Search found 111 matches
- Mon Aug 03, 2020 02:49
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1495
- Views: 273222
Re: [Mod] Advanced Trains [advtrains] [2.1.1]
Blockhead, are the crossings only decorational or are they integrated? If not and you want to code it, the at_conns table needs to have 4 entries, where 1-2 and 3-4 map to each other. Moving across this is already supported. Oh yes, they are fully functional. I read the comment in advtrains/tracks....
- Wed Feb 12, 2020 06:35
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1495
- Views: 273222
Re: [Mod] Advanced Trains [advtrains] [2.1.1]
How do the loading and unloading tracks work? I was unable to understand how to use it. Thanks in advance You put them above chests. When the train slowly moves by, the contents of its freight cars are moved into chests under unloading tracks, while the stuff in the chests under loading trucks is m...
- Mon Feb 10, 2020 20:51
- Forum: Servers
- Topic: [Server] LinuxForks (Lots of trains)
- Replies: 272
- Views: 36140
Re: [Server] LinuxWorks Next Generation (Lots of trains)
h-v-smacker: Uee a win-32 client in wine or similar to try te get in and change position. Also an option, yes. Thank you for suggestion. So far it appeared that it's indeed possible to teleport the player between the crash of his client and timeout. Also I took another laptop, and didn't experience...
- Mon Feb 10, 2020 19:37
- Forum: Servers
- Topic: [Server] LinuxForks (Lots of trains)
- Replies: 272
- Views: 36140
Re: [Server] LinuxWorks Next Generation (Lots of trains)
Hmm, looks really weird. Could it be caused by the large amount of bicycles in that area? Should I try to tp you away from Origin? I don't know. My debug shows nothing useful. Maybe it's bikes. Maybe something else. But it looks like something which is a mesh. We have a lot of those actually. And i...
- Mon Feb 10, 2020 19:27
- Forum: Servers
- Topic: [Server] LinuxForks (Lots of trains)
- Replies: 272
- Views: 36140
Re: [Server] LinuxWorks Next Generation (Lots of trains)
5.1.1-ppa0~ubuntu16.04.1
Tried with both intel and nvidia GPUs. No difference.
Sounds like https://github.com/minetest/minetest/issues/7015 to me...
Tried with both intel and nvidia GPUs. No difference.
Sounds like https://github.com/minetest/minetest/issues/7015 to me...
- Mon Feb 10, 2020 19:18
- Forum: Servers
- Topic: [Server] LinuxForks (Lots of trains)
- Replies: 272
- Views: 36140
Re: [Server] LinuxWorks Next Generation (Lots of trains)
Strange things happen to me at Origin lately. The client just crashes. The end of debug log: 2020-02-10 22:16:01: ERROR[Main]: generateImage(): Could not load image "door_steel.png" while building texture; Creating a dummy image 2020-02-10 22:16:01: ERROR[Main]: generateImage(): Could not ...
- Wed Jan 29, 2020 13:18
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1495
- Views: 273222
Re: [Mod] Advanced Trains [advtrains] [2.1.1]
https://youtu.be/_h-psUEjntA steam locomotive jump to another line if there is a coupling wagon line remains busy It's not because of a coupled wagon. It's because it goes through a switch that is not set straight. It's technically possible, but leads to costly switch damage in real life. Advtrains...
- Mon Dec 16, 2019 21:30
- Forum: Servers
- Topic: [Server] LinuxForks (Lots of trains)
- Replies: 272
- Views: 36140
Re: Re Re: Version 5 has come with a lot of regressions and
3.6 Roentgen — not great, not terrible.BuckarooBanzay wrote: Oh i liked that series :) but what has that to do with glowing trains...? :P
- Mon Dec 16, 2019 08:13
- Forum: Servers
- Topic: [Server] LinuxForks (Lots of trains)
- Replies: 272
- Views: 36140
Re: Re Re: Version 5 has come with a lot of regressions and
Oh, I can... https://www.youtube.com/watch?v=qDRbLi4f47sBlockhead wrote:orwell wrote: [*] I can't think of a reason why a rail yard full of box cars should all glow at night.
- Wed Dec 04, 2019 19:04
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1495
- Views: 273222
Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
I have many signal marks on the slopes. They work. Why wouldn't it work? (a) the mark was for a signal attached to the wrong side of the TCB or (b) the new tracks weren't registered by the game or train yet. How does (a) happen? Consider this scheme: ========A|B=(:)=====[<—]=======[<<<][<<<][<<<]===...
- Mon Dec 02, 2019 17:58
- Forum: Русский
- Topic: [Server] Crimea HiTech&Magic (RUS)
- Replies: 165
- Views: 27585
Re: [Сервер] Сrimea HiTech&Magic (RUS)
А чем инструменты из technic не угодили? Ручной бур примерно так и работает — сносит любые материалы за постоянное время, да ещё и в разных пространственных конфигурациях (например, 3 в глубину).
- Sat Nov 30, 2019 22:32
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1495
- Views: 273222
Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
First, thank you so much for this amazing mod. I've been experimenting with it over the past few months, finally took the time to figure out interlocking (with the help of the great video tutorial recently posted), and this mod is absolutely fantastic. I have one question: is there any convenient w...
- Tue Nov 19, 2019 11:37
- Forum: Mod Releases
- Topic: [Mod] cottages [cottages] (medieval, farming, country life)
- Replies: 120
- Views: 47730
Re: [Mod] cottages [cottages] (medieval, farming, country li
Depends on what kind of game you play, I guess. One stack of wheat makes enough bread to play a day or two real time. Even if you increase the rate that the hunger mod goes through food to the point that early game survival is unlikely unless you start in an apple grove. If you were trying to feed ...
- Mon Nov 18, 2019 16:35
- Forum: Mod Releases
- Topic: [Mod] cottages [cottages] (medieval, farming, country life)
- Replies: 120
- Views: 47730
Re: [Mod] cottages [cottages] (medieval, farming, country li
I'm guessing that's why the mill has only one input slot? That seems to be the easiest fix. Yeah, there's a lot of extra code that will never be used, but not much of an inconvenience to have to add only one stack at a time. The mill has one slot because it's output ratio is lower. With a threshing...
- Sun Nov 17, 2019 11:06
- Forum: Mod Releases
- Topic: [Mod] cottages [cottages] (medieval, farming, country life)
- Replies: 120
- Views: 47730
Re: [Mod] cottages [cottages] (medieval, farming, country li
I'm away from my coding machine at the moment, so I haven't pulled the most recent code, but on either your fork or Sokomine 's, if you have a threshable product in the second slot, but not in the first, it crashes to main menu. It works properly if you run out in the first slot, but not if you sta...
- Thu Nov 07, 2019 07:37
- Forum: Mod Releases
- Topic: [Mod] Digtron tunnel boring/building machine [digtron]
- Replies: 219
- Views: 39504
Re: [Mod] Digtron tunnel boring/building machine [digtron]
I made a new control node, master builder: https://github.com/minetest-mods/digtron/pull/60 https://forum.minetest.net/download/file.php?mode=view&id=20492&sid=6310d0393eec8a41632ffc430c887590 It allows to read&save on all builders (used for template building, on the right) or set all bu...
- Mon Nov 04, 2019 01:12
- Forum: Mod Releases
- Topic: [Mod] cottages [cottages] (medieval, farming, country life)
- Replies: 120
- Views: 47730
Re: [Mod] cottages [cottages] (medieval, farming, country li
h_v_smacker , I don't recall whether I mentioned this in the PR, but if I didn't, here's all a mod maker need do to register his products with that function call. Our tweaks mod has an optional depend on cottages, and in the init.lua the following three lines to fully integrate farming_redo: cottag...
- Tue Oct 29, 2019 00:38
- Forum: Mod Releases
- Topic: [Mod] cottages [cottages] (medieval, farming, country life)
- Replies: 120
- Views: 47730
Re: [Mod] cottages [cottages] (medieval, farming, country li
Thought so. Looks like you already did it, assuming the examples like grinding cobble into gravel work. But haven't done much more than give it a cursory glance. Reason we got started on the threshing floor api was because it did pretty much what we wanted to do, then ran into your fork that accept...
- Mon Oct 28, 2019 19:12
- Forum: Mod Releases
- Topic: [Mod] cottages [cottages] (medieval, farming, country life)
- Replies: 120
- Views: 47730
Re: [Mod] cottages [cottages] (medieval, farming, country li
The same change should happen to the stone mill now, since they are soft of yin-and-yang of farming in cottages. Truth. We were just waiting to see if anyone was interested in the expanded function. If not, there wasn't much point in making a general use case if it was only for us. If you are, I'd ...
- Mon Oct 28, 2019 17:55
- Forum: Mod Releases
- Topic: [Mod] cottages [cottages] (medieval, farming, country life)
- Replies: 120
- Views: 47730
Re: [Mod] cottages [cottages] (medieval, farming, country li
Threshing floor accepts various grains, just as the the mill Sent you a PR. API to add threshing products from your own mod rather than having to submit a PR for cottages to support your new crop. Or even farming redo's redefinition of the grass types. Simple one-line call. See PR for details. This...
- Thu Oct 10, 2019 13:36
- Forum: Mod Releases
- Topic: [Mod] cottages [cottages] (medieval, farming, country life)
- Replies: 120
- Views: 47730
Re: [Mod] cottages [cottages] (medieval, farming, country li
Hey Sokomine, if you have some time, I would like to invite you over to look at my fork of cottages. Over the months, I have accumulated quite some differences, so I cannot make a proper PR anymore, but I think you'll like at least some of them: https://github.com/h-v-smacker/cottages Some of the ch...
- Wed Sep 25, 2019 00:41
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1495
- Views: 273222
Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Walking_light and consorts place an invisible lightemitting node to hack around this limitation. Holding light_tool while driving at 54 kph works as well as walking with it. So I guess you can at least make the front end of the train (seem to) emit light? And if the light-emitting part is inside th...
- Sat Sep 21, 2019 16:47
- Forum: Servers
- Topic: [Server] LinuxForks (Lots of trains)
- Replies: 272
- Views: 36140
Re: [Server] LinuxWorks Next Generation (Lots of trains)
No ads? lol. Why is then the source code full of code to show ads? https://github.com/MultiCraft/MultiCraft/search?q=ads&unscoped_q=ads Because there is a check that disables ads in multiplayer. 1 ad every 30 minutes in a single player game, is that too much for you? I dunno about you, but to m...
- Sat Sep 21, 2019 13:22
- Forum: Servers
- Topic: [Server] LinuxForks (Lots of trains)
- Replies: 272
- Views: 36140
Re: [Server] LinuxWorks Next Generation (Lots of trains)
Afaik this server has not done anything against mobile users. Some moderators give users xban records for using non-official clients, but this does not necessarily mean anything against mobile users and/or non-official clients (there are also non-official clients for PC, and some users compile thei...
- Sat Sep 21, 2019 00:09
- Forum: Servers
- Topic: [Server] LinuxForks (Lots of trains)
- Replies: 272
- Views: 36140
Re: [Server] LinuxWorks Next Generation (Lots of trains)
Just duplicate the message here. Perhaps the server owner read it, but forgot to write an answer. We are all polite people :) https://forum.minetest.net/download/file.php?mode=view&id=20048&sid=d6217005e7117389ec5dd7c433f9aab8 The running joke about Multikraft is because a number of people ...