[Mod] Tech Age [techage]

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joe7575
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Re: [Mod] Tech Age [techage]

by joe7575 » Post

I found the grow-light issue. Ethereal was the cause.
Try the update from https://github.com/joe7575/techage
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racal
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Re: [Mod] Tech Age [techage]

by racal » Post

joe7575 wrote:
Mon Jul 06, 2020 18:30
I found the grow-light issue. Ethereal was the cause.
Try the update from https://github.com/joe7575/techage
Thanks, it works now. :)

I was waiting for it to fill up the 3x3 compost so I can provide a screenshot but ended up harvesting the flowers instead since they occasionally will disappear(?) on their own.

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Re: [Mod] Tech Age [techage]

by joe7575 » Post

racal wrote:
Tue Jul 07, 2020 09:25
[...the flowers ... occasionally will disappear(?) on their own.
This seems to be also a Ethereal "feature", in MTG the flowers never disappear.
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Re: [Mod] Tech Age [techage]

by racal » Post

Clarification -- fuel cells can't charge a thermal energy storage?

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Re: [Mod] Tech Age [techage]

by joe7575 » Post

Yes, for the power grid I have to distinguish between category I and II generators.
All devices, which are able to take and deliver power are category II, like the thermal storage, accus and fuel cell/electrolyzer combinations.
Only generators of category I can charge devices of category II. Otherwise one accu block would like to charge another one.
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Re: [Mod] Tech Age [techage]

by racal » Post

My hydrogen tank farm...
Image Image Image Wanted to monitor the tanks' load (percentage) from a single perspective -- the Lua Controller came to the rescue. Added Signal Tower (lamps) for visualization: green is 66%+ load, red is less than 10%, and amber is in between 66 to 10 percent.
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Re: [Mod] Tech Age [techage]

by joe7575 » Post

racal wrote:
Mon Jul 13, 2020 15:11
My hydrogen tank farm...
Very cool, I like it.
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Re: [Mod] Tech Age [techage]

by nyje » Post

Possible bug: digging a block of techage:red_stone gives an 'unknown block' in your inventory. I'm running up to date git code on MT 5.3.0 client & server

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Re: [Mod] Tech Age [techage]

by joe7575 » Post

Thanks nyje for the report, I will fix it tonight.
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Re: [Mod] Tech Age [techage]

by racal » Post

Odd block, techage:lightblock. Got this from a T4 quarry machine. Grabbed it, gave it a few right clicks and it disappeared. The block texture changed from water to torch, and back. It's invisible as an inventory item.

2020-07-29 00:15:03: ACTION[Server]: xyz places node techage:lightblock at (585,-47,-282)
2020-07-29 00:15:04: ACTION[Server]: xyz activates techage:lightblock
2020-07-29 00:15:10: ACTION[Server]: xyz places node techage:lightblock at (584,-46,-284)
2020-07-29 00:15:20: ACTION[Server]: xyz places node techage:lightblock at (583,-46,-284)
2020-07-29 00:15:30: ACTION[Server]: xyz places node techage:lightblock at (586,-47,-282)
2020-07-29 00:15:31: ACTION[Server]: xyz places node techage:lightblock at (586,-47,-282)

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Re: [Mod] Tech Age [techage]

by joe7575 » Post

This block is used to give lamps a better light/illumination. The quarry should not dig or provide it.
I will change that.
Thanks.
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racal
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Re: [Mod] Tech Age [techage]

by racal » Post

Clarification -- the maximum length of ta4 tubes (techage:ta4_tubeS) is 200 blocks, right? If I wanted to extend the length, say, as far as another hundred blocks, will putting a chest-pusher combo between the 200-block and 100-block lengths somehow extend it? If so, do I need to place a force block at the chest-pusher location?

Thanks.

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Re: [Mod] Tech Age [techage]

by joe7575 » Post

Yes, if you place the pusher nearby the chest, but you could also place the pusher on the other end of the 100 blocks tube
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Re: [Mod] Tech Age [techage]

by racal » Post

joe7575 wrote:
Fri Jun 26, 2020 10:15
racal wrote:
Fri Jun 26, 2020 09:01
I only got the cobblestone and no cables after digging the plastered cable. Is this the expected behavior?
Yes, you have the use the trowel again to "unplaster" the cable and to get the cobblestone back.
Cool update fix/patch -- plaster node can't be inadvertently removed. Liking it a lot! :D
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Re: [Mod] Tech Age [techage]

by joe7575 » Post

Thanks but this patch was provided by Thomas-S, not me :)
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Re: [Mod] Tech Age [techage]

by racal » Post

joe7575 wrote:
Mon Aug 03, 2020 15:40
Thanks but this patch was provided by Thomas-S, not me :)
Thank you, Thomas--S! :D

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Re: [Mod] Tech Age [techage]

by micu » Post

Hello Joe!

I've started recently to play your TechAge 'megamod' - and love it!

BTW, I have found that hammer made of meridian does not glow unlike other tools made from that light-emitting material.
Adding one property in tool registration fixes that :

Code: Select all

diff --git a/iron_age/hammer.lua b/iron_age/hammer.lua
index 879baa3..dfbbf73 100644
--- a/iron_age/hammer.lua
+++ b/iron_age/hammer.lua
@@ -156,6 +156,7 @@ if minetest.global_exists("wielded_light") then
 			damage_groups = {fleshy=4},
 		},
 		sound = {breaks = "default_tool_breaks"},
+		light_source = 12,
 		after_use = function(itemstack, user, node, digparams)
 			minetest.after(0.01, handler, user:get_player_name(), node)
 			itemstack:add_wear(digparams.wear)
Best regards
Micu

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Re: [Mod] Tech Age [techage]

by joe7575 » Post

Thanks Micu,

I fixed it.
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Re: [Mod] Tech Age [techage]

by racal » Post

Clarification -- does the hot biome temperature requirement also applies to TA4 street lamp solar cells, https://github.com/joe7575/techage/blob ... solar-cell?

Thanks.

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Re: [Mod] Tech Age [techage]

by joe7575 » Post

racal wrote:
Fri Aug 07, 2020 09:18
Clarification -- does the hot biome temperature requirement also applies to TA4 street lamp solar cells?
No, it always provides 1 ku power.
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Re: [Mod] Tech Age [techage]

by joe7575 » Post

Update:

v0.23 with many improvements is available on GitHub and ContentDB
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Re: [Mod] Tech Age [techage]

by micu » Post

Hi Joe,

Yesterday on your server we have found an issue with pump connected to TA3 Furnace Oil Burner - oil wasn't pumped from tank to furnace. I think I know where problem is. If you apply below fix, it starts to work.

Code: Select all

diff --git a/furnace/firebox.lua b/furnace/firebox.lua
index 401270f..69c1a90 100644
--- a/furnace/firebox.lua
+++ b/furnace/firebox.lua
@@ -82,10 +82,10 @@ end
 
 local _liquid = {
 	capa = fuel.CAPACITY,
-	fuel_cat = fuel.BT_OIL,
+	fuel_cat = fuel.BT_BITUMEN,
 	peek = liquid.srv_peek,
 	put = function(pos, indir, name, amount)
-		if fuel.valid_fuel(name, fuel.BT_OIL) then
+		if fuel.valid_fuel(name, fuel.BT_BITUMEN) then
 			local res = liquid.srv_put(pos, indir, name, amount)
 			if techage.is_activeformspec(pos) then
 				local nvm = techage.get_nvm(pos)
Basically, this setting was taken from Oil Burner for TA3 Power generator which works fine.

I compared techage.firebox.ValidOilFuels table in basis/firebox_lib.lua with techage.fuel.BT_* constants in basis/fuel_lib.lua and and names are a little ambiguous for me - especially when techage.fuel.valid_fuel function uses "less or equal" comparison (naming suggests that furnaces burn bitumen which is not true). Anyway, I hope my 5 cents here will help...

Best Regards
Micu

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Re: [Mod] Tech Age [techage]

by joe7575 » Post

Hi Micu,

Unfortunately, this is not an error.
According to https://github.com/joe7575/techage/blob ... oil-burner the "The oil burner can be operated with fuel oil, naphtha or gasoline".
The "<=" comparison is a logical "better than", which means the fuel must be better (lighter) than OIL.

The only error is that the firebox allows to add OIL manually, but this can be changed :)

You could ask, why is OIL not allowed?
My answer is: To force you to use the distillation tower.
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Re: [Mod] Tech Age [techage]

by micu » Post

Hello Joe,

Ok, thanks for explanation. If it is intentional and motivates to progress through technology, then indeed manual feeding of crude oil shouldn't be allowed. So it is time to construct tall metal tower ! :-)

Cheers
Micu

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Re: [Mod] Tech Age [techage]

by Jackknife » Post

Mod name conflicts, compost and mine cart, stamina.

I have no idea what the problem is, I checked and I didn’t see anything wrong.

More errors appeared after I got the world to load.

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