[Mod] Technic [0.4.16-dev] [technic]

u34

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

by u34 » Post

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.

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

by ABJ » Post

The hell did I say that for?

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

by kaeza » Post

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

by ABJ » Post

I doubt a whole lot of people would do that though.

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

by Inocudom » Post

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.

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by Hybrid Dog » Post

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.

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

by Byakuren » Post

It's been fixed already, light_source was set as a string for some nodes.
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Re: [Mod] Technic [0.4.11] [technic]

by Jesseman1 » Post

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?

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by Hybrid Dog » Post

l assume they asks for your minetest version number.

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

by Desour » Post

you could tell both, OS and Minetest version number
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Re: [Mod] Technic [0.4.11] [technic]

by Fixer » Post

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.

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

by GreenXenith » Post

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).
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by Hybrid Dog » Post

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

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Re:

by GreenXenith » Post

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?
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by Hybrid Dog » Post

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.

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Re:

by GreenXenith » Post

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:
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by Hybrid Dog » Post

How about this:

Code: Select all

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

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Re:

by GreenXenith » Post

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?
Last edited by GreenXenith on Sat Jan 07, 2017 18:16, edited 1 time in total.
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Re:

by Fixer » Post

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.

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

by Andrey01 » Post

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?

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by Hybrid Dog » Post

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.

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

by jakab » Post

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.

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

by Desour » Post

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

by Cage » Post

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.

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

by GreenXenith » Post

Movestones are part of Mesecons
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