Search found 25 matches

by elettrico
Sun Feb 18, 2024 18:02
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1932
Views: 690249

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]

Hi,
is there a way to access node position inside a luacontroller? I want to do something like that:

Code: Select all

if (event.type=="on") then
  digiline_send("channel", pos)
end
are there "environment variables" which I can read from the cose?
thanks
by elettrico
Tue May 30, 2023 01:21
Forum: Problems
Topic: Problem with home directory
Replies: 3
Views: 384

Re: Problem with home directory

Ok, so I'll disable "church_grave", but what about this "mydoors" and "chains"? They are present and perfectly functional with the previous installation. Also, why --trace and --verbose doesn´t change the log level?
by elettrico
Mon May 29, 2023 21:50
Forum: Problems
Topic: Problem with home directory
Replies: 3
Views: 384

Problem with home directory

Hi, I've a minetest server in my lan, running on linux mint. Recently I've update te OS, so I've removed and then reinstalled minestest binary (because it comes from the minetestdevs-stable ppa). The "home" of minetest data was always /var/games/minetest-server/ and the user "Debian-m...
by elettrico
Thu Oct 05, 2017 02:43
Forum: WIP Mods
Topic: [Mod] Tron Blocks [0.3.2][tronblocks]
Replies: 17
Views: 11938

Re: [mod] Tron Blocks [0.3.2][tronblocks]

Adding "moreblocks" to depends.txt resolve the issue
by elettrico
Tue Oct 03, 2017 00:59
Forum: Problems
Topic: Player always flying one node above ground
Replies: 10
Views: 1875

Re: Player always flying one node above ground

mmm, ok, so... how do I check minetest_game version? cannot find version string anywhere in minetest_game directory.
by elettrico
Sat Sep 30, 2017 03:07
Forum: Problems
Topic: Player always flying one node above ground
Replies: 10
Views: 1875

Re: Player always flying one node above ground

ok, I've compiled mi minetest server from the git stable branch, so I have: Minetest 0.4.16 (Linux) Build info: VER=0.4.16 BUILD_TYPE=Release RUN_IN_PLACE=0 USE_GETTEXT=1 USE_SOUND=0 USE_CURL=1 USE_FREETYPE=1 USE_LUAJIT=1 STATIC_SHAREDIR="/opt/minetest-install/share/minetest" then I have m...
by elettrico
Tue Sep 12, 2017 02:47
Forum: WIP Mods
Topic: [MOD] Abriglass + Abriflame + Abritorch
Replies: 10
Views: 5709

Re: [MOD] Abriglass + Abriflame + Abritorch

the same thing happen with homedecor:window nodes. is it a mt bug?
by elettrico
Mon Sep 11, 2017 18:13
Forum: Problems
Topic: WorldEdit huge mods and Mapgen v7
Replies: 4
Views: 765

Re: WorldEdit huge mods and Mapgen v7

Yes, but the point is WE has to do it internally. I mean, a player think "a 250 nodes circle" :P
by elettrico
Mon Sep 11, 2017 17:31
Forum: WIP Mods
Topic: [MOD] Abriglass + Abriflame + Abritorch
Replies: 10
Views: 5709

Re: [MOD] Abriglass + Abriflame + Abritorch

Why I cannot see water (and some other node types) when I look through an abriglass node?
by elettrico
Fri Sep 08, 2017 02:37
Forum: WIP Mods
Topic: [Mod] columns (WIP)
Replies: 3
Views: 833

[Mod] columns (WIP)

I like building big structures, with big spaces, so I write this basic and incomplete mod: it uses cylinder from worldedit and create columns with a larger (or smaller) top, something like gothic ones. I'm playing with it and it's not really basic and not finished, but I like the structure I can mad...
by elettrico
Wed Sep 06, 2017 18:10
Forum: Problems
Topic: WorldEdit huge mods and Mapgen v7
Replies: 4
Views: 765

Re: WorldEdit huge mods and Mapgen v7

I'm using LuaJIT 2.1.0-beta3 hoping it would be better, but I guess I was wrong. So, correct me if I'm wrong: - worldedit send 3 millions changes to the voxel manipulator in one "transaction" - voxel manipulator starts doing his job - voxel manipulator silently fail (no error show in log) ...
by elettrico
Wed Sep 06, 2017 02:40
Forum: Problems
Topic: WorldEdit huge mods and Mapgen v7
Replies: 4
Views: 765

WorldEdit huge mods and Mapgen v7

I'm using minetest 0.4.16, when I do something huge with worldedit I always get and "incomplete" work: I get 32x32x32 mapblocks not modified. This image - https://www.dropbox.com/s/6zs6acdv9s8p2y2/minetestblocks.png?dl=0 - for example is the result of: /teleport 10000,0,10000 /emergeblocks...
by elettrico
Wed Sep 06, 2017 02:15
Forum: General Discussion
Topic: Minetest with LuaJit GC64 mode (>2gb mem)
Replies: 3
Views: 2043

Re: Minetest with LuaJit GC64 mode (>2gb mem)

Today I've built LuaJIT 2.1.0-beta3 and built minetestserver using it. When I've tried to do a //sphere 250 air with worldedit (in a emerged area) it crashed with OOM. When I've tried to do the same but with a 200 blocks radius it crashed with this error: 2017-09-05 23:04:08: ERROR[Main]: ServerErro...
by elettrico
Mon Sep 04, 2017 16:01
Forum: General Discussion
Topic: Minetest with LuaJit GC64 mode (>2gb mem)
Replies: 3
Views: 2043

Re: Minetest with LuaJit GC64 mode (>2gb mem)

In my linux mint machine how can I install the latest LuaJIT? Is there an official PPA? Or better remove the package and compile it from sources? Which version of lua is supported?
by elettrico
Thu Aug 24, 2017 18:06
Forum: Problems
Topic: Despawn
Replies: 4
Views: 1297

Re: Despawn

Yes I know about clearobject, and what you say is true. So, if there's no way to delete all entities from one mod I think I have to live with it. It's a pity. And yes, it is true I should have done my tests locally: in fact, I've done it. But in an "empty" world I didn't notice robots coul...
by elettrico
Thu Aug 24, 2017 14:48
Forum: Problems
Topic: Despawn
Replies: 4
Views: 1297

Despawn

Hi, don't know if it's the correct forum to post to, move if needed. I post it here because I think it's a bug not to have a command for despawing mobs. Is there a way to despawn all mobs or despawn all mobs spawned by one mod? I war trying the scifi mod in a world (server), now I've removed it but ...
by elettrico
Tue Aug 22, 2017 13:24
Forum: Mod Releases
Topic: [Modpack] Home Decor [git] [homedecor_modpack]
Replies: 1036
Views: 480670

Re: [Modpack] Home Decor [git] [homedecor_modpack]

That aside, I seem to have no problem [crafting] either the all-wool armchair (homedecor:armchair) or the kitchen chair with the padded seat (homedecor:kitchen_chair_padded). Once placed, I am able to color it just fine. ok, so I'll try to craft something else (I was trying exactly this chair!), wh...
by elettrico
Tue Aug 22, 2017 01:04
Forum: Mod Releases
Topic: [Modpack] Home Decor [git] [homedecor_modpack]
Replies: 1036
Views: 480670

Re: [Modpack] Home Decor [git] [homedecor_modpack]

Craft a white chair first, then place it. Switch to wield red dye and punch the chair with it, and it'll change color. I'm in creative mode so I already have the white chair. Colouring it this way works, but I cannot for example craft another chair, nor white nor red. So ok actually I can use the w...
by elettrico
Mon Aug 21, 2017 17:03
Forum: Mod Releases
Topic: [Modpack] Home Decor [git] [homedecor_modpack]
Replies: 1036
Views: 480670

Re: [Modpack] Home Decor [git] [homedecor_modpack]

Make sure your copy of Unified Dyes is up-to-date. There was a minor bug recently that broke most recipes that required white dye, including most of those in Home Decor. It's the latest version from git. Can you tell me for example the correct craft for creating red chairs? I'll try it and tell you...
by elettrico
Sat Aug 19, 2017 03:49
Forum: Mod Releases
Topic: [Modpack] Home Decor [git] [homedecor_modpack]
Replies: 1036
Views: 480670

Re: [Modpack] Home Decor [git] [homedecor_modpack]

I'm using this amazing mod with minetest 0.4.16 in creative mode but I cannot craft anything. Only for this mod crafting (and colouring) seems to be broken, I mean, I do one of the recipes and nothing happens. I'm using unified inventory.
by elettrico
Fri Aug 18, 2017 13:28
Forum: WIP Mods
Topic: [abandoned mod] Geomoria [geomoria]
Replies: 60
Views: 12750

Re: [mod] Geomoria [geomoria]

Does this mod works in 4.16 with mapgen v7? I've added this mod to a world but I cannot find geomoria caves underground. I also have Caverealms installed ant it works well.
by elettrico
Thu Aug 10, 2017 21:10
Forum: Problems
Topic: Player always flying one node above ground
Replies: 10
Views: 1875

Re: Player always flying one node above ground

ok, I was using the daily builds ppa, changed to stable and everything is ok.

thanks
by elettrico
Thu Aug 10, 2017 20:28
Forum: Problems
Topic: Player always flying one node above ground
Replies: 10
Views: 1875

Player always flying one node above ground

Hi, I've a home server with two worlds on ports 30000 and 30001. They was running on minetest version 4.13, but yesterday I've installed a second minetest (version 0.4.16) and run the 30001 world using the new version. Now when player connects to the world on port 30000 (4.13) all is fine, but when ...
by elettrico
Mon Jul 31, 2017 03:11
Forum: Problems
Topic: Minetest stop responding to keyboard and mouse inputs
Replies: 2
Views: 699

Re: Minetest stop responding to keyboard and mouse inputs

So when linux try to blank the screen it breaks minetest fullscreen mode?
I'll check.
by elettrico
Tue Jul 25, 2017 03:04
Forum: Problems
Topic: Minetest stop responding to keyboard and mouse inputs
Replies: 2
Views: 699

Minetest stop responding to keyboard and mouse inputs

Hi, I'm using minetest 0.4.16 on linux mint on my laptop, with opengl drivers. When I play it in windowed mode (800x600) I experience a very high cpu use (and Intel Core i3-2350M @ 2.30GHz), but I can play with no problem (until my laptop reach 80 celsius :P). When I play it in fullscreen mode (800x...