Search found 36 matches

by LemonLake
Sat Jun 24, 2017 09:48
Forum: Mod Releases
Topic: [Mod] new Factory [factory]
Replies: 80
Views: 16538

Re: [Mod] new Factory [factory]

very happy to see this mod continued again :)
by LemonLake
Sun Nov 22, 2015 12:06
Forum: Old Mods
Topic: [Mod] Factory [0.5.0.1] [factory]
Replies: 68
Views: 25025

Re: [Mod] Factory [0.5.0.1] [factory]

Probably a change in mine test, this is a very old mod.
by LemonLake
Tue Dec 16, 2014 08:02
Forum: Old Mods
Topic: [Mod] Factory [0.5.0.1] [factory]
Replies: 68
Views: 25025

Re: [Mod] Factory [0.5.0.1] [factory]

You need to have two or more smoke tubes (or something named along the lines of that) above the furnace.

Edit: thanks for the code modification. I'll implement it as a setting in the new version.
by LemonLake
Thu Sep 18, 2014 15:46
Forum: General Discussion
Topic: help learning the game.
Replies: 43
Views: 6161

Re: help learning the game.

Got it! Thanks so much! The mod "store" text is garbled on my kindlw. I'll have to look at it more when i'm not working. I read mobs are only available as a mod, is this correct? Will have to check the tutorials at home as well, YouTube is blocked at work unless it's an embedded video. Thanks again...
by LemonLake
Thu Sep 18, 2014 15:32
Forum: General Discussion
Topic: help learning the game.
Replies: 43
Views: 6161

Re: help learning the game.

where do i type this? Flying Flying can be accomplished by double tapping the jump button. In order to do this, however, you require the fly priv. This is accomplished by granting your user said privilege with the /grant chatcommand ( /grant user priv ). For example in Singleplayer: /grant singlepl...
by LemonLake
Thu Sep 18, 2014 15:14
Forum: General Discussion
Topic: help learning the game.
Replies: 43
Views: 6161

Re: help learning the game.

Flying Flying can be accomplished by double tapping the jump button. In order to do this, however, you require the fly priv. This is accomplished by granting your user said privilege with the /grant chatcommand ( /grant user priv ). For example in Singleplayer: /grant singleplayer fly Mods Mods are...
by LemonLake
Sun Sep 14, 2014 00:53
Forum: Old Mods
Topic: [Mod] Factory [0.5.0.1] [factory]
Replies: 68
Views: 25025

[Mod] Factory [0.5] [factory] | v0.5 RELEASED!

https://dl.dropboxusercontent.com/u/21596039/factory/factories05.png Version 0.5 has been released after a long wait! The project is now hosted on a Bitbucket respository, found here . Downloads are also located on my website at http://lemonlake.nuclearstorm.net/factory/downloads/ and you can find ...
by LemonLake
Fri Aug 15, 2014 23:23
Forum: Mod Releases
Topic: [Mod] Flags [v.2.0] [flags]
Replies: 8
Views: 3463

Re: [Mod] Flags [v.2.0] [flags]

Hey guys, sorry about the download link issue. We're in the process of a webserver migration at the moment though it has been halted due to wait on machine arrival. I've put a Dropbox mirror here for the time being, apologies for the inconvenience!

https://dl.dropboxusercontent.com/u/21596039/v02.zip
by LemonLake
Tue Aug 05, 2014 18:28
Forum: Builds
Topic: [Android] Builds for ARM, x86 and MIPS
Replies: 146
Views: 34760

Re: Android Builds (ARM, x86, MIPS)

SuperCode just create Project with existing source code and point it to ".../build/android" that's all. GhostGTO MODS: you should be able to download mods in game too, Texture Packs: partial, texture packs aren't supported my menu but but you can enable them in config file same way they would be en...
by LemonLake
Thu Jul 31, 2014 15:16
Forum: Builds
Topic: [Android] Builds for ARM, x86 and MIPS
Replies: 146
Views: 34760

Re: Android Builds (ARM, x86, MIPS)

Play testing on S Note 2 and S Galaxy Tab 3. The tab had a bug where rail like nodes on a normal node would reach for the sky in a very bugged fashion. https://cdn.mediacru.sh/vPza0B2eGC3W.png Above untested on the note. Both devices also didn't automatically update the hotbar. A suggestion would be...
by LemonLake
Tue Jul 22, 2014 13:40
Forum: Minetest-related projects
Topic: Crevis - A Minetest Fork
Replies: 18
Views: 6058

Re: Crevis - The Minetest Fork

My honest opinion of it? It would be better of as a subgame. It does have some really cool mobs, and I like the trading system. There are some neat tools, too. On the other hand, the textures are inconsistent. It looks like you used a lot of stock photos too, which is very bad for a game you're plan...
by LemonLake
Sun Jul 13, 2014 00:43
Forum: Old Mods
Topic: [Mod] Factory [0.5.0.1] [factory]
Replies: 68
Views: 25025

Re: [Mod] Factory [0.4] [factory]

Screenshots showing off the next update: https://cdn.mediacru.sh/108LIGKFDvbS.png https://cdn.mediacru.sh/ysB3WTNVH3lY.png https://cdn.mediacru.sh/U4yjtwAKNAU9.png https://cdn.mediacru.sh/hkK7IuWr3gsn.png A few more features to come before this update is released! Note : The next version will requir...
by LemonLake
Thu Jul 10, 2014 10:01
Forum: Old Mods
Topic: [Mod] Factory [0.5.0.1] [factory]
Replies: 68
Views: 25025

Re: [Mod] Factory [0.4] [factory]

On/off switch for takers? I like that idea. Will add in the next version!
by LemonLake
Thu Jun 26, 2014 20:43
Forum: Old Mods
Topic: [Mod] Factory [0.5.0.1] [factory]
Replies: 68
Views: 25025

Re: [Mod] Factory [0.4] [factory]

plz auto-crafter! They already work, just add the node to the two furnace like tables in settings Please can you explain better ? If you look in settings.txt, it looks something like this: -- LemonLake's Factories: Config -- Logging factory.logTaker = true -- Defines the furnace types for movers an...
by LemonLake
Thu Jun 26, 2014 07:36
Forum: Old Mods
Topic: [Mod] Factory [0.5.0.1] [factory]
Replies: 68
Views: 25025

Re: [Mod] Factory [0.4] [factory]

jenova99sephiros wrote:plz auto-crafter!
They already work, just add the node to the two furnace like tables in settings
by LemonLake
Thu Jun 26, 2014 05:59
Forum: Old Mods
Topic: [Mod] Factory [0.5.0.1] [factory]
Replies: 68
Views: 25025

Re: [Mod] Factory [0.4] [factory]

hampa16 wrote:23:25:18: ERROR[main]: Server: Failed to load and run C:\Users\walter\Downloads\minetest-0.4.9\minetest-0.4.9\bin\..\mods\factory
Useless error. Please provide full log.
by LemonLake
Mon Jun 23, 2014 17:04
Forum: Old Mods
Topic: [Mod] Factory [0.5.0.1] [factory]
Replies: 68
Views: 25025

Re: [Mod] Factory [0.4] [factory]

They are exactly the same no matter the height.
by LemonLake
Mon Jun 23, 2014 16:26
Forum: Old Mods
Topic: [Mod] Factory [0.5.0.1] [factory]
Replies: 68
Views: 25025

Re: [Mod] Factory [0.4] [factory]

FYI i get this crash error with wieldview mod enabled when holding belt ERROR: An unhandled exception occurred: C:\MINETEST2\bin\..\builtin\game\item.lua:20: attempt to call method 'gsub' (a nil value) 10:41:02: ERROR[main]: stack traceback: 10:41:02: ERROR[main]: C:\MINETEST2\bin\..\builtin\game\i...
by LemonLake
Wed Jun 04, 2014 21:23
Forum: Old Mods
Topic: [Mod] Factory [0.5.0.1] [factory]
Replies: 68
Views: 25025

Re: [Mod] Factory [0.4] [factory]

Alt. Tester wrote:Ok. Is it ok I can then change it to be about 4 blocks higher?
Just stack four of them. I'm releasing an update that'll add a setting for the height soon, though.
by LemonLake
Wed Jun 04, 2014 18:49
Forum: Old Mods
Topic: [Mod] Factory [0.5.0.1] [factory]
Replies: 68
Views: 25025

Re: [Mod] Factory [0.4] [factory]

Hey Lemon. You should make bigger Smoke Tubes. Like we see in Real Life. I know sounds like be hard but bigger it is, the more better my Idea for Living Real can come a game mode. But If it ok I can edit the Smoke tube I would then do myself. Making a multi block structure for one single game mode ...
by LemonLake
Mon Jun 02, 2014 11:42
Forum: Mod Releases
Topic: [Mod] Compass GPS [compassgps]
Replies: 132
Views: 63722

Re: [Mod] Compass GPS [compassgps]

The formspec could be more compact. Every time I squished things closer together, I would test with a smaller window and fields would start bumping into each other or overlapping. Would LOVE some help on getting everything to fit in better. I'll be working on the shared bookmarks in my spare time t...
by LemonLake
Sun Jun 01, 2014 22:41
Forum: Old Mods
Topic: [Mod] Factory [0.5.0.1] [factory]
Replies: 68
Views: 25025

Re: [Mod] Factory [0.4] [factory]

Wuzzy wrote:Hi, I haven’t tried this mod yet, but I wonder wheather you had the idea from my old experimental conveyor belt mod. Anyways, it is great to see someone else tries to implement conveyor belts.
I’ll try this mod later.
Hey, never saw that mod before :P Hope you find it fun!
by LemonLake
Sun Jun 01, 2014 13:34
Forum: Builds
Topic: [Android] Builds for ARM, x86 and MIPS
Replies: 146
Views: 34760

Re: Android Builds (ARM, x86, MIPS)

Installed on a Samsung Galaxy Note II, Android 4.3 Upon starting up, I was greeted with a main menu that doesn't look entirely like it should: https://dl.dropboxusercontent.com/u/21596039/Screenshot_2014-06-01-14-23-59.png Perhaps you could scale the elements based on DPI, too? Singleplayer is fast ...
by LemonLake
Thu May 29, 2014 07:26
Forum: Mod Releases
Topic: [Mod] Compass GPS [compassgps]
Replies: 132
Views: 63722

Re: [Mod] Compass GPS [compassgps]

I love the modifications, love the idea and love the whole mod! Great work! Can't wait to see more from you.
by LemonLake
Wed May 28, 2014 13:10
Forum: Mod Releases
Topic: [Mod] Firearms [0.2.0] [firearms]
Replies: 224
Views: 83328

Re: [Mod] Firearms [0.2.0] [firearms]

Fixes sound 'bug' (untested but I'm 100% certain it'll work) --[[ || action.lua || Useful actions for weapons. || || Part of the Firearms Modpack for Minetest. || Copyright (C) 2013 Diego Martínez <kaeza> || See `LICENSE.txt' for details. --]] local random = math.random --[[ | shoot | | Shoots the c...