Nore wrote:It looks like pipeworks is not installed or has not been enabled... If it is correctly installed or enabled, though, it looks strange. Could you tell me if there is a "Pipeworks loaded!" message appearing in the console before the crash?
ABJ wrote:IIRC it's been a few months since V4.14 was on the official DL link. When did you use the link last?
Naj wrote:Two things :
- Grinder should be MV
- A control unit logic has to be put in one of the upgrade slots
Then you have to check on which side dust is ejected (depending on orientation). Put a chest on each side and check.
Cryterion wrote:Hi
had a bit of a problem trying to register an mv machine to be used in another mod, and found the following code changed fixed the naming convention error I kept getting
in /technic/technic/machines/register/machine_base.lua
line 126Your 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_node("technic:"..ltier.."_"..machine_name, {
change it toYour 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_node(":technic:"..ltier.."_"..machine_name, {
and line 158Your 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_node(":technic:"..ltier.."_"..machine_name.."_active",{
changed it toYour 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_node(":technic:"..ltier.."_"..machine_name.."_active",{
It still keeps technic functional, but will allow other mods to register lv,mv and hv machines if they wish to use the technic functions.
Nore wrote:Well, these metals are *on average* common. However, you need to find "veins" of them, which will be areas where you can find high concentrations of them. Thus, the gameplay objective is to make you find those veins, and establish an zinc mine somewhere, a chromium mine elsewhere, etc. This was however not done for ores that were not introduced by technic, and thus, the other ores are uniformly distributed.
I agree a setting to disable that non-uniform distribution might be needed - I will try to do that when I can.
Nore wrote:The noise would be more like X_1 + 0.7 * X_2 + 0.7^2 * X_3, where X_1, X_2, X_3 are uniformly distributed on [-1,1], and with X_2 having a frequency double of that of X_1, X_3 one double of that of X_2 (that is: there are smaller-scale variations). Thus, a threshold of 0.55 is quite less that 50% chance actually.
Byakuren wrote:Could someone merge this trivial fix to a node duplication exploit?: https://github.com/minetest-technic/technic/pull/295
local function laser_shoot(player, range, particle_texture, sound)
local player_pos = player:getpos()
local player_name = player:get_player_name()
local dir = player:get_look_dir()
local start_pos = vector.new(player_pos)
-- Adjust to head height
start_pos.y = start_pos.y + 1.6 --
minetest.add_particle({
pos = start_pos,--pos was previously assigned to startpos,
vel = dir,
acc = vector.multiply(dir, 50),
expirationtime = range / 11,
size = 1,
texture = particle_texture .. "^[transform" .. math.random(0, 7),
})
start_pos.x,start_pos.y,start_pos.z = start_pos.x + .5,start_pos.y+.4,start_pos.z + .5 --fudge factors, not wholly successful
minetest.sound_play(sound, {pos = player_pos, max_hear_distance = range})
for pos in technic.trace_node_ray(start_pos, dir, range) do
if minetest.is_protected(pos, player_name) then
minetest.record_protection_violation(pos, player_name)
break
end
local node = minetest.get_node_or_nil(pos)
if not node then
break
end
if not no_destroy[node.name] then
laser_node(pos, node, player)
end
end
end
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