Search found 25 matches
- Wed May 10, 2017 09:25
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1932
- Views: 687674
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Also I need to evacuate & reset the pvp area when only 1 player is left We did it like in 'Mad Max - Beyond Thunderdome" < Two men enter, one man leave > :D From each pressure plate, just one player (the nearest) will be ported. So two will enter the PvP arena. One will respawn, the other ...
- Mon May 08, 2017 10:49
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1932
- Views: 687674
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Is there a way to perform an action if 'x' number of players is detected? For example, I would like to teleport players to a PvP area if there are 4 or more in a waiting room. There are many other applications I need this for and would greatly expand our possibilities. We did just, what you asked f...
- Thu Feb 16, 2017 09:00
- Forum: General Discussion
- Topic: Help!!! where do I find lava?
- Replies: 8
- Views: 1370
Re: Help!!! where do I find lava?
... and using the minimap helps to find resources underground.
Surface mode shows lava and other spots, radar mode shows caves!
Surface mode shows lava and other spots, radar mode shows caves!
- Thu May 12, 2016 07:03
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1611
- Views: 642380
Re: [Mod] Technic [0.4.11] [technic]
How does the music player work? Do I need to add my own custom music? yes, you need to add the sound files to the server. From scratch it does not play any music, because there are no files out of the box. Here a snip from the original docu: music player The music player is an LV powered machine th...
- Wed Apr 06, 2016 06:51
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 635442
Re: [Mod] Mobs Redo [1.28] [mobs]
The mod KPGmobs which works well with the Mobs Redo includes a horse and a deer which might be very close to a unicorn. It has a very nice animation and I'm sure it would look cool as a unicorn!
- Mon Mar 21, 2016 15:17
- Forum: Problems
- Topic: placing torches under water
- Replies: 15
- Views: 2536
Re: placing torches under water
It's not only the torches thing ...
If you place a door under water, you'll have two blocks of air to breathe!
Restricting the torches placement would be a 5% solution :-/
If you place a door under water, you'll have two blocks of air to breathe!
Restricting the torches placement would be a 5% solution :-/
- Mon Mar 21, 2016 15:00
- Forum: Modding Discussion
- Topic: [SOLVED]Is there a mod for count the items?
- Replies: 3
- Views: 732
Re: Is there a mod for count the items?
Hi Onyx,
I solved this issue (i.e. furnace overflow) with a wait loop inside the pipes forwarding goods to the furnace.
As long as the input slot of the furnace is not free, the other items will rotate in the wait loop.
I solved this issue (i.e. furnace overflow) with a wait loop inside the pipes forwarding goods to the furnace.
As long as the input slot of the furnace is not free, the other items will rotate in the wait loop.
- Tue Mar 01, 2016 20:09
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 635442
Re: [Mod] Mobs Redo [1.26] [mobs]
Just feed them with a few rats.JingoJagget wrote:Hello. Great mob mod.
Question: How do you tame kittens?
- Fri Feb 26, 2016 13:26
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1932
- Views: 687674
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Hi SaKeL,SaKeL wrote:Thanks, will check that tomorrow.
have you already had a chance to try the fix?
And thanks a lot for your git-howto!
- Mon Feb 22, 2016 22:11
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1932
- Views: 687674
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Hi SaKeL,SaKeL wrote:reset to this commit 7865d428348e64b4aa2877830fd97a283b0ae44e seems to fix the crashing
I have the same problem, but did not understand what you did to fix the issue.
Any helpful hint welcome.
- Fri Feb 12, 2016 16:14
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11060
- Views: 2054130
Re: Post your screenshots!
Here's my almost finished little ship
- Thu Feb 04, 2016 20:51
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1932
- Views: 687674
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
How does your code look like? Quite simple: if event.iid == "open" and pin.a then port.c = true port.d = false interrupt (1, "closed") elseif event.iid == "closed" and pin.a then port.c = false port.d = true interrupt (5, "open") else port.c = true interrupt ...
- Wed Feb 03, 2016 08:46
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1932
- Views: 687674
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
I'm trying to use a lua controller on a survival server and I hit some trouble with it. Hope someone can help me out here :) I was able to realize the function I'd like to get. It works well, as long as someone's around that place. But when leaving and getting back later, the lua controller got over...
- Mon Feb 01, 2016 11:55
- Forum: General Discussion
- Topic: Backup & Restore
- Replies: 2
- Views: 812
Re: Backup & Restore
Hey Zee,
do you still have this issue?
Could that be a matter of rights and/or file ownerships?
do you still have this issue?
Could that be a matter of rights and/or file ownerships?
- Wed Jan 27, 2016 16:26
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1611
- Views: 642380
Re: [Mod] Technic [0.4.11] [technic]
I think it's similar to the pipeworks problem, but in this case for the upgrade slots and not for the inventory slots.Hybrid Dog wrote:maybe it's the same problem pipeworks had
- Sat Jan 23, 2016 16:12
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1611
- Views: 642380
Re: [Mod] Technic [0.4.11] [technic]
yes, I've latest game and mod versions and problem still occurs: 2016-01-23 17:08:46: ACTION[Server]: singleplayer digs technic:mv_centrifuge at (-139,57,-521) 2016-01-23 17:08:46: ERROR[Main]: ServerError: Lua: Runtime error from mod 'technic' in callback node_on_dig(): ...e/minetest-git/minetest/b...
- Thu Jan 21, 2016 11:07
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1611
- Views: 642380
Re: [Mod] Technic [0.4.11] [technic]
I will double check that and respond asap.RealBadAngel wrote: Make sure you have up to date game (current dev) and pipeworks.
Thought, it was the latest, but we will see ...
If problem still persists, I'll attach the log output aswell.
- Tue Jan 19, 2016 15:42
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1611
- Views: 642380
Re: [Mod] Technic [0.4.11] [technic]
I found a bug around the technic mod. Have not seen any previous note about that. I used MV technic machines with batteries or control logic units in the upgrade slots. When digging the machine, the item drop causes minetest game crash. Anyone else having the same issue? Happened with battery boxes,...
- Fri Jan 15, 2016 13:22
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 635442
Re: [Mod] Mobs Redo [1.24] [mobs]
ok, great & thanks for your quick response. That means, water is not necessary now. But without food, hp decreases and the name tags become yellow and red before the mobs despawn. Cows, sheeps and rabbits feed themselves, as long as grown wheat, grass and carrots are available. When running out ...
- Fri Jan 15, 2016 08:43
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 635442
Re: [Mod] Mobs Redo [1.24] [mobs]
I already read through this wiki. But I did not find anything, how to treat the animals once they are tamed. Since I found 'horse out of water' or 'sheep out of water' messages in the server log, which lead to a lifetimer expired and despawn of the tamed mobs, I expected, that some mobs need special...
- Thu Jan 14, 2016 09:13
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 635442
Re: [Mod] Mobs Redo [1.24] [mobs]
Is there any howto which describes, what the tamed animals need to stay healthy? Which do need water, which don't? Which kind of food do they need? I managed to keep most of them fine. Chicken, sheep, cow, rabbit went fine. Source code helped a bit :) But the warthogs always get hungry. Do they need...
- Thu Jan 14, 2016 08:43
- Forum: General Discussion
- Topic: Automated Stainless Steel.
- Replies: 2
- Views: 785
Re: Automated Stainless Steel.
Hi DoyleChris,
how do you manage to get coal and iron one-by-one for the carbon steel alloying?
The same way you should be able to trigger 3 parallel queues from your carbon steel depot and one queue from your chromium depot into the alloy furnace.
how do you manage to get coal and iron one-by-one for the carbon steel alloying?
The same way you should be able to trigger 3 parallel queues from your carbon steel depot and one queue from your chromium depot into the alloy furnace.
- Thu Jan 07, 2016 13:15
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11060
- Views: 2054130
Re: Post your screenshots!
The pictures are a bit small and the links effectively broken - .... Can you use forum attachment? That at least allows for up to three viewable images :-) I'm also intrested in visiting the server. The videos looked promising. Maybe you can allow for visitors without interact for sightseeing. Hi S...
- Thu Jan 07, 2016 10:56
- Forum: WIP Mods
- Topic: [Mod] KPGMobs [kpgmobs]
- Replies: 74
- Views: 54204
Re: [Mod] KPGMobs [kpgmobs]
Great mod, cool animations!
But steering of the horse while riding feels like steering a super-tanker.
Is there any chance to make this more usable?
But steering of the horse while riding feels like steering a super-tanker.
Is there any chance to make this more usable?
- Thu Jan 07, 2016 10:13
- Forum: Mod Releases
- Topic: [Mod] Pipeworks [git] [pipeworks]
- Replies: 760
- Views: 325186
Re: [Mod] Pipeworks [20131128] [pipeworks]
I like this great mod very much! Great job!
Would it be possible to have an item, that acts similar to the node breaker (which digs a node) but it should punch an entity?
I have no experience in modding, so I could not figure out how the wielder.lua really works :)
Thanks for any hint.
Would it be possible to have an item, that acts similar to the node breaker (which digs a node) but it should punch an entity?
I have no experience in modding, so I could not figure out how the wielder.lua really works :)
Thanks for any hint.