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Re: [Mod] Technic [0.4.11] [technic]

Posted: Wed Nov 09, 2016 18:47
by u34
ABJ wrote:Well, the original developer is no longer alive, so the thread can't be updated, but it's open source, so yeah.
I know.
maybe somebody could continue this project.

Re: [Mod] Technic [0.4.11] [technic]

Posted: Wed Nov 09, 2016 19:07
by ABJ
The hell did I say that for?

Re: [Mod] Technic [0.4.11] [technic]

Posted: Thu Nov 10, 2016 01:28
by kaeza
The commit log is a better place to see if the mod is active.

Moderators can edit the first post if there's any issue.

Re: [Mod] Technic [0.4.11] [technic]

Posted: Thu Nov 10, 2016 08:34
by ABJ
I doubt a whole lot of people would do that though.

Re: [Mod] Technic [0.4.11] [technic]

Posted: Sat Nov 19, 2016 02:40
by Inocudom
Inocudom wrote:This strange error came up:
2016-11-08 00:07:08: ERROR[Main]: ModError: Failed to load and run script from /home/derek/.minetest/mods/scifi_nodes/init.lua:
2016-11-08 00:07:08: ERROR[Main]: /usr/local/share/minetest/builtin/game/register.lua:130: attempt to compare number with string
2016-11-08 00:07:08: ERROR[Main]: stack traceback:
2016-11-08 00:07:08: ERROR[Main]: /usr/local/share/minetest/builtin/game/register.lua:130: in function 'register_item'
2016-11-08 00:07:08: ERROR[Main]: /usr/local/share/minetest/builtin/game/register.lua:206: in function 'really_register_node'
2016-11-08 00:07:08: ERROR[Main]: .../derek/.minetest/mods/technic/technic_worldgen/nodes.lua:159: in function 'really_register_node'
2016-11-08 00:07:08: ERROR[Main]: ...derek/.minetest/mods/technic/technic_worldgen/crafts.lua:167: in function 'register_node'
2016-11-08 00:07:08: ERROR[Main]: /home/derek/.minetest/mods/scifi_nodes/init.lua:336: in main chunk
2016-11-08 00:07:08: ERROR[Main]: Check debug.txt for details.
When technic is disabled:
2016-11-08 00:35:44: ERROR[Main]: ModError: Failed to load and run script from /home/derek/.minetest/mods/scifi_nodes/init.lua:
2016-11-08 00:35:44: ERROR[Main]: /usr/local/share/minetest/builtin/game/register.lua:130: attempt to compare number with string
2016-11-08 00:35:44: ERROR[Main]: stack traceback:
2016-11-08 00:35:44: ERROR[Main]: /usr/local/share/minetest/builtin/game/register.lua:130: in function 'register_item'
2016-11-08 00:35:44: ERROR[Main]: /usr/local/share/minetest/builtin/game/register.lua:206: in function 'register_node'
2016-11-08 00:35:44: ERROR[Main]: /home/derek/.minetest/mods/scifi_nodes/init.lua:336: in main chunk
2016-11-08 00:35:44: ERROR[Main]: Check debug.txt for details.
Techic does not get along with scifi_nodes too well.

Posted: Sun Nov 20, 2016 11:02
by Hybrid Dog
l experienced such errors after the light_source value tests were added, maybe light_source is set to a string at some node definition in the scifi mod.

Re: [Mod] Technic [0.4.11] [technic]

Posted: Sun Nov 20, 2016 21:20
by Byakuren
It's been fixed already, light_source was set as a string for some nodes.

Re: [Mod] Technic [0.4.11] [technic]

Posted: Mon Dec 26, 2016 00:24
by Jesseman1
Nore wrote:If you're using Ubuntu or one of its derivatives, you might have a not-so-recent version: could you paste your version number here?
I apologize for such a long wait before responding; are you asking for my current OS version number, or the version number of Minetest I'm currently running?

Posted: Tue Dec 27, 2016 16:39
by Hybrid Dog
l assume they asks for your minetest version number.

Re: [Mod] Technic [0.4.11] [technic]

Posted: Wed Dec 28, 2016 11:44
by Desour
you could tell both, OS and Minetest version number

Re: [Mod] Technic [0.4.11] [technic]

Posted: Fri Dec 30, 2016 19:27
by Fixer
Important info:

Technic-worldgen is known to cause lua "Out Of Memory" (OOM) errors in default minetest builds. If you experience such problems, you can use unofficial minetest 0.4.15 stable build made by sfan5 that has simple lua, that provides much more memory, but is somewhat slower: https://kitsunemimi.pw/tmp/minetest-0.4 ... t-win64.7z You can also compile it yourself.

This build can also be used with other memory consuming mods, including worldedit for large scale work.

Re: [Mod] Technic [0.4.11] [technic]

Posted: Thu Jan 05, 2017 15:59
by GreenXenith
Ok, so I have a recipe question. Normally if I wanted to remove a recipe using a mod, I would re-register it and give it an output of 0. Unfortunately, I tried this with a technic compressor recipe and it didn't work. How do I remove the [Desert Sand] --> [Desert Stone] Technic compressor recipe? (from a different mod of course).

Posted: Thu Jan 05, 2017 16:57
by Hybrid Dog
Fixerol, if l remember correctly, l fixed the OOM crashes in my fork.

GreenDiamond, https://github.com/minetest-technic/tec ... es.lua#L53
after the unwanted recipe is added by technic, execute following:
print(dump(technic.recipes))
then search for your unwanted recipe in the shown table, after that write code which takes it from that table
the removal code may look similar to this:
technic.recipes["compres"].recipes["mod:sand"] = nil

Re:

Posted: Fri Jan 06, 2017 00:20
by GreenXenith
Hybrid Dog wrote:Fixerol, if l remember correctly, l fixed the OOM crashes in my fork.

GreenDiamond, https://github.com/minetest-technic/tec ... es.lua#L53
after the unwanted recipe is added by technic, execute following:
print(dump(technic.recipes))
then search for your unwanted recipe in the shown table, after that write code which takes it from that table
the removal code may look similar to this:
technic.recipes["compres"].recipes["mod:sand"] = nil
So, putting technic.recipes['compressing'].recipes['default:sand 2'] = nil doesnt work... what do I write to take it out of the table?

Posted: Fri Jan 06, 2017 12:58
by Hybrid Dog
The index is "default:desert_sand", not "default:sand 2".
technic.recipes.compressing.recipes["default:desert_sand"] = nil
Don't trust the craft guide, it's not up to date after removing the recipe.

Re:

Posted: Fri Jan 06, 2017 17:03
by GreenXenith
Hybrid Dog wrote:The index is "default:desert_sand", not "default:sand 2".
technic.recipes.compressing.recipes["default:desert_sand"] = nil
Don't trust the craft guide, it's not up to date after removing the recipe.
ah, thankyou, but that still does not work D:

Posted: Fri Jan 06, 2017 19:28
by Hybrid Dog
How about this:

Code: Select all

minetest.after(2, function()
technic.recipes.compressing.recipes["default:desert_sand"] = nil
end)

Re:

Posted: Fri Jan 06, 2017 23:34
by GreenXenith
Hybrid Dog wrote:How about this:

Code: Select all

minetest.after(2, function()
technic.recipes.compressing.recipes["default:desert_sand"] = nil
end)
N̶o̶p̶e̶ ̶:̶(̶
So, that works on its own in a separate mod without my mod. What I want to do is get rid of that recipe and replace it with a different recipe ([Desert Sand 2] --> [Other Node]). How do I do this?

Re:

Posted: Sat Jan 07, 2017 00:37
by Fixer
Hybrid Dog wrote:Fixerol, if l remember correctly, l fixed the OOM crashes in my fork.
Can you post it in PR section of original technic repo? Maybe it will be merged.

Re: [Mod] Technic [0.4.11] [technic]

Posted: Sat Jan 07, 2017 17:37
by Andrey01
When i installed version 0.4.15 i was getting error:
"Failed to load and run script from /home/administrator/.minetest/mods/scifi_nodes/init.lua:
/usr/share/minetest/builtin/game/register.lua:130: attempt to compare number with string stack traceback:
/usr/share/minetest/builtin/game/register.lua:130: in function 'register_item'
/usr/share/minetest/builtin/game/register.lua:206: in function 'really_register_node'
...trator/.minetest/mods/technic/technic_worldgen/nodes.lua:159: in function 'really_register_node'
...rator/.minetest/mods/technic/technic_worldgen/crafts.lua:167: in function 'register_node'

Does anybody know what is it?

Posted: Sun Jan 08, 2017 10:37
by Hybrid Dog
Andrey01, that was a bug in the scifi_nodes mod.
Fixerol, sorry, l didn't remember correctly. Once l fixed an on_generated, maybe in the snow mod, which did not use the vmanip mapgen object but made its own one instead; it caused odd mapgen artifacts l think. https://github.com/HybridDog/technic/co ... 27e497?w=1
Anyway, OOM crashes often blame the wrong mods l think.

Re: [Mod] Technic [0.4.11] [technic]

Posted: Tue Jan 31, 2017 13:03
by jakab
i like this mod mutch :) i have edited it a bit, but i cant make it work with pipeworks. i mean it sould work like the furnace, chest, etc... bringing stuff to the machines.

Re: [Mod] Technic [0.4.11] [technic]

Posted: Tue Jan 31, 2017 13:35
by Desour
jakab wrote:i like this mod mutch :) i have edited it a bit, but i cant make it work with pipeworks. i mean it sould work like the furnace, chest, etc... bringing stuff to the machines.
Technic machines work with pipeworks. Only the LV ones don't.

Re: [Mod] Technic [0.4.11] [technic]

Posted: Tue Jan 31, 2017 18:37
by Cage
Quick Question. How can you rotated movestones? I have found a really good use for them but need to be able to rotate the movestone.

Re: [Mod] Technic [0.4.11] [technic]

Posted: Tue Jan 31, 2017 23:34
by GreenXenith
Movestones are part of Mesecons