Used several times. Works well, takes at least 3 blocks space (1 piston, 1 cable, 1 extra space for other cable pos).DoyleChris wrote:Linuxdirk, i used a sticky piston with a piece of lv/mv/hv cable and made it activate from a controller.
[Mod] Technic [0.4.16-dev] [technic]
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Re: [Mod] Technic [0.4.16-dev] [technic]
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Re: [Mod] Technic [0.4.16-dev] [technic]
This is what I currently do. But a Mesecons controlled switch just "feels better" (and takes less space for wiring and functionality.).Pyrollo wrote:Used several times. Works well, takes at least 3 blocks space (1 piston, 1 cable, 1 extra space for other cable pos).DoyleChris wrote:Linuxdirk, i used a sticky piston with a piece of lv/mv/hv cable and made it activate from a controller.
Re: [Mod] Technic [0.4.16-dev] [technic]
Hello all
Is there a way to have a "progressive mode" like in crafting guide mod ?
Or is there a way to disable unified inventory ?
Thanks !
Is there a way to have a "progressive mode" like in crafting guide mod ?
Or is there a way to disable unified inventory ?
Thanks !
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Re: [Mod] Technic [0.4.16-dev] [technic]
You shouldn't need unified inventory to use technic. It's not listed as a dependency anywhere. Just turn it off.
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Re: [Mod] Technic [0.4.16-dev] [technic]
How to make a "network"??
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Re: [Mod] Technic [0.4.16-dev] [technic]
I'm guessing you're getting an error message from a machine saying it's not connected to a network. You need to connect your power source, batteries, and machines with power cables.
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Re: [Mod] Technic [0.4.16-dev] [technic]
And use a switchbox!Nathan.S wrote:I'm guessing you're getting an error message from a machine saying it's not connected to a network. You need to connect your power source, batteries, and machines with power cables.
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Re: [Mod] Technic [0.4.16-dev] [technic]
I have used 9 "solar panels" and a "power monitor" and a "switchbox" and "hv cables" And it does working
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Re: [Mod] Technic [0.4.16-dev] [technic]
Anyone know how to make a simple connection between MV Grinder and MV Furnace using the Pipework Pnuematic Tube? Whenever I would grind an ore it won't transfer to the furnace. I already added 2 Control Logic Unit on each of them.
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Re: [Mod] Technic [0.4.16-dev] [technic]
Maybe I'm doing something wrong, but I read the manual and I can't find anything that would help me. The issue is that I have a LV fuel-powered generator wired to a LV furnace and a switching station. The LV furnace doesn't work. When the generator is on, the Switching station says that the demand is 300EU, but the furnace doesn't smelt anything and when I hover over it, it says "LV Furnace Unpowered".
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Re: [Mod] Technic [0.4.16-dev] [technic]
the LV furnace cooks things with power, you want the fuel-fired LV generator to make power.migdyn wrote:Maybe I'm doing something wrong, but I read the manual and I can't find anything that would help me. The issue is that I have a LV fuel-powered generator wired to a LV furnace and a switching station. The LV furnace doesn't work. When the generator is on, the Switching station says that the demand is 300EU, but the furnace doesn't smelt anything and when I hover over it, it says "LV Furnace Unpowered".
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Re: [Mod] Technic [0.4.16-dev] [technic]
Did you read the post completely? I said that I have a fuel-fired LV generator connected to a LV furnace and a switching station
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Re: [Mod] Technic [0.4.16-dev] [technic]
Can you post a screenshot of your setup?migdyn wrote:Did you read the post completely? I said that I have a fuel-fired LV generator connected to a LV furnace and a switching station
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Re: [Mod] Technic [0.4.16-dev] [technic]
h2odragon00 wrote:Can you post a screenshot of your setup?migdyn wrote:Did you read the post completely? I said that I have a fuel-fired LV generator connected to a LV furnace and a switching station
Last edited by MCL on Tue Aug 13, 2019 15:25, edited 1 time in total.
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Re: [Mod] Technic [0.4.16-dev] [technic]
Add a Batteriebox to store your generated energy.
Greetings, Clyde.
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Re: [Mod] Technic [0.4.16-dev] [technic]
But I currently don't need to store the energy. I think this should work without a batbox
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Re: [Mod] Technic [0.4.16-dev] [technic]
@h2odragon00: The Control Logic Unit makes the mv machine put its items out into a direction if in this direction is a tube. If the items shouldn't leave the furnace afterwards, don't add a control logic unit to it. Try putting tubes next to the grinder on all of its sides to see where the items come out.
@migdyn: The demand is higher than the supply, this setup can't work without a battery box.
@migdyn: The demand is higher than the supply, this setup can't work without a battery box.
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Re: [Mod] Technic [0.4.16-dev] [technic]
I checked in creative mode and it worked with a battery box, but I was wondering why, now I now thanks.
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Re: [Mod] Technic [0.4.16-dev] [technic]
Sounds like what needs to be added is a transistor gate (mesecons probably needs one of these too).Linuxdirk wrote:This is what I currently do. But a Mesecons controlled switch just "feels better" (and takes less space for wiring and functionality.).Pyrollo wrote:Used several times. Works well, takes at least 3 blocks space (1 piston, 1 cable, 1 extra space for other cable pos).DoyleChris wrote:Linuxdirk, i used a sticky piston with a piece of lv/mv/hv cable and made it activate from a controller.
Currently in mesecons a "transistor switch" can be simulated using an and-gate with a switch (other signal) as one input and a second input (that represents the output to switched on/off).
Code: Select all
SWITCH (or other signal)============
||
AND-GATE=====OUTPUT
||
INPUT signal========================
Truth Table:
============================
| SWITCH | INPUT | OUTPUT |
============================
| 0 | 0 | 0 |
| 0 | 1 | 0 |
| 1 | 0 | 0 |
| 1 | 1 | 1 |
============================
These tehnic-variants--of the logic gates--could check that the input and output cabling match -- such that one universal gate could be created for LV, MV, and HV -- they could also pass on a "signal" that indicates a valid network exists (ie in situations where the output is "off").
Last edited by neoh4x0r on Tue Aug 13, 2019 21:27, edited 1 time in total.
Re: [Mod] Technic [0.4.16-dev] [technic]
EDIT: any LV machine that can generate the missing 100EU will work....
-----------------------
As Clyde said, adding a battery box could help to boost your available power (up to 40,000EU).
It might be possible that you would not be able to charge the battery box at 200EU, since the
charge rate is 1000 EU.
At any rate, you need to add more power-generators to your setup...(easiest solution would be to add a second LV-fuel fired generator).
https://github.com/minetest-mods/techni ... or.lua#L17
https://github.com/minetest-mods/techni ... ce.lua#L14
https://github.com/minetest-mods/techni ... ox.lua#L12
migdyn wrote: When the generator is on, the Switching station says that the demand is 300EU, but the furnace doesn't smelt anything and when I hover over it, it says "LV Furnace Unpowered".
Clyde wrote:Add a Batteriebox to store your generated energy.
Greetings, Clyde.
TL;DR A LV-fuel fired generator only provides 200EU and you need 300EU....so, you need more power (100 EU).migdyn wrote:But I currently don't need to store the energy. I think this should work without a batbox
-----------------------
As Clyde said, adding a battery box could help to boost your available power (up to 40,000EU).
It might be possible that you would not be able to charge the battery box at 200EU, since the
charge rate is 1000 EU.
At any rate, you need to add more power-generators to your setup...(easiest solution would be to add a second LV-fuel fired generator).
https://github.com/minetest-mods/techni ... or.lua#L17
Code: Select all
technic.register_generator({tier="LV", supply=200})
Code: Select all
technic.register_electric_furnace({tier="LV", demand={300}, speed = 2})
Code: Select all
technic.register_battery_box({
tier = "LV",
max_charge = 40000,
charge_rate = 1000,
discharge_rate = 4000,
charge_step = 500,
discharge_step = 800,
})
Last edited by neoh4x0r on Wed Aug 14, 2019 09:04, edited 1 time in total.
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Re: [Mod] Technic [0.4.16-dev] [technic]
No, you don't need an additional generator. There is no such thing as a minimum charge rate for battery boxes, afaik. They just suck in every power that wasn't used by any machine in the current step and store this power. The battery box will always charge and discharge and the furnace will go on and off.neoh4x0r wrote:It might be possible that you would not be able to charge the battery box at 200EU, since the
charge rate is 1000 EU.
At any rate, you need to add more power-generators to your setup...(easiest solution would be to add a second LV-fuel fired generator).
Btw. looking into the code tells me, charge_rate, discharge_rate, charge_step and discharge_step are only used for tool charging. (See https://github.com/minetest-mods/techni ... ry_box.lua.)
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Re: [Mod] Technic [0.4.16-dev] [technic]
edit: just answered my own question.
ignore this :)
ignore this :)
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Re: [Mod] Technic [0.4.16-dev] [technic]
This mod is the best one I used so far. I mainly played it in creative for about 2 years, but now I realized its true potential, when I played with it in survival
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Re: [Mod] Technic [0.4.16-dev] [technic]
Is there a simple way to make the HV quarry not mine above the level it is placed at? I would really appreciate any guidance or help in figuring this out, if it is possible.
edit:
I went into mods/technic/technic/machines/HV/quarry.lua
and found...
local quarry_dig_above_nodes = 3 -- How far above the quarry we will dig nodes
This is the answer for anyone trying to put a quarry under your base or anything of the sort.
edit:
I went into mods/technic/technic/machines/HV/quarry.lua
and found...
local quarry_dig_above_nodes = 3 -- How far above the quarry we will dig nodes
This is the answer for anyone trying to put a quarry under your base or anything of the sort.
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Re: [Mod] Technic [0.4.16-dev] [technic]
Hi, I try to add Technic to the world but I got the following error:
2019-10-27 14:40:01: ERROR[Main]: ModError: Unresolved name conflicts for mods "technic_chests", "technic", "extranodes", "concrete", "mesecons_wires", "mesecons_walllever", "technic_cnc", "mesecons_switch", "mesecons_solarpanel", "mesecons_receiver", "mesecons_random", "mesecons_pressurep
2019-10-27 14:40:01: ERROR[Main]: lates", "mesecons_powerplant", "mesecons_doors", "mesecons_lamp", "mesecons_delayer", "mesecons_detector", "mesecons_extrawires", "mesecons_stickyblocks", "mesecons_gates", "mesecons_torch", "mesecons_microcontroller", "mesecons_commandblock", "mesecons",
2019-10-27 14:40:01: ERROR[Main]: "mesecons_pistons", "mesecons_button", "mesecons_hydroturbine", "mesecons_alias", "mesecons_fpga", "mesecons_luacontroller", "mesecons_blinkyplant", "mesecons_insulated", "mesecons_materials", "mesecons_lightstone", "mesecons_movestones", "technic_worldgen
2019-10-27 14:40:01: ERROR[Main]: ", "mesecons_mvps", "mesecons_noteblock".
2019-10-27 14:40:01: ERROR[Main]: Check debug.txt for the details.
2019-10-27 14:40:01: ERROR[Main]: ModError: Unresolved name conflicts for mods "technic_chests", "technic", "extranodes", "concrete", "mesecons_wires", "mesecons_walllever", "technic_cnc", "mesecons_switch", "mesecons_solarpanel", "mesecons_receiver", "mesecons_random", "mesecons_pressurep
2019-10-27 14:40:01: ERROR[Main]: lates", "mesecons_powerplant", "mesecons_doors", "mesecons_lamp", "mesecons_delayer", "mesecons_detector", "mesecons_extrawires", "mesecons_stickyblocks", "mesecons_gates", "mesecons_torch", "mesecons_microcontroller", "mesecons_commandblock", "mesecons",
2019-10-27 14:40:01: ERROR[Main]: "mesecons_pistons", "mesecons_button", "mesecons_hydroturbine", "mesecons_alias", "mesecons_fpga", "mesecons_luacontroller", "mesecons_blinkyplant", "mesecons_insulated", "mesecons_materials", "mesecons_lightstone", "mesecons_movestones", "technic_worldgen
2019-10-27 14:40:01: ERROR[Main]: ", "mesecons_mvps", "mesecons_noteblock".
2019-10-27 14:40:01: ERROR[Main]: Check debug.txt for the details.
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