mywaynotthehighway wrote:Some items like the Tanks don't retain their values when dug
That shouldn't happen, unless you're using a version prior to 5.0.0-dev
Weirdly I just noticed if I play in creative and break a tank that has contents then I get the correct thing back however in survival I dont
I cannot reproduce this, sorry :/
By chance, are you using item_drop? I know for a fact that dropped item entities do not retain the appropriate metadata.
First alpha release of the year, Alpha 12 has been released on the ContentDB. It includes changes to fission reactors, new machine upgrades, bunch of fixes and more progress on the fusion reactor setup.
You should add a wind turbine generator to this mod, maybe build a structural of a big wind turbine with Rotor block spawning the blades in shape of entity?
NetYard5 wrote:My first nuclear reactor fission generator.
Ive finally got my answers from the last question about using fission, Im moving to how fusion reactor works for a bit, thanks to the Wiki!
Sweet! Currently there is no way to set up fusion because there's a few steps missing from the process. I'll announce when it's ready to use as always. You can however set up the torus and deuterium production already.
Chem871 wrote:In Technic, you could use corium to generate uranium for power, does this mod have anything like that? And, can a nuclear reactor melt down?
Yes, Wiki says when the core heated in around 80 will cause it melt down, I never tried it
Chem871 wrote:In Technic, you could use corium to generate uranium for power, does this mod have anything like that? And, can a nuclear reactor melt down?
Yes, Wiki says when the core heated in around 80 will cause it melt down, I never tried it
No, there is no corium (yet) and the meltdown is just the core node being removed. This will change.
did a singleplayer game with the mod running.
I laid out 10 solar panels in a row, connected them together, right clicked on one solar panel, toggled the button in the upper right, and i get this error.
2019-01-26 11:07:52: ERROR[Main]: Invalid tooltip element(3): '0,0;1,2.5;(c@#c60303)Energy Storage
2019-01-26 11:07:52: ERROR[Main]: (c@#c60303)(c@#ffffff)(c@#0399c6)Charge: 0 / 64 EpU(c@#ffffff)(c@#565656)
2019-01-26 11:07:52: ERROR[Main]: (c@#565656)Power Used / Generated: 0 EpU(c@#ffffff)'
2019-01-26 11:07:57: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'elepower_solar' in callback node_on_timer(): ...bin\..\mods\elepower-master\elepower_solar/generator.lua:72: attempt to call field 'raycast' (a nil value)
2019-01-26 11:07:57: ERROR[Main]: stack traceback:
2019-01-26 11:07:57: ERROR[Main]: ...bin\..\mods\elepower-master\elepower_solar/generator.lua:72: in function <...bin\..\mods\elepower-master\elepower_solar/generator.lua:38>
DoyleChris wrote:did a singleplayer game with the mod running.
I laid out 10 solar panels in a row, connected them together, right clicked on one solar panel, toggled the button in the upper right, and i get this error.
2019-01-26 11:07:52: ERROR[Main]: Invalid tooltip element(3): '0,0;1,2.5;(c@#c60303)Energy Storage
2019-01-26 11:07:52: ERROR[Main]: (c@#c60303)(c@#ffffff)(c@#0399c6)Charge: 0 / 64 EpU(c@#ffffff)(c@#565656)
2019-01-26 11:07:52: ERROR[Main]: (c@#565656)Power Used / Generated: 0 EpU(c@#ffffff)'
2019-01-26 11:07:57: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'elepower_solar' in callback node_on_timer(): ...bin\..\mods\elepower-master\elepower_solar/generator.lua:72: attempt to call field 'raycast' (a nil value)
2019-01-26 11:07:57: ERROR[Main]: stack traceback:
2019-01-26 11:07:57: ERROR[Main]: ...bin\..\mods\elepower-master\elepower_solar/generator.lua:72: in function <...bin\..\mods\elepower-master\elepower_solar/generator.lua:38>
Yes! I got the same problem too, this is a weird problem and wished to be fixed. I have to forcibly disable the elepower_solar in the mod configure and join the game and remove the unknown node to save world from keep crashing...
DoyleChris wrote:did a singleplayer game with the mod running.
I laid out 10 solar panels in a row, connected them together, right clicked on one solar panel, toggled the button in the upper right, and i get this error.
2019-01-26 11:07:52: ERROR[Main]: Invalid tooltip element(3): '0,0;1,2.5;(c@#c60303)Energy Storage
2019-01-26 11:07:52: ERROR[Main]: (c@#c60303)(c@#ffffff)(c@#0399c6)Charge: 0 / 64 EpU(c@#ffffff)(c@#565656)
2019-01-26 11:07:52: ERROR[Main]: (c@#565656)Power Used / Generated: 0 EpU(c@#ffffff)'
2019-01-26 11:07:57: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'elepower_solar' in callback node_on_timer(): ...bin\..\mods\elepower-master\elepower_solar/generator.lua:72: attempt to call field 'raycast' (a nil value)
2019-01-26 11:07:57: ERROR[Main]: stack traceback:
2019-01-26 11:07:57: ERROR[Main]: ...bin\..\mods\elepower-master\elepower_solar/generator.lua:72: in function <...bin\..\mods\elepower-master\elepower_solar/generator.lua:38>
This mod is for Minetest 5.0. You're using Minetest 0.4.x, which doesn't support those features
rubenwardy wrote:This mod is for Minetest 5.0. You're using Minetest 0.4.x, which doesn't support those features
maybe as of this, mods have to be signed also in subject text, what version they are for, or separate the mod threads ?
I am really confused about compatibly between 0.4.x and 5.0, but that is another thread worth
Human has no future (climate change)
If urgend, you find me in Roblox (as CNXThomas)
rubenwardy wrote:This mod is for Minetest 5.0. You're using Minetest 0.4.x, which doesn't support those features
maybe as of this, mods have to be signed also in subject text, what version they are for, or separate the mod threads ?
I am really confused about compatibly between 0.4.x and 5.0, but that is another thread worth
I don't understand what you're trying to say. The OP clearly states that this mod is for 5.0.0-dev.