MESE!!!!!!!!!

my subgame: https://forum.minetest.net/viewtopic.php?f=50&t=11901
 

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

by superrobot999 » Sun May 10, 2015 22:39

what does that mean?
 

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

by dege1000 » Mon Jun 01, 2015 01:13

I have a problem with the mod, the mv wind mill doesn't appear in my game at all. Did anyone had this same error?
Edit: Never mind it was my bad
 

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

by nvrsbr » Fri Jun 05, 2015 19:43

This still working?
I am getting an oregen error when trying to move my Character with this mod installed.

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
13:48:20: ERROR[main]:    ...\minetest-0.4.12\bin\..\mods\technic_worldgen/oregen.lua:127: in function <...\minetest-0.4.12\bin\..\mods\technic_worldgen/oregen.lua:121>
13:48:20: ERROR[main]:    ...Desktop\minetest-0.4.12\bin\..\builtin\game\register.lua:341: in function <...Desktop\minetest-0.4.12\bin\..\builtin\game\register.lua:329>
 

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

by nvrsbr » Sat Jun 06, 2015 13:53

Anyone?
 

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

by Nore » Sat Jun 06, 2015 14:16

Could you post more information about the crash please? (The crash report you pasted is too short)
 

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

by Nathan.S » Sat Jun 06, 2015 14:18

I just created a new world and added technical and had no problems playing for a few minutes.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website.
 

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

by nvrsbr » Sat Jun 06, 2015 14:33

Nore wrote:Could you post more information about the crash please? (The crash report you pasted is too short)


Here is the "Full" startup log...

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
Automatically selecting world at [C:\Users\nvrsbr\Desktop\minetest-0.4.12\bin\..\worlds\World 1]
Irrlicht log: Irrlicht Engine version 1.8.1
Irrlicht log: Microsoft Windows 7 Ultimate Edition Service Pack 1 (Build 7601)
Irrlicht log: Switch to fullscreen: The graphics mode is not supported.
Irrlicht log: Using renderer: OpenGL 4.5.0
Irrlicht log: GeForce GTX 750 Ti/PCIe/SSE2: NVIDIA Corporation
Irrlicht log: OpenGL driver version is 1.2 or better.
Irrlicht log: GLSL version: 4.5
Irrlicht log: Resizing window (1920 1080)
08:29:31: ACTION[main]: WARNING: Mod name conflict detected: "concrete"
08:29:31: ACTION[main]: Will not load: C:\Users\nvrsbr\Desktop\minetest-0.4.12\bin\..\mods\technic\concrete
08:29:31: ACTION[main]: Overridden by: C:\Users\nvrsbr\Desktop\minetest-0.4.12\bin\..\mods\concrete
08:29:31: ACTION[main]: WARNING: Mod name conflict detected: "extranodes"
08:29:31: ACTION[main]: Will not load: C:\Users\nvrsbr\Desktop\minetest-0.4.12\bin\..\mods\technic\extranodes
08:29:31: ACTION[main]: Overridden by: C:\Users\nvrsbr\Desktop\minetest-0.4.12\bin\..\mods\extranodes
08:29:31: ACTION[main]: WARNING: Mod name conflict detected: "wrench"
08:29:31: ACTION[main]: Will not load: C:\Users\nvrsbr\Desktop\minetest-0.4.12\bin\..\mods\technic\wrench
08:29:31: ACTION[main]: Overridden by: C:\Users\nvrsbr\Desktop\minetest-0.4.12\bin\..\mods\wrench
[UnifiedDyes] Loaded!
[Plants Lib] Loaded
[Poison Ivy] Loaded.
[Mod] Mole Hills [0.0.3] [molehills] Loaded...
[Flowers] Loaded.
[Mod] Along the Shore [0.0.4] [along_shore] Loaded...
[Mod] Ferns Checking horsetail item strings
[Mod] Ferns Checking lady fern item strings
[Mod] Ferns Checking tree fern item strings
[Mod] Ferns [0.2.0] [ferns] Loaded...
[Moretrees] Loaded (2013-02-11)
08:29:31: WARNING: Assignment to undeclared global "override" inside a function at ...\Desktop\minetest-0.4.12\bin\..\mods\vines/functions.lua:97.
[Vines] Loaded!
[Mod] Trunks [0.1.4] [trunks] Loaded...
[Mod] Wood Soils [0.0.9] [woodsoils] Loaded...
[OK] Mesecons
Pipeworks loaded!
08:29:31: ACTION[main]: [crops] loaded.
[Mod] Cave Stuff [0.0.3] [cavestuff] Loaded...
[caverealms] falling icicles enabled.
[caverealms] loaded!
[OK] Beacons
08:29:31: WARNING: Undeclared global variable "screwdriver" accessed at ...in\..\mods\VanessaE-homedecor_modpack\signs_lib\init.lua:14
Registered default:fence_wood and signs:sign_post
[Mod] Fishing - Mossmanikin's version [0.2.2] [fishing] Loaded...
[Mod] Grasses [0.1.5] [dryplants] Loaded...
[Bushes] Loaded.
[Mushrooms] loaded.
Registered homedecor:fence_brass and homedecor:fence_brass_with_sign
Registered homedecor:fence_wrought_iron and homedecor:fence_wrought_iron_with_sign
[HomeDecor] Loaded!
08:29:32: WARNING: Undeclared global variable "homedecor_register_slope" accessed at ...vrsbr\Desktop\minetest-0.4.12\bin\..\mods\steel\init.lua:196
[Plants Lib] Registered a total of 41 surface types to be evaluated, spread
[Plants Lib] across 36 actions with air-checking and 4 actions without.
08:29:35: ACTION[main]:         .__               __                   __   
08:29:35: ACTION[main]:   _____ |__| ____   _____/  |_  ____   _______/  |_
08:29:35: ACTION[main]:  /     \|  |/    \_/ __ \   __\/ __ \ /  ___/\   __\
08:29:35: ACTION[main]: |  Y Y  \  |   |  \  ___/|  | \  ___/ \___ \  |  | 
08:29:35: ACTION[main]: |__|_|  /__|___|  /\___  >__|  \___  >____  > |__| 
08:29:35: ACTION[main]:       \/        \/     \/          \/     \/       
08:29:35: ACTION[main]: World at [C:\Users\nvrsbr\Desktop\minetest-0.4.12\bin\..\worlds\Test 1]
08:29:35: ACTION[main]: Server for gameid="minetest" listening on 0.0.0.0:56663.
Unified Inventory. inventory size: 1673
Irrlicht log: PNG warning: Interlace handling should be turned on when using png_read_image
Irrlicht log: PNG warning: Interlace handling should be turned on when using png_read_image
Irrlicht log: PNG warning: Interlace handling should be turned on when using png_read_image
Irrlicht log: PNG warning: Interlace handling should be turned on when using png_read_image
Irrlicht log: PNG warning: Interlace handling should be turned on when using png_read_image
Irrlicht log: PNG warning: Unknown iTXt compression type or method
Irrlicht log: PNG warning: Interlace handling should be turned on when using png_read_image
08:30:12: ACTION[ServerThread]: singleplayer [127.0.0.1] joins game.
08:30:12: ACTION[ServerThread]: singleplayer joins game. List of players: singleplayer
08:30:12: WARNING: Assignment to undeclared global "name" inside a function at ...netest-0.4.12\bin\..\mods\unified_inventory/internal.lua:65.
08:30:13: WARNING: Undeclared global variable "pr" accessed at ...sktop\minetest-0.4.12\bin\..\mods\railcorridors\init.lua:336
08:30:13: WARNING: Assignment to undeclared global "pr" inside a function at ...sktop\minetest-0.4.12\bin\..\mods\railcorridors\init.lua:337.
08:30:14: WARNING: Assignment to undeclared global "torchdir" inside a function at ...sktop\minetest-0.4.12\bin\..\mods\railcorridors\init.lua:163.
Irrlicht log: Could not open file of texture: Goat.png
Irrlicht log: Could not open file of texture: Goat.png
Irrlicht log: Could not open file of texture: character.png
Irrlicht log: Could not open file of texture: character.png
08:30:35: ERROR[main]: ServerError: caught (...)
08:30:35: ERROR[main]: stack traceback:
08:30:35: ERROR[main]:    [C]: in function 'get_data'
08:30:36: ERROR[main]:    ...t-0.4.12\bin\..\mods\technic\technic_worldgen/oregen.lua:127: in function <...t-0.4.12\bin\..\mods\technic\technic_worldgen/oregen.lua:121>
08:30:36: ERROR[main]:    ...Desktop\minetest-0.4.12\bin\..\builtin\game\register.lua:341: in function <...Desktop\minetest-0.4.12\bin\..\builtin\game\register.lua:329>
[plants_lib] Stand by, playing out the rest of the aircheck mapblock log
(there are 5 entries)...
[plants_lib] Stand by, playing out the rest of the no-aircheck mapblock log
(there are 0 entries)...
 

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

by Nore » Sat Jun 06, 2015 14:56

This is very strange, looks like an engine bug... Could you post some info about your OS, etc. please?
 

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

by nvrsbr » Sat Jun 06, 2015 20:23

Nore wrote:This is very strange, looks like an engine bug... Could you post some info about your OS, etc. please?


Windows 7 Ultimate 64bit
12gb of memory
Nvidia Geforce 750 TI

Running 0.4.12 version of the game if that makes a difference.
Also running other mods.

Game and mods run fine without Technic installed.
 

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

by nvrsbr » Mon Jun 08, 2015 17:06

Anyone?
 

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

by Don » Mon Jun 08, 2015 23:34

nvrsbr wrote:Anyone?

Have you tried changing your graphics mode?
If not go into settings tab and switch from opengl.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

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

by nvrsbr » Sat Jun 13, 2015 00:03

I dont seem to be showing all the recipes in unified inventory?
 

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

by ShadowNinja » Mon Jun 15, 2015 16:42

nvrsbr: Your error isn't showing much information because of an engine bug that has since been fixed. Please try a build after 3a8c7888 (September 5, 2014). You can find one in the builds forum
I play on my Minetest server and VanessaE's.
The best way to contact me is usually IRC (InchraNet, freenode).
 

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

by dannyplaysminetest » Sun Jun 28, 2015 20:52

Thank you very much for this awesome MOD! i love it, mining with the MK3 Laser and recharging equipment with HV Battery boxes hooked up to a Nuclear Reactor. Takes the way of playing survival, mining and building a city to a whole new level. i took the time to actually check on Youtube how to build the Reactor and how to hook it up without causing a meltdown lol. I love the Fuel-Fired HV Generator Furnaces very useful when your deep underground in a mine and you dont want to go to the surface to recharge equipment. This mod is in my personal top 10 of Best Mods.. ^_^

Image

This Reactor has a Core Service Station on top, the Radiation signs are there for a reason..
The green blocks and glass are there just to give it a more fancy look instead of just grey.

Image

The Underground Reactor, created the big hole with a Mese TNT ^_^
 

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

by bbaez » Tue Jul 14, 2015 01:04

Unfortunately, my minetset 0.4.12 server suffered a core meltdown:

13:15:03: ACTION[ServerThread]: digs technic:chernobylite_block at (-40,30,-4)
13:15:03: ACTION[ServerThread]: digs technic:chernobylite_block at (-42,34,-7)
13:15:03: ACTION[ServerThread]: digs default:stone at (-39,32,-4)
13:15:03: ERROR[main]: ERROR: An unhandled exception occurred: error in error handling
13:15:03: ERROR[main]: stack traceback:
13:15:03: ERROR[main]: [C]: in function 'dig_node'
13:15:03: ERROR[main]: .../../mods/technic/technic/machines/HV/nuclear_reactor.lua:725: in function <.../../mods/technic/technic/machines/HV/nuclear_reactor.lua:716>
 

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