1 (edited by RealBadAngel 2013-04-04 01:27:23)

Topic: [Mod] Technic [0.4.6] [technic]

All technic stuff.

Technic info and recipes page made by ObKo (its WIP) : http://technic.kosyak.info/

GitHub page: https://github.com/RealBadAngel/technic
Download link: https://github.com/RealBadAngel/technic … master.zip

You need Minetest 0.4.6 for this mod, earlier versions of the game are not supported.

License: GPLv2

Dependencies:
Calinou Mods download ZIP (particularly, moreores and moreblocks)
mesecons download ZIP
pipeworks download ZIP
plantlife download ZIP


Im looking for:
-  contributors with LUA skills
-  for another projects c++ skills needed (Portals)

You can catch me on #minetest  evenings CET

Changelog:
04.04.2013 v0.4.6
- changed versioning to match current stable of the game
- rearanged some stuff, moved concrete, stairsplus stuff to separate mods in the modpack
- added concrete posts and platforms
- various bugfixes
- fixed UI compability issues with default creative mod (but its still better to clear init.lua of it)

Re: [Mod] Technic [0.4.6] [technic]

good idea, also to organize the pantry, without putting signs everywhere ...

My mod: [MOD]3D Forniture 1.0
Download: 3DForniture_v_1.0.zip
Page development (European Castilian):
Moviliario 3D (proyecto 3D Forniture)

Re: [Mod] Technic [0.4.6] [technic]

crishity crash it goes crash when you use it!

15:36:41: ACTION[ServerThread]: RealBadAngel takes stuff from chest at (1,25,110)
15:36:41: ERROR[main]: ServerEnvironment::deactivateFarObjects(): id=3 m_static_exists=true but static data doesn't actually exist in (-1,1,6)
WARNING: StaticObjectList::remove(): id=3 not found
15:36:41: ERROR[main]: ServerEnvironment::deactivateFarObjects(): id=13 m_static_exists=true but static data doesn't actually exist in (-1,1,6)
WARNING: StaticObjectList::remove(): id=13 not found
15:36:41: ERROR[main]: ServerEnvironment::deactivateFarObjects(): id=30 m_static_exists=true but static data doesn't actually exist in (-2,1,7)
WARNING: StaticObjectList::remove(): id=30 not found
15:36:41: ERROR[main]: ServerEnvironment::deactivateFarObjects(): id=35 m_static_exists=true but static data doesn't actually exist in (-1,1,5)
WARNING: StaticObjectList::remove(): id=35 not found
15:36:42: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error: ...e/minetest/games/minetest_game/mods/technic/init.lua:727: attempt to call field 'node_metadata_inventory_take_allow_all' (a nil value)
15:36:42: ERROR[main]: stack traceback:

In thread 7f3ed131f740:
/build/buildd/minetestc55-201207261321/src/main.cpp:1741: int main(int, char**): Assertion '0' failed.
Debug stacks:

Zen S.D.

The next generation of tranquility!
malheureusement mon français n'est pas bon :<
Owner of the Zelo's
In game name: MuadTralk, spdtainted, sdzen, sd zen, sdzeno

4 (edited by RealBadAngel 2012-07-27 21:58:07)

Re: [Mod] Technic [0.4.6] [technic]

Problem solved. Now works also with latest git version. Tested on both 0.4.1 stable and minetest-0.4.1-7ef0a13-win32.

Re: [Mod] Technic [0.4.6] [technic]

+1 nice mod

any chance of chests with more than 1 page of items?

6 (edited by RealBadAngel 2012-07-28 07:55:26)

Re: [Mod] Technic [0.4.6] [technic]

now workin on color codin the chests with dyes and allowing editin infotext for chests (i would like to see here shift_click function, would come in handy). next planned idea to implement are subspace linked chests (kinda like enderchests or void chest network from thaumcraft mod in Minecraft)
It will b done in such way that each level of chest upgrade will unlock not only more space but new features too.
For example iron chest will offer just a little more space, Copper one even more space and infotext edit, Silver - again more space, infotext editing and color coding, and so on.
Color coding of chests will also b used to allow sorting stuff when transport tubes r done.
So, just stay tuned for updates :)

7 (edited by RealBadAngel 2012-07-29 02:54:16)

Re: [Mod] Technic [0.4.6] [technic]

cornernote wrote:

any chance of chests with more than 1 page of items?

yes, subspace linking will connect all the chests of the same color and you will be allowed to access whole network from one point (chest)

but it wont be done so,like one unnatural huge chest aviable to craft. you will have to build your network out of smaller chests. and you will need resources for that. lots of them. wait. even more ;)

8 (edited by RealBadAngel 2012-08-03 00:48:36)

Re: [Mod] Technic [0.4.6] [technic]

question to moderators, whats wrong with my mod that it cannot be moved to mod releases?

Edit: thx for moving the topic

Re: [Mod] Technic [0.4.6] [technic]

Read the guidelines

Re: [Mod] Technic [0.4.6] [technic]

RealBadAngel wrote:
cornernote wrote:

any chance of chests with more than 1 page of items?

yes, subspace linking will connect all the chests of the same color and you will be allowed to access whole network from one point (chest)

but it wont be done so,like one unnatural huge chest aviable to craft. you will have to build your network out of smaller chests. and you will need resources for that. lots of them. wait. even more ;)

I'm not sure I really understand this. Chest will be "magically" connected like ender chest in minecraft or will they need a physical connection? I'm in favour of the second option for a technic pack but of course it's your mod... so what are you planning?

Contributor: Plant aging library
Creator: (soon)

Re: [Mod] Technic [0.4.6] [technic]

Belgac wrote:
RealBadAngel wrote:
cornernote wrote:

any chance of chests with more than 1 page of items?

yes, subspace linking will connect all the chests of the same color and you will be allowed to access whole network from one point (chest)

but it wont be done so,like one unnatural huge chest aviable to craft. you will have to build your network out of smaller chests. and you will need resources for that. lots of them. wait. even more ;)

I'm not sure I really understand this. Chest will be "magically" connected like ender chest in minecraft or will they need a physical connection? I'm in favour of the second option for a technic pack but of course it's your mod... so what are you planning?

it will be very advanced technology ;)
now im makin the update with first power items.

Re: [Mod] Technic [0.4.6] [technic]

Thanks for the answer! I saw the power lines and the discussion about it. Your project looks great, i can't wait to use it.

Contributor: Plant aging library
Creator: (soon)

Re: [Mod] Technic [0.4.6] [technic]

This works really well. Solar panel texture is quite strange... appart from that great work.

Contributor: Plant aging library
Creator: (soon)

14 (edited by madarexxx 2012-08-13 13:37:19)

Re: [Mod] Technic [0.4.6] [technic]

Cool, will it being a IC2 clone? Could you make two things -
1) fit wires volume to their model(IC like) - it can be very helpful for solar panels farm making)
2) make batteries chargeable in battery boxes and usable like a power source from furnace
Please

Sorry for my bad English, please help me learn it  - correct my worst mistakes :)

Re: [Mod] Technic [0.4.6] [technic]

Could you add electric lamps?

16 (edited by RealBadAngel 2012-08-13 20:53:01)

Re: [Mod] Technic [0.4.6] [technic]

madarexxx wrote:

Cool, will it being a IC2 clone? Could you make two things -
1) fit wires volume to their model(IC like) - it can be very helpful for solar panels farm making)
2) make batteries chargeable in battery boxes and usable like a power source from furnace
Please

not a exactly a copy, but very similar mod.
1) they already look like ic2 wires
2) just made recharcheable batteries, they will come with the next update, together with workshop - tool repairing machine

1244 wrote:

Could you add electric lamps?

im not sure its a good idea. there already many lamps aviable.

Re: [Mod] Technic [0.4.6] [technic]

I see, you misunderstand me - i your wires are cool and well working.
But if i make this construction with wires in minetest and in minecraft, i can't interact with furnace/battery box in minetest - i can't see a charge and status. In IC2 i can interact - look pics.
Sorry for many big pics - i can't find a spoiler tag

minecraft:

http://img198.imageshack.us/img198/9752/minecraft20120814124432.th.png  http://img690.imageshack.us/img690/8100/minecraft20120814124436.th.png  http://img94.imageshack.us/img94/439/minecraft20120814124441.th.png  http://img62.imageshack.us/img62/3589/minecraft20120814124443.th.png
http://img841.imageshack.us/img841/2977/minecraft20120814124854.th.png  http://img841.imageshack.us/img841/8224/minecraft20120814124858.th.png  http://img41.imageshack.us/img41/4228/minecraft20120814124901.th.png  http://img337.imageshack.us/img337/6817/minecraft20120814124913.th.png
http://img267.imageshack.us/img267/4461/minecraft20120814124916.th.png

minetest:

http://img109.imageshack.us/img109/1084/minetest201208141339538.th.jpg  http://img84.imageshack.us/img84/7379/minetest201208141341110.th.jpg  http://img593.imageshack.us/img593/4666/minetest201208141341155.th.jpg
http://img525.imageshack.us/img525/4800/minetest201208141341208.th.jpg

Sorry for my bad English, please help me learn it  - correct my worst mistakes :)

Re: [Mod] Technic [0.4.6] [technic]

RealBadAngel wrote:

Update v0.62 - Battery boxes now have right click menu with power level indicator and slots for charging/discharching portable batteries.

madarexxx isn't this what you are meaning?

Contributor: Plant aging library
Creator: (soon)

Re: [Mod] Technic [0.4.6] [technic]

no - i mean other thing. I mean i can't interact with battery box (for example) through wires.

Sorry for my bad English, please help me learn it  - correct my worst mistakes :)

Re: [Mod] Technic [0.4.6] [technic]

oh ok!

so just to be sure to understand. (sorry i'm not that good in english)

You mean that the selection box of the wire being wider than the cable (a whole block) you can't click, dig or place objects behind the wire even if visually there is nothing in the way ?

Contributor: Plant aging library
Creator: (soon)

Re: [Mod] Technic [0.4.6] [technic]

You mean that the selection box of the wire being wider than the cable (a whole block) you can't click, dig or place objects behind the wire even if visually there is nothing in the way ?

YES!!!!

Sorry for my bad English, please help me learn it  - correct my worst mistakes :)

Re: [Mod] Technic [0.4.6] [technic]

madarexxx wrote:

I see, you misunderstand me - i your wires are cool and well working.
But if i make this construction with wires in minetest and in minecraft, i can't interact with furnace/battery box in minetest - i can't see a charge and status. In IC2 i can interact - look pics.
Sorry for many big pics - i can't find a spoiler tag

a) MC screenshots show not wires but logistic pipes (those will come later to Technic), and machines from BuildCraft not IndustrialCraft
b) power input for all my machines is at the bottom. Place the machine, then the wire. It will autoconnect.
c) all the machines will have power level indicators when right clicked. Like the battery box and the furnace already.

23

Re: [Mod] Technic [0.4.6] [technic]

Hello,

Firstly, great mod, I'm looking foward to see more things added to this.

Two points:

- I do think lamps would be a good addition to this mod, but i can understand your POV
- Does the solar panel need to be completely lit to produce energy or is the top enough (where the solar panel texture is)
I'm having trouble powering the furnace right now, altough everything is correctly connected.

Thanks,
Daniel

Re: [Mod] Technic [0.4.6] [technic]

Yes but it's not what he means.

He means that the selection box of the nodes are blocking interaction with cubes that are on the other side.

He uses pipes to demonstrate the concept as you lines float in mid air too...

I don't know enough lua to answer on a possible correction of the code.

Contributor: Plant aging library
Creator: (soon)

25 (edited by RealBadAngel 2012-08-14 12:35:10)

Re: [Mod] Technic [0.4.6] [technic]

Dany The Red wrote:

Hello,

Firstly, great mod, I'm looking foward to see more things added to this.

Two points:

- I do think lamps would be a good addition to this mod, but i can understand your POV
- Does the solar panel need to be completely lit to produce energy or is the top enough (where the solar panel texture is)
I'm having trouble powering the furnace right now, altough everything is correctly connected.

Thanks,
Daniel

there have to be battery box in the cuircuit. it collects power from powers sources and distrubutes it among receivers. look at the how-to video.solar panel -  light level on the node above the solar panel has to be >=12

Belgac wrote:

Yes but it's not what he means.

He means that the selection box of the nodes are blocking interaction with cubes that are on the other side.

He uses pipes to demonstrate the concept as you lines float in mid air too...

I don't know enough lua to answer on a possible correction of the code.

ahhh... that will be done soon, propably next update. testin nice lookin solutions atm