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

artur99
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by artur99 » Fri Aug 02, 2013 20:40

Why this error:
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
23:38:00: ACTION[ServerThread]: singleplayer punches object 2: LuaEntitySAO at (-36.5531,6,65.1673)
23:38:02: ACTION[ServerThread]: singleplayer punches object 3: LuaEntitySAO at (-35.5525,4.65,73.1209)
23:38:03: ACTION[ServerThread]: singleplayer punches object 8: LuaEntitySAO at (-31.2811,2.8,73.5408)
23:38:14: ERROR[main]: ServerEnvironment::deactivateFarObjects(): id=7 m_static_exists=true but static data doesn't actually exist in (-2,-3,4)
WARNING: StaticObjectList::remove(): id=7 not found
23:38:19: ERROR[main]: mod "extranodes" has unsatisfied dependencies:  "technic_worldgen"
23:38:19: ERROR[main]: mod "item_drop" has unsatisfied dependencies:  "technic"
23:38:19: ERROR[main]: mod "technic" has unsatisfied dependencies:  "moretrees" "pipeworks"
23:38:19: ERROR[main]: mod "technic_chests" has unsatisfied dependencies:  "pipeworks"
23:38:19: ERROR[main]: mod "technic_worldgen" has unsatisfied dependencies:  "technic"
23:38:19: ERROR[main]: mod "wrench" has unsatisfied dependencies:  "technic" "technic_chests"
23:38:19: ACTION[main]: [MOD]inventory_plus -- loaded from E:\Jocuri\minetest-0.4.7\bin\..\games\minetest_game\mods\inventory_plus
23:38:19: ACTION[main]: [MOD]home_gui -- loaded from E:\Jocuri\minetest-0.4.7\bin\..\games\minetest_game\mods\home_gui
23:38:19: ACTION[main]: [MOD]bags -- loaded from E:\Jocuri\minetest-0.4.7\bin\..\games\minetest_game\mods\bags
23:38:19: ACTION[main]: [MOD]node_owner -- loaded from E:\Jocuri\minetest-0.4.7\bin\..\games\minetest_game\mods\node_owner
[moreores] loaded.
[Junglegrass] Loaded!
[HomeDecor] Loaded!
[UnifiedDyes] Loaded!
[Colored Wood] Loaded!
[MESEcons] Main mod Loaded!
[BobBlocks By minetest@rabbibob.com] Version 0.0.6 loaded!
[stargate] Error loading data! Creating new file.
23:38:20: ACTION[main]:         .__               __                   __   
23:38:20: ACTION[main]:   _____ |__| ____   _____/  |_  ____   _______/  |_
23:38:20: ACTION[main]:  /     \|  |/    \_/ __ \   __\/ __ \ /  ___/\   __\
23:38:20: ACTION[main]: |  Y Y  \  |   |  \  ___/|  | \  ___/ \___ \  |  | 
23:38:20: ACTION[main]: |__|_|  /__|___|  /\___  >__|  \___  >____  > |__| 
23:38:20: ACTION[main]:       \/        \/     \/          \/     \/       
23:38:20: ACTION[main]: World at [E:\Jocuri\minetest-0.4.7\bin\..\worlds\fd]
23:38:20: ACTION[main]: Server for gameid="minetest" listening on port 30011.
creative inventory size: 1370
23:38:20: ACTION[ServerThread]: announcing to servers.minetest.net
on_newplayer
Unified Inventory. inventory size: 1370
23:38:23: ACTION[ServerThread]: singleplayer joins game. List of players: singleplayer
Font size: 8 17
Mods: Secret Mod
Contact: PM here or skype: artur1999skype
 

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Evergreen
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by Evergreen » Fri Aug 02, 2013 20:47

artur99 wrote:Why this error:
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
23:38:00: ACTION[ServerThread]: singleplayer punches object 2: LuaEntitySAO at (-36.5531,6,65.1673)
23:38:02: ACTION[ServerThread]: singleplayer punches object 3: LuaEntitySAO at (-35.5525,4.65,73.1209)
23:38:03: ACTION[ServerThread]: singleplayer punches object 8: LuaEntitySAO at (-31.2811,2.8,73.5408)
23:38:14: ERROR[main]: ServerEnvironment::deactivateFarObjects(): id=7 m_static_exists=true but static data doesn't actually exist in (-2,-3,4)
WARNING: StaticObjectList::remove(): id=7 not found
23:38:19: ERROR[main]: mod "extranodes" has unsatisfied dependencies:  "technic_worldgen"
23:38:19: ERROR[main]: mod "item_drop" has unsatisfied dependencies:  "technic"
23:38:19: ERROR[main]: mod "technic" has unsatisfied dependencies:  "moretrees" "pipeworks"
23:38:19: ERROR[main]: mod "technic_chests" has unsatisfied dependencies:  "pipeworks"
23:38:19: ERROR[main]: mod "technic_worldgen" has unsatisfied dependencies:  "technic"
23:38:19: ERROR[main]: mod "wrench" has unsatisfied dependencies:  "technic" "technic_chests"
23:38:19: ACTION[main]: [MOD]inventory_plus -- loaded from E:\Jocuri\minetest-0.4.7\bin\..\games\minetest_game\mods\inventory_plus
23:38:19: ACTION[main]: [MOD]home_gui -- loaded from E:\Jocuri\minetest-0.4.7\bin\..\games\minetest_game\mods\home_gui
23:38:19: ACTION[main]: [MOD]bags -- loaded from E:\Jocuri\minetest-0.4.7\bin\..\games\minetest_game\mods\bags
23:38:19: ACTION[main]: [MOD]node_owner -- loaded from E:\Jocuri\minetest-0.4.7\bin\..\games\minetest_game\mods\node_owner
[moreores] loaded.
[Junglegrass] Loaded!
[HomeDecor] Loaded!
[UnifiedDyes] Loaded!
[Colored Wood] Loaded!
[MESEcons] Main mod Loaded!
[BobBlocks By minetest@rabbibob.com] Version 0.0.6 loaded!
[stargate] Error loading data! Creating new file.
23:38:20: ACTION[main]:         .__               __                   __   
23:38:20: ACTION[main]:   _____ |__| ____   _____/  |_  ____   _______/  |_
23:38:20: ACTION[main]:  /     \|  |/    \_/ __ \   __\/ __ \ /  ___/\   __\
23:38:20: ACTION[main]: |  Y Y  \  |   |  \  ___/|  | \  ___/ \___ \  |  | 
23:38:20: ACTION[main]: |__|_|  /__|___|  /\___  >__|  \___  >____  > |__| 
23:38:20: ACTION[main]:       \/        \/     \/          \/     \/       
23:38:20: ACTION[main]: World at [E:\Jocuri\minetest-0.4.7\bin\..\worlds\fd]
23:38:20: ACTION[main]: Server for gameid="minetest" listening on port 30011.
creative inventory size: 1370
23:38:20: ACTION[ServerThread]: announcing to servers.minetest.net
on_newplayer
Unified Inventory. inventory size: 1370
23:38:23: ACTION[ServerThread]: singleplayer joins game. List of players: singleplayer
Font size: 8 17
Apparently, you haven't installed the dependencies, and/or didn't enable all the mods in the modpack.
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

artur99
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by artur99 » Sat Aug 03, 2013 09:20

Evergreen wrote:
artur99 wrote:Why this error:
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
23:38:00: ACTION[ServerThread]: singleplayer punches object 2: LuaEntitySAO at (-36.5531,6,65.1673)
23:38:02: ACTION[ServerThread]: singleplayer punches object 3: LuaEntitySAO at (-35.5525,4.65,73.1209)
23:38:03: ACTION[ServerThread]: singleplayer punches object 8: LuaEntitySAO at (-31.2811,2.8,73.5408)
23:38:14: ERROR[main]: ServerEnvironment::deactivateFarObjects(): id=7 m_static_exists=true but static data doesn't actually exist in (-2,-3,4)
WARNING: StaticObjectList::remove(): id=7 not found
23:38:19: ERROR[main]: mod "extranodes" has unsatisfied dependencies:  "technic_worldgen"
23:38:19: ERROR[main]: mod "item_drop" has unsatisfied dependencies:  "technic"
23:38:19: ERROR[main]: mod "technic" has unsatisfied dependencies:  "moretrees" "pipeworks"
23:38:19: ERROR[main]: mod "technic_chests" has unsatisfied dependencies:  "pipeworks"
23:38:19: ERROR[main]: mod "technic_worldgen" has unsatisfied dependencies:  "technic"
23:38:19: ERROR[main]: mod "wrench" has unsatisfied dependencies:  "technic" "technic_chests"
23:38:19: ACTION[main]: [MOD]inventory_plus -- loaded from E:\Jocuri\minetest-0.4.7\bin\..\games\minetest_game\mods\inventory_plus
23:38:19: ACTION[main]: [MOD]home_gui -- loaded from E:\Jocuri\minetest-0.4.7\bin\..\games\minetest_game\mods\home_gui
23:38:19: ACTION[main]: [MOD]bags -- loaded from E:\Jocuri\minetest-0.4.7\bin\..\games\minetest_game\mods\bags
23:38:19: ACTION[main]: [MOD]node_owner -- loaded from E:\Jocuri\minetest-0.4.7\bin\..\games\minetest_game\mods\node_owner
[moreores] loaded.
[Junglegrass] Loaded!
[HomeDecor] Loaded!
[UnifiedDyes] Loaded!
[Colored Wood] Loaded!
[MESEcons] Main mod Loaded!
[BobBlocks By minetest@rabbibob.com] Version 0.0.6 loaded!
[stargate] Error loading data! Creating new file.
23:38:20: ACTION[main]:         .__               __                   __   
23:38:20: ACTION[main]:   _____ |__| ____   _____/  |_  ____   _______/  |_
23:38:20: ACTION[main]:  /     \|  |/    \_/ __ \   __\/ __ \ /  ___/\   __\
23:38:20: ACTION[main]: |  Y Y  \  |   |  \  ___/|  | \  ___/ \___ \  |  | 
23:38:20: ACTION[main]: |__|_|  /__|___|  /\___  >__|  \___  >____  > |__| 
23:38:20: ACTION[main]:       \/        \/     \/          \/     \/       
23:38:20: ACTION[main]: World at [E:\Jocuri\minetest-0.4.7\bin\..\worlds\fd]
23:38:20: ACTION[main]: Server for gameid="minetest" listening on port 30011.
creative inventory size: 1370
23:38:20: ACTION[ServerThread]: announcing to servers.minetest.net
on_newplayer
Unified Inventory. inventory size: 1370
23:38:23: ACTION[ServerThread]: singleplayer joins game. List of players: singleplayer
Font size: 8 17
Apparently, you haven't installed the dependencies, and/or didn't enable all the mods in the modpack.


I added the Pipeworks mod to my mods folder, but when i try to open a world, i have this error: https://forum.minetest.net/viewtopic.php?id=2155&p=12
The last post/\/\
Mods: Secret Mod
Contact: PM here or skype: artur1999skype
 

Exilyth
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by Exilyth » Sat Aug 03, 2013 21:02

I finally got a switching station done and a simple lv-only network working.
Tool workshop & cnc are nice and not having to gather fuel for smelting is great too.
Grinding stone to sand is really helpful. Cooking cobble and turning it to stone, then grinding it to sand, then smelting glass saves a lot of work. Finally there's a use for all the cobble :)
Too bad there's no use for enriched uranium yet ;)

In case you're wondering... yes, I had all the lv machinery crafted before I started working on the switching station.
Building a switching station really is a chore. Even the cnc with the diamond cutting blade and logic controller and stuff was easy to craft in comparision...

And the documentation of this mod really leaves much to be desired, e.g. what does a supply station do?
(I know, I know, the answer's in this thread, a few posts ago. Still, such stuff should be added to the documentation.)

By the way... is there any way to get mv power besides the mv solar array?
I'm running 0.4.13 stable with [technic][carts][farming_plus][biome_lib][unified_inventory] and a few other mods.
 

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sicmind
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by sicmind » Sun Aug 04, 2013 14:47

is the constructors not working now...I have set up old ones i have and they dont work... and the recipe to make new ones is not working either?
Please feel free to come enjoy the shops of Sicdonia..Cords 537 5 29 on Land Rush Server. (WIP)
 

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LionsDen
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by LionsDen » Sun Aug 04, 2013 17:12

The background for the unified inventory are generating errors now and not showing. The error is in chat and doesn't crash the game but I have typed one below. I have noticed this behavior for a while and since I haven't noticed any mention of it, I thought I would mention it. I am using the latest builds from PilzAdam, sfan5 and BlockMen.

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
ERROR[main]: Invalid pos for element backgroundspecified: "0.06,0.99,"
 

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RealBadAngel
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by RealBadAngel » Sun Aug 04, 2013 17:23

LionsDen wrote:The background for the unified inventory are generating errors now and not showing. The error is in chat and doesn't crash the game but I have typed one below. I have noticed this behavior for a while and since I haven't noticed any mention of it, I thought I would mention it. I am using the latest builds from PilzAdam, sfan5 and BlockMen.

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
ERROR[main]: Invalid pos for element backgroundspecified: "0.06,0.99,"


This means you have outdated version of UI, this error was fixed long time ago :)
 

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BrandonReese
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by BrandonReese » Sun Aug 04, 2013 19:58

Just got this error.

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
ServerError: LuaError: error: ...t/minetest/bin/../mods/technic/unified_inventory/api.lua:567: bad argument #1 to 'next' (table expected, got nil)
 

lordcirth
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by lordcirth » Mon Aug 05, 2013 02:11

The Alloy furnace isn't working at all - I can't combine Steel ingots and chromium ingots, or copper and zinc. I can't make a switching station without 14 stainless steel ingots, so I'm stuck. Also, I have no idea if a powered LV alloy furnace would work either. And I just updated a minute ago.
EDIT: When I enter an invalid combination, it doesn't start burning, but if it's valid, it burns. So it's not a problem with the recipe. But it never consumes material or outputs anything.
EDIT2: Also, the alloy furnace does not prevent me from digging it while there is stuff in it. Btw, I am using the technic_game repo, if that makes any difference.
EDIT3: Well, it's randomly working again.
Last edited by lordcirth on Mon Aug 05, 2013 23:47, edited 1 time in total.
 

derpswa99
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by derpswa99 » Fri Aug 16, 2013 03:30

Note to RealBadAngel,
Can you make a simplified version of Technic (just in one mod), without all the dependencies, because sometimes I want to play when Im not connected to the ineternet but I get only like 8-10 fps and takes like 2-3 minutes to join a singleplayer world and even 3x as much to join a server. You can improve apon the Itest Mod that came out a couple months back so you already have a platform to stand on or start over completely. Theres a reason I dont do it myself, basically Im derpy (and 12), to code anything more then a decorative node with no overall use. If you make this a thing a reality, it will be highly appreciated.
Last edited by derpswa99 on Sat Aug 17, 2013 00:18, edited 1 time in total.
 

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Inocudom
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by Inocudom » Fri Aug 16, 2013 04:23

derpswa99 wrote:Note to Creator,
Can you make a simplified version of Technic without all the dependencies, because sometimes I want to play when Im not connected to the ineternet but I get only like 8-10 fps and takes like 2-3 minutes to join a singleplayer world and even 3x as much to join a server. You can improve apon the Itest Mod that came out a couple months back so you already have a platform to stand on or start over completely. Theres a reason I dont do it myself, basically Im derpy (and 12), to code anything more then a decorative node with no overall use. If you make this a thing a reality, it will be highly appreciated.


It is a shame that you are not able to use the dependencies, as they are very good mods.

RealBadAngel is the creator of this mod, if you wish to know.
Last edited by Inocudom on Fri Aug 16, 2013 04:24, edited 1 time in total.
 

deivan
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by deivan » Sun Aug 18, 2013 01:53

What is the 'radiator'?
 

Sokomine
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by Sokomine » Mon Aug 19, 2013 17:33

A version of technic with less dependencies would be really great! The basic machines might offer a lot of extended gameplay on some servers that cannot run the full scope of mesecons and pipeworks etc.
A list of my mods can be found here.
 

deivan
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by deivan » Mon Aug 19, 2013 17:44

If is possible I need a option to shutdown the item drop (or use a version with the auto catch embedded) and without the unified inventory (maybe disabled by a option in a config file. :D

And I need know the function of the radiator. :-P
 

kpo
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by kpo » Fri Aug 23, 2013 20:36

deivan wrote:If is possible I need a option to shutdown the item drop (or use a version with the auto catch embedded) and without the unified inventory (maybe disabled by a option in a config file. :D

And I need know the function of the radiator. :-P


The answer is in the code:
-- The power radiator functions like an inductive charger
-- only better in the game setting.
-- The purpose is to allow small appliances to receive power
-- without the overhead of the wiring needed for larger machines.
--
-- The power radiator will consume power corresponding to the
-- sum(power rating of the attached appliances)/0.6
-- Using inductive power transfer is very inefficient so this is
-- set to the factor 0.6.
--
-- Punching the radiator will toggle the power state of all attached appliances.
--

It is currently used with the lighting which is blatantly stolen (by me) from VanessaE's homedecor mod.
There is a fairly easy way to implement more small appliances like TVs, fridges, ovens etc. that also run on electricity.

The best use of this device is in a game setting where the only other lighting alternative would be torches.
The basic idea is that instead of wiring the whole house (making it very ugly) these boxes can be used to
radiate power to lamps etc.
Until now it is mostly experimental and idea for improvements are welcome.
 

yropb
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by yropb » Sat Aug 24, 2013 12:18

I can insert items with tubes to machines, like 2nd tier grinder and funace, can i extract items with tubes?
 

super_tnt
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by super_tnt » Tue Sep 03, 2013 01:02

Can someone help me with installing this?
I'm getting this error everytime I load the mods necessary for it to run. I did have to rename the pipeworks folder though because it was complaining of illegal naming conventions of pipeworks.
Image
 

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knut
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by knut » Tue Sep 03, 2013 13:57

Hey yo! So I made this tunnel boring contrivance (video) of frames, motors*, pneutubes, nodebreakers, even a travelnet cabin. It jerks sideways, at times wins to inch forward and often gets stuck. Before I beat myself into forth to build more useful equipment**, I would like to ask dearly for enlightenment:

1) I've seen in videos from minecrafters on youtube that crawling is achieved with two frame motors attached to no touching frames, one pushing and one pulling each other's frame, while I can put motors to move their own frame. Am I misusing a bug/deferred feature?

2) also in those videos they seem to take pains to put battery boxes next to f-motors; to move my machine they need only activation mesecon signals*** and no [L|M|H]V power. Should it be so? No EUs needed?

3) the nodebreakers at drilling face need support to a frame, tube for conveying mined blocks out, mc-signal to activate and the working face must be free: four sides out of six. By keeping blocks circulating into detector tubes I bring it down to three bound faces but this necessitates the machine to rock left and right and, lacking crawler-head synchronization, it sometimes gets stuck. Do I understand correctly that pneumatic tubes (or was it signal conductors?) can be embedded into frames? can frames be made conductive? how to do it?

4) Any hint on world-anchors? Capital notion, I daresay. I do not fully get what these could be, but they seem needed to be onboard for a machine to be really autonomous. Some would think of far reaching probes returning with 3D-maps loaded on their forth computers.

I've never played Minecraft and found no page or tutorial addressing these questions and also wanted to show my device.

Thank you so much for a wonderful mod to a marvelous game and for your patience.

knut
______________________________________________________________________________________

* I've modified frames.lua to use an image with an F instead of lv_cable skin seeking to figure framemotors out. No luck though, it's trial & error screwdriving each motor number till I get the motion I want.
** I'm thinking of sorta diagonally steering one block up, dow, right or left for each machine-length crawled forward.
*** this I manage with a block looping in closed-circuit detector tubes. First version used blinkyplants but it was slower and awfuler.
 

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ShadowNinja
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by ShadowNinja » Wed Sep 04, 2013 04:50

super_tnt wrote:I'm getting this error everytime I load the mods necessary for it to run.
~~Warning: Configuration not consistent~~

This doesn't look like a technic issue and I can't help much more without seeing the end of your debug.txt.
I play on my Minetest server and VanessaE's.
The best way to contact me is usually IRC (InchraNet, freenode).
 

super_tnt
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by super_tnt » Wed Sep 04, 2013 12:45

Ok I looked through the debug file and found out it needed moretrees.
Sorry for the waste of time, I didn't think to check there.
 

Dragon95
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by Dragon95 » Fri Sep 06, 2013 14:40

I have see this fantastic mod and have installed them in a fresh minetest dev git clone compilation with all depends are needet for the mod it start without any errors but the electric system doesn't work the generators produce no energy, i have connect 3 lvsolar pannels with lv cabbles with the lv battery box and a electric furnnce but it doesn't work but the cables are connected with the machines has any an idea what is wrong
 

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LionsDen
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by LionsDen » Fri Sep 06, 2013 15:51

Dragon95 wrote:I have see this fantastic mod and have installed them in a fresh minetest dev git clone compilation with all depends are needet for the mod it start without any errors but the electric system doesn't work the generators produce no energy, i have connect 3 lvsolar pannels with lv cabbles with the lv battery box and a electric furnnce but it doesn't work but the cables are connected with the machines has any an idea what is wrong


You need to have a switching station in the circuit. It doles out the energy to the other devices. This is a relatively new change to the mod as you used to be able to do it your way. Unless it has changed, the switching station is extremely expensive to make making it too expensive for the LV stuff as you'll find yourself making MV and maybe even HV equipment before being able to make it. That or else going an extremely long time before you can make it. That being said, it has been a month or so since I stopped using Technic and things may have changed since then.
 

Dragon95
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by Dragon95 » Fri Sep 06, 2013 15:56

thanks LionsDen
Last edited by Dragon95 on Fri Sep 06, 2013 16:15, edited 1 time in total.
 

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minetestmadman
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by minetestmadman » Sat Sep 07, 2013 15:33

how u use it. I put it in mod folder but on minetest it not there
 

Dragon95
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by Dragon95 » Sat Sep 07, 2013 21:09

As first I have download the lastest dev version from minetest on github and compiled it. Then I have make a folder in the games sektion of the minetest compilation and create there a secound new folder how called mods now I have copy all mods and his depencies in this older in the same folder system which they are on the technic github page.now i have make a .conf file in the folder who are the mods folder is and wrote in "name = technik".now when you start the game you must have a grey field under the controll window who called technic and now it must normaly work.
I hope this helps you
 

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Dan Duncombe
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by Dan Duncombe » Sun Sep 08, 2013 08:39

Dragon95 wrote:As first I have download the lastest dev version from minetest on github and compiled it. Then I have make a folder in the games sektion of the minetest compilation and create there a secound new folder how called mods now I have copy all mods and his depencies in this older in the same folder system which they are on the technic github page.now i have make a .conf file in the folder who are the mods folder is and wrote in "name = technik".now when you start the game you must have a grey field under the controll window who called technic and now it must normaly work.
I hope this helps you

You made an entire new gamemode? If so, why not just download the technic game?
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Dragon95
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by Dragon95 » Sun Sep 08, 2013 11:44

at first download the newest minetest dev and compile it. Then download the technic game pack and put them unzipped in the games folder. then you download all mods from how are a folder there but an emty folder. put them unzipped in the empty folder now i must work

Dan Duncombe: I don't know about a technic game before you tell me from it it makes a lot easier thanks
Last edited by Dragon95 on Sun Sep 08, 2013 16:47, edited 1 time in total.
 

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Dan Duncombe
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by Dan Duncombe » Sun Sep 08, 2013 13:11

Dragon95 wrote:at first download the newest minetest dev and compile it. Then download the technic game pack https://github.com/RealBadAngel/technic_game(its not from me) and put them unzipped in the games folder. then you download all mods from how are a folder there but an emty folder. put them unzipped in the empty folder now i must work

Dan Duncombe: I don't know about a technic game before you tell me from it it makes a lot easier thanks

Technic Game
Last edited by Dan Duncombe on Sun Sep 08, 2013 13:11, edited 1 time in total.
Some Mods: Castles Prefab Camouflage
My Games: Nostalgia Realtest Revamped
Servers: See above games.
 

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knut
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by knut » Sun Sep 08, 2013 23:22

I made this airframe that you steer using a screwdriver to reorient a frame motor. What a nice addition to this mod would be "frame rotators" that turn 90 dregrees a connected frame. Horizontal clockwise and counter cw, and vertical the same. For a left rotation, each block in the frame would be turned as with a screwdriver in mode 1, and then displaced n blocks sideways, right if its behind the rotator or left if it is in front of it, and then forward or backwards n blocks again, n being the distance to the rotator (that would be zero for the same vertical axis). Do you think it would be possible? Does MC have something like that?
 

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BrandonReese
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by BrandonReese » Mon Sep 09, 2013 02:01

knut wrote:I made this airframe that you steer using a screwdriver to reorient a frame motor. What a nice addition to this mod would be "frame rotators" that turn 90 dregrees a connected frame. Horizontal clockwise and counter cw, and vertical the same. For a left rotation, each block in the frame would be turned as with a screwdriver in mode 1, and then displaced n blocks sideways, right if its behind the rotator or left if it is in front of it, and then forward or backwards n blocks again, n being the distance to the rotator (that would be zero for the same vertical axis). Do you think it would be possible? Does MC have something like that?


That's really clever
 

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