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

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

by bbaez » Thu Jul 16, 2015 15:35

Hi,

It happened again. Any ideas on how to fix?

Thanks!

06:57:11: ACTION[ServerThread]: digs technic:chernobylite_block at (168,25,4)
06:57:17: ACTION[ServerThread]: digs default:nyancat at (142,27,-7)
06:57:17: ERROR[main]: ERROR: An unhandled exception occurred: error in error handling
06:57:17: ERROR[main]: stack traceback:
06:57:17: ERROR[main]: [C]: in function 'dig_node'
06:57:18: 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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Re: [Mod] Technic [0.4.11] [technic]

by Hybrid Dog » Fri Jul 17, 2015 17:52

dannyplaysminetest, if you grind the ore lumps, you can get twice the amount of ingots you get without grinding them



bbaez, maybe there's some node which doesn't want to be dug so easily
may you add print(minetest.get_node(vector.add(pos, offset)).name) before minetest.node_dig is called that the node which should become dug is printed before it crashes if digging failed
https://github.com/minetest-technic/tec ... r.lua#L726
 

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

by bbaez » Sat Jul 18, 2015 16:24

I added the line and will post the output when it happens again.

Thanks!
 

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

by krilin » Fri Jul 24, 2015 21:01

that materials can be used in theCNC Machine?
 

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Make moreblocks an optional dependency.

by Sane » Wed Jul 29, 2015 17:14

Hi there,

first things first:
I think technic is a great mod, I've played it for days in a row.
Thanks a great big lot to all you contributees, for all the work you've done.
---

Technic has moreblocks as an dependency. As far as I understand moreblocks is just used in technic.extranodes to register technic's blocks with stairsplus which is part of moreblocks.
That fixed dependency can easily be converted to an optional dependency if the registration is surrounded with an if block.
If moreblocks is present the registration is executed, if it's missing the registration is skipped. In effect this is is not much different to the current behavior. Because if moreblocks is missing extranodes's execution is just skipped by the loader. The only difference is that an error message is logged.

here is my changed init.lua of the technic extranodes mod.
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 0.4.6 mod: extranodes
-- namespace: technic
-- Boilerplate to support localized strings if intllib mod is installed.
local S = rawget(_G, "intllib") and intllib.Getter() or function(s) return s end

if minetest.get_modpath("moreblocks") then

   -- register stairsplus/circular_saw nodes
   -- we skip blast resistant concrete and uranium intentionally
   -- chrome seems to be too hard of a metal to be actually sawable

   stairsplus:register_all("technic", "marble", "technic:marble", {
      description=S("Marble"),
      groups={cracky=3, not_in_creative_inventory=1},
      tiles={"technic_marble.png"},
   })

   stairsplus:register_all("technic", "marble_bricks", "technic:marble_bricks", {
      description=S("Marble Bricks"),
      groups={cracky=3, not_in_creative_inventory=1},
      tiles={"technic_marble_bricks.png"},
   })

   stairsplus:register_all("technic", "granite", "technic:granite", {
      description=S("Granite"),
      groups={cracky=1, not_in_creative_inventory=1},
      tiles={"technic_granite.png"},
   })

   stairsplus:register_all("technic", "concrete", "technic:concrete", {
      description=S("Concrete"),
      groups={cracky=3, not_in_creative_inventory=1},
      tiles={"technic_concrete_block.png"},
   })

   stairsplus:register_all("technic", "zinc_block", "technic:zinc_block", {
      description=S("Zinc Block"),
      groups={cracky=1, not_in_creative_inventory=1},
      tiles={"technic_zinc_block.png"},
   })

   stairsplus:register_all("technic", "cast_iron_block", "technic:cast_iron_block", {
      description=S("Cast Iron Block"),
      groups={cracky=1, not_in_creative_inventory=1},
      tiles={"technic_cast_iron_block.png"},
   })

   stairsplus:register_all("technic", "carbon_steel_block", "technic:carbon_steel_block", {
      description=S("Carbon Steel Block"),
      groups={cracky=1, not_in_creative_inventory=1},
      tiles={"technic_carbon_steel_block.png"},
   })

   stairsplus:register_all("technic", "stainless_steel_block", "technic:stainless_steel_block", {
      description=S("Stainless Steel Block"),
      groups={cracky=1, not_in_creative_inventory=1},
      tiles={"technic_stainless_steel_block.png"},
   })

   stairsplus:register_all("technic", "brass_block", "technic:brass_block", {
      description=S("Brass Block"),
      groups={cracky=1, not_in_creative_inventory=1},
      tiles={"technic_brass_block.png"},
   })

   function register_technic_stairs_alias(modname, origname, newmod, newname)
      minetest.register_alias(modname .. ":slab_" .. origname, newmod..":slab_" .. newname)
      minetest.register_alias(modname .. ":slab_" .. origname .. "_inverted", newmod..":slab_" .. newname .. "_inverted")
      minetest.register_alias(modname .. ":slab_" .. origname .. "_wall", newmod..":slab_" .. newname .. "_wall")
      minetest.register_alias(modname .. ":slab_" .. origname .. "_quarter", newmod..":slab_" .. newname .. "_quarter")
      minetest.register_alias(modname .. ":slab_" .. origname .. "_quarter_inverted", newmod..":slab_" .. newname .. "_quarter_inverted")
      minetest.register_alias(modname .. ":slab_" .. origname .. "_quarter_wall", newmod..":slab_" .. newname .. "_quarter_wall")
      minetest.register_alias(modname .. ":slab_" .. origname .. "_three_quarter", newmod..":slab_" .. newname .. "_three_quarter")
      minetest.register_alias(modname .. ":slab_" .. origname .. "_three_quarter_inverted", newmod..":slab_" .. newname .. "_three_quarter_inverted")
      minetest.register_alias(modname .. ":slab_" .. origname .. "_three_quarter_wall", newmod..":slab_" .. newname .. "_three_quarter_wall")
      minetest.register_alias(modname .. ":stair_" .. origname, newmod..":stair_" .. newname)
      minetest.register_alias(modname .. ":stair_" .. origname .. "_inverted", newmod..":stair_" .. newname .. "_inverted")
      minetest.register_alias(modname .. ":stair_" .. origname .. "_wall", newmod..":stair_" .. newname .. "_wall")
      minetest.register_alias(modname .. ":stair_" .. origname .. "_wall_half", newmod..":stair_" .. newname .. "_wall_half")
      minetest.register_alias(modname .. ":stair_" .. origname .. "_wall_half_inverted", newmod..":stair_" .. newname .. "_wall_half_inverted")
      minetest.register_alias(modname .. ":stair_" .. origname .. "_half", newmod..":stair_" .. newname .. "_half")
      minetest.register_alias(modname .. ":stair_" .. origname .. "_half_inverted", newmod..":stair_" .. newname .. "_half_inverted")
      minetest.register_alias(modname .. ":stair_" .. origname .. "_right_half", newmod..":stair_" .. newname .. "_right_half")
      minetest.register_alias(modname .. ":stair_" .. origname .. "_right_half_inverted", newmod..":stair_" .. newname .. "_right_half_inverted")
      minetest.register_alias(modname .. ":stair_" .. origname .. "_wall_half", newmod..":stair_" .. newname .. "_wall_half")
      minetest.register_alias(modname .. ":stair_" .. origname .. "_wall_half_inverted", newmod..":stair_" .. newname .. "_wall_half_inverted")
      minetest.register_alias(modname .. ":stair_" .. origname .. "_inner", newmod..":stair_" .. newname .. "_inner")
      minetest.register_alias(modname .. ":stair_" .. origname .. "_inner_inverted", newmod..":stair_" .. newname .. "_inner_inverted")
      minetest.register_alias(modname .. ":stair_" .. origname .. "_outer", newmod..":stair_" .. newname .. "_outer")
      minetest.register_alias(modname .. ":stair_" .. origname .. "_outer_inverted", newmod..":stair_" .. newname .. "_outer_inverted")
      minetest.register_alias(modname .. ":panel_" .. origname .. "_bottom", newmod..":panel_" .. newname .. "_bottom")
      minetest.register_alias(modname .. ":panel_" .. origname .. "_top", newmod..":panel_" .. newname .. "_top")
      minetest.register_alias(modname .. ":panel_" .. origname .. "_vertical", newmod..":panel_" .. newname .. "_vertical")
      minetest.register_alias(modname .. ":micro_" .. origname .. "_bottom", newmod..":micro_" .. newname .. "_bottom")
      minetest.register_alias(modname .. ":micro_" .. origname .. "_top", newmod..":micro_" .. newname .. "_top")
   end

   register_technic_stairs_alias("stairsplus", "concrete", "technic", "concrete")
   register_technic_stairs_alias("stairsplus", "marble", "technic", "marble")
   register_technic_stairs_alias("stairsplus", "granite", "technic", "granite")
   register_technic_stairs_alias("stairsplus", "marble_bricks", "technic", "marble_bricks")

end



The reason why I am suggesting this modification is because I've recently stumbled upon x-decor (https://forum.minetest.net/viewtopic.php?f=11&t=12534). That mod is kind of a minimalistic replacement for home-decor. I like it's blocky and rudimentary design. x-decor has a 'workbench' that does, in an (intentionally) limited way, what the table saw of moreblocks does. So I decided to replace moreblock.

It would be nice if you could consider to incorporate the suggested changes.
Trying to stay me.
 

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

by DoyleChris » Sat Aug 01, 2015 01:38

Is there a File that explains how to put things together. I wondering about the constructor item.
 

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

by Hybrid Dog » Sat Aug 01, 2015 08:10

DoyleChris wrote:Is there a File that explains how to put things together. I wondering about the constructor item.

viewtopic.php?p=180024#p180024
 

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

by DoyleChris » Sat Aug 01, 2015 22:35

Thank you for the reply about the power info. I have a few more questions. I am running a non-creative game here i haft to find everything, which is going ok but one thing. I need coal dust to make something, but to do that i need a grinder but to get a grinder i need power. So i have going to use a fuel ran generator, but the generator and a few more things need other dust items.

How do i create dust of something ie. Gold, Coal, Other items. With out power.
 

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

by Hybrid Dog » Sun Aug 02, 2015 05:54

DoyleChris wrote:Thank you for the reply about the power info. I have a few more questions. I am running a non-creative game here i haft to find everything, which is going ok but one thing. I need coal dust to make something, but to do that i need a grinder but to get a grinder i need power. So i have going to use a fuel ran generator, but the generator and a few more things need other dust items.

you don't need dust to craft a coal generator and/or its craft recipes.
Image
Attachments
screenshot_20150802_075110.png
screenshot_20150802_075110.png (17.44 KiB) Viewed 4547 times
 

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

by ThatGraemeGuy » Sun Aug 02, 2015 07:12

To answer the next question, you don't need a grinder to be able to make machine casings used in the LV generator either. You craft a fuel-fired alloy furnace, and then you can alloy 2 copper ingots and 1 zinc ingot to get 3 brass ingots, which are used in making machine casings.

Once you get started, do try and make a grinder as soon as you can, as grinding mined lumps yields 2 dusts, each of which cooks to 1 ingot, so you double your metal output.
 

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

by DoyleChris » Sun Aug 02, 2015 12:16

Well i made the generator and got that setup. But from what i learned you need a switch hooked up to it to run power. but to do that i need (LV Transformer <- Fiber <- Glue <- Raw Laxtex <- Rubber Tree Grinding). But i go back to the root problem of getting rubber tree grindings.
 

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

by Marshall_maz » Sun Aug 02, 2015 12:20

DoyleChris wrote:Well i made the generator and got that setup. But from what i learned you need a switch hooked up to it to run power. but to do that i need (LV Transformer <- Fiber <- Glue <- Raw Laxtex <- Rubber Tree Grinding). But i go back to the root problem of getting rubber tree grindings.


Craft a "Tree tap". With that you harvest raw latex from rubber trees which you use to make rubber. You don't need "tree grindings"
 

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

by ThatGraemeGuy » Sun Aug 02, 2015 12:29

You can get glue by cooking saplings.
 

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

by DoyleChris » Mon Aug 03, 2015 00:09

Next question. I dug straight down and came accross some lava. I created a bucket to get lava and scopped it up for power. And i used it in a furnace.

I noiticed that you can use lava as a power supply, and i was wondering how to do it.

Do i build a container for the lava out of blocks, with fueled generators around it for power. And then wire from there.
 

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

by DoyleChris » Mon Aug 03, 2015 02:17

Took a little figuring out it was a geothermal setup and i got it to work on LV. But is there a way to ramp LV up to HV, from what i have been reading there isnt and i just tried with a converter and a no-go.
 

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

by ThatGraemeGuy » Mon Aug 03, 2015 04:00

Input power enters on top of the supply convertor, and output on the bottom. It doesn't work in any other way. Ensure there is a switching station on both sides. Lastly, and this is where you will be stuck for now, supply convertors always demand 10,000EU on their input side, and supply 9,000EU on the output side. LV->HV works just fine as long as the aforementioned criteria are all met.

Realistically, make some LV machines first, then look to upgrading to MV. HV will come later, it's very expensive.
 

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

by DoyleChris » Mon Aug 03, 2015 13:25

If i was to combine enough LV geothermal generators will it create enough juice to run MV or HV machines, or do i still need a convertor.

Example LV generator output 10000 eu. so you combine 12 you get 120000 eu.
 

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

by ThatGraemeGuy » Mon Aug 03, 2015 13:27

LV generators don't make anywhere near that, but in essence yes, as long as you make enough LV generators to make more than 10,000EU, you can power a supply converter. But really, you're still better off just making MV generators at that point.
 

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

by bbaez » Tue Aug 04, 2015 17:33

Hi,

Here is the error with more details:

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
07:44:54: ACTION[ServerThread]:  digs technic:chernobylite_block at (58,-3,180)
technic:corium_flowing
technic:corium_flowing
technic:corium_flowing
technic:chernobylite_block
07:44:58: ACTION[ServerThread]:  digs technic:chernobylite_block at (56,-3,179)
air
technic:corium_flowing
default:desert_sand
07:45:06: ACTION[ServerThread]:  digs default:desert_sand at (60,4,178)
cannons:wood_stand_with_cannon_mithril
07:45:15: ERROR[main]: ERROR: An unhandled exception occurred: error in error handling
07:45:15: ERROR[main]: stack traceback:
07:45:15: ERROR[main]:  [C]: in function 'dig_node'
07:45:15: ERROR[main]:  .../../mods/technic/technic/machines/HV/nuclear_reactor.lua:726: in function <.../../mods/technic/technic/machines/HV/nuclear_reactor.lua:716>

In thread 7fbe0ce067c0:
/home/aa0001/minetest/minetest-0.4.12/src/main.cpp:882: int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 7fbdf7fff700:
#0  virtual void* CurlFetchThread::Thread()
DEBUG STACK FOR THREAD 7fbe0ce067c0:
#0  int main(int, char**)
(Leftover data: #1  Dedicated server branch)
(Leftover data: #2  virtual void ServerMap::save(ModifiedState))
(Leftover data: #3  void ItemStack::serialize(std::ostream&) const)
 

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

by Hybrid Dog » Wed Aug 05, 2015 07:55

bbaez wrote:Hi,

Here is the error with more details:

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
[…]
default:desert_sand
07:45:06: ACTION[ServerThread]:  digs default:desert_sand at (60,4,178)
cannons:wood_stand_with_cannon_mithril
07:45:15: ERROR[main]: ERROR: An unhandled exception occurred: error in error handling
07:45:15: ERROR[main]: stack traceback:
07:45:15: ERROR[main]:  [C]: in function 'dig_node'
07:45:15: ERROR[main]:  .../../mods/technic/technic/machines/HV/nuclear_reactor.lua:726: in function <.../../mods/technic/technic/machines/HV/nuclear_reactor.lua:716>
[…]

l think the crash happens when the cannon becomes dug:
the cannons.dug function is executed, but the technic mod doesn't pass a digger (player), so it crashes because the cannon on_dig function needs one
 

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

by DoyleChris » Thu Aug 06, 2015 10:48

Had a hole dug to about -80 and decided to make a nuke and explode it to find chromium. Which i was suprised by the size of the hole that went to -180 but was unable to find chromium. I read that it is do be between -100, and -200.
 

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

by ThatGraemeGuy » Thu Aug 06, 2015 13:04

Chromium is generated below -100 and from -200 all the way to -31,000 the clusters get slightly larger. Just bear in mind that the ores generated by technic are non-uniform, which means that they are not evenly spread. So you might dig a 100x100x100 piece and find no chromium, then 100 nodes over you might find a significant amount.
 

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

by DoyleChris » Fri Aug 07, 2015 03:31

How does the water generator work.
 

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

by Hybrid Dog » Fri Aug 07, 2015 08:57

DoyleChris wrote:How does the water generator work.
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Re: [Mod] Technic [0.4.11] [technic]

by ThatGraemeGuy » Fri Aug 07, 2015 09:01

Or, extended to slightly more ridiculous scale:

Image
 

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

by DoyleChris » Fri Aug 07, 2015 10:44

Does it need to flow or just in it.
 

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

by ThatGraemeGuy » Fri Aug 07, 2015 10:55

The water generator works by placing water (source or flowing) around it. It produces 30EU for each side that has water adjacent, so for mine being surrounded by water on all 4 sides it makes 120EU, the maximum.
 

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

by DoyleChris » Fri Aug 07, 2015 12:56

Is there a comparison between the different sources for output in LV MV and HV.
 

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

by ThatGraemeGuy » Fri Aug 07, 2015 13:08

You mean a list of generators listing how much output they produce? Not that I know of.
 

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

by DoyleChris » Fri Aug 07, 2015 13:23

I guess i will head into creative mode and make something.
 

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