It adds colored glass, stone bricks and apple wood. It's very nice for building, even if you won't use the stone or wood blocks, since the glass is nice and completely transparent, allowing for cool tints or just nice windows.
Hello, I was driving around these automobiles and I thought they're really awesome and nice to use, but I realised that there isn't any gear changing. Can you implement it (optionally also add a setting to change back to automatic, such as in the /noob_mode)?
You will probably need 2 keys to change back and forward. I think the 'zoom' and 'space' keys are free on normal vehicles and may be usable, but on the delorean time machine space is to fly (but do you even need to switch brakes in fly mode?). Edit: wait I realised that there is also reverse gear, so sneak key is also free (earlier it was used for reverse), making something like sneak and space for gear changing possible.
To show the gear changing, it should be in the car (3D), and also should have an option to put the gearbox on the HUD. If putting it inside car is impossible then that's okay, since HUD is also good.
If you're a builder (you probably are atleast in your singleplayer world since building is one of the cool things you do there) then this is a must have.
Not only the planks' looks are nice and consistent, but even finding these trees in the first place is cool...
and especially because there are >13< different trees!
Most of them are also big and provide new food, such as coconuts or pine cones.
This mod sometimes even changes up the game's mechanics (but you can set them not to if you wish), such as fruit or similar falling to the ground after breaking them instead of immiedately coming to your inventory.
In summary, this mod is great for both building and survival (they provide food), especially since there are 13 different trees. And remember, that's a ton on top of what the game or other mods already provide! Remember to always explore other mods too.
Bonus: If you want even more trees (actually 12 more) that are interesting and have different looks compared to each other (contrary to this mod), then check out Wilhelmines Natural Biomes, which provides biomes with those. However remember to check out the biomes too, since they may or may not be your taste.
Note: This mod's rubber tree is compatible with technic, even if it isn't so visible in the optional dependencies.
The palm wood cannot be used to create palm planks. I also don't lose the coral bulbs, palm and tree decoration nodes when placing them on coral sand, but I'm not sure if it may be specific to them.
This mod is great if you want a plethora of sophisticated biomes, with their own trees and food. Every wood even has different appearances compared to each other, on example birch is smooth and simple while jungle looks dirty and mossy.
However, I'm not sure if I like the textures. They're probably the signature of wilhelmines, but for me they look kind of blurry and funky.
I also encountered a bit of lag. On my "smart" phone the lag made it so blocks took a while to get into the inventory after breaking them. On my desktop computer I encountered that only 1 time while quickly testing out the mod.
So in summary, the mod adds a lot of nice biomes with their nice wood and food, but if you're thinking about getting this I suggest you thoroughly test it out in your world, since the textures have their own charm but may not be everyone's taste, and especially since removing a biome mod from a world is probably impossible, since else there will be lots of unknown nodes.
Hello, while exploring the natural biomes, I found out that some of the trees get their first and lowest block replaced with a standing out piece of grass (such as heath grass), making the tree float on top of it.
I met a few trees like this already in the heath biome, however it could be not specific to that one. Can you fix it?
Bonus: can you also add settings to disable/enable specific biomes? Top biome mods such as everness or ethereal provide them, and allow for polishing worlds by removing biomes the user doesn't like.
Bonus: Maybe this fork could add some more building blocks compared to the original? By that I don't mean wholly new ores and rocks but more variants of already existent blocks. On example there could be marble/granite pillars, polished blocks, slabs and stairs. There also could be technic ore (such as the metals) slabs and stairs, since the default game's metals do feature them and makes technic ones look unfinished. You could also consider adding Stairs Redo support, which is a mod that improves stairs in many ways, including adding slopes. By 'adding support' I mean adding slope variants of blocks by using the mod's API.
Hello, I found some issues and also thought of some suggestions:
The sonic boom screwdriver makes a very loud, long noise when used. It should be shorter and more quiet.
When mining with the drill, to change modes it is required to sneak+left click. I find this annoying because sometimes I start crouching while mining but accidently change modes. It would be nice if there would be a config key for changing the control to a right click instead, since it does nothing right now when the drill is in hand, and people like me could change the control easily while others that like sneak+left clicking don't get the change forced on them.
What version of technic was this mod forked from, and can you import the changes from the original technic to here? Because e.g. I need to mine a lot of Everness pyrite ores for my build but can't grind them up to dust to then smelt into ingots because, contrary to the original, this mod has no Everness mod support. If you can then I recommend importing technic changes or atleast replicating them if the former is impossible, since this may not be specific to the everness mod.
Finally a mod where Tenplus1 can't mess up the textures resolution! Ok anyways...
This mod is a must have, because it's awesome to hear natural sounds such as birds singing or water waving and really improves the gameplay experience. Without this, a world would feel more lifeless and not be as relaxing.
I recommend this for sure if you want to be more immersed in your world.
Even if you didn't try out the cool tools of technic, I highly recommend you check them out, since they include e.g. the drill which is basically an instaminer multitool with multi-block-dig modes! And the mining laser is perfect for griefing your friend's base very cool to use, you can just shoot forward and get blocks from afar, and dig deep!
So if you must check out those, this mod is also a must-have. It allows you to get powerbanks mk1, mk2 and mk3, which have 400kEU and 1 charging slot for tools * the mk number (e.g. mk3 has 1200kEU and 3 slots), similarly to upgrading technic tools which also have mks. Then, you can charge them and have them on your journey! On example the mk3 can fully charge the mk3 mining drill 4 times, which is way better than crafting 4 mk3 drills.
In summary, you gotta have this mod, since technic tools are super nice, and this allows you to use them longer away from your generator. Even the bottom of the Technic Plus Beta description recommends it https://content.minetest.net/packages/mt-mods/technic_plus_beta/, and speaking of technic plus beta, it works there!
TIP: I recommend you check out making a 'technic.conf' file in your world file, since it may enable useful things, such as the mining laser or wind mill, which didn't come on by default. You can see the configuration keys (variables that you set) in the description. Example:
I was about to ask you wsor 'what do you mean', but I just realised that the ownership of this has been transfered to mt-mods! So mt-mods will now be able to update this, thank you!
So it should be updated soon, if ruben agrees? Maybe he's not replying right now because e.g. he doesn't check his email as often, or whatever depending on how you contacted him.
If he won't reply or he disagrees, maybe mt-mods themselves can publish their fork on ContentDB?
Hello, why was this last updated at the start of 2022? The last update date suggests that you just left this mod.
Are you still there, or did you just quit maintaining this? I think not leaving this is important because it's basically a 'must-have' when digilining, adding things such as insulated digilines, digimese, RAM, etc. and there's no mod that does the same.
This mod isn't realistic, but instead, it simply slows you down to a stable fall rate while allowing you to move horizontally faster. Still very exciting though if you wanna go down from e.g. a mountain, from where you can nicely glide down and far! You can even use it in caves, especially when using something like minetest game, where meeting endless caves is so easy.
TIP: You can actually stand at the edge of a block by crouching, and then use the glider to wear it. Now, you can jump up like a spaceman, so not only allowing you to elegantly drop down mountains, but climb them too!
I think you can downmix audio files to mono using commands or GUI apps. I think you can use e.g. VLC for GUI. I heard of FFMPEG for CLI but if you're getting it, make sure it's not compiled with nonfree/nonlibre parts.
Thank you for checking out my suggestions, and also considering free/libre git platforms. I don't think you actually don't need to be a programmer at all to operate a git website, it's just about clicking buttons, it's a GUI. Codeberg even has documentation if you scroll to bottom of website and click on text on left. I glanced over it, and they tell you to install git, but you may not want that since it's a commandline tool. However, they still talk about getting started through the GUI, and also sometimes present options if you wanna do something on the website or CLI.
Things can break suddenly with beta release as any changes get directly deployed to content db beta release before large scale play tests on actual servers. However badly broken release on beta is very rare and issues usually get fixed very fast.
Basically beta release gets updates before large scale play tests but there's still a lot of automated testing with pretty good coverage for every release.
So it's like a rolling release, that every change gets directly uploaded, and sometimes things could break?
But lets define breakage; after an update, can Technic Plus Beta crash the world or straight up not work? Maybe it can make annoying bugs like this happen instead? Or more minor things? And do you know what the automated testing really covers?
I didn't get any bugs after switching to Plus Beta after already having a technic circuit in my world, even when I started checking out Plus's features like HV machines.
Beta release also has a lot worse backwards compatibility with original Technic mod, stable release still comes with fairly good backwards compatibility. This means it is a lot easier to return to original Technic from stable Technic Plus release but trying to return to original from Technic Plus Beta will more likely fail / cause all kinds of issues or require a lot of manual work or migration scripts.
That said upgrading from original Technic to Technic Plus should work just fine with both stable and beta but upgrading to Technic Plus Beta from original Technic mod isn't really tested that much.
I don't see any reason to go back to the original technic (I can't live without my HV furnace, and other improvements) and already knew about it being able to break after reading the stable description, but if something breaks, then is it possible to switch to stable from beta, and vice versa?
Lastly, you may think that this mod is unstable or prone to breaking, because it has 'beta' in the name, and especially because the description says it's not as tested as technic plus. In reality though, I tried replacing technic with it in my world and it felt like nothing happened, everything was fine, and when I was interacting with the new features this mod adds (such as basic HV machines), everything also worked fine. You can even see that one of the maintainers said that this mod is generally stable. But why did I choose this because of the standard technic plus? Because you may realise in the previously linked thread that it was, at the time of writing this, a debian package updated 3 years ago, so with this you may get more updates, but technic plus still be good if you wanna be sure you will not encounter bugs.
Ooh, I forgot to say that this mod also can fix some smaller things, like adding the sulfur block, which wasn't in the original mod! Yesss! I can finally build the sulfur house! Dreams come true!
So in conclusion, this mod basically adds things that a user would really want, such as basic HV machines, while also doing more subtle things, such as adding sulfur blocks, gone in the original. It also says it has speed improvements (I didn't test it though), so it may be the go-to if you find technic being laggy. Speaking of that, it also improves digilines, not only allowing you to have digiline cables, but even to get more info from machines, such as the lag, and lets you query stuff from more machines in general.
By that I mean that there are improvements here a user would normally think of when e.g. trying to cope with the fact that the original technic has no basic HV machines, such as furnaces. This mod adds those!
There are even digiline cables (they transport digiline signals and power), which would come into mind when trying to get info from a nuclear reactor, or anything in general without moving it (e.g. you may not wanna move a switching station from a good place to a luacontroller machine)
Speaking of digilines, there are improvements in what machines can tell you; not only switching stations can provide lag it generates, but you can interact with even nuclear reactors, converters, quarries, etc., and I can tell about that because this has actual digilines documentation! I don't think the original technic has that. If you're not familiar with digilines, then I highly recommend you learn using them and the luacontroller, you can make anything with them using an easy language!
The mod also tells about its performance upgrades. I don't know how much faster this is than technic, but anybody would appreciate a speed boost.
By 'actual' dependencies I meant the required ones. Right now mesecons and moreores are listed as optional, I thought they were supposed to be listed as mandatory, because it was said that they're needed in the description.
Wait, and why do the links under 'documentation' still not work? It still links to contentdb 404. Earlier by 'links under documentation' I meant those of this mod, such as 'Radioactivity', 'Substances', etc.. I didn't list links for those except for pipeworks doc because I thought you had your doc next to hand (on github).
Wait, speaking of that, when I go to this mod's git by clicking 'source', then I click on 'wiki', and then 'technic plus documentation', all of the links in 'table of contents' point to an undefined file, prompting me to create the page. However, links in readme.md work just fine. Can you fix that, and the description?
1) What do you mean by 'is it possible to name all "acceptable" open source alternatives"? Do you mean that I'm supposed to list more replacements? I'll research and list more if the maintainer doesn't deem those 2 good.
2) I'm not a lawyer, but I'm pretty sure that under European law (so if you're in Europe), a website is legally required to be able to remove your account and all of its data. In codeberg, in the settings it has an option to remove it. I don't know about nongnu savannah, but I don't find any difficulty in contacting the website maintainers.
Alright, thank you, I earlier thought Technic Plus Beta meant things suddenly breaking, but I can live with minor issues if they arise, so I'll try it out.
The links under 'documentation' and the link to the pipeworks documentation point to 404 pages. There are also 2 additional dependencies, moreores and mesecons, which are not listed on the actual mod dependencies (right side of page), but are in the description. Can you fix them?
Hello, why was this last updated in 2021? Technic Plus Beta seems maintained, as it was updated in 2024, but this mod is just staying idle after 2021.
Why is that? Did you forget to create a stable version of Beta? I think this is important because e.g. I would prefer a more stable experience instad of staying on the bleeding edge (beta).
The mesecons lab is a great place when you want to see how to build something when you're not completely sure how. On exmple, I could learn what signals to send to technic devices to query information, or how to even create such a technic circuit in the first place.
However, right now the game can also be confusing. On example, it sometimes can say "This is (something)" without actually explaining what it does. On example, you can see a demonstration of using the IO expander from the digistuff mod, but it can't teach you what it is at all, since it just says that it is an IO expander. I'm not even sure what it does!
Really, it often expects you to look at and understand the actual build, including looking at the luacontroller if it's used, so really, it is made for people that already have experience in mesecons and luacontroller. I recommend focusing on expanding the exercises section, so it can also teach beginners the basics so they can also start learning from those builds.
Digilines literally allow sending variables in between luacontrollers, and even other things too. Mods such as technic or pipeworks support those, and allow for e.g. querying information, which you can then display on the lcd screen included with this mod!
Of course, you can even install many mods that built on top of digilines, such as digistuff or digiterms.
I also recommend you check out the mesecons lab, where you can see many builds with stuff like mesecons, technic, digistuff etc.. In every section, they use luacontrollers!
Hello, I've just started using this mod and already want to suggest some things:
When you place a monitor, it gets flipped to a really weird orientation. You need to use a screwdriver and break it because it takes a bit to figure out how to rotate it to upside-up, facing you. Can you fix that?
It would be great if turning off/on the monitor would send a digiline signal, so the luacontroller can e.g. shutdown or boot the OS without requiring a seperate switch or to show the prompt.
OPTIONALLY make a color monitor that changes color based on sent messages' formatting or whatever (I can't explain it, so here's a simple example: "Hi \b\there\b/!" would change the color of 'there" to blue, excluding the "!".
Must have if you use screens and are a computer lunatic.
Finally Ctrl+Alt+F(whatever number that switches to virtual terminal TTY for you) in minetest! (Note: ctrl+alt+Fn is for switching teletypes on GNU-Linux)
But really, it's also a must have when you want the keyboard! It's very useful for e.g. sending commands.
This mod is great, as you can see in other people's reviews, but I just wanted to highlight something awesome.
I recommend you check out the luacontroller. It may seem complicated at first because it's programming, but in reality it's made in the easiest language ever (lua) and only requires a few functions to remember. The manual is so short, but it allows you to create anything! I recommend pairing it with digilines, which allow to send messages to not only other luacontrollers, but even other devices that support it!
Can you make it so you can craft toppings such as syrup, butter or whipped cream and also use items from other mods such as mobs animal (it provides butter) if they're installed, or just put the topping in a group (e.g. group:butter) if that is possible to be compatible.
Then, you could put the item on top of the waffle in crafting. It could also create stacked waffle blocks with the topping visible.
Can you add things like that?
Optional: You can make it pipeworks compatible AUTO WAFFLE MACHINE so it's possible to get enough for building the waffle house but I don't know if that's possible
I'm sorry if I feel impatient, but I just wanted to make this go into your notifications because I think this is important. It's annoying when you need to wait a bit before running to e.g. make a jump.
Hello, when I trying to place or move a chest from a place with a tube from pipeworks, the tube stays at the same state as earlier. Placing the chest next to it makes the tube still not connected. Moving the chest from a connected tube makes that tube still look connected, but then end.
I think placing the chest should happen like if it was placed by just doing so like with blocks, because I don't think it's pipeworks specific. I don't know how it works, but I think that then the nodes around get updated. That should happen when placing the chest by hand (I Have Hands).
Can you fix it? Game was Minetest Game played in Minetest 5.8.0 on GNU-Linux
This is a great mod, not only is it really cool to pick up those chests, (they even visibly appear in front of you) but also it is really functional.
I even realised that you can move e.g. chests with ores from your ore storage to an automatic ore smelter! (If the image doesn't load then right click
the text below and click on 'show image in new tab' or something like that if you're on desktop)
TIP: If you try to search for this mod in minetest and see 1 billion pages, then search up the technical name i_have_hands instead.
Note: The image here is a link to a propietary website. It claims it doesn't collect anything about you when you don't sign up, but it's still nonfree.Do you know about a free/libre image hosting website (similar to e.g. imgur or this one, postimages)?
Hello, I was upgrading my machine network to MV and then was thinking about HV, but found out that it doesn't even have any mandatory consumers like furnaces, grinders, etc.. It makes sense to not have generators such as the watermill (it's not gonna be powerful enough), but why not add any consumers except the quarry and forcefield emitter? Because else HV is gonna have little use. Maintained mods that add those machines are nonexistent too. Can you add those HV consumers?
Also, because I already made a thread, can I ask 1 more question (not HV specific): where is the windmill from the manual? I can't find it in the inventory at all.
Another piece of advice: Avoid the technic plus mod, because it is really technic minus today, since it seems unmaintained. It was last updated in 2021 at the time of writing this.
Edit: They're planning to release another version of technic plus, but you can still try out technic plus beta, which won't actually be that buggy, even though they say 'beta', according to the thread in the 1st link in this sentence. I actually use it today, and I recommend it for its awesome feaatures, such as basic HV machines (grinder, furnace and compressor)!
So, in conclusion, the technic mod is great all around, except the documentation, which really could've been improved, especially because of how complex this mod can be.
I have nothing else to say than just look at this conversation.
It adds colored glass, stone bricks and apple wood. It's very nice for building, even if you won't use the stone or wood blocks, since the glass is nice and completely transparent, allowing for cool tints or just nice windows.
Hello, I was driving around these automobiles and I thought they're really awesome and nice to use, but I realised that there isn't any gear changing. Can you implement it (optionally also add a setting to change back to automatic, such as in the /noob_mode)?
You will probably need 2 keys to change back and forward. I think the 'zoom' and 'space' keys are free on normal vehicles and may be usable, but on the delorean time machine space is to fly (but do you even need to switch brakes in fly mode?). Edit: wait I realised that there is also reverse gear, so sneak key is also free (earlier it was used for reverse), making something like sneak and space for gear changing possible.
To show the gear changing, it should be in the car (3D), and also should have an option to put the gearbox on the HUD. If putting it inside car is impossible then that's okay, since HUD is also good.
Thank you in advance.
If you're a builder (you probably are atleast in your singleplayer world since building is one of the cool things you do there) then this is a must have.
Not only the planks' looks are nice and consistent, but even finding these trees in the first place is cool...
and especially because there are >13< different trees!
Most of them are also big and provide new food, such as coconuts or pine cones.
This mod sometimes even changes up the game's mechanics (but you can set them not to if you wish), such as fruit or similar falling to the ground after breaking them instead of immiedately coming to your inventory.
In summary, this mod is great for both building and survival (they provide food), especially since there are 13 different trees. And remember, that's a ton on top of what the game or other mods already provide! Remember to always explore other mods too.
Bonus: If you want even more trees (actually 12 more) that are interesting and have different looks compared to each other (contrary to this mod), then check out Wilhelmines Natural Biomes, which provides biomes with those. However remember to check out the biomes too, since they may or may not be your taste.
Note: This mod's rubber tree is compatible with technic, even if it isn't so visible in the optional dependencies.
The palm wood cannot be used to create palm planks. I also don't lose the coral bulbs, palm and tree decoration nodes when placing them on coral sand, but I'm not sure if it may be specific to them.
Can you fix those?
This mod is great if you want a plethora of sophisticated biomes, with their own trees and food. Every wood even has different appearances compared to each other, on example birch is smooth and simple while jungle looks dirty and mossy.
However, I'm not sure if I like the textures. They're probably the signature of wilhelmines, but for me they look kind of blurry and funky.
I also encountered a bit of lag. On my "smart" phone the lag made it so blocks took a while to get into the inventory after breaking them. On my desktop computer I encountered that only 1 time while quickly testing out the mod.
So in summary, the mod adds a lot of nice biomes with their nice wood and food, but if you're thinking about getting this I suggest you thoroughly test it out in your world, since the textures have their own charm but may not be everyone's taste, and especially since removing a biome mod from a world is probably impossible, since else there will be lots of unknown nodes.
Hello, while exploring the natural biomes, I found out that some of the trees get their first and lowest block replaced with a standing out piece of grass (such as heath grass), making the tree float on top of it.
I met a few trees like this already in the heath biome, however it could be not specific to that one. Can you fix it?
Bonus: can you also add settings to disable/enable specific biomes? Top biome mods such as everness or ethereal provide them, and allow for polishing worlds by removing biomes the user doesn't like.
Bonus: Maybe this fork could add some more building blocks compared to the original? By that I don't mean wholly new ores and rocks but more variants of already existent blocks. On example there could be marble/granite pillars, polished blocks, slabs and stairs. There also could be technic ore (such as the metals) slabs and stairs, since the default game's metals do feature them and makes technic ones look unfinished. You could also consider adding Stairs Redo support, which is a mod that improves stairs in many ways, including adding slopes. By 'adding support' I mean adding slope variants of blocks by using the mod's API.
Thank you in advance.
Hello, I found some issues and also thought of some suggestions:
The sonic boom screwdriver makes a very loud, long noise when used. It should be shorter and more quiet.
When mining with the drill, to change modes it is required to sneak+left click. I find this annoying because sometimes I start crouching while mining but accidently change modes. It would be nice if there would be a config key for changing the control to a right click instead, since it does nothing right now when the drill is in hand, and people like me could change the control easily while others that like sneak+left clicking don't get the change forced on them.
What version of technic was this mod forked from, and can you import the changes from the original technic to here? Because e.g. I need to mine a lot of Everness pyrite ores for my build but can't grind them up to dust to then smelt into ingots because, contrary to the original, this mod has no Everness mod support. If you can then I recommend importing technic changes or atleast replicating them if the former is impossible, since this may not be specific to the everness mod.
Finally a mod where Tenplus1 can't mess up the textures resolution! Ok anyways...
This mod is a must have, because it's awesome to hear natural sounds such as birds singing or water waving and really improves the gameplay experience. Without this, a world would feel more lifeless and not be as relaxing.
I recommend this for sure if you want to be more immersed in your world.
Even if you didn't try out the cool tools of technic, I highly recommend you check them out, since they include e.g. the drill which is basically an instaminer multitool with multi-block-dig modes! And the mining laser is
perfect for griefing your friend's basevery cool to use, you can just shoot forward and get blocks from afar, and dig deep!So if you must check out those, this mod is also a must-have. It allows you to get powerbanks mk1, mk2 and mk3, which have 400kEU and 1 charging slot for tools * the mk number (e.g. mk3 has 1200kEU and 3 slots), similarly to upgrading technic tools which also have mks. Then, you can charge them and have them on your journey! On example the mk3 can fully charge the mk3 mining drill 4 times, which is way better than crafting 4 mk3 drills.
In summary, you gotta have this mod, since technic tools are super nice, and this allows you to use them longer away from your generator. Even the bottom of the Technic Plus Beta description recommends it https://content.minetest.net/packages/mt-mods/technic_plus_beta/, and speaking of technic plus beta, it works there!
TIP: I recommend you check out making a 'technic.conf' file in your world file, since it may enable useful things, such as the mining laser or wind mill, which didn't come on by default. You can see the configuration keys (variables that you set) in the description. Example:
I was about to ask you wsor 'what do you mean', but I just realised that the ownership of this has been transfered to mt-mods! So mt-mods will now be able to update this, thank you!
So it should be updated soon, if ruben agrees? Maybe he's not replying right now because e.g. he doesn't check his email as often, or whatever depending on how you contacted him.
If he won't reply or he disagrees, maybe mt-mods themselves can publish their fork on ContentDB?
Hello, why was this last updated at the start of 2022? The last update date suggests that you just left this mod.
Are you still there, or did you just quit maintaining this? I think not leaving this is important because it's basically a 'must-have' when digilining, adding things such as insulated digilines, digimese, RAM, etc. and there's no mod that does the same.
This mod isn't realistic, but instead, it simply slows you down to a stable fall rate while allowing you to move horizontally faster. Still very exciting though if you wanna go down from e.g. a mountain, from where you can nicely glide down and far! You can even use it in caves, especially when using something like minetest game, where meeting endless caves is so easy.
TIP: You can actually stand at the edge of a block by crouching, and then use the glider to wear it. Now, you can jump up like a spaceman, so not only allowing you to elegantly drop down mountains, but climb them too!
Yea I'm also realising something similar. In addition to the HUGE amount of warnings I get every day that have amounted to uh...
.minetest/debug.txt lines quarter of a freaking million
Every time I do something that makes this mod play a sound, one of these lines or similar may appear:
Is it a 'warning' because stereo can be buggy?
I think you can downmix audio files to mono using commands or GUI apps. I think you can use e.g. VLC for GUI. I heard of FFMPEG for CLI but if you're getting it, make sure it's not compiled with nonfree/nonlibre parts.
Yea, look at first comment, @Mirtilo, it was me.
Thank you for checking out my suggestions, and also considering free/libre git platforms. I don't think you actually don't need to be a programmer at all to operate a git website, it's just about clicking buttons, it's a GUI. Codeberg even has documentation if you scroll to bottom of website and click on text on left. I glanced over it, and they tell you to install git, but you may not want that since it's a commandline tool. However, they still talk about getting started through the GUI, and also sometimes present options if you wanna do something on the website or CLI.
So it's like a rolling release, that every change gets directly uploaded, and sometimes things could break?
But lets define breakage; after an update, can Technic Plus Beta crash the world or straight up not work? Maybe it can make annoying bugs like this happen instead? Or more minor things? And do you know what the automated testing really covers?
I didn't get any bugs after switching to Plus Beta after already having a technic circuit in my world, even when I started checking out Plus's features like HV machines.
I don't see any reason to go back to the original technic (I can't live without my HV furnace, and other improvements) and already knew about it being able to break after reading the stable description, but if something breaks, then is it possible to switch to stable from beta, and vice versa?
Lastly, you may think that this mod is unstable or prone to breaking, because it has 'beta' in the name, and especially because the description says it's not as tested as technic plus. In reality though, I tried replacing technic with it in my world and it felt like nothing happened, everything was fine, and when I was interacting with the new features this mod adds (such as basic HV machines), everything also worked fine. You can even see that one of the maintainers said that this mod is generally stable. But why did I choose this because of the standard technic plus? Because you may realise in the previously linked thread that it was, at the time of writing this, a debian package updated 3 years ago, so with this you may get more updates, but technic plus still be good if you wanna be sure you will not encounter bugs.
Ooh, I forgot to say that this mod also can fix some smaller things, like adding the sulfur block, which wasn't in the original mod! Yesss! I can finally build the sulfur house! Dreams come true!
So in conclusion, this mod basically adds things that a user would really want, such as basic HV machines, while also doing more subtle things, such as adding sulfur blocks, gone in the original. It also says it has speed improvements (I didn't test it though), so it may be the go-to if you find technic being laggy. Speaking of that, it also improves digilines, not only allowing you to have digiline cables, but even to get more info from machines, such as the lag, and lets you query stuff from more machines in general.
By that I mean that there are improvements here a user would normally think of when e.g. trying to cope with the fact that the original technic has no basic HV machines, such as furnaces. This mod adds those!
There are even digiline cables (they transport digiline signals and power), which would come into mind when trying to get info from a nuclear reactor, or anything in general without moving it (e.g. you may not wanna move a switching station from a good place to a luacontroller machine) Speaking of digilines, there are improvements in what machines can tell you; not only switching stations can provide lag it generates, but you can interact with even nuclear reactors, converters, quarries, etc., and I can tell about that because this has actual digilines documentation! I don't think the original technic has that. If you're not familiar with digilines, then I highly recommend you learn using them and the luacontroller, you can make anything with them using an easy language!
The mod also tells about its performance upgrades. I don't know how much faster this is than technic, but anybody would appreciate a speed boost.
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By 'actual' dependencies I meant the required ones. Right now mesecons and moreores are listed as optional, I thought they were supposed to be listed as mandatory, because it was said that they're needed in the description.
Wait, and why do the links under 'documentation' still not work? It still links to contentdb 404. Earlier by 'links under documentation' I meant those of this mod, such as 'Radioactivity', 'Substances', etc.. I didn't list links for those except for pipeworks doc because I thought you had your doc next to hand (on github).
Wait, speaking of that, when I go to this mod's git by clicking 'source', then I click on 'wiki', and then 'technic plus documentation', all of the links in 'table of contents' point to an undefined file, prompting me to create the page. However, links in readme.md work just fine. Can you fix that, and the description?
1) What do you mean by 'is it possible to name all "acceptable" open source alternatives"? Do you mean that I'm supposed to list more replacements? I'll research and list more if the maintainer doesn't deem those 2 good.
2) I'm not a lawyer, but I'm pretty sure that under European law (so if you're in Europe), a website is legally required to be able to remove your account and all of its data. In codeberg, in the settings it has an option to remove it. I don't know about nongnu savannah, but I don't find any difficulty in contacting the website maintainers.
Alright, thank you, I earlier thought Technic Plus Beta meant things suddenly breaking, but I can live with minor issues if they arise, so I'll try it out.
The links under 'documentation' and the link to the pipeworks documentation point to 404 pages. There are also 2 additional dependencies, moreores and mesecons, which are not listed on the actual mod dependencies (right side of page), but are in the description. Can you fix them?
Pipeworks documentation: https://github.com/mt-mods/pipeworks/wiki
Hello, why was this last updated in 2021? Technic Plus Beta seems maintained, as it was updated in 2024, but this mod is just staying idle after 2021.
Why is that? Did you forget to create a stable version of Beta? I think this is important because e.g. I would prefer a more stable experience instad of staying on the bleeding edge (beta).
The mesecons lab is a great place when you want to see how to build something when you're not completely sure how. On exmple, I could learn what signals to send to technic devices to query information, or how to even create such a technic circuit in the first place.
However, right now the game can also be confusing. On example, it sometimes can say "This is (something)" without actually explaining what it does. On example, you can see a demonstration of using the IO expander from the digistuff mod, but it can't teach you what it is at all, since it just says that it is an IO expander. I'm not even sure what it does!
Really, it often expects you to look at and understand the actual build, including looking at the luacontroller if it's used, so really, it is made for people that already have experience in mesecons and luacontroller. I recommend focusing on expanding the exercises section, so it can also teach beginners the basics so they can also start learning from those builds.
Digilines literally allow sending variables in between luacontrollers, and even other things too. Mods such as technic or pipeworks support those, and allow for e.g. querying information, which you can then display on the lcd screen included with this mod!
Of course, you can even install many mods that built on top of digilines, such as digistuff or digiterms.
I also recommend you check out the mesecons lab, where you can see many builds with stuff like mesecons, technic, digistuff etc.. In every section, they use luacontrollers!
Hello, I've just started using this mod and already want to suggest some things:
When you place a monitor, it gets flipped to a really weird orientation. You need to use a screwdriver and break it because it takes a bit to figure out how to rotate it to upside-up, facing you. Can you fix that?
It would be great if turning off/on the monitor would send a digiline signal, so the luacontroller can e.g. shutdown or boot the OS without requiring a seperate switch or to show the prompt.
OPTIONALLY make a color monitor that changes color based on sent messages' formatting or whatever (I can't explain it, so here's a simple example: "Hi \b\there\b/!" would change the color of 'there" to blue, excluding the "!".
Thank you in advance.
Must have if you use screens and are a computer lunatic.
Finally Ctrl+Alt+F(whatever number that switches to virtual terminal TTY for you) in minetest! (Note: ctrl+alt+Fn is for switching teletypes on GNU-Linux)
But really, it's also a must have when you want the keyboard! It's very useful for e.g. sending commands.
This mod is great, as you can see in other people's reviews, but I just wanted to highlight something awesome.
I recommend you check out the luacontroller. It may seem complicated at first because it's programming, but in reality it's made in the easiest language ever (lua) and only requires a few functions to remember. The manual is so short, but it allows you to create anything! I recommend pairing it with digilines, which allow to send messages to not only other luacontrollers, but even other devices that support it!
Thank you! It works
Can you make it so you can craft toppings such as syrup, butter or whipped cream and also use items from other mods such as mobs animal (it provides butter) if they're installed, or just put the topping in a group (e.g. group:butter) if that is possible to be compatible.
Then, you could put the item on top of the waffle in crafting. It could also create stacked waffle blocks with the topping visible.
Can you add things like that?
Optional: You can make it pipeworks compatible AUTO WAFFLE MACHINE so it's possible to get enough for building the waffle house but I don't know if that's possible
Waffles!
They're very cool to create, and give 4 stamina buns/hearts
Not as OP and customizable as THE Ice Creams Mod, but still allows to craft great decoration blocks
Edit: I just found out that you can open the waffle thing while the waffle is being made and see that it gets more and more orange!
Hello? Will you reply? It was a few weeks.
I'm sorry if I feel impatient, but I just wanted to make this go into your notifications because I think this is important. It's annoying when you need to wait a bit before running to e.g. make a jump.
Hello, when I trying to place or move a chest from a place with a tube from pipeworks, the tube stays at the same state as earlier. Placing the chest next to it makes the tube still not connected. Moving the chest from a connected tube makes that tube still look connected, but then end.
I think placing the chest should happen like if it was placed by just doing so like with blocks, because I don't think it's pipeworks specific. I don't know how it works, but I think that then the nodes around get updated. That should happen when placing the chest by hand (I Have Hands).
Can you fix it? Game was Minetest Game played in Minetest 5.8.0 on GNU-Linux
This is a great mod, not only is it really cool to pick up those chests, (they even visibly appear in front of you) but also it is really functional.
I even realised that you can move e.g. chests with ores from your ore storage to an automatic ore smelter! (If the image doesn't load then right click the text below and click on 'show image in new tab' or something like that if you're on desktop)
TIP: If you try to search for this mod in minetest and see 1 billion pages, then search up the technical name
i_have_hands
instead.Note: The image here is a link to a propietary website. It claims it doesn't collect anything about you when you don't sign up, but it's still nonfree. Do you know about a free/libre image hosting website (similar to e.g. imgur or this one, postimages)?
Imagine destroying someone's base by taking each of their ultra-powerful and impossible to break Whatever Block
Or mining by hand in the mines and going out with the mese block in your hands
Hello, I was upgrading my machine network to MV and then was thinking about HV, but found out that it doesn't even have any mandatory consumers like furnaces, grinders, etc.. It makes sense to not have generators such as the watermill (it's not gonna be powerful enough), but why not add any consumers except the quarry and forcefield emitter? Because else HV is gonna have little use. Maintained mods that add those machines are nonexistent too. Can you add those HV consumers?
Also, because I already made a thread, can I ask 1 more question (not HV specific): where is the windmill from the manual? I can't find it in the inventory at all.
Another piece of advice: Avoid the technic plus mod, because it is really technic minus today, since it seems unmaintained. It was last updated in 2021 at the time of writing this.
Edit: They're planning to release another version of technic plus, but you can still try out technic plus beta, which won't actually be that buggy, even though they say 'beta', according to the thread in the 1st link in this sentence. I actually use it today, and I recommend it for its awesome feaatures, such as basic HV machines (grinder, furnace and compressor)!
So, in conclusion, the technic mod is great all around, except the documentation, which really could've been improved, especially because of how complex this mod can be.