Search found 30 matches
- Sat Jul 09, 2016 02:44
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 635389
Re: [Mod] Mobs Redo [1.30] [mobs]
I keep getting an error every time I try to feed/tame animals. I've reinstalled the latest version twice now and it still doesn't seem to be working properly. Can you offer some guidance? Runtime error from mod 'mobs_animal' in callback luaentity_Rightclick(): ...4\minetest-0.4.14\bin\..\mods\mobs\m...
- Wed Jun 08, 2016 18:44
- Forum: WIP Mods
- Topic: [Modpack] Technic Aluminum
- Replies: 13
- Views: 4805
Re: [Modpack] Technic Aluminum
This looks really cool. I do wonder though, why not just add an extra machine for the creation of the aluminum, rather than using the centrifuge? Admittedly it would make getting aluminum a little harder, but if you're going to use it to make more HV tiered machines it might be a balancing move. I ...
- Tue Jun 07, 2016 21:45
- Forum: WIP Mods
- Topic: Simple Moddinghelper!!! =D For new modders!
- Replies: 10
- Views: 3372
Re: Simple Moddinghelper!!! =D For new modders!
Better yet, take your "I want to do X" idea, head to dev.minetest.net, and start looking stuff up. That's how I started (and playing with Luacontrollers helped a lot too). I completely skipped the luacontrollers bit and still don't understand them... If you want to learn nodding for this ...
- Thu May 19, 2016 15:36
- Forum: General Discussion
- Topic: What is it about Minetest that draws you to it?
- Replies: 38
- Views: 6032
Re: What is it about Minetest that draws you to it?
First, off, yes it's free, open source, and is not restricted by height, but in addition to all of that, there are some other things too. Like the multiplayer server system, for instance: I never need to worry about making sure everyone is up to date on all the mods, and I'm the only one who needs t...
- Wed May 18, 2016 19:21
- Forum: WIP Mods
- Topic: [Modpack] Digiline Stuff [digiline_stuff] - digiline devices
- Replies: 97
- Views: 23662
Re: [Modpack] Digiline Stuff [digiline_stuff] - digiline dev
How about an autocrafter that sets the recipe to match an item string sent via digilines?
- Mon May 02, 2016 16:37
- Forum: WIP Mods
- Topic: [Mod] Technic Tweak collection [tech_tweak]
- Replies: 16
- Views: 5012
Re: [Mod] Technic Tweak collection [tech_tweak]
There already is a coolant. It's water, and water is basically infinite. http://i.imgur.com/ShL6MUt.jpg That's what I meant: perhaps the water should not be so infinite. Either lava or water could be turned into the limiting factor. Perhaps the water needs replaced after it gets boiled off by the l...
- Fri Apr 29, 2016 17:56
- Forum: WIP Mods
- Topic: [Mod] Technic Tweak collection [tech_tweak]
- Replies: 16
- Views: 5012
Re: [Mod] Technic Tweak collection [tech_tweak]
Tempting.... very tempting. But my favorite part about Technic is that it rewards good engineering. It's that feeling of accomplishment in seeing your contraption work. But, for those of us who arent engineers, this is a nice alternative if your main goal lies elsewhere. Powerful Lights are in short...
- Thu Apr 28, 2016 21:03
- Forum: WIP Mods
- Topic: [Mod] Space 2.2 [space]
- Replies: 55
- Views: 92101
Re: [Mod] Space 0.92 [space]
Wow! Exactly the sort of mod I was looking for!
- Thu Apr 28, 2016 18:26
- Forum: Mod Releases
- Topic: [Mod] Lifters [0.2] [lifter]
- Replies: 30
- Views: 12211
Re: [Mod] Lifters [0.1] [lifter]
Perhaps you could introduce a proximity mechanic to call the lift. For instance, have a block to one side of the lift shaft. When active, look for a lif block within, say, 100 meters up or down. If yes, then call it. Another possibility would be to add control blocks that move the (empty) lift up or...
- Thu Jan 07, 2016 17:04
- Forum: Mod Releases
- Topic: [Mod] Travelpoints [1.5] [travelpoints]
- Replies: 45
- Views: 21693
Re: [Mod] Travelpoints [1.4] [travelpoints]
Good mod - not having to manually choose my destination every time I want to use a telepad is very convenient. Just a few thoughts/requests: Would it be possible to make some way to pick which direction you are facing when you arrive? If you put the travel point in an alcove, similar to the screen s...
- Tue Jan 05, 2016 19:30
- Forum: Mod Releases
- Topic: [Modpack] Future Pack [1.1][future_pack]
- Replies: 33
- Views: 10868
Re: [Modpack] Future Pack [1.1]
How's this for a few ideas? Future or not, wars require resources. You could add resource gathering robots that can gather materials, but need protection while working. A sort of sentry bot that manufactures mini robots until destroyed or deactivated. A weapon that temporarily reprograms a robot. (P...
- Thu Dec 17, 2015 20:21
- Forum: Mod Releases
- Topic: [Mod] MoreMesecons [moremesecons]
- Replies: 84
- Views: 25519
Re: [Mod] MoreMesecons [moremesecons]
Yes, that would make luacontrollers much easier to deal with.Hybrid Dog wrote:Would you like some sort of configuration tool which shows a formspec when you use it on a luacontroller where you can load templates?
- Thu Dec 17, 2015 20:07
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1611
- Views: 642354
Re: [Mod] Technic [0.4.11] [technic]
Its a machine, not an adapter. Input voltage goes into the supply conetter from top, output voltage comes out the bottom. Both sides need their own switch station, and operate complety independently. . Also, each supply converter needs 10000 energy input to run, but that shouldn't be an issue with a...
- Thu Dec 17, 2015 16:55
- Forum: Mod Releases
- Topic: [Mod] MoreMesecons [moremesecons]
- Replies: 84
- Views: 25519
Re: [Mod] MoreMesecons [moremesecons]
Thank you for new ideas (I love that) !!! I think I won't make a new node for the "two way signal changer", I just will change the actual node. For the "transistor", actually you can make it with a switch torch (or a signal changer) and an AND gate, but the idea is really intere...
- Wed Dec 16, 2015 20:47
- Forum: Mod Releases
- Topic: [Mod] MoreMesecons [moremesecons]
- Replies: 84
- Views: 25519
Re: [Mod] MoreMesecons [moremesecons]
Variable speed blinker: mesecons operated version of the Adjustable Blinky plant. Brief Signal to port 1 increases blink rate, brief signal to port 2 decreases rate. (Intended use: controlling the speed at which a machine operates) How about using delayers? https://forum.minetest.net/download/file....
- Tue Dec 15, 2015 18:59
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1611
- Views: 642354
Re: [Mod] Technic [0.4.11] [technic]
Another way to keep overflow under control is have a secondary machine that vacuums up everything that falls out of the main system as input. Not a very elegant solution, but it does work.
- Tue Dec 15, 2015 18:55
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1611
- Views: 642354
Re: [Mod] Technic [0.4.11] [technic]
how about routing your inputs through a chest and having a loop so all rejected items go back to the chest and are filter-injectored back into the pipe. edit : (my diagram didn't work) That's basically what I did with the sorting pipes, minus the chest part. But yes, adding chests and injectors ad ...
- Tue Dec 15, 2015 17:16
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1611
- Views: 642354
Re: [Mod] Technic [0.4.11] [technic]
do the pipes sort randomly or alternately? I've had pretty mixed results, but with normal pipes, usually each junction will end up with about half of the items that go through. Dead end T junctions seem to do a better job of splitting input; items seem to prefer going straight if possible, although...
- Mon Dec 14, 2015 22:39
- Forum: Mod Releases
- Topic: [Mod] MoreMesecons [moremesecons]
- Replies: 84
- Views: 25519
Re: [Mod] MoreMesecons [moremesecons]
There are now two new nodes ! The Igniter : This is a lighter ! The Injector Controller : This is a combination between a blinky plant and an AND gate ! I'll have to try it out. There's a few other circuits that I try to set up pretty frequently, but the on/off switch was the one I really needed. H...
- Mon Dec 14, 2015 21:44
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1611
- Views: 642354
Re: [Mod] Technic [0.4.11] [technic]
The mv machines. The furnace for example is cooking quicker then outputting. And i have to controllers in them. So cooking is faster then output. Try controlling the input rate of materials. For instance, if you pipe materials into two furnaces instead of one, each furnace only gets every other ite...
- Fri Dec 04, 2015 02:00
- Forum: Mod Releases
- Topic: [Mod] mydoors [mydoors]
- Replies: 122
- Views: 31281
Re: [Mod] mydoors [mydoors]
Are the doors, specifically the sliding doors, in this mod mesecons-compatible? Also, placing the doors does not seem to reduce the number of doors in the inventory, although breaking a door and picking it up will add to the number in the inventory. And finally; it would be nice to be able to choose...
- Mon Nov 30, 2015 21:40
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1611
- Views: 642354
Re: [Mod] Technic [0.4.11] [technic]
thanks. is there any way you know of to prevent this and make it playable? If you are up to a tiny bit of mod editing, it should be a relatively simple matter of creating a recipe for it, it doesn't really matter what the recipe is, and adding it into the appropriate file. Then you should be able t...
- Thu Nov 19, 2015 19:35
- Forum: Mod Releases
- Topic: [Mod] MoreMesecons [moremesecons]
- Replies: 84
- Views: 25519
Re: [Mod] MoreMesecons [moremesecons]
Would it be possible to make some thing that is sort of a combination between a Blinky plant and a switch torch? The intended use is that I want to be able to use an on/off switch to control filter injectors from pipeworks. Somethinks lik, if port 1 gets a signal, port 2 emits a Blinky plant signal ...
- Sun Nov 15, 2015 19:45
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1611
- Views: 642354
Re: [Mod] Technic [0.4.11] [technic]
I am trying to create a new machine; how would I go about making a machine that has multiple states of operation, in addition to just of just on and off? I would like to have the stages progress through timers, so once a machine has been running for x time, it moves to the next stage. I've thought a...
- Tue Nov 10, 2015 02:28
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1611
- Views: 642354
Re: [Mod] Technic [0.4.11] [technic]
It is intentionally removed, since having a wrench lets you put an infinite amount of items in your inventory by putting chests inside other chests. You can only get it through give commands or creative mode.