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Re: [Mod] Digilines LED marquee [git][led_marquee]

More keywords added again, and some stupid ones removed. :-)

Fixed a few minor bugs also, see commit log and README (or first post here).
by VanessaE
Fri Aug 17, 2018 15:51
 
Forum: Mod Releases
Topic: [Mod] Digilines LED marquee [git][led_marquee]
Replies: 12
Views: 372

Re: [Mod] Digilines LED marquee [git][led_marquee]

There are 224 nodes - one for each character from 0x20 to 0xFF. The textures are a sort of black plastic for the "frame" and back side, a background image of 8x8 LEDs (all turned off) for the front, and an overlay face is used for the character glyph (textures thereof are drawn as if they'...
by VanessaE
Thu Aug 16, 2018 20:33
 
Forum: Mod Releases
Topic: [Mod] Digilines LED marquee [git][led_marquee]
Replies: 12
Views: 372

Re: [Mod] Digilines LED marquee [git][led_marquee]

Added basic "cursor position" support, and rudimentary UTF-8 string translation.
by VanessaE
Thu Aug 16, 2018 18:09
 
Forum: Mod Releases
Topic: [Mod] Digilines LED marquee [git][led_marquee]
Replies: 12
Views: 372

Re: [Modpack] Dreambuilder [20180816-1326][dreambuilder]

Build #20180816-1326, updated led_marquee again
by VanessaE
Thu Aug 16, 2018 17:29
 
Forum: Mod Releases
Topic: [Modpack] Dreambuilder [20180815-1952][dreambuilder]
Replies: 960
Views: 150022

Re: [Mod] Digilines LED marquee [git][led_marquee]

Now featuring multi-line support (GreenDimond's hack is obsolete ;-) ). See README or first post for details.
by VanessaE
Thu Aug 16, 2018 06:46
 
Forum: Mod Releases
Topic: [Mod] Digilines LED marquee [git][led_marquee]
Replies: 12
Views: 372

Re: [Modpack] Dreambuilder [20180815-1952][dreambuilder]

Build #20180815-1815, updated plantlife, farming_redo, and nixie tubes, and added my led_marquee mod.

EDIT: Build #20180...erm 20180815-1952, updated led_marquee (more than once :-P )
by VanessaE
Wed Aug 15, 2018 22:17
 
Forum: Mod Releases
Topic: [Modpack] Dreambuilder [20180815-1952][dreambuilder]
Replies: 960
Views: 150022

Re: [Mod] Digilines LED marquee [git][led_marquee]

Update: this mod now supports the ISO-8859-1 character set. Of course since Lua has no concept of what a character set is (nevermind trying to use Unicode/UTF-8 :-P in this particular situation), you'll have to use string.char() to specify them. I'll try to work out something better later. There are...
by VanessaE
Wed Aug 15, 2018 21:54
 
Forum: Mod Releases
Topic: [Mod] Digilines LED marquee [git][led_marquee]
Replies: 12
Views: 372

Re: [Mod] Nixie Tubes [nixie_tubes][git]

Update: this mod can now display strings across multiple alphanumeric tubes (but not the other types) that are placed in a line. See README for further details. Also, the "cursor" has been moved to char(31), and the "allon" keyword and the symbol it invokes has been moved to char...
by VanessaE
Wed Aug 15, 2018 21:54
 
Forum: Mod Releases
Topic: [Mod] Nixie Tubes [nixie_tubes][git]
Replies: 18
Views: 5181

Re: Topic move requests

Please explicitly spell-out the license(s) and dependencies in the first post.
by VanessaE
Wed Aug 15, 2018 21:48
 
Forum: Mod Releases
Topic: Topic move requests
Replies: 9
Views: 24282

Re: [Mod] Digilines LED marquee [git][led_marquee]

Yeah, my bad. Brain-o on my part. Fixed in git.

Note that you may have to dig-up and re-place the panels due to the change to proper wallmounting.
by VanessaE
Wed Aug 15, 2018 18:32
 
Forum: Mod Releases
Topic: [Mod] Digilines LED marquee [git][led_marquee]
Replies: 12
Views: 372

[Mod] Digilines LED marquee [git][led_marquee]

LED marquee mod https://forum.minetest.net/download/file.php?mode=view&id=16185&sid=975fc56966ed060d281f44cd4e0738be This mod provides a set of LED panels to form a marquee, controlled by Mesecons' Digilines mod. Simply place one or more panels, either in a line or forming a wall, and set a...
by VanessaE
Wed Aug 15, 2018 15:41
 
Forum: Mod Releases
Topic: [Mod] Digilines LED marquee [git][led_marquee]
Replies: 12
Views: 372

Re: [Mod] Farming Redo [1.37] [farming]

You asked for suggestions yesterday, so here are some... :-) ⋅  Get rid of the collision on cocoa pods (let the player walk through them). (fixed in git) ⋅ Add collision for trellis and beanpole, but only the ones that have enough plants on them (say ⅓ to ½ the full-grown...
by VanessaE
Mon Aug 13, 2018 17:48
 
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.37] [farming]
Replies: 393
Views: 134831

Re: [Modpack] Dreambuilder [20180813-0948][dreambuilder]

Build #20180813-0948, updated plantlife, digistuff, farming-redo, roads, unified inventory, and removed a few obsolete "overrides" in the misc-overrides package.
by VanessaE
Mon Aug 13, 2018 13:52
 
Forum: Mod Releases
Topic: [Modpack] Dreambuilder [20180815-1952][dreambuilder]
Replies: 960
Views: 150022

Re: [Modpack] Dreambuilder [20180803-0931][dreambuilder]

Build #20180803-0931: updated castles, cottages, digistuff, gloopblocks, locks, maptools, mesecons, pipeworks, technic, unified inventory, unified dyes, and xban2
by VanessaE
Fri Aug 03, 2018 13:34
 
Forum: Mod Releases
Topic: [Modpack] Dreambuilder [20180815-1952][dreambuilder]
Replies: 960
Views: 150022

Re: [Mod] Unified Dyes [20170620][unifieddyes]

Well like I said, the problem, whatever it is, has nothing to do with unified dyes.
by VanessaE
Thu Aug 02, 2018 13:02
 
Forum: Mod Releases
Topic: [Mod] Unified Dyes [20170620][unifieddyes]
Replies: 95
Views: 48944

Re: [Mod] Unified Dyes [20170620][unifieddyes]

All I can say is, none of that is the fault of this mod or the images therein. Sounds to me like you have a deeper system issue, maybe time for a re-install.

Incidentally, I run Debian (the computer the above screenshot was made on).
by VanessaE
Thu Aug 02, 2018 04:52
 
Forum: Mod Releases
Topic: [Mod] Unified Dyes [20170620][unifieddyes]
Replies: 95
Views: 48944

Re: [Mod] Unified Dyes [20170620][unifieddyes]

That the image has more than 256 pixels is intentional - the engine simply discards the rest of the image past that point, which is fine, since I drew the image with that intent. It allowed me to arrange the colors in a human-readable way. Otherwise, I would have had to lay things out with color gra...
by VanessaE
Thu Aug 02, 2018 02:49
 
Forum: Mod Releases
Topic: [Mod] Unified Dyes [20170620][unifieddyes]
Replies: 95
Views: 48944

Re: [Server] VanessaE's Survival Server [0.4.16]

It does need moved eventually, but Technic loads up the entire network anyways, so it doesn't matter where spawn is, if there's public HV grid connection into it, which there would be.
by VanessaE
Wed Aug 01, 2018 10:01
 
Forum: Servers
Topic: [Server] VanessaE's Survival Server [0.4.16]
Replies: 601
Views: 61908

Re: [Server] VanessaE's Survival Server [0.4.16]

Michael: it's a combo of Technic and mesecons (pipeworks used to be, but I have rate limiting implemented there). Quarries are no longer laggy, as far as I know.

Waaaaaaaaaaaaaayyyy too late for that, twoelk :-)
by VanessaE
Wed Aug 01, 2018 08:49
 
Forum: Servers
Topic: [Server] VanessaE's Survival Server [0.4.16]
Replies: 601
Views: 61908

Re: [Server] VanessaE's Survival Server [0.4.16]

I've brought this server back online. By some magic, I've managed to convince it to run again :-)
by VanessaE
Mon Jul 30, 2018 10:26
 
Forum: Servers
Topic: [Server] VanessaE's Survival Server [0.4.16]
Replies: 601
Views: 61908

Re: [Server] VanessaE's Creative Server [0.4.16]

I've brought this server back online, with mod, game, and engine updates. Seems to be stable and not much lag.
by VanessaE
Sat Jul 28, 2018 02:53
 
Forum: Servers
Topic: [Server] VanessaE's Creative Server [0.4.16]
Replies: 1410
Views: 147873

Re: [Server] VanessaE's Creative Server [0.4.16]

You can go to Freenode channel #ve-minetest-servers, but since that's where the servers are connected, you'd be just as likely to find an admin by going on IRC as you would just asking through the server chat (not that there are many admins around anymore... people drift away, etc.). Where is the ho...
by VanessaE
Sun Jul 15, 2018 11:28
 
Forum: Servers
Topic: [Server] VanessaE's Creative Server [0.4.16]
Replies: 1410
Views: 147873

Re: [Server] VanessaE's Survival Server [0.4.16]

I saw that mod before, and I would try it, if it could outright replace Technic. The server has so much stuff built-up that it's impossible to switch to a leaner mod, unless it has aliases and such and operates more or less the same. Otherwise I'd end up with a whole *lot* of unknown nodes.
by VanessaE
Sat Jul 14, 2018 15:32
 
Forum: Servers
Topic: [Server] VanessaE's Survival Server [0.4.16]
Replies: 601
Views: 61908

Re: [Server] VanessaE's Survival Server [0.4.16]

Technic is slow to do things, and when you have large power networks, and lots of complex machines, it takes a long time to make network calculations. My servers have gotten so complex that Technic takes all the available CPU - since it won't throttle itself down - preventing people from even loggin...
by VanessaE
Fri Jul 13, 2018 17:25
 
Forum: Servers
Topic: [Server] VanessaE's Survival Server [0.4.16]
Replies: 601
Views: 61908
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