[Mod] Chemistry [0.04]

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philipbenr
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Re: [Mod] Chemistry [0.04]

by philipbenr » Post

OK. I didn't want to look at the first page.

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Bas080
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Re: [Mod] Chemistry [0.04]

by Bas080 » Post

Looking good, I really like the periodic table gui.

I would like to see an overview of all the elements that can be made and how that should be done. A sort of craft guide but then what steps to take to get a certain substance.

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philipbenr
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Re: [Mod] Chemistry [0.04]

by philipbenr » Post

Yes, that would be nice. Just a simple image here on the forums (if that's not what you meant) would be ample for me...

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Bas080
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Re: [Mod] Chemistry [0.04]

by Bas080 » Post

In-game would be more nicer

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Re: [Mod] Chemistry [0.04]

by Bas080 » Post


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philipbenr
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Re: [Mod] Chemistry [0.04]

by philipbenr » Post

True, it would be much nicer.....

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Re: [Mod] Chemistry [0.04]

by Cryterion » Post

Small update is required to keep this mod compatible with the latest technic mod.

Machine Registration need to change from

technic.register_LV_machine( "chemistry:machinename","RE") --> technic.register_machine("LV","chemistry:machinename","RE)

same as for the MV machines, just use MV instead of LV.

needed for Distiller, Gas_Collector, Gas_Condensor and Molecular_Crafting.
There's 2 at the end of each the 4 .lua files for the inactive/active versions.
No trees or animals were hurt in the production of this message. However, a large number of Electrons were temporarily inconvenienced.

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Cryterion
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Re: [Mod] Chemistry [0.04]

by Cryterion » Post

Doesn't seem to be anyone maintaining this mod anymore :(

So here's and update that is in process :-
https://sourceforge.net/projects/chemis ... est/files/
Not fully tested and completed to what the original was, should get there in the next day or so.
Then will start fully testing and adding more to it.
No trees or animals were hurt in the production of this message. However, a large number of Electrons were temporarily inconvenienced.

dannyplaysminetest
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Re: [Mod] Chemistry [0.04]

by dannyplaysminetest » Post

Thanks for this cool mod, i´m playing ¨Breaking Bad¨ in minetest lol! yesterday i created a huge underground Cannabis Farm, now i can turn it into a Meth-Lab with these new items, and with the currency mod installed as wel i could even sell stuff to other players like seeds, drugs and now the chemical elements as wel, soon more recipes and illegal products wil be availble in my city lol, thanks! ^_^

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Re: [Mod] Chemistry [0.04]

by csirolli » Post

I am considering taking this mod and building off of it, and make it part of a modpack and/or game that I am currently developing.

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Re: [Mod] Chemistry [0.04]

by Phoenixflo44 » Post

Code: Select all

2018-05-18 18:57:36: WARNING[Main]: Not registering alias, item with same name is already defined: air -> chemistry:air
2018-05-18 18:57:36: ERROR[Main]: ModError: Failed to load and run script from /home/spike/.minetest/worlds/m16/worldmods/chemistry/init.lua:
2018-05-18 18:57:36: ERROR[Main]: ...e/.minetest/worlds/m16/worldmods/chemistry/distiller.lua:207: attempt to call field 'register_LV_machine' (a nil value)
2018-05-18 18:57:36: ERROR[Main]: stack traceback:
2018-05-18 18:57:36: ERROR[Main]: 	...e/.minetest/worlds/m16/worldmods/chemistry/distiller.lua:207: in main chunk
2018-05-18 18:57:36: ERROR[Main]: 	[C]: in function 'dofile'
2018-05-18 18:57:36: ERROR[Main]: 	.../spike/.minetest/worlds/m16/worldmods/chemistry/init.lua:3: in main chunk
2018-05-18 18:57:36: ERROR[Main]: Siehe debug.txt für Details.
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