Search found 21 matches
- Sun Jan 21, 2024 19:48
- Forum: WIP Mods
- Topic: [mod] Automated Storage & Retrieval System [asrs]
- Replies: 31
- Views: 3350
Re: [mod] Automated Storage & Retrieval System [asrs]
Sorry for the delay, .. is lua's concatenation operator, turns out I forgot to test pulling things from the search inventory after I added the code that logged the inventory movement. I have been unable to reproduce the new error. The only thing I can think of is a crash could be at fault. The curr...
- Sun Jan 21, 2024 11:49
- Forum: WIP Mods
- Topic: [mod] Automated Storage & Retrieval System [asrs]
- Replies: 31
- Views: 3350
Re: [mod] Automated Storage & Retrieval System [asrs]
The problem is back, with a very similar error to the first one I reported. This is a different server/world than the one I previously reported. I'm using Technic instead of Techage. I have an ASRS set up and it was loaded via pipeworks. I've been using it for awhile. Now, if I click on debug or any...
- Mon Jan 15, 2024 00:13
- Forum: WIP Mods
- Topic: [mod] Automated Storage & Retrieval System [asrs]
- Replies: 31
- Views: 3350
Re: [mod] Automated Storage & Retrieval System [asrs]
Wonderful! Thanks for fixing it. I removed the ContentDB version and cloned the notabug repo into my mods directory. I was able to confirm that the search results problem is gone for me. The first ASRS system I set up seems to be working, too. I won't trust it, though. π
All it took was a little bit...
- Sun Jan 14, 2024 10:36
- Forum: WIP Mods
- Topic: [mod] Automated Storage & Retrieval System [asrs]
- Replies: 31
- Views: 3350
Re: [mod] Automated Storage & Retrieval System [asrs]
Were you able to change pages in the past? Looking at the error and code this suggests that the system_id was somehow removed from the controller, which shouldn't be possible as that is stored in the node metadata, and has been since I initially posted the mod. If you create a new system do you hav...
- Thu Jan 11, 2024 00:24
- Forum: WIP Mods
- Topic: [mod] Automated Storage & Retrieval System [asrs]
- Replies: 31
- Views: 3350
Re: [mod] Automated Storage & Retrieval System [asrs]
I started using it. Now that I've added a bunch of stuff it crashes the server whenever I try to use it. I can right-click on the controller and see the main inventory screen, but as soon as I click on any of the buttons, the server crashes with the following error. I can remove items from that init...
- Mon Jan 02, 2023 22:38
- Forum: Mod Releases
- Topic: [Mod] Tech Age [techage]
- Replies: 475
- Views: 88726
- Sat Dec 31, 2022 03:01
- Forum: Mod Releases
- Topic: [Mod] Tech Age [techage]
- Replies: 475
- Views: 88726
Re: No recipe for silicon lumps?
Is there any way to make silicon lumps (for silicon wafers)? ... Am I missing something? Server AsiaThailand: ... installed and active mods ... * basic_materials * mesecons * techage search basic_materials, found and see receipt ... (1) 3 sand and a steel ingot (2) 3 of sandgroup and a steel ingot ...
- Sat Dec 31, 2022 02:55
- Forum: Mod Releases
- Topic: [Mod] Tech Age [techage]
- Replies: 475
- Views: 88726
Re: No recipe for silicon lumps?
Update : I had the Mesecons mod installed. I didn't realize that it's incompatible. I did search this topic before posting, but I didn't understand "doesn't integrate well with" meant that it breaks it. I uninstalled the mod and now everything works π
What was the problem with mesecons? I...
- Fri Dec 30, 2022 14:20
- Forum: Mod Releases
- Topic: [Mod] Tech Age [techage]
- Replies: 475
- Views: 88726
No recipe for silicon lumps?
Update : I had the Mesecons mod installed. I didn't realize that it's incompatible. I did search this topic before posting, but I didn't understand "doesn't integrate well with" meant that it breaks it. I uninstalled the mod and now everything works π
Is there any way to make silicon lump...
- Sun Jul 14, 2019 00:59
- Forum: General Discussion
- Topic: Tip on Lua controlled Tube (use for sorting)
- Replies: 15
- Views: 5152
Re: Tip on Lua controlled Tube (use for sorting)
I figured out pattern matching for the Lua tubes. The second argument to the match is indeed a pattern rather than a regular string. I was just using the wrong syntax. It might be something peculiar about the Lua implementation in Minetest, but I suspect it's just that Minetest's Lua implementation ...
- Sat Jul 13, 2019 20:12
- Forum: General Discussion
- Topic: Tip on Lua controlled Tube (use for sorting)
- Replies: 15
- Views: 5152
Re: Tip on Lua controlled Tube (use for sorting)
Vince, It looks like you are trying to find a substring that includes the "wildcard" charcter. The following string.match(itemName, 'default:.*tree') is actually looking for the substring "default:.*tree" which always returns nil, because there is no node named "default:.*t...
- Sat Jul 13, 2019 10:17
- Forum: General Discussion
- Topic: Tip on Lua controlled Tube (use for sorting)
- Replies: 15
- Views: 5152
Re: Tip on Lua controlled Tube (use for sorting)
This was great to get me started. I wanted to expand upon the idea using pattern matching for what I think of as a Tree Chest , but I can't seem to get it working. I have some experience with regular expressions and I did some reading to get the syntax right. I even did some basic testing using an o...
- Sat Jun 29, 2019 20:01
- Forum: Mod Releases
- Topic: [MOD] Tool ranks [toolranks]
- Replies: 108
- Views: 40874
Re: [MOD] Tool ranks [toolranks]
Thank you TenPlus1 for fixing this and Tikilou for (re?) posting the fixed fork by TenPlus1!
- Fri Jun 02, 2017 11:56
- Forum: WIP Mods
- Topic: [Mod] D00Med mobs [dmobs]
- Replies: 291
- Views: 70963
Wyvern and Water Dragon can't spawn?
First I need to admit that I don't know anything about coding in Lua or creating Minetest mods, but I'm poking around in the code anyway... I was able to create several of the dragon egg types, but I wasn't able to find any "bosses" to get the corresponding gems, so I took a look at the co...
- Sat May 27, 2017 21:55
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1611
- Views: 642843
Re: [Mod] Technic [0.4.16-dev] [technic]
Nuclear reactor = HUGE complex building not documented last time I checked. (Correct me if is) The entire process for enriching uranium and building the nuclear reactor is very well documented: https://github.com/minetest-mods/technic/blob/master/manual.md#nuclear-generator I've built it a few time...
- Sun May 07, 2017 15:22
- Forum: Mod Releases
- Topic: [mod] kaeza's/VanessaE's signs library [signs_lib][git]
- Replies: 92
- Views: 35717
Re: [mod] kaeza's/VanessaE's signs library [signs_lib][git]
The text of my signs is suddenly sideways: https://c1.staticflickr.com/5/4160/34468887766_c52959dd02_z.jpg I have signs placed on the front of a bunch of autocrafters, but the text seems to be facing at a 90 degree angle perpendicular to its sign. If I dig the sign and replace it the problem goes aw...
- Fri Apr 21, 2017 02:31
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1611
- Views: 642843
Re: [Mod] Technic [0.4.16-dev] [technic]
I've revised my LV Generator Setup including both the Hydro and Geothermal generators. It's a little hard to explain and using ASCII art can only give a cross-section. I have water sources sitting next to the generator on two opposite corners. The holes on the sides adjacent to the generator go two ...
- Mon Apr 17, 2017 02:26
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1611
- Views: 642843
Hydro LV Generator changes since Feb 2017
I have been having a hard time with the Hydro LV Generator. I couldn't get it to output any power. I was sure that when I first started playing Minetest I had figured out how to get 100% output from a Hydro Generator. Here's what it says in the manual : The hydro generator is an LV power generator t...
- Thu Jun 16, 2016 16:28
- Forum: Mod Releases
- Topic: [Mod] Torches [3.0.1] [torches]
- Replies: 84
- Views: 68168
Re: [Mod] Torches [3.0.1] [torches]
I just discovered a little oddity. I currently have 18 torches:torchlight in my inventory. There's no picture. It just shows the number. I had to look at the player file to see what was in my inventory.That's the node that's placed and removed when holding a torch, isn't it? I think it was picked up...
- Mon Jun 13, 2016 21:57
- Forum: Mod Releases
- Topic: [MOD] Ethereal NG [1.31] [ethereal]
- Replies: 420
- Views: 161252
Re: [MOD] Ethereal NG [1.20]
Ethereal does indeed use ethereal:green_dirt instead of the default:dirt_with_grass to stop abm's from default minetest running on an ethereal world using it's own... I will look into technic mod and see if I can request a change for rubber tree's to grow on ethereal dirt. Update: From what I see i...
- Sun Jun 05, 2016 05:05
- Forum: Mod Releases
- Topic: [MOD] Ethereal NG [1.31] [ethereal]
- Replies: 420
- Views: 161252
Re: [MOD] Ethereal NG [1.20]
I've been playing singleplayer on a world set up with Ethereal. It looks like all default:dirt_with_grass has been replaced with ethereal:green_dirt. I also like the Technic mod, but I think I've found an incompatibility. With Technic, MV and higher machines require rubber from rubber trees. However...