[MOD] voltbuild, a fork of itest [voltbuild]

emmetcooper
Member
 
Posts: 13
Joined: Sat Nov 02, 2013 19:10

by emmetcooper » Sun Nov 03, 2013 14:01

ElectricSolstice wrote:
emmetcooper wrote:Sure :)

Technic
Technic WorldGen
Technic Chests
Army
Concrete
ExtraNodes
Pipeworks
MoreBlocks
MoreOres
MoreTrees
Farming Plus
Home Decor
Framed Glass
Infrastructure
Craft Guide
Mesecon
Plant Life
Scuba
Stargate
Streets
Unified Dyes
Unified Inventory
VoltBuild

:D

I'm trying to make a MineTest Version of Feed The Beast. :D


Cool, thanks for including my mod in the modpack ^_^ Interesting that you would pick both my mod and technic though. The two mods are kinda alternatives to the other as our electric systems are completely different.

I'll try getting all those mods installed to see if i pick up any bugs.



No problem. :D. Actually me and my friend stopped working on our minecraft mod and decided to focus on this. :D Much more fun to mod and more things to try out. :D I'll try to make some sort of energy bridge for voltbuild and technic. It would be a good starting point for intercompatibility. :)
 

ElectricSolstice
Member
 
Posts: 90
Joined: Tue Aug 20, 2013 02:00

by ElectricSolstice » Sun Nov 03, 2013 14:13

emmetcooper wrote:
ElectricSolstice wrote:
emmetcooper wrote:Sure :)

Technic
Technic WorldGen
Technic Chests
Army
Concrete
ExtraNodes
Pipeworks
MoreBlocks
MoreOres
MoreTrees
Farming Plus
Home Decor
Framed Glass
Infrastructure
Craft Guide
Mesecon
Plant Life
Scuba
Stargate
Streets
Unified Dyes
Unified Inventory
VoltBuild

:D

I'm trying to make a MineTest Version of Feed The Beast. :D


Cool, thanks for including my mod in the modpack ^_^ Interesting that you would pick both my mod and technic though. The two mods are kinda alternatives to the other as our electric systems are completely different.

I'll try getting all those mods installed to see if i pick up any bugs.



No problem. :D. Actually me and my friend stopped working on our minecraft mod and decided to focus on this. :D Much more fun to mod and more things to try out. :D I'll try to make some sort of energy bridge for voltbuild and technic. It would be a good starting point for intercompatibility. :)


Cool ^_^ if you make some intercompatibility, I might add it to my mod. Just let me know if you used anyone else's code in that intercompatibility so I can know which licenses it's under and maybe even who to give credit to.

Oh, and check your lua_api.txt file that came with your minetest if you know where it is and check for the word Voxel. If it contains it, then good, but if not, then the on_blast function of the nuclear reactor probably isn't compatible with your version of minetest. If you can't find the lua_api.txt, you can always put uranium and a nuclear_reaction_chamber into a reactor to watch it blow up and see if there's an error lol. Just test this on a new world though, not one you care about.

If it turns out that your version of minetest doesn't have VoxelManip, then the on_blast of the reactor would probably have to be changed to use the original on_blast from the git commit eb330e1a94e13b2ca9b0d4121633bc98d34b0ee8
Are you comfortable enough working with git and modding to do this on your own if needed? :3
Last edited by ElectricSolstice on Sun Nov 03, 2013 14:14, edited 1 time in total.
 

emmetcooper
Member
 
Posts: 13
Joined: Sat Nov 02, 2013 19:10

by emmetcooper » Sun Nov 03, 2013 14:37

[spoiler]
ElectricSolstice wrote:
emmetcooper wrote:
ElectricSolstice wrote:
Cool, thanks for including my mod in the modpack ^_^ Interesting that you would pick both my mod and technic though. The two mods are kinda alternatives to the other as our electric systems are completely different.

I'll try getting all those mods installed to see if i pick up any bugs.



No problem. :D. Actually me and my friend stopped working on our minecraft mod and decided to focus on this. :D Much more fun to mod and more things to try out. :D I'll try to make some sort of energy bridge for voltbuild and technic. It would be a good starting point for intercompatibility. :)


Cool ^_^ if you make some intercompatibility, I might add it to my mod. Just let me know if you used anyone else's code in that intercompatibility so I can know which licenses it's under and maybe even who to give credit to.

Oh, and check your lua_api.txt file that came with your minetest if you know where it is and check for the word Voxel. If it contains it, then good, but if not, then the on_blast function of the nuclear reactor probably isn't compatible with your version of minetest. If you can't find the lua_api.txt, you can always put uranium and a nuclear_reaction_chamber into a reactor to watch it blow up and see if there's an error lol. Just test this on a new world though, not one you care about.

If it turns out that your version of minetest doesn't have VoxelManip, then the on_blast of the reactor would probably have to be changed to use the original on_blast from the git commit eb330e1a94e13b2ca9b0d4121633bc98d34b0ee8
Are you comfortable enough working with git and modding to do this on your own if needed? :3
[/spoiler]


For the meantime, I might need to this alone. So I could learn and expand my skills. :D My skills aren't exactly that great compared to you guys. :D
I came from minecraft modding. Specifically Forge. So everything here will be a fresh start. But will sure be a fun one. :D But in-case will it be ok if i ask you a few questions from time to time during the development of my mod? When the time comes that my mod got lucky enough to be stable for public release, I will contact and inform you first before I'll post a thread. Then we can collaborate and expand our mods even more. :D Thank you so much for this awesome mod. :D
Last edited by emmetcooper on Sun Nov 03, 2013 14:38, edited 1 time in total.
 

emmetcooper
Member
 
Posts: 13
Joined: Sat Nov 02, 2013 19:10

by emmetcooper » Sun Nov 03, 2013 14:46

This is the error i got when both Voltbuild and technic is enabled. I ran this on my dev version.

[spoiler]
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
22:44:03: ERROR[main]: Error loading mod "voltbuild": LuaError: Number of registerable nodes (4096) exceeded (voltbuild:gold_cable2_101010)
22:44:03: ERROR[main]: stack traceback:
22:44:03: ERROR[main]:     [C]: in function 'register_item_raw'
22:44:03: ERROR[main]:     ...top/minetest-master/bin/../builtin/misc_register.lua:153: in function 'register_item'
22:44:03: ERROR[main]:     ...top/minetest-master/bin/../builtin/misc_register.lua:158: in function 'register_node'
22:44:03: ERROR[main]:     /root/.minetest/mods/voltbuild/cables.lua:307: in function 'register_cable'
22:44:03: ERROR[main]:     /root/.minetest/mods/voltbuild/cables.lua:331: in function 'register_cables'
22:44:03: ERROR[main]:     /root/.minetest/mods/voltbuild/cables.lua:339: in main chunk
22:44:03: ERROR[main]:     [C]: in function 'dofile'
22:44:03: ERROR[main]:     /root/.minetest/mods/voltbuild/init.lua:124: in main chunk
22:44:03: ERROR[main]: Server: Failed to load and run /root/.minetest/mods/voltbuild/init.lua
22:44:03: ERROR[main]: ModError: Failed to load and run /root/.minetest/mods/voltbuild/init.lua
[/spoiler]

The world can only load if one of either voltbuild or technic is disabled. In this case, i disabled technic and it ran perfectly. I'm guessing it was triggered by some sort of item conflict between the two mods. Like in minecraft modding, it's like ID conflicts. Hope this helps you fix it. :)
Last edited by emmetcooper on Sun Nov 03, 2013 14:48, edited 1 time in total.
 

ElectricSolstice
Member
 
Posts: 90
Joined: Tue Aug 20, 2013 02:00

by ElectricSolstice » Sun Nov 03, 2013 14:59

emmetcooper wrote:This is the error i got when both Voltbuild and technic is enabled. I ran this on my dev version.

[spoiler]
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
22:44:03: ERROR[main]: Error loading mod "voltbuild": LuaError: Number of registerable nodes (4096) exceeded (voltbuild:gold_cable2_101010)
22:44:03: ERROR[main]: stack traceback:
22:44:03: ERROR[main]:     [C]: in function 'register_item_raw'
22:44:03: ERROR[main]:     ...top/minetest-master/bin/../builtin/misc_register.lua:153: in function 'register_item'
22:44:03: ERROR[main]:     ...top/minetest-master/bin/../builtin/misc_register.lua:158: in function 'register_node'
22:44:03: ERROR[main]:     /root/.minetest/mods/voltbuild/cables.lua:307: in function 'register_cable'
22:44:03: ERROR[main]:     /root/.minetest/mods/voltbuild/cables.lua:331: in function 'register_cables'
22:44:03: ERROR[main]:     /root/.minetest/mods/voltbuild/cables.lua:339: in main chunk
22:44:03: ERROR[main]:     [C]: in function 'dofile'
22:44:03: ERROR[main]:     /root/.minetest/mods/voltbuild/init.lua:124: in main chunk
22:44:03: ERROR[main]: Server: Failed to load and run /root/.minetest/mods/voltbuild/init.lua
22:44:03: ERROR[main]: ModError: Failed to load and run /root/.minetest/mods/voltbuild/init.lua
[/spoiler]

The world can only load if one of either voltbuild or technic is disabled. In this case, i disabled technic and it ran perfectly. I'm guessing it was triggered by some sort of item conflict between the two mods. Like in minecraft modding, it's like ID conflicts. Hope this helps you fix it. :)


O_O Looking at that error, sounds like there's a limit on how many mods can be used because it's saying you reached the limit for number of different types of nodes. Not sure if I can fix that because that would be in minetest itself. Both my mod and technic's mod adds numerous cable nodes to make them appear to connect to things like they do, so maybe as part of the intercompatibility, find a way to use one or the other mod's cable nodes and just cram both of the mods cable functionality into the compatibility nodes.

Also, just added a configuration option to use the older nuclear blast, so no worries on that part. However, the newer nuclear blast is recommended if you have VoxelManip support in your minetest version. If not, make sure your minetest is not running and then add
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
use_old_voltbuild_blasts = true

to your minetest.conf or just change the first line of the nuclear_reactor.lua file to equal true if you want it as default in your modpack.

EDIT
Another option could probably be just to only add one type of node for each cable. However, this means you'd have to do without the visuals of the cables looking like they'd connect because then the cables will always just look the same no matter what machine is next to them.
Last edited by ElectricSolstice on Sun Nov 03, 2013 15:10, edited 1 time in total.
 

emmetcooper
Member
 
Posts: 13
Joined: Sat Nov 02, 2013 19:10

by emmetcooper » Sun Nov 03, 2013 15:10

If I'm allowed to, I'm gonna take a look at how technic implemented their cables and wiring. I have a feeling that the error lies in the cables of the 2 mod. :D It's just a theory but may lead us to something. :D Also, I'll research if there is a limit to how many items can be added into minetest. I'm guessing there's no limit. Cuz it doesn't have a IDs or some sort like how minecraft implemented it. Cuz I can keep on adding more mods into minetest and still make it work. Just making sure that voltbuild and technic is not enabled together. So for now, I don't think there's an actual limit. Maybe the RAM. :D
 

User avatar
Inocudom
Member
 
Posts: 2889
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Sun Nov 03, 2013 15:15

Is there a server that uses this mod?
 

ElectricSolstice
Member
 
Posts: 90
Joined: Tue Aug 20, 2013 02:00

by ElectricSolstice » Sun Nov 03, 2013 15:16

emmetcooper wrote:If I'm allowed to, I'm gonna take a look at how technic implemented their cables and wiring. I have a feeling that the error lies in the cables of the 2 mod. :D It's just a theory but may lead us to something. :D Also, I'll research if there is a limit to how many items can be added into minetest. I'm guessing there's no limit. Cuz it doesn't have a IDs or some sort like how minecraft implemented it. Cuz I can keep on adding more mods into minetest and still make it work. Just making sure that voltbuild and technic is not enabled together. So for now, I don't think there's an actual limit. Maybe the RAM. :D


Most mods don't add cables that connect either :3 So, maybe if you could find another mod with cables or tubes that appear to connect, you could try adding that mod to see if it would still load. And yeah, it probably is the cables because the cables add a lot of nodes. Based on your error, i think you probably have a limit of 4096 nodes, but who knows. Anyways, good luck with this modpack and hope you learn a lot ^_^
Last edited by ElectricSolstice on Sun Nov 03, 2013 15:17, edited 1 time in total.
 

ElectricSolstice
Member
 
Posts: 90
Joined: Tue Aug 20, 2013 02:00

by ElectricSolstice » Sun Nov 03, 2013 15:17

Inocudom wrote:Is there a server that uses this mod?

None that I know of and with servers already using technic, probably not going to be soon.
 

emmetcooper
Member
 
Posts: 13
Joined: Sat Nov 02, 2013 19:10

by emmetcooper » Sun Nov 03, 2013 15:56

ElectricSolstice wrote:
Inocudom wrote:Is there a server that uses this mod?

None that I know of and with servers already using technic, probably not going to be soon.



I guess i have to hurry up on fixing compatibility so voltbuild will receive attention that it deserves.
 

emmetcooper
Member
 
Posts: 13
Joined: Sat Nov 02, 2013 19:10

by emmetcooper » Sun Nov 03, 2013 16:48

I've checked my lua_api.txt. Everything you've specified was there. Voxel and voxel_manip(). Looks like we both have the same version. :)
 

User avatar
LionsDen
Member
 
Posts: 525
Joined: Thu Jun 06, 2013 03:19

by LionsDen » Sun Nov 03, 2013 16:59

On the older 0.4.7 version of minetest there was a limit of 4,096 nodes total. Supposedly, in the newer dev versions that should be higher so if you are using a dev version of minetest and getting that error then you should likely report it in the bugs for the minetest itself because that shouldn't be the fault of the mods.
 

ElectricSolstice
Member
 
Posts: 90
Joined: Tue Aug 20, 2013 02:00

by ElectricSolstice » Sun Nov 17, 2013 22:47

More documentation has been added and the crafts.txt file was improved a bit. Also, a text file tutorial was added. The instructions are all in text, so there are no pictures along with it.

First Tutorial!!!

Although, some of the paragraphs might be a bit lengthy, but hopefully someone finds it useful.
 

ElectricSolstice
Member
 
Posts: 90
Joined: Tue Aug 20, 2013 02:00

by ElectricSolstice » Sun Dec 08, 2013 01:30

A new tool was added. It's a short range teleportation glove that teleports you around where you right click when holding the glove. It's a high voltage tool, meaning charge it up in an mfs unit. Takes a decent amount to charge up, so a nuclear reactor or equivalent amount of energy recommended to power the mfs unit that is charging it.
 

User avatar
JPRuehmann
Member
 
Posts: 334
Joined: Fri Mar 21, 2014 21:40

Re: [MOD] voltbuild, a fork of itest [voltbuild]

by JPRuehmann » Sun Apr 20, 2014 06:55

Hello
Like to try out, but it is incompatible with the specialities mod.
https://forum.minetest.net/viewtopic.php?id=3343
If I enable Voltbuild Specialities stop counting.
How can I fix that?
Thanks,
JPR
 

ElectricSolstice
Member
 
Posts: 90
Joined: Tue Aug 20, 2013 02:00

Re: [MOD] voltbuild, a fork of itest [voltbuild]

by ElectricSolstice » Wed Apr 23, 2014 02:58

JPRuehmann wrote:Hello
Like to try out, but it is incompatible with the specialities mod.
https://forum.minetest.net/viewtopic.php?id=3343
If I enable Voltbuild Specialities stop counting.
How can I fix that?
Thanks,
JPR


Looks like it's due to the voltbuild mod overriding the function minetest.node_dig
Comparing the override to the original function, looks like it might've been changed to help the previous modder with debugging. As such, all you would have to do now is redownload the voltbuild mod since I pushed up a fix to just get rid of the override and the file it was contained in. Thanks for pointing out this incompatibility. The only thing is that the voltbuild tools still probably won't add to your experience, but the regular tools now should add experience. Let me know if you have other troubles with voltbuild and I'll get back to you... eventually lol.

So, in short, the fix is either to reinstall voltbuild or to just update your current one with git pull.
 

Nore
Member
 
Posts: 468
Joined: Wed Nov 28, 2012 11:35
GitHub: Ekdohibs

Re: [MOD] voltbuild, a fork of itest [voltbuild]

by Nore » Sat Apr 26, 2014 05:39

Actually, what happened was that the override in node_dig got merged later... So it is not needed anymore.
 

User avatar
JPRuehmann
Member
 
Posts: 334
Joined: Fri Mar 21, 2014 21:40

Re: [MOD] voltbuild, a fork of itest [voltbuild]

by JPRuehmann » Sat Apr 26, 2014 08:27

Hello
Updated it, works now.
Thanks
JPR
 

Previous

Return to Mod Releases

Who is online

Users browsing this forum: No registered users and 45 guests

cron