[Mod] Technic [0.4.16-dev] [technic]
- captenfalkonion
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Re: [Mod] Technic [0.4.16-dev] [technic]
Ok thanks ill try it
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Re: [Mod] Technic [0.4.16-dev] [technic]
is there a reason that stone dust does not have grinding recipes from silver sand and desert sand?
or all items in sand group?
https://github.com/minetest-mods/technic/issues/573
or all items in sand group?
https://github.com/minetest-mods/technic/issues/573
Re: [Mod] Technic [0.4.16-dev] [technic]
I can't find an entry in the Technic wiki for the chainsaw. How do I use it? I left click it on a tree, but it does nothing. Do I need to charge it? If so, how? I'm a complete beginner to this really complex mod, it's like drinking from a fire hose.
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Re: [Mod] Technic [0.4.16-dev] [technic]
@T6C yes you need to charge it in a battery box before you can use it (same with the sonic screwdriver.) Note that the chainsaw will only cut the tree from the log you click and above, leaving anything below that untouched.
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Re: [Mod] Technic [0.4.16-dev] [technic]
Good to know, thanks. I imagine I need to connect the battery boxes to some energy source, correct? When I do connect all that up, will I be using the cables from mesecons, or is there a special Technic way of energy generation and transmission?Maverick2797 wrote: ↑Thu Dec 10, 2020 13:37@T6C yes you need to charge it in a battery box before you can use it...
I read something in this thread about the nuclear power plant, which sounds really cool. But I guess it's ridiculously dangerous if you don't know what you're doing—something about meltdowns creating corium which will eventually destroy the world.
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Re: [Mod] Technic [0.4.16-dev] [technic]
Just in case:
To use technic energy resource, you need to have at least one generator, a switch station and a battery for the corresponding energy (lv/mv/hv) for charging stuff you only need to click a battery as if you were clicking a chest, and put the tool you want to charge in the charge square
Re: [Mod] Technic [0.4.16-dev] [technic]
Is there a way to access the charge of an RE battery? I want to see if a battery coming through a digiline detecting pipe is charged or not. If not, I could use a mod that does this.
Re: [Mod] Technic [0.4.16-dev] [technic]
In file tree_tap, line 70
should be
to prevent warning like this:
Code: Select all
if minetest.find_node_near(pos, (moretrees and moretrees.leafdecay_radius) or 5, {"moretrees:rubber_tree_leaves"}) then
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if minetest.find_node_near(pos, (minetest.global_exists("moretrees") and moretrees.leafdecay_radius) or 5, {"moretrees:rubber_tree_leaves"}) then
Code: Select all
2021-03-31 17:41:07: WARNING[Server]: Undeclared global variable "moretrees" accessed at .../.minetest/mods/hades_technic/technic/tools/tree_tap.lua:70
cdb_3P0AYqjEIn68
Re: [Mod] Technic [0.4.16-dev] [technic]
I noticed today that there is no crafting recipe for a silicon lump, and I need one to craft a detecting tube. That's Technic, right (if not, I'll post in the correct thread)? Is a silicon lump something you can mine?
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Re: [Mod] Technic [0.4.16-dev] [technic]
Pipeworks, but close enough. You need mesecons_materials:silicon, being from the mesecons modpack. (x3 group:sand and x1 default:steel_ingot.)
Technic, pipeworks and mesecons are all made to work fairly well with each other, and are considered (by some) to be the baseline tech mods. If you have technic, you'd probably have the others as dependencies.
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Re: [Mod] Technic [0.4.16-dev] [technic]
Yes, I have all three installed. Strange that no recipe appears in the guide for silicon, though. Thanks!Maverick2797 wrote: ↑Thu Apr 01, 2021 10:11You need mesecons_materials:silicon, being from the mesecons modpack. (x3 group:sand and x1 default:steel_ingot.)
Technic, pipeworks and mesecons are all made to work fairly well with each other, and are considered (by some) to be the baseline tech mods. If you have technic, you'd probably have the others as dependencies.
Re: [Mod] Technic [0.4.16-dev] [technic]
I've tried every possible configuration of 3x sand (silver sand) and 1x steel ingot (wrought iron ingot) in the crafting grid, and I can't find the one that produces silicon. Am I missing something? I have mesecons, Technic, and pipeworks installed and enabled... I'm thinking the fact that there's no recipe in the guide is connected to my failure to find the configuration.
Edit: Never mind; I figured it out. I could have sworn I tried that recipe... multiple times! ^_^;
Edit: Never mind; I figured it out. I could have sworn I tried that recipe... multiple times! ^_^;
Re: [Mod] Technic [0.4.16-dev] [technic]
I'm finding more things I need that are not in the new built-in 5.4.0 craft guide. Is there a good place to look for recipes that don't show up there, or do I just need to ask here? I went looking in the mod code, but I wasn't able to find much. I'm looking for recipes for these items...
But I couldn't find the recipes for either of them or any mention of the other two items. Where can I find recipes (for any mod) that don't appear in the guide? To abuse a metaphor, I'd like to learn to fish rather than be given a fish. ;)
- carbon plate
- composite plate
- stainless steel ingot
- carbon steel ingot
Code: Select all
102 minetest.register_craftitem("technic:composite_plate", {
103 description = S("Composite Plate"),
104 inventory_image = "technic_composite_plate.png",
105 })
112 minetest.register_craftitem("technic:carbon_plate", {
113 description = S("Carbon Plate"),
114 inventory_image = "technic_carbon_plate.png",
115 })
- Festus1965
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Re: [Mod] Technic [0.4.16-dev] [technic]
and as of this:
you might have to make sure first that all mods depends ale ALSO newest releaseMaverick2797 wrote: ↑Thu Apr 01, 2021 10:11Technic, pipeworks and mesecons are all made to work fairly well with each other, and are considered (by some) to be the baseline tech mods. If you have technic, you'd probably have the others as dependencies.
and if then the problem sill occur
check
https://github.com/minetest-mods/technic and use the issue tracker there
as there the last change is 2 months old ... mhh
even we are always told that minetest.net is the ONLY base ...
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If urgend, you find me in Roblox (as CNXThomas)
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Re: [Mod] Technic [0.4.16-dev] [technic]
Just tried updating with git to be sure. They're all up-to-date, but those recipes still don't appear in the guide.Festus1965 wrote: ↑Sun Apr 11, 2021 01:17make sure first that all mods depends ale ALSO newest release
I'll post a new issue for this on Github. Looks like there are 60 open issues already.Festus1965 wrote: ↑Sun Apr 11, 2021 01:17check https://github.com/minetest-mods/technic and use the issue tracker there
I guess this means I'll need to bother this thread whenever I don't understand or can't find something in Technic, then. ^_^; Just wish I had the time to learn Lua properly to contribute when I see things that can be easily fixed. Problem is, if I spent the time to learn Lua and contribute, then I wouldn't have any time to play. :PFestus1965 wrote: ↑Sun Apr 11, 2021 01:17even we are always told that minetest.net is the ONLY base...
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Re: [Mod] Technic [0.4.16-dev] [technic]
Then check out in what mod this recipes should be implied and do it yourself,
check if that works
and send the solution onto the same issues tracker and forum
... as with 60 open issues that doesn't look nice or be solved early ...
other option: back to further version where that works fine
(I know what I write here ... are still on 5.2.0 server and older mod versions that worked once)
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Re: [Mod] Technic [0.4.16-dev] [technic]
Found my problem. Many of the Technic recipes aren't supported by the default craft guide. At the suggestion of one of the people on Github, I installed Unified Inventory, and I can see those recipes now. It's because many of them went from being made in the furnace to being made in the alloy furnace.
New question. Is there a machine (or method) in Technic to automatically harvest crops, kind of like how the quarry automatically mines? I have several very large farm fields, and it takes a while to do it manually. LOL
New question. Is there a machine (or method) in Technic to automatically harvest crops, kind of like how the quarry automatically mines? I have several very large farm fields, and it takes a while to do it manually. LOL
Re: [Mod] Technic [0.4.16-dev] [technic]
I've made some calculations about uranium and was impressed.
To run а nuclear reactor, you'll need at least 1 fuel rod. To get it, you'll need to dig up 53 uranium lumps, centrifugging will take approx. 14 hours (if you have only one centrifuge and it will run continuously) and you'll get 68 uranium 0% fissile.
To run fully fueled reactor (6 stacks of rods), you'll need to dig up 7466 uranium lumps, centrifugging will take approx. 630 hours and you'll also get 11929 uranium 0% fissile. You need to be in-game whole month 24/7 (apart from the time you spend digging) to run the reactor just once, and it will only work for a week. This is an achievement for the truly ambitious players!
To run а nuclear reactor, you'll need at least 1 fuel rod. To get it, you'll need to dig up 53 uranium lumps, centrifugging will take approx. 14 hours (if you have only one centrifuge and it will run continuously) and you'll get 68 uranium 0% fissile.
To run fully fueled reactor (6 stacks of rods), you'll need to dig up 7466 uranium lumps, centrifugging will take approx. 630 hours and you'll also get 11929 uranium 0% fissile. You need to be in-game whole month 24/7 (apart from the time you spend digging) to run the reactor just once, and it will only work for a week. This is an achievement for the truly ambitious players!
Nobody understands me... — вРН БШ ЯЙЮГЮКХ?
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Re: [Mod] Technic [0.4.16-dev] [technic]
This is why you run a cascading array of centrifuges. Targeted digtron mining doesn't hurt either. That said, you only need 6 fuel rods to run for a week, not 6 stacks.
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Re: [Mod] Technic [0.4.16-dev] [technic]
From the documentation:
In particular, I think the z_velocity values are switched, positive for negative and vice versa. This is the patch I'm currently testing:
This is only very lightly tested, so do your own verification before deploying; and as the documentation notes, you may not want to fix it for an existing world, because existing workarounds will become wrong, and anything that relies on the buggy version's quirk will break.
But HTH.HAND.
Since I'm starting a new world and prefer to have this bug patched going in, before a bunch of infrastructure gets built, I looked into this. I believe I have tracked it down to the following section in technic/machines/register/common.lua :Due to a bug, the side through which outputs are ejected is not consistent: when the machine is rotated one way, the direction of ejection is rotated the other way.
Code: Select all
-- Output is on the left side of the furnace
if node.param2 == 3 then pos1.z = pos1.z - 1 z_velocity = -1 end
if node.param2 == 2 then pos1.x = pos1.x - 1 x_velocity = -1 end
if node.param2 == 1 then pos1.z = pos1.z + 1 z_velocity = 1 end
if node.param2 == 0 then pos1.x = pos1.x + 1 x_velocity = 1 end
Code: Select all
diff --git a/technic/technic/machines/register/common.lua b/technic/technic/machines/register/common.lua
index 0e7658b..e8238c9 100644
--- a/technic/technic/machines/register/common.lua
+++ b/technic/technic/machines/register/common.lua
@@ -115,10 +115,10 @@ function technic.handle_machine_pipeworks(pos, tube_upgrade, send_function)
local x_velocity = 0
local z_velocity = 0
- -- Output is on the left side of the furnace
- if node.param2 == 3 then pos1.z = pos1.z - 1 z_velocity = -1 end
+ -- Output should be on the right side of the furnace, or at least consistent
+ if node.param2 == 3 then pos1.z = pos1.z - 1 z_velocity = 1 end
if node.param2 == 2 then pos1.x = pos1.x - 1 x_velocity = -1 end
- if node.param2 == 1 then pos1.z = pos1.z + 1 z_velocity = 1 end
+ if node.param2 == 1 then pos1.z = pos1.z + 1 z_velocity = -1 end
if node.param2 == 0 then pos1.x = pos1.x + 1 x_velocity = 1 end
local output_tube_connected = false
But HTH.HAND.
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Re: [Mod] Technic [0.4.16-dev] [technic]
Hi,
I have a problem with the auto crafter.
My tree farm produces not the correct ratio leaves:trunks of 8:1 to exactly fulfill the auto crafter recipe for mulch (used as fertilizer). It produces more trunks, so eventually the auto crafter stops because it's completely filled with trunks, leaves cannot be inserted anymore.
Is there a solution for this? I have technic, pipeworks, mesecons and digilines available.
I have a problem with the auto crafter.
My tree farm produces not the correct ratio leaves:trunks of 8:1 to exactly fulfill the auto crafter recipe for mulch (used as fertilizer). It produces more trunks, so eventually the auto crafter stops because it's completely filled with trunks, leaves cannot be inserted anymore.
Is there a solution for this? I have technic, pipeworks, mesecons and digilines available.
Re: [Mod] Technic [0.4.16-dev] [technic]
you can use a sorting pneumatic tube, send the leaves to autocrafter and logs to trash/chest/other autocrafter...superfloh wrote: ↑Wed Jan 19, 2022 07:18Hi,
I have a problem with the auto crafter.
My tree farm produces not the correct ratio leaves:trunks of 8:1 to exactly fulfill the auto crafter recipe for mulch (used as fertilizer). It produces more trunks, so eventually the auto crafter stops because it's completely filled with trunks, leaves cannot be inserted anymore.
Is there a solution for this? I have technic, pipeworks, mesecons and digilines available.
Re: [Mod] Technic [0.4.16-dev] [technic]
1faco wrote: ↑Thu Jan 20, 2022 02:43don't send directly to autocrafter, you can store it in chests, use a stackwise item injector to push leaves and logs at time at autocrafter...superfloh wrote: ↑Wed Jan 19, 2022 07:18Hi,
I have a problem with the auto crafter.
My tree farm produces not the correct ratio leaves:trunks of 8:1 to exactly fulfill the auto crafter recipe for mulch (used as fertilizer). It produces more trunks, so eventually the auto crafter stops because it's completely filled with trunks, leaves cannot be inserted anymore.
Is there a solution for this? I have technic, pipeworks, mesecons and digilines available.
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Re: [Mod] Technic [0.4.16-dev] [technic]
I don't have any code on hand, but you can verify the stack size of an item as it passes through a luasorter tube and route it accordingly, throwing an error if you run out of something. event.item.count
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