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

LouisCyfer
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Re: [Mod] Technic [0.4.16-dev] [technic]

by LouisCyfer » Post

first of all, I enjoy having technic in MT at all, add so much diversity etc.

secondly .. is uranium sort of disabled in world generation or do I miss something?
I've tried digging a tunnel at about -120 deph, its a kilometers long tunnel tho. I'm using v7 world gen, sadly no ore findings yet.

Thanks in advance!

EDIT:
nvm me .. found some!
the generation took some more digging and patience!

u34

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

by u34 » Post

does Technic mod require

moreores
mesecons

or can I disable it?

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

by Phoenixflo44 » Post

for 0.4.9 ?
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Re: [Mod] Technic [0.4.16-dev] [technic]

by VanessaE » Post

No, 0.4.9 is sorely outdated. You need at least 0.4.16 to run this modpack. Please upgrade.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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

by juli » Post

i wanna use this mod on my server because its one of the must have mods for minetest,
but my problem is that it is to resource heavy.
Can someone say me how to reduce the resources used the best way?

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

by lisacvuk » Post

juli wrote:i wanna use this mod on my server because its one of the must have mods for minetest,
but my problem is that it is to resource heavy.
Can someone say me how to reduce the resources used the best way?
Of course: just don't use any mods.
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Re: [Mod] Technic [0.4.16-dev] [technic]

by LouisCyfer » Post

exactly! technic's performance has increased already.

slightly OT but most mods that cause lags are mods that use ABM's .. (eg. mobs)

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

by juli » Post

i had the idea to restrict the number of switching stations, so that there can't be so many active blocks, using long wires

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

by Salto » Post

awesome mod! thank you!
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Re: [Mod] Technic [0.4.16-dev] [technic]

by BirgitLachner » Post

juli wrote:i wanna use this mod on my server because its one of the must have mods for minetest,
but my problem is that it is to resource heavy.
Can someone say me how to reduce the resources used the best way?
There are some mods that cause heavy memory use. I found out that "streets" is a bit problematic, because it uses memory without any build block or ABM using thing. "technic" does not cause such a lag!

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

by ManElevation » Post

i miss RealBadAngel, anyone else?
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Re: [Mod] Technic [0.4.16-dev] [technic]

by Sokomine » Post

BirgitLachner wrote: There are some mods that cause heavy memory use. I found out that "streets" is a bit problematic, because it uses memory without any build block or ABM using thing. "technic" does not cause such a lag!
Technic can get expensive - in particular in combination with pipeworks. Huge city-spanning networks and power distribution to each and every house, plus automatic creation of almost all nodes by machines in an otherwise survival world can get very expensive. More reasonable setups (i.e. a small technic setup in your home) are usually no problem at all.
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Re: [Mod] Technic [0.4.16-dev] [technic]

by user » Post

Hi,

i have to say, this is the best mod for minetest!

user

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

by BirgitLachner » Post

Sokomine wrote:
BirgitLachner wrote: There are some mods that cause heavy memory use. I found out that "streets" is a bit problematic, because it uses memory without any build block or ABM using thing. "technic" does not cause such a lag!
Technic can get expensive - in particular in combination with pipeworks. Huge city-spanning networks and power distribution to each and every house, plus automatic creation of almost all nodes by machines in an otherwise survival world can get very expensive. More reasonable setups (i.e. a small technic setup in your home) are usually no problem at all.
Yes ... may be. I did use technic only for little parts. But strees causes lag just when loading it, without any used block of it.

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

by DoyleChris » Post

Is there a way to make the Battery stack able, instead of having 99 battery's taking up 99 slots you have 1 slot with 99 batteries.

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

by Nathan.S » Post

DoyleChris, the batteries are registered as tools, and tools can't be stacked, as they need to be able to represent their own wear/power level.
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Re: [Mod] Technic [0.4.16-dev] [technic]

by Desour » Post

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

by FaceDeer » Post

I thought some of the folks here might be interested to know that Hans von Smacker and I have just done a bit of work adding Technic support to the Digtron tunnel-borer mod. Hans added the ability to power a Digtron using batteries and I just finished adding a power connector node that allows a Digtron to tap into an HV power network directly.

I haven't worked with Technic before now so it was a fun challenge. I may well have missed some detail I was unaware of as a result, though, either in coding or in game balance. Feedback is always welcome. :)

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

by DoyleChris » Post

I have a question.
On a older version of the Technic, I added a recipe to take full Iron Blocks out them in the furnace and get a Cast Iron Block.
I was trying to find out where to put the recipe but not sure where to do it.

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

by casp3r » Post

Please some help, i have this
=> when i quit after put the wood in the LV fuel fired generator :

Code: Select all

2017-11-11 12:12:04: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'technic' in callback node_on_receive_fields(): ...est/mods/technic/technic/machines/register/generator.lua:257: attempt to index upvalue 'fs_helpers' (a nil value)
2017-11-11 12:12:04: ERROR[Main]: stack traceback:
2017-11-11 12:12:04: ERROR[Main]: 	...est/mods/technic/technic/machines/register/generator.lua:257: in function <...est/mods/technic/technic/machines/register/generator.lua:255>
and this when i just place a HV battery box :

Code: Select all

2017-11-11 13:09:42: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'technic' in callback item_OnPlace(): Runtime error from mod 'technic' in callback node_on_construct(): ...t/mods/technic/technic/machines/register/battery_box.lua:137: attempt to index 
2017-11-11 13:09:42: ERROR[Main]: pvalue 'fs_helpers' (a nil value)
2017-11-11 13:09:42: ERROR[Main]: stack traceback:
2017-11-11 13:09:42: ERROR[Main]: 	...t/mods/technic/technic/machines/register/battery_box.lua:137: in function 'add_on_off_buttons'
2017-11-11 13:09:42: ERROR[Main]: 	...t/mods/technic/technic/machines/register/battery_box.lua:316: in function <...t/mods/technic/technic/machines/register/battery_box.lua:304>
2017-11-11 13:09:42: ERROR[Main]: 	[C]: in function 'add_node'
2017-11-11 13:09:42: ERROR[Main]: 	/usr/share/minetest/builtin/game/item.lua:298: in function </usr/share/minetest/builtin/game/item.lua:208>
2017-11-11 13:09:42: ERROR[Main]: stack traceback:
2017-11-11 13:09:42: ERROR[Main]: 	[C]: in function 'add_node'
2017-11-11 13:09:42: ERROR[Main]: 	/usr/share/minetest/builtin/game/item.lua:298: in function </usr/share/minetest/builtin/game/item.lua:208>

i love this mod i want to fix that. thx

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

by Chem871 » Post

Could whoever maintains this mod, add more machines that do new things? Maybe a machine that speeds up the growth of crops around it? Or one that disables pvp in a certain area? Or one that kills all mobs in a certain area, so that mobs don't get in your super-important areas? Just some ideas :P
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Re: [Mod] Technic [0.4.16-dev] [technic]

by Desour » Post

@casp3r: fs_helpers is from pipeworks, get sure that your pipeworks version is compatible with your technic, minetest and minetest_game versions.

@Chem871: I don't think, such things will ever be added to technic itself. But technic provides an api that can be used from other mods.
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Re: [Mod] Technic [0.4.16-dev] [technic]

by Fixer » Post

Will be nice to have Tutorial.md aka "Getting Started" included to guide new players, I know there is a manual, but noob friendly way is needed, in a way similar to https://ftb.gamepedia.com/Getting_Started_(RedPower_2)

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

by TechNolaByte » Post

Chem871 wrote:Could whoever maintains this mod, add more machines that do new things? Maybe a machine that speeds up the growth of crops around it? Or one that disables pvp in a certain area? Or one that kills all mobs in a certain area, so that mobs don't get in your super-important areas? Just some ideas :P
well it all depends on what mods the machines will affect like

for a farming machine the machine would only work with crops of a set mod like farming or farming_plus

for the pvp one just use a land claim mod that works with pvp

and for mob killing it would only work for mobs from set mods like cme or some other types althoe it could be set to kill/damage all objects besides players in a certain radius

while yes these are all possible it wouldn't be a universal works with all crops or all mobs with no editing needed
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Re: [Mod] Technic [0.4.16-dev] [technic]

by BBmine » Post

Is there a 0.4.16-stable version of technic?

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