[Mod] Tech Age [techage]

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joe7575
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Re: [Mod] Tech Age [techage]

by joe7575 » Post

THomer wrote:
Wed Apr 06, 2022 21:22
1) Wind Turbine
The wind turbine says "No nacelle attached" ("Gondel nicht angeschlossen"), even if it is attached. I tried different orientations, but my first guess was right: The parts with the big dark circle go together. I just left the plant as is (with error and no blades) for later inspection, but as I returned later the blade were moving. - so the error message was wrong. My assembly was correct.
If something will not work as expected, remove the blocks/nodes and place them again, this normally helps.
THomer wrote:
Wed Apr 06, 2022 21:22
2)
Tank carts
It is hard to get the oil from the digsite 500/200 away from my base back there. The tank carts stop at about 100 to 200 m away. How to bridge this? -- But the error occur, when there is not enough room for a cart to stop. Only 3 carts can stop at the same end of the track. If a 4th cart arrives, it bounces back. If I try to stop it at a "new" end by just deleting the track in front of it, it begins to move straight, slow, but unstoppable. Without tracks, through walls, etc. (at least I think that causes the problem. I get my cart back, as soon as the track had enough space to hold the cart).
If carts stop 100 to 200 m away, then typically the recording is missing. Carts in unloaded areas without a recorded route will stop.
And yes, the mods accepts only up to 3 carts on the buffer. Another cart will be rejected. You should limit the number of carts per route to 3-6.
THomer wrote:
Wed Apr 06, 2022 21:22
3)
chemical reactor
It would be nice, if there were a hint, just more obvious, that the outputs can both be liquid and/or powder. Depending on the recipe the silo and tank can swap places. But the recipe doesn't say that. One have to guess.
There is a hint in the help menu text, but perhaps it is not visible enough:
The plan on the left shows only one possible variant, since the arrangement of the silos and tanks depends on the recipe.
The possibilities in the graphic representation are limited (see below), but I will check the code if I could output a hint in the case of a destination node type issue.
THomer wrote:
Wed Apr 06, 2022 21:22
4)
Refilling water
Right now I try to automatically refill water in the TA3 power station. Nothing worked so far. Any hints?
Yes, this was intentional (not to make it too easy :))

Thanks for your report, this helps to make the mod better and better
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Re: [Mod] Tech Age [techage]

by THomer » Post

joe7575 wrote:
Thu Apr 07, 2022 14:15
THomer wrote:
Wed Apr 06, 2022 21:22
1) Wind Turbine
The wind turbine says "No nacelle attached" ("Gondel nicht angeschlossen"), even if it is attached. I tried different orientations, but my first guess was right: The parts with the big dark circle go together. I just left the plant as is (with error and no blades) for later inspection, but as I returned later the blade were moving. - so the error message was wrong. My assembly was correct.
If something will not work as expected, remove the blocks/nodes and place them again, this normally helps.
I did exactly this. My first guess was, I did something wrong, like orientation or alike. I removed the nacelle and attached it again. Still the same error. hm.
joe7575 wrote:
Thu Apr 07, 2022 14:15
THomer wrote:
Wed Apr 06, 2022 21:22
2)
Tank carts
It is hard to get the oil from the digsite 500/200 away from my base back there. The tank carts stop at about 100 to 200 m away. How to bridge this? -- But the error occur, when there is not enough room for a cart to stop. Only 3 carts can stop at the same end of the track. If a 4th cart arrives, it bounces back. If I try to stop it at a "new" end by just deleting the track in front of it, it begins to move straight, slow, but unstoppable. Without tracks, through walls, etc. (at least I think that causes the problem. I get my cart back, as soon as the track had enough space to hold the cart).
If carts stop 100 to 200 m away, then typically the recording is missing. Carts in unloaded areas without a recorded route will stop.
And yes, the mods accepts only up to 3 carts on the buffer. Another cart will be rejected. You should limit the number of carts per route to 3-6.
Yes. I didn't record the route. Thanks for the hint.

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Re: [Mod] Tech Age [techage]

by joe7575 » Post

Beduino is fully integrated into the Mod Techage and can be used as an alternative to the Lua controller.
But is is still an optional dependency and has to be installed in addition. See Forum.

Further information about Beduino, the programming language and the techage commands can be found in the wiki

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Re: [Mod] Tech Age [techage]

by Builder77 » Post

Hi,
Can somebody provide more detailed magnet layout for fusion reactor? it's not clear from manual how to setup them :(

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Re: [Mod] Tech Age [techage]

by joe7575 » Post

Builder77 wrote:
Mon Jun 20, 2022 16:52
Hi,
Can somebody provide more detailed magnet layout for fusion reactor? it's not clear from manual how to setup them :(
I hope not :)
This is intentional. Building the reactor is the last hurdle and should therefore challenge the player accordingly.
The sectional view in the instructions, the information that 60 magnets are required and the picture here in the forum thread should be enough to assemble the reactor.
But you can also visit my server "Tech Age Survival [DE/EN]" and ask for help there, probably someone will proudly show their reactor...
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Re: [Mod] Tech Age [techage]

by Builder77 » Post

joe7575 wrote:
Mon Jun 20, 2022 19:38
I hope not :)
This is intentional. Building the reactor is the last hurdle and should therefore challenge the player accordingly.
The sectional view in the instructions, the information that 60 magnets are required and the picture here in the forum thread should be enough to assemble the reactor.
But you can also visit my server "Tech Age Survival [DE/EN]" and ask for help there, probably someone will proudly show their reactor...
challenge accepted :)

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Re: [Mod] Tech Age [techage]

by joe7575 » Post

The YT Video shows the use of the Beduino controller as lift/elevator controller for techage. Unfortunately only in German.

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Re: [Mod] Tech Age [techage]

by joe7575 » Post

I would like to present Wazza64's YouTube channel here. He/she makes very nice videos with and about techage

https://www.youtube.com/channel/UCE3hPb ... mFOtRtP_eQ
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Re: [Mod] Tech Age [techage]

by shiva » Post

Hello,

How to connect Electronic bab so that it can work.
Here is what i did:

Image

When i activate Electronic fab he always tells me "no power"
I forgot something ?

Thanks

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Re: [Mod] Tech Age [techage]

by joe7575 » Post

It looks like you are using a TA2 fab, which requires mechanical/axle power and no electricity.
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Re: [Mod] Tech Age [techage]

by shiva » Post

Ah yes sorry, I realize that I was wrong...
Thank for your help and congratulations for this great mod :-)

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Re: [Mod] Tech Age [techage]

by Ruslan1 » Post

cdb_9fcc437a79b1

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Re: [Mod] Tech Age [techage]

by joe7575 » Post

You have unsatisfied dependencies. I guess, tubelib2 is missing.
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Re: [Mod] Tech Age [techage]

by Ruslan1 » Post

i did but not working
cdb_9fcc437a79b1

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Re: [Mod] Tech Age [techage]

by joe7575 » Post

It is not sufficient to install the mod. You have to enable it in addition.
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Re: [Mod] Tech Age [techage]

by Eris » Post

Hello,
I am experiencing problems with the dev version of this mod, on latest dev of Minetest.

Basically, the charcoal pit generates the wrong amount of charcoal, because the pit is built between 2 mapblock boundaries and I suspect when I'm out exploring, the pit is unloaded and it results in this:
pit.png
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Thanks for helping!
Jump in the caac

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Re: [Mod] Tech Age [techage]

by joe7575 » Post

Thanks for the hint. I will fix it.

But, you should not build multi block plants across map block boundaries!

As workaround: Place a forceload block in both map blocks and it will work as expected.

Update: I won't fix it. The current implementation based on minetest.find_nodes_in_area doesn't offer a way to change that.
Last edited by joe7575 on Sat Aug 06, 2022 13:07, edited 1 time in total.
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Re: [Mod] Tech Age [techage]

by Eris » Post

joe7575 wrote:
Sat Aug 06, 2022 08:28
Thanks for the hint. I will fix it.

But, you should not build multi block plants across map block boundaries!
Yep, I have to get used to that. '^^ Rolls eyes and proceeds to move the entire steam engine
As workaround: Place a forceload block in both map blocks and it will work as expected.
Thanks, that seems obvious now.
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Re: [Mod] Tech Age [techage]

by joe7575 » Post

Techage modpack updated

The new techage_modpack "2022-08-06" is available on GitHub and ContentDB.

It contains many improvement on almost all mods to prevent Minetest v5.5+ "deprecated warnings".
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Re: [Mod] Tech Age [techage]

by Raphy2907 » Post

Hello,

recently i updated my minetestserver to version 5.5.0 an my client to 5.6.0. Now in the new version, i don´t get the mapblock displayed when i hit a forceblock or take down a oilexplorer. And when the Oilexplorer finds oil i don´t get a marking displayed where to place the oildrill like in previos versions. Is this a gernal problem with the new minetestversion or just a specific problem on my installation?
The previos versions, in which the prolem didn´t occoured, were:
Server: 5.3.0
Client: 5.5.0

Thanks in advance an greeting from germany,
Raphael

PS: I realy enjoy playing techage - it add´s a realy cool grinding experience to achive the next step. Thank´s a lot for making and maintaining the mod!

PPS: this is the errormessage in the logfile:
022-08-17 08:07:10: ACTION[Server]: raphy2907 digs techage:oilexplorer at (476,5,24)
2022-08-17 08:07:10: ERROR[Server]: Invalid field use_texture_alpha (expected boolean got string).
2022-08-17 08:07:10: ERROR[Server]: stack traceback:
2022-08-17 08:07:10: ERROR[Server]: [C]: in function 'add_entity'
2022-08-17 08:07:10: ERROR[Server]: ...etest/mods/techage_modpack-master/techage/basis/mark.lua:39: in function 'mark_region'
2022-08-17 08:07:10: ERROR[Server]: ...test/mods/techage_modpack-master/techage/oil/explore.lua:261: in function 'after_dig_node'
2022-08-17 08:07:10: ERROR[Server]: /usr/share/games/minetest/builtin/game/item.lua:673: in function </usr/share/games/minetest/builtin/game/item.lua:586>
2022-08-17 08:07:10: ERROR[Server]: Invalid field use_texture_alpha (expected boolean got string).
2022-08-17 08:07:10: ERROR[Server]: stack traceback:
2022-08-17 08:07:10: ERROR[Server]: [C]: in function 'add_entity'
2022-08-17 08:07:10: ERROR[Server]: ...etest/mods/techage_modpack-master/techage/basis/mark.lua:56: in function 'mark_region'
2022-08-17 08:07:10: ERROR[Server]: ...test/mods/techage_modpack-master/techage/oil/explore.lua:261: in function 'after_dig_node'
2022-08-17 08:07:10: ERROR[Server]: /usr/share/games/minetest/builtin/game/item.lua:673: in function </usr/share/games/minetest/builtin/game/item.lua:586>


PPPS:
Found a solution for displaying the region block: If you repleace use_texture_alpha = techage.Blend with use_texture_alpha = true in the mark.lua file, then it shows the regionblock. But i still don´t get a marker for the drillingposition when i find oil. And for that i don´t get any errormassages now. In the explorer.lua file i didn´t find a hint, which function displays the drillmarker.

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Re: [Mod] Tech Age [techage]

by joe7575 » Post

Thanks for your report.
In the meantine I have updated techage on CDB and on GitHub.
But i still don´t get a marker for the drillingposition when i find oil. And for that i don´t get any errormassages now. In the explorer.lua file i didn´t find a hint, which function displays the drillmarker.
With a right-click on the explorer the marker will be shown. This works also for Minetest 5.6, see picture below.
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Re: [Mod] Tech Age [techage]

by Creepi3224 » Post

Je n'arrive pas à créer l'accélérateur de particules est-ce que quelqu'un peut m'aider

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Re: [Mod] Tech Age [techage]

by Creepi3224 » Post

i cant build the particle accelerator please help me

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Re: [Mod] Tech Age [techage]

by joe7575 » Post

Can you provide more information? What is your problem?
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Re: [Mod] Tech Age [techage]

by Creepi3224 » Post

I need to place the worker block but I can't find it

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