[Mod] Ocular Networks [ocular_networks]

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PolySaken
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[Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

Image
...is a mod implementing a bunch of machines that allow you to create powerful tools, automate systems and make many things easier.
the machines and materials can be expensive, but are definitely worth it.

This mod features an in game guide, but it is recommended to use unified_inventory for recipes.
ImageImageImage
Image
+ Spoiler
+ Spoiler
License of textures and code: CC-BY-SA 4.0
Last edited by PolySaken on Tue Jul 02, 2019 02:27, edited 14 times in total.

Chem871
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Re: [Mod] Ocular Networks [ocular_networks]

by Chem871 » Post

What version of minetest does it require, and what are the mod dependencies?
What is SCP-055?

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Re: [Mod] Ocular Networks [ocular_networks]

by Stix » Post

Chem871 wrote:What version of minetest does it require, and what are the mod dependencies?
And where is the wiki? Or does it have one yet?
Hey, what can i say? I'm the bad guy.

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

Oh sorry I forgot all that. It works in 0.4.16 and 0.4.17 but not 5.0.0.
I'll add it all to the main post.

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

Stix wrote:
Chem871 wrote:What version of minetest does it require, and what are the mod dependencies?
And where is the wiki? Or does it have one yet?
I'm working on adding an in-game guide.

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Re: [Mod] Ocular Networks [ocular_networks]

by LegoLogger » Post

Looks awesome. I'll have to try it out.

~~BakerPrime
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the worlds largest radiation beam. (Why else do you think us programmers hide in basements? ;P )

if you need to speak to me, you can catch me on #VE-Minetest-Servers, #RRH-Servers, ##Minetestwithunk, or #Minetest

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

Added per-world config file

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Re: [Mod] Ocular Networks [ocular_networks]

by ManElevation » Post

this happened after i placed a block from this mod
im using 4.17.1

Code: Select all

2018-09-18 15:43:20: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'ocular_networks' in callback LuaABM::trigger(): ...st-0.4.17.1-win64\bin\..\mods\ocular_networks/update.lua:196: attempt to index field 'moderator_whitelist' (a nil value)
2018-09-18 15:43:20: ERROR[Main]: stack traceback:
2018-09-18 15:43:20: ERROR[Main]: 	...st-0.4.17.1-win64\bin\..\mods\ocular_networks/update.lua:196: in function <...st-0.4.17.1-win64\bin\..\mods\ocular_networks/update.lua:188>
2018-09-18 15:43:20: ACTION[Server]: ManElevation leaves game. List of players: 
2018-09-18 15:43:20: WARNING[Server]: ScriptApiBase::objectrefGetOrCreate(): Pushing ObjectRef to removed/deactivated object, this is probably a bug.
My Public Mods! Discord: Rottweiler Games#3368

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

ManElevation wrote:this happened after i placed a block from this mod
im using 4.17.1

Code: Select all

2018-09-18 15:43:20: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'ocular_networks' in callback LuaABM::trigger(): ...st-0.4.17.1-win64\bin\..\mods\ocular_networks/update.lua:196: attempt to index field 'moderator_whitelist' (a nil value)
2018-09-18 15:43:20: ERROR[Main]: stack traceback:
2018-09-18 15:43:20: ERROR[Main]: 	...st-0.4.17.1-win64\bin\..\mods\ocular_networks/update.lua:196: in function <...st-0.4.17.1-win64\bin\..\mods\ocular_networks/update.lua:188>
2018-09-18 15:43:20: ACTION[Server]: ManElevation leaves game. List of players: 
2018-09-18 15:43:20: WARNING[Server]: ScriptApiBase::objectrefGetOrCreate(): Pushing ObjectRef to removed/deactivated object, this is probably a bug.
add a file to your world folder called ocular_networks_config and put this in it:

Code: Select all

ocular_networks.config.live.moderator_whitelist["singleplayer"] = true
this is a temp fix, actually fixing bug now.
Last edited by PolySaken on Wed Sep 19, 2018 09:00, edited 1 time in total.

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

done
It was an error from me removing unnecessary lines from the config file, and accidentally removing that one.

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

I'm done with a job I was working on and have started making the in-game guide for ocular_networks. I've also fixed the armor compatibility errors and some other minor bugs.
Click "Latest Build" at the top to download 1.14.2

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

Image
A fully automated mining system with trash removal.
It's possible to fully automate sorting, smelting and alloying as an addon to this system.

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

Compatibility Update!
now compatible with
- technic
- basic_machines

also I added a formspec bg texture
screenshot_20190221_195731.png
(237.8 KiB) Not downloaded yet
screenshot_20190221_200432.png
(205.76 KiB) Not downloaded yet

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

Added steam generator and grass-based photosynthesis generator

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

Added a mob (requires mobs)

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Re: [Mod] Ocular Networks [ocular_networks]

by Lone_Wolf » Post

+1 for the cool mod
+10 for the custom download button lol

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

Lone_Wolf wrote:+1 for the cool mod
+10 for the custom download button lol
thanks!

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

BIG Update!
- Ocular Networks Is now directly compatible with mesecons.
- Added sounds to everything
- Ocular networks is now indirectly compatible with everything
- mod now fully works in 5.0x
- config file easier to read
- added chunkloader

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Re: [Mod] Ocular Networks [ocular_networks]

by Linuxdirk » Post

PolySaken wrote:- config file easier to read
Maybe make the config file world-specific, too. So multiple servers can use the same instance of the mod without having to share the configuration.

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

Linuxdirk wrote:
PolySaken wrote:- config file easier to read
Maybe make the config file world-specific, too. So multiple servers can use the same instance of the mod without having to share the configuration.
You can put a copy of config.txt (the main one) called ocular_networks_config.txt in the world folder.
But your reply has alerted me to an error with loading this file, so thankyou anyway.

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

Ok so that error is fixed

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

Image
Armor sets have been added for every feasible material!
Zweinium - Silicotin - Shimmering Alloy - Luminium - Lumigold
Edit: I also added a tool repairer lel

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

I need some opinions on my new topic format

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Re: [Mod] Ocular Networks [ocular_networks]

by Lone_Wolf » Post

PolySaken wrote:I need some opinions on my new topic format
It's a bit big IMO
Image

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Post

Lone_Wolf wrote:
PolySaken wrote:I need some opinions on my new topic format
It's a bit big IMO
Image
I made three sizes for each button. should i use this one?
Image

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