[Modpack] TechPack [techpack]
- joe7575
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Re: [Modpack] TechPack [techpack]
The mod tubelib2 is missing, available on GitHub and ContentDB
Sent from my Commodore 64. Some of my Mods: Tech Age, TechPack, Hyperloop, Tower Crane, Lumberjack, vm16, Minecart, Signs Bot.
- JiCeyCraft
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Re: [Modpack] TechPack [techpack]
ARGH!
*headdesk!* +BONK!+
Trust and Honesty are necessary conditions for friendship. (Princess Celestia)
- TechnoWolfTV
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Re: [Modpack] TechPack [techpack]
I'm running Minetest 5.3.0 on Windows 10. I placed a Compactor on the floor and then needed to move it, so mined it with an iron pickaxe to pick it up. The game instantly crashed with the following error message:
AsyncErr: ServerThread::run Lua: Runtime error from mod '' in callback node_on_dig(): ...ds\minetest-micupack-master\biogasmachines/compactor.lua:637: attempt to call method 'after_dig_node' (a nil value)
stack traceback:
...ds\minetest-micupack-master\biogasmachines/compactor.lua:637: in function 'after_dig_node'
....0-win64-TechnoWolfTV-v1.00\bin\..\builtin\game\item.lua:636: in function <....0-win64-TechnoWolfTV-v1.00\bin\..\builtin\game\item.lua:550>
AsyncErr: ServerThread::run Lua: Runtime error from mod '' in callback node_on_dig(): ...ds\minetest-micupack-master\biogasmachines/compactor.lua:637: attempt to call method 'after_dig_node' (a nil value)
stack traceback:
...ds\minetest-micupack-master\biogasmachines/compactor.lua:637: in function 'after_dig_node'
....0-win64-TechnoWolfTV-v1.00\bin\..\builtin\game\item.lua:636: in function <....0-win64-TechnoWolfTV-v1.00\bin\..\builtin\game\item.lua:550>
Re: [Modpack] TechPack [techpack]
Hello TechnoWolf,
The crash happens in MicuPack which is not Joe's code but mine :-)
Anyway, thanks for spotting that issue. In fact all 5 Biogas Machines are affected by this bug, caused by incompatibility between newest TechPack and my module. I have just fixed it (in v2.9.3) so please grab the latest code for MicuPack from git repo and enjoy!
Best regards
Micu
The crash happens in MicuPack which is not Joe's code but mine :-)
Anyway, thanks for spotting that issue. In fact all 5 Biogas Machines are affected by this bug, caused by incompatibility between newest TechPack and my module. I have just fixed it (in v2.9.3) so please grab the latest code for MicuPack from git repo and enjoy!
Best regards
Micu
- TechnoWolfTV
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Re: [Modpack] TechPack [techpack]
No excuses here, I should have seen Micupack staring back at me in the error. Thanks Micu!
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Re: [Modpack] TechPack [techpack]
i like this pack, it adds useful stuff and i dont feel too obverburned like with the other tech packs
Re: [Modpack] TechPack [techpack]
I had several issues installing this but here is how I accomplished it:
Linux
Windows (You will need to determine where your minetest is installed)
Linux
Spoiler
Code: Select all
1. Install Basic Materials
1a. Open terminal and cd to minetest mods folder (probably ~/.minetest/mods)
1b. git clone https://gitlab.com/VanessaE/basic_materials
2. Install Tubelib2
2a. Open terminal and cd to minetest mods folder
2b. git clone https://github.com/joe7575/tubelib2
3. Install Techpack
3a. Open terminal and cd to minetest mods folder
3b. git clone https://github.com/joe7575/techpack
4. profit
Spoiler
Code: Select all
1. Install Basic Materials
1a. Download https://gitlab.com/VanessaE/basic_materials/-/archive/master/basic_materials-master.zip
1b. Extract to (minetest folder)\mods\basic_materials
2. Install Tubelib2
2a. Download https://github.com/joe7575/tubelib2/archive/master.zip
2b. Extract to (minetest folder)\mods\tubelib2
3. Install Techpack
3a. Download https://github.com/joe7575/techpack/archive/master.zip
3b. Extract to (minetest folder)\mods\techpack
4. profit
Last edited by 0siribix on Mon Jan 18, 2021 13:00, edited 2 times in total.
- joe7575
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Re: [Modpack] TechPack [techpack]
Thanks for pointing that out, The bug in techpack_stairway is fixed. Steps 4 and 5 are no longer required.
Sent from my Commodore 64. Some of my Mods: Tech Age, TechPack, Hyperloop, Tower Crane, Lumberjack, vm16, Minecart, Signs Bot.
Re: [Modpack] TechPack [techpack]
Happy to help :)
Since you're here and active... One of the things that confused me is Tubelib and Tubelib2. Would it make sense to include Tubelib2 in Techpack since several of the components depend on it anyway?
On another note, I'm a veteran coder but new to MC/MT. I want to modify the autocrafter formspec so that instead of placing each item for the recipe, I want to place the result, display a list of recipes and choose from that list. The goal is to be able to use any item from a group instead of requiring the exact recipe. For example: to craft sticks, you can use any wood in the wood group. But using an autocrafter, I would have to choose specific wood for the recipe and only allow that type of wood for the input.
If you aren't interested in doing this I will probably figure it out and submit the changes but would probably take much longer since I'm less familiar with the code :)
Since you're here and active... One of the things that confused me is Tubelib and Tubelib2. Would it make sense to include Tubelib2 in Techpack since several of the components depend on it anyway?
On another note, I'm a veteran coder but new to MC/MT. I want to modify the autocrafter formspec so that instead of placing each item for the recipe, I want to place the result, display a list of recipes and choose from that list. The goal is to be able to use any item from a group instead of requiring the exact recipe. For example: to craft sticks, you can use any wood in the wood group. But using an autocrafter, I would have to choose specific wood for the recipe and only allow that type of wood for the input.
If you aren't interested in doing this I will probably figure it out and submit the changes but would probably take much longer since I'm less familiar with the code :)
- joe7575
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Re: [Modpack] TechPack [techpack]
No, tubelib2 is a real library, already used in 4 mods (techpack, techage, hyperloop, signs_bot). To maintain 4 copies will lead to the same problems as it was for techpack_stairway. I agree with you, the names are confusing. But changing the names now will lead to even more confusion and problems.
This is like unified_inventory works, you could borrow the code from there. But keep in mind, that the list could become long depending on the number of mods you use. In unified_inventory I have around 100 pages with 80 items each.
The autocrafter works with standard recipes. These are the same recipes that the player uses. This has the benefit that the autocrafter can craft all items from all mods. If you want to allow any wood for example, you simply have to modify the recipe. But keep in mind that you will increase the probability for recipe conflicts (two or more items with the same recipe). To minimize these conflicts, it's usually a good idea to be as specific and unique with the recipes as possible.0siribix wrote: ↑Mon Jan 18, 2021 13:42The goal is to be able to use any item from a group instead of requiring the exact recipe. For example: to craft sticks, you can use any wood in the wood group. But using an autocrafter, I would have to choose specific wood for the recipe and only allow that type of wood for the input.
No, TechPack from my point of view is in the maturity phase of a product. I will keep it up to date and I am happy about every bug report and pull request on GitHub to get it more and more stable. But I have no plans for new features.
Techage is the successor of TechPack. There I still have a long list of feature requests and ideas, even it is a mod with more than 200 Lua files, more than 250 inventory items, and more than 35000 lines of code.
And this isn't the only mod I'm actively working on right now...
From my point of view, the best would be, you implement new features as extension mods, so that you are the maintainer :)
Sent from my Commodore 64. Some of my Mods: Tech Age, TechPack, Hyperloop, Tower Crane, Lumberjack, vm16, Minecart, Signs Bot.
Re: [Modpack] TechPack [techpack]
Understood. Thank you for your time and explanation 😊
Re: [Modpack] TechPack [techpack]
Hi,
since yesterday I have been getting this runtime error in techpack:
2021-03-01 13:18:46: ACTION[Server]: debian44 digs default:stone at (2168,-3,1704)
2021-03-01 13:18:51: ACTION[Main]: Server: Shutting down
2021-03-01 13:18:51: ACTION[Main]: [Tubelib] Store data...
2021-03-01 13:18:51: ACTION[Main]: [Tubelib] Data stored. t=4096us
2021-03-01 13:18:51: ACTION[Server]: debian44 leaves game. List of players:
2021-03-01 13:18:52: WARNING[Main]: ServerEnv: Trying to store id = 0 statically but block (146,0,107) already contains 64 objects.
...
2021-03-01 13:18:53: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'tubelib_addons1' in callback node_on_timer(): ...ds/1/.minetest/mods/techpack/tubelib_addons1/grinder.lua:84: bad argument #1 to 'ipairs' (table expected, got nil)
2021-03-01 13:18:53: ERROR[Main]: stack traceback:
2021-03-01 13:18:53: ERROR[Main]: [C]: in function 'ipairs'
2021-03-01 13:18:53: ERROR[Main]: ...ds/1/.minetest/mods/techpack/tubelib_addons1/grinder.lua:84: in function 'grinding'
2021-03-01 13:18:53: ERROR[Main]: ...ds/1/.minetest/mods/techpack/tubelib_addons1/grinder.lua:109: in function <...ds/1/.minetest/mods/techpack/tubelib_addons1/grinder.lua:105>
This is the first occurrence of this error. The server on soeren.selfhost.co:30001 crashed immediately after the dig action by debian44.
Since then I get the same error immediately after the login of a number of players including debian44, but some players can login and play.
My login roland was unaffected, too, but after a /tpc 2168, -3, 1704 (the node that caused the first crash) I am affected as well - the server crashed immediately and now crashes at each login.
The server runs 5.3.0, but an upgrade to 5.4.0 didn't change anything.
techpack and technic have been updated to github master.
(The ServerEnv warning has appeared for a long time and seems unrelated.)
Any idea what I could try for debugging or fixing this?
since yesterday I have been getting this runtime error in techpack:
2021-03-01 13:18:46: ACTION[Server]: debian44 digs default:stone at (2168,-3,1704)
2021-03-01 13:18:51: ACTION[Main]: Server: Shutting down
2021-03-01 13:18:51: ACTION[Main]: [Tubelib] Store data...
2021-03-01 13:18:51: ACTION[Main]: [Tubelib] Data stored. t=4096us
2021-03-01 13:18:51: ACTION[Server]: debian44 leaves game. List of players:
2021-03-01 13:18:52: WARNING[Main]: ServerEnv: Trying to store id = 0 statically but block (146,0,107) already contains 64 objects.
...
2021-03-01 13:18:53: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'tubelib_addons1' in callback node_on_timer(): ...ds/1/.minetest/mods/techpack/tubelib_addons1/grinder.lua:84: bad argument #1 to 'ipairs' (table expected, got nil)
2021-03-01 13:18:53: ERROR[Main]: stack traceback:
2021-03-01 13:18:53: ERROR[Main]: [C]: in function 'ipairs'
2021-03-01 13:18:53: ERROR[Main]: ...ds/1/.minetest/mods/techpack/tubelib_addons1/grinder.lua:84: in function 'grinding'
2021-03-01 13:18:53: ERROR[Main]: ...ds/1/.minetest/mods/techpack/tubelib_addons1/grinder.lua:109: in function <...ds/1/.minetest/mods/techpack/tubelib_addons1/grinder.lua:105>
This is the first occurrence of this error. The server on soeren.selfhost.co:30001 crashed immediately after the dig action by debian44.
Since then I get the same error immediately after the login of a number of players including debian44, but some players can login and play.
My login roland was unaffected, too, but after a /tpc 2168, -3, 1704 (the node that caused the first crash) I am affected as well - the server crashed immediately and now crashes at each login.
The server runs 5.3.0, but an upgrade to 5.4.0 didn't change anything.
techpack and technic have been updated to github master.
(The ServerEnv warning has appeared for a long time and seems unrelated.)
Any idea what I could try for debugging or fixing this?
Re: [Modpack] TechPack [techpack]
Fixed, thanks to joe7575
Re: [Modpack] TechPack [techpack]
Hi,
there is a typo in the German localization
In file:
in line 24: Shiebende -> Schiebende
there is a typo in the German localization
In file:
Code: Select all
mods\techpack\tubelib_addons3\locale\tubelib_addons3.de.tr
- joe7575
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Re: [Modpack] TechPack [techpack]
Thanks Thomas,
I have fixed it.
I have fixed it.
Sent from my Commodore 64. Some of my Mods: Tech Age, TechPack, Hyperloop, Tower Crane, Lumberjack, vm16, Minecart, Signs Bot.
Harvester mod
Great mod this is, I like the simple but expansive nature of it.
Will need to sit down for the lua controller parts, since the workings aren't very obvious.
I tried setting up an optimal mapblock volume for harvesting leaves (to build an efficient tower of these) and noticed various bush leaves are harvested, but stems are not and are not replaced with saplings.
I added the following to the additions1 nodes file:
tn("default:bush_stem", "default:bush_stem", "default:bush_sapling")
tn("default:acacia_bush_stem", "default:acacia_bush_stem", "default:acacia_bush_sapling")
tn("default:pine_bush_stem", "default:pine_bush_stem", "default:pine_bush_sapling")
fn("default:pine_bush_needles")
tubelib_addons1.FarmingNodes["default:pine_bush_needles"].leaves = true -- accepted as leaves
Tried to do the same with blueberry, but that type of bush behaves differently in minetest_game.
Will need to sit down for the lua controller parts, since the workings aren't very obvious.
I tried setting up an optimal mapblock volume for harvesting leaves (to build an efficient tower of these) and noticed various bush leaves are harvested, but stems are not and are not replaced with saplings.
I added the following to the additions1 nodes file:
tn("default:bush_stem", "default:bush_stem", "default:bush_sapling")
tn("default:acacia_bush_stem", "default:acacia_bush_stem", "default:acacia_bush_sapling")
tn("default:pine_bush_stem", "default:pine_bush_stem", "default:pine_bush_sapling")
fn("default:pine_bush_needles")
tubelib_addons1.FarmingNodes["default:pine_bush_needles"].leaves = true -- accepted as leaves
Tried to do the same with blueberry, but that type of bush behaves differently in minetest_game.
Distributor texture change
I also changed the side textures for the distributor.
Blue example: The colour bar is not visible from low angles and from the side when pipes block the view, especially when it comes to a dense layout.
Blue example: The colour bar is not visible from low angles and from the side when pipes block the view, especially when it comes to a dense layout.
- joe7575
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Re: Harvester mod
Thanks SciFurz, I will add that.
Sent from my Commodore 64. Some of my Mods: Tech Age, TechPack, Hyperloop, Tower Crane, Lumberjack, vm16, Minecart, Signs Bot.
- joe7575
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Re: [Modpack] TechPack [techpack]
Support for minecart added!
TechPack has its own chest cart. Pushers can be used to push/pull items in/out chest carts.
TechPack has its own chest cart. Pushers can be used to push/pull items in/out chest carts.
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Sent from my Commodore 64. Some of my Mods: Tech Age, TechPack, Hyperloop, Tower Crane, Lumberjack, vm16, Minecart, Signs Bot.
Tinkered a little more
I needed a few more things for my experimental setup, so I added a pumper, which is a pusher but pushing upwards, and a distributor with full I/O ports on all six sides to make full use of the top and bottom connections and reduce the amount of tubing and twists and turns to create efficient setups.
Worked better than I anticipated when I realized I can probably fit 48 cobblestone generators within one mapblock (14x14x14 nodes, not counting walls, floor, and ceiling). Originally I had a design for 32.
I also built a prototype module which could have 48 fermenter/reformer pairs generating bio fuel.
All this to build small footprint power and mineral plants to keep active with a minimum of forceload blocks. The sieving floor needed a second tower with 10 sieves to handle the input. I could barely cram it in the existing floorspace, and now it feels very claustrophobic walking around in there.
Worked better than I anticipated when I realized I can probably fit 48 cobblestone generators within one mapblock (14x14x14 nodes, not counting walls, floor, and ceiling). Originally I had a design for 32.
I also built a prototype module which could have 48 fermenter/reformer pairs generating bio fuel.
All this to build small footprint power and mineral plants to keep active with a minimum of forceload blocks. The sieving floor needed a second tower with 10 sieves to handle the input. I could barely cram it in the existing floorspace, and now it feels very claustrophobic walking around in there.
And more
Wanted to do something useful with the stacks of apples coming from the harvester and added biomass as an object.
Threw in a bunch of recipes on the grinder and it'll produce bonemeal mulch or the new biomass from trees, wood, and saplings, and biomass from apples, and added mulch and biomass as an input to the fermenter. They finally have to really work at producing biogas and fuel. :-p
Have to look up the reference to the various flowers and mushrooms to grind them to biomass as well.
I can drop off the entire source if interested. It's only a little bit beta quality because I never did anything with lua or modding before.
Threw in a bunch of recipes on the grinder and it'll produce bonemeal mulch or the new biomass from trees, wood, and saplings, and biomass from apples, and added mulch and biomass as an input to the fermenter. They finally have to really work at producing biogas and fuel. :-p
Have to look up the reference to the various flowers and mushrooms to grind them to biomass as well.
I can drop off the entire source if interested. It's only a little bit beta quality because I never did anything with lua or modding before.
Tube valve?
A thought hit me, a valve to close a pipeline would be very useful. These could be installed at various blocks of machinery to easily shut down input or output while doing replacement or rebuilding work.
The only option now is to use a distributor, which is prone to defects and also has the 8 stack buffer which is unneeded/unwanted in this case.
The only option now is to use a distributor, which is prone to defects and also has the 8 stack buffer which is unneeded/unwanted in this case.
Re: [Modpack] TechPack [techpack]
Hi, i have this crash bug, not sure if I should contact you or TenPlus1 :)
2021-07-06 21:36:21: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '' in callback node_on_timer(): "ethereal:strawberry 1" is not a registered node!
2021-07-06 21:36:21: ERROR[Main]: stack traceback:
2021-07-06 21:36:21: ERROR[Main]: [C]: in function 'set_node'
2021-07-06 21:36:21: ERROR[Main]: ...s/world/worldmods/techpack/tubelib_addons1/harvester.lua:177: in function 'remove_or_replace_node'
2021-07-06 21:36:21: ERROR[Main]: ...s/world/worldmods/techpack/tubelib_addons1/harvester.lua:240: in function 'harvest_field'
2021-07-06 21:36:21: ERROR[Main]: ...s/world/worldmods/techpack/tubelib_addons1/harvester.lua:271: in function <...s/world/worldmods/techpack/tubelib_addons1/harvester.lua:262>
2021-07-06 21:36:21: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '' in callback node_on_timer(): "ethereal:strawberry 1" is not a registered node!
2021-07-06 21:36:21: ERROR[Main]: stack traceback:
2021-07-06 21:36:21: ERROR[Main]: [C]: in function 'set_node'
2021-07-06 21:36:21: ERROR[Main]: ...s/world/worldmods/techpack/tubelib_addons1/harvester.lua:177: in function 'remove_or_replace_node'
2021-07-06 21:36:21: ERROR[Main]: ...s/world/worldmods/techpack/tubelib_addons1/harvester.lua:240: in function 'harvest_field'
2021-07-06 21:36:21: ERROR[Main]: ...s/world/worldmods/techpack/tubelib_addons1/harvester.lua:271: in function <...s/world/worldmods/techpack/tubelib_addons1/harvester.lua:262>
- joe7575
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Re: [Modpack] TechPack [techpack]
This bug is already fixed. Please update your TechPack mod.
Sent from my Commodore 64. Some of my Mods: Tech Age, TechPack, Hyperloop, Tower Crane, Lumberjack, vm16, Minecart, Signs Bot.
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