[Mod] Ocular Networks [ocular_networks]

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PolySaken
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[Mod] Ocular Networks [ocular_networks]

by PolySaken » Fri Sep 07, 2018 06:38

Image
...is a mod implementing a bunch of machines that allow you to create powerful tools, automate systems and make many things easier.
the machines and materials can be expensive, but are definitely worth it.

This mod features an in game guide, but it is recommended to use unified_inventory for recipes.
ImageImageImage
Image
+ Depends

+ screenshots


License of textures and code: CC-BY-SA 4.0
Last edited by PolySaken on Tue Jul 02, 2019 02:27, edited 14 times in total.
 

Chem871
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Re: [Mod] Ocular Networks [ocular_networks]

by Chem871 » Fri Sep 07, 2018 19:52

What version of minetest does it require, and what are the mod dependencies?
What is SCP-055 again? I forgot.
 

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Re: [Mod] Ocular Networks [ocular_networks]

by Stix » Fri Sep 07, 2018 20:01

Chem871 wrote:What version of minetest does it require, and what are the mod dependencies?

And where is the wiki? Or does it have one yet?
Hey, what can i say? I'm the bad guy.
Next release of your favorite game? "Bugfixes" --Wuzzy
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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Sat Sep 08, 2018 02:06

Oh sorry I forgot all that. It works in 0.4.16 and 0.4.17 but not 5.0.0.
I'll add it all to the main post.
 

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Sat Sep 08, 2018 22:14

Stix wrote:
Chem871 wrote:What version of minetest does it require, and what are the mod dependencies?

And where is the wiki? Or does it have one yet?

I'm working on adding an in-game guide.
 

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Re: [Mod] Ocular Networks [ocular_networks]

by LegoLogger » Tue Sep 11, 2018 01:10

Looks awesome. I'll have to try it out.

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Re: [Mod] Ocular Networks [ocular_networks]

by ManElevation » Tue Sep 18, 2018 13:44

this happened after i placed a block from this mod
im using 4.17.1
Code: Select all
2018-09-18 15:43:20: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'ocular_networks' in callback LuaABM::trigger(): ...st-0.4.17.1-win64\bin\..\mods\ocular_networks/update.lua:196: attempt to index field 'moderator_whitelist' (a nil value)
2018-09-18 15:43:20: ERROR[Main]: stack traceback:
2018-09-18 15:43:20: ERROR[Main]:    ...st-0.4.17.1-win64\bin\..\mods\ocular_networks/update.lua:196: in function <...st-0.4.17.1-win64\bin\..\mods\ocular_networks/update.lua:188>
2018-09-18 15:43:20: ACTION[Server]: ManElevation leaves game. List of players:
2018-09-18 15:43:20: WARNING[Server]: ScriptApiBase::objectrefGetOrCreate(): Pushing ObjectRef to removed/deactivated object, this is probably a bug.
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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Wed Sep 19, 2018 08:48

ManElevation wrote:this happened after i placed a block from this mod
im using 4.17.1
Code: Select all
2018-09-18 15:43:20: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'ocular_networks' in callback LuaABM::trigger(): ...st-0.4.17.1-win64\bin\..\mods\ocular_networks/update.lua:196: attempt to index field 'moderator_whitelist' (a nil value)
2018-09-18 15:43:20: ERROR[Main]: stack traceback:
2018-09-18 15:43:20: ERROR[Main]:    ...st-0.4.17.1-win64\bin\..\mods\ocular_networks/update.lua:196: in function <...st-0.4.17.1-win64\bin\..\mods\ocular_networks/update.lua:188>
2018-09-18 15:43:20: ACTION[Server]: ManElevation leaves game. List of players:
2018-09-18 15:43:20: WARNING[Server]: ScriptApiBase::objectrefGetOrCreate(): Pushing ObjectRef to removed/deactivated object, this is probably a bug.

add a file to your world folder called ocular_networks_config and put this in it:
Code: Select all
ocular_networks.config.live.moderator_whitelist["singleplayer"] = true

this is a temp fix, actually fixing bug now.
Last edited by PolySaken on Wed Sep 19, 2018 09:00, edited 1 time in total.
 

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Wed Sep 19, 2018 08:50

done
It was an error from me removing unnecessary lines from the config file, and accidentally removing that one.
 

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Fri Dec 14, 2018 04:36

I'm done with a job I was working on and have started making the in-game guide for ocular_networks. I've also fixed the armor compatibility errors and some other minor bugs.
Click "Latest Build" at the top to download 1.14.2
 

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Sat Dec 22, 2018 08:55

Image
A fully automated mining system with trash removal.
It's possible to fully automate sorting, smelting and alloying as an addon to this system.
 

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Thu Feb 21, 2019 08:45

Compatibility Update!
now compatible with
- technic
- basic_machines

also I added a formspec bg texture
screenshot_20190221_195731.png
(237.8 KiB) Not downloaded yet

screenshot_20190221_200432.png
(205.76 KiB) Not downloaded yet
 

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Fri Feb 22, 2019 06:30

Added steam generator and grass-based photosynthesis generator
 

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Tue Feb 26, 2019 22:24

Lone_Wolf wrote:+1 for the cool mod
+10 for the custom download button lol

thanks!
 

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Thu Jun 20, 2019 00:56

BIG Update!
- Ocular Networks Is now directly compatible with mesecons.
- Added sounds to everything
- Ocular networks is now indirectly compatible with everything
- mod now fully works in 5.0x
- config file easier to read
- added chunkloader
 

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Re: [Mod] Ocular Networks [ocular_networks]

by Linuxdirk » Thu Jun 20, 2019 09:27

PolySaken wrote:- config file easier to read

Maybe make the config file world-specific, too. So multiple servers can use the same instance of the mod without having to share the configuration.
 

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Fri Jun 21, 2019 04:02

Linuxdirk wrote:
PolySaken wrote:- config file easier to read

Maybe make the config file world-specific, too. So multiple servers can use the same instance of the mod without having to share the configuration.

You can put a copy of config.txt (the main one) called ocular_networks_config.txt in the world folder.
But your reply has alerted me to an error with loading this file, so thankyou anyway.
 

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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Fri Jun 21, 2019 04:48

Image
Armor sets have been added for every feasible material!
Zweinium - Silicotin - Shimmering Alloy - Luminium - Lumigold
Edit: I also added a tool repairer lel
 

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Re: [Mod] Ocular Networks [ocular_networks]

by Lone_Wolf » Mon Jul 01, 2019 00:18

PolySaken wrote:I need some opinions on my new topic format

It's a bit big IMO
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Re: [Mod] Ocular Networks [ocular_networks]

by PolySaken » Mon Jul 01, 2019 04:14

Lone_Wolf wrote:
PolySaken wrote:I need some opinions on my new topic format

It's a bit big IMO
Image

I made three sizes for each button. should i use this one?
Image
 

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