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

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Johnyknowhow
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by Johnyknowhow » Sat Jul 13, 2013 18:48

im calculating the way to make a switching station.

you need 144 Copper Ingots
you need 55 Steel Ingots
you need 7 Iron Lumps
you need 7 Stainless Steel
you need Alot of time to waste in a laggy server.
you need Alot of copper and steel to waste in a laggy server.

for 1 switching station. I NEED 2! *faints.
Last edited by Johnyknowhow on Sat Jul 13, 2013 18:53, edited 1 time in total.
I lost interest in Minetest for a couple of years and... I am still not really paying much attention. I rarely browse these forums anymore but it's nice to see old faces.

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Johnyknowhow
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by Johnyknowhow » Sat Jul 13, 2013 18:54

RealBadAngel wrote:
Johnyknowhow wrote:Eh, I redownloaded technic and it solved the problem. You need to include a guide, that tells you what EVERYTHING does and how to use it. It's very hard to understand some things, especially the new items in this mod. (nuke reactor, down converter, HV...)


You wont believe but i dont know also how to use reactor or forth computer yet ;)
Technic site with guides, how-to and more will come soon, just be patient.
sicmind wrote:What is this Lau file I have heard people speak of and also is there any web page showing what some of this stuff does, I love the mode but I am clueless what half of it does, I know there is a reciepe page but it does not cover what half of it does

did you read that post sicmind?
Last edited by Johnyknowhow on Sat Jul 13, 2013 18:55, edited 1 time in total.
I lost interest in Minetest for a couple of years and... I am still not really paying much attention. I rarely browse these forums anymore but it's nice to see old faces.

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placki
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by placki » Sun Jul 14, 2013 06:18

Yet another bug report:
Curretly reactor is impossible to create as all concrete recipes create invalid items - possibly due to extra colon at start of output:
output = ':technic:rebar 6',
output = ':technic:concrete 5',

also nuclear_reactor_hb.lus contains
meta:set_int("HV_EU_supply", power_sypply)
shouldn't it be "power_supply"?
Last edited by placki on Sun Jul 14, 2013 06:23, edited 1 time in total.
 

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RealBadAngel
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by RealBadAngel » Sun Jul 14, 2013 10:13

placki wrote:Yet another bug report:
Curretly reactor is impossible to create as all concrete recipes create invalid items - possibly due to extra colon at start of output:
output = ':technic:rebar 6',
output = ':technic:concrete 5',

also nuclear_reactor_hb.lus contains
meta:set_int("HV_EU_supply", power_sypply)
shouldn't it be "power_supply"?


Concrete recipes are now fixed. About 2nd i believe some1 already fixed that. Anyway, please do update your copy of technic.
 

roku
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by roku » Sun Jul 14, 2013 15:25

ashenk69 wrote:I was able to create a switching station on the landrush server but had to revert back to coal driven machines. The recipe is extremely iron and copper hungry. Before it took a decent time to get electricity setup. Now the switching station makes it take even longer to get to that point. I would suggest removing one transformer of each type and replacing the resources with stainless steel or something. However, I think I understand that you will really only need to make one or two the whole time, unless you setup more independent networks. If that is the case the cost is reasonable for one or two times of crafting it.


Johnyknowhow wrote:im calculating the way to make a switching station.

you need 144 Copper Ingots
you need 55 Steel Ingots
you need 7 Iron Lumps
you need 7 Stainless Steel
you need Alot of time to waste in a laggy server.
you need Alot of copper and steel to waste in a laggy server.

for 1 switching station. I NEED 2! *faints.


Yeah I thought the old way was better. I understand the new switching station is where all the logic went for the power distribution but it shouldn't require all the advanced HV stuff to build. Maybe there should be an LV and HV switching station, the difference being how many power producers can be downconvert for the recievers to use. Even a simple LV circuit on the old technic required a decent amount of stuff but now it's a huge barrier, especially for someone who's never used technic and doesn't know what a lot of the stuff is or its usefulness.
 

WindPower
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by WindPower » Mon Jul 15, 2013 01:10

Note: I have typed the URLs as "imgur dot com slash blabla" because the forum won't let me post links.

So I'm just trying to use the mod. I got it installed fine and built a water mill, connected to a LV battery box, like so:
Image

The water mill seems to be working, it says "Production at 100%":
Image

Yet the battery box sits there saying "Idle" and not charging. Doesn't change if I add any objects into it:
Image

I also tried replacing the water mill with a coal generator, but the battery box was not powered either (the generator did play the burning animation though).

What am I doing wrong here?

P.S.: I am new to Minetest/Minecraft-like games in general, I may be doing something very stupid.

EDIT: Inserted working image links. --Vanessa
Last edited by VanessaE on Mon Jul 15, 2013 03:48, edited 1 time in total.
 

ashenk69
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by ashenk69 » Mon Jul 15, 2013 04:06

@WindPower
Technic now requires a switching station for energy to work. Once crafted, just place it into your network by placing it above a wire. After that it'll calculate Producers and Receivers and distribute energy accordingly.
 

ashenk69
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by ashenk69 » Mon Jul 15, 2013 04:09

@RBA
I was texturing Technic for TestBDCraft and was wondering if you could allocate separate background textures for chests. The way it is done currently it limits TP's to only repeating backgrounds. I understand if it isn't high on your list but a idea to think about.
 

WindPower
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by WindPower » Mon Jul 15, 2013 05:04

ashenk69 wrote:@WindPower
Technic now requires a switching station for energy to work. Once crafted, just place it into your network by placing it above a wire. After that it'll calculate Producers and Receivers and distribute energy accordingly.

Okay, so I tried to make a switching station. This requires making high voltage transformers, which in turn require stainless steel. I googled around to find how to make stainless steel and found this, which says that we need steel dust and chromium dust, which requires a grinder, but a grinder requires a working circuit with electricity going through it, and that requires a switching station. It looks like a circular dependency to me...
 

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LionsDen
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by LionsDen » Mon Jul 15, 2013 05:34

WindPower wrote:Okay, so I tried to make a switching station. This requires making high voltage transformers, which in turn require stainless steel. I googled around to find how to make stainless steel and found this, which says that we need steel dust and chromium dust, which requires a grinder, but a grinder requires a working circuit with electricity going through it, and that requires a switching station. It looks like a circular dependency to me...


I make stainless steel in the alloy furnace. Chromium ingots and Steel ingots make Stainless Steel. Unless something has changed recently that has always been how I made it. There is a fuel alloy furnace that doesn't use electricity.

EDIT: Added the word ingots after Chromium and Steel.
Last edited by LionsDen on Mon Jul 15, 2013 05:35, edited 1 time in total.
 

ashenk69
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by ashenk69 » Mon Jul 15, 2013 13:27

WindPower wrote:Okay, so I tried to make a switching station. This requires making high voltage transformers, which in turn require stainless steel. I googled around to find how to make stainless steel and found this, which says that we need steel dust and chromium dust, which requires a grinder, but a grinder requires a working circuit with electricity going through it, and that requires a switching station. It looks like a circular dependency to me...

I don't know if you knew it was there but Technic has a mod that comes with it called UI that offers a crafting guide. In your inventory you can search for items and nodes in the text bar on the bottom right side. Make sure to click the search icon and not hit enter. Enter just closes you out of the menu. Then click on the item you want to see the recipe of. There are only a few that I know it doesn't show the recipe for but stainless steel ingots is one of them it knows. Once you have the recipe opened if there are more than one recipe, it'll display an alternate button on the left side to switch between the different recipes.
 

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Ragnarok
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by Ragnarok » Sat Jul 20, 2013 13:39

I have "Number of registerable nodes (4096) exceeded". How much nodes Technic adds to Mintetest?
 

ashenk69
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by ashenk69 » Sat Jul 20, 2013 14:16

Ragnarok wrote:I have "Number of registerable nodes (4096) exceeded". How much nodes Technic adds to Mintetest?
I've never had that error before with Technic. Do you have other mods besides mesecons, moreores, moreblocks, moretrees, and plantlife? Those are the mods required for Technic to run.
 

Sokomine
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by Sokomine » Sat Jul 20, 2013 14:45

Ragnarok wrote:I have "Number of registerable nodes (4096) exceeded". How much nodes Technic adds to Mintetest?

In that case don't forget to run the latest MT version since that fixes a bug/problem in such cases.
A list of my mods can be found here.
 

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qwrwed
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by qwrwed » Sat Jul 20, 2013 15:21

How does the supply converter work? I've been looking through the sorce code and all I've gathered is that the higher voltage goes above and the lower voltage goes below. Now it is unpowered, so how do I power it so that the MV battery box has power?
Image
 

placki
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by placki » Sat Jul 20, 2013 15:56

Yet another bug report...
All MV furnaces and freshly added MV grinder have this code:
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
-- The machine shuts down if we have nothing to grind and no tube is connected
-- or if we have nothing to send with a tube connected.
  if    (not output_tube_connected and inv:is_empty("src"))
        or (    output_tube_connected and inv:is_empty("dst")) then
          next_state = 1
  end

which shuts down device if there is pipe and source material but nothing is waiting in "dst" - this makes device display state "active" but not doing any work.

There is also some bug with power converters - if there are *both* LV to MV and HV to MV conversion active at the same time sometimes switching station does not add one type of conversion, this happens most often when some converters are rewired from LV->MV to HV->MV or HV-MV to LV-MV.

@qwrwed: it is power *source* that connects higher and *target* is connected lower. On your screenshot you are trying to convert HV into MV. Remember that you need 2 switching stations (1 for MV network and 1 for HV) for such power to work.
Last edited by placki on Sat Jul 20, 2013 16:17, edited 1 time in total.
 

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qwrwed
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by qwrwed » Sat Jul 20, 2013 16:43

Yes, I am trying to convert HV (yellow wires) to MV (black wires). They are set up as in the screenshot, but I don't know how to convert HV power to MV power.
Edit: Thanks, I will try adding a switching station.
Edit2: Extended the MV wires, placed a switching station between the supply converter and battery box, and everything is working fine.
Last edited by qwrwed on Sat Jul 20, 2013 17:06, edited 1 time in total.
 

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Ragnarok
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by Ragnarok » Sat Jul 20, 2013 18:15

Sokomine wrote:In that case don't forget to run the latest MT version since that fixes a bug/problem in such cases.

I have the latest git version - won't help :-| But I have many of large mods like Homedecor, Stained Grass, Infrastructure so I'm interested why after update Technic, Minetest has more than 4096 notes.
 

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qwrwed
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by qwrwed » Sat Jul 20, 2013 18:36

I'm having the same problem as before trying to add conversion of MV to LV to the setup I mentioned earlier. At the moment it goes:
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
HV solar arrays -> switching station -> HV battery box -> HV-MV supply converter -> switching station -> MV battery box -> MV-LV supply converter -> switching station  -> LV battery box

For both supply converters, the higher voltage (input) is above and the lower voltage (output) is below, but the second supply converter remains unpowered.
Screenshot
When creating a new system consisting of:
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
MV solar arrays -> switching station -> MV battery box -> supply converter -> switching station -> LV battery box
it also says "Supply Converter Unpowered".
Screenshot
Last edited by qwrwed on Sat Jul 20, 2013 18:38, edited 1 time in total.
 

1244
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by 1244 » Sat Jul 20, 2013 18:51

Are frames and frames motors work I try move frames motor by emit mesecones signal from lever but this isn't working. My question is: Can I move frames and frame motor by mesecones signal?
 

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RealBadAngel
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by RealBadAngel » Sun Jul 21, 2013 12:50

1244 wrote:Are frames and frames motors work I try move frames motor by emit mesecones signal from lever but this isn't working. My question is: Can I move frames and frame motor by mesecones signal?

yes, you can.
 

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fairiestoy
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by fairiestoy » Sun Jul 21, 2013 17:42

Maybe i missed something, but is it possible that the deployer is not working how it should be? I inserted an Item, wired everything with mesecons, but instead of set the node, the deployer just deletes it. ( i know, there are constructors, and i used them up to now, but for a full-automatic tree cutter i need something that is capable of reacting to tubes. ) I was just asking. Otherwise, if you tell me the Constructor MK3 (since you use tiers for feature updates) is tube compatible im going to use that one.

Greetings
Interesting about new things is, to figure out how it works ...
 

george90867
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by george90867 » Fri Jul 26, 2013 18:43

says mod is not consistant and i dont get the batterys and stuff like that does anyone know why?
Last edited by george90867 on Sun Jul 28, 2013 14:54, edited 1 time in total.
 

jy2810
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by jy2810 » Sat Jul 27, 2013 06:27

the zip file says failed- network error
plz help i really want to use this mod
 

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Inocudom
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by Inocudom » Sat Jul 27, 2013 13:17

jy2810 wrote:the zip file says failed- network error
plz help i really want to use this mod


You have to extract the mod from the zip file before you install it (same thing with other mods.)
 

Exilyth
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by Exilyth » Mon Jul 29, 2013 22:22

This mod adds so much to the game, it's just awesome.

I just wish it was mentioned in the OP/documentation that power networks require a switching station.
I'm running 0.4.13 stable with [technic][carts][farming_plus][biome_lib][unified_inventory] and a few other mods.
 

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Chinchow
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by Chinchow » Mon Jul 29, 2013 22:44

I hate to ask this and if you can't do it that's alright.
Is there anyway to have no dependencies because all of those mods cause an extreme amount of lag for me when all installed at once
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests
 

derpswa99
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by derpswa99 » Thu Aug 01, 2013 21:03

I get this problem with the generator and cables.
1.Coal Generator, when I put it down it has like 5% worth of power already inside and when I put coal in it doesnt charge
2.Cables, when I use cables they dont transport power

Is there anyway to solve this?
 

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BrandonReese
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by BrandonReese » Thu Aug 01, 2013 21:09

derpswa99 wrote:I get this problem with the generator and cables.
1.Coal Generator, when I put it down it has like 5% worth of power already inside and when I put coal in it doesnt charge
2.Cables, when I use cables they dont transport power

Is there anyway to solve this?


Do you have a switching station?
 

deivan
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by deivan » Thu Aug 01, 2013 21:19

I think the same happened to me before I understand the "swithing station" thing... :D
 

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