Search found 82 matches

by neoh4x0r
Sat Sep 12, 2020 20:53
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 760
Views: 324895

Re: [Mod] Pipeworks [git] [pipeworks]

I am getting the following error when using pipeworks in Hades Revisited 0.4.6 game. The game crashes within a second of using it with the following error: AsyncErr: ServerThread::run Lua: Runtime error from mod 'pipeworks' in callback luaentity_Activate(): Invalid position (expected table got nil)...
by neoh4x0r
Thu Jul 30, 2020 23:41
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1608
Views: 641631

Re: Disabling a Nuclear Reactor

Hi, How do you disable/deactivate a nuclear reactor? I have a couple of nuclear reactors on an online server i'd like to relocate but i'm not sure how to put them offline without causing a meltdown. I've tried in singleplayer to disable the core (and/or) removing the uranium rods, but in both cases...
by neoh4x0r
Fri Jul 24, 2020 01:23
Forum: Mod Releases
Topic: [Mod] VPS Blocker [vps_blocker]
Replies: 32
Views: 7987

Re: [Mod] VPS Blocker [vps_blocker]

TL;DR Tracking players by ip address is a waste for time -- they can change. Need some identifier that is actually "fixed/static". Plus who in the right minds uses a VPN for a game server ? Your connecting to a Minetest Server not your bank. XD The reasons to use a VPN, as I see it: Someo...
by neoh4x0r
Wed Jul 15, 2020 10:31
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1608
Views: 641631

Re: [Mod] Technic [0.4.16-dev] [technic]

Thank you so much for this information. Where is this type of information located as my searches found no reference about using the shift key to alter the behavior of the nodes/items or the screwdriver? The only reference to the shift key I have ever seen is in the instruction section of the replac...
by neoh4x0r
Mon Jul 13, 2020 13:10
Forum: WIP Mods
Topic: [Mod] Signs Redux [signs_rx]
Replies: 12
Views: 2746

Re: [Mod] Signs Redux [signs_rx]

EDIT: simply need to add 'config' to the list of dependencies in depends.txt or mod.conf ** Also I have an issue with Sneak+Right-click not opening the message editor EDIT 2: The on_rightclick handler does not seem to fire (also didn't do so for other mods like homedecor's writable books). But on_pu...
by neoh4x0r
Mon Jul 13, 2020 13:02
Forum: WIP Mods
Topic: [Mod] Bedrock Markup Language [markup]
Replies: 17
Views: 3971

Re: [Mod] Bedrock Markup Language [markup]

@sorcerykid The markup mod has an undisclosed dependency on registry from https://bitbucket.org/sorcerykid/registry Here's a patch made from (commit: 6ac436e9f487b2575377112dd7d1552775a61d7b) https://bitbucket.org/sorcerykid/markup/commits/6ac436e9f487b2575377112dd7d1552775a61d7b --- branches/minete...
by neoh4x0r
Mon Jul 13, 2020 11:49
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1932
Views: 686974

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

I think we should fix the fact that this doesn't run AT ALL, beaus it is missing the init.lua file. Every time I try to run it it always throws an error at me! "/usr/share/games/minetest_game/mods/meesecons couldn't load /usr/share/games/minetest_game/mods/meesecons/init.lua no such file, or d...
by neoh4x0r
Thu Jul 09, 2020 20:09
Forum: WIP Mods
Topic: [Mod] Bedrock Markup Language [markup]
Replies: 17
Views: 3971

Re: [Mod] Bedrock Markup Language [markup]

Could you make skins optional? I would like to use this in a mod without needing extra unneeded mods Yes, that's a great idea. I can certainly do that. I think I will auto-detect the skins mod. And if none are found, then a generic placeholder image will be used instead. Skins isn't actually define...
by neoh4x0r
Sun May 10, 2020 15:55
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 760
Views: 324895

Re: [Mod] Pipeworks [git] [pipeworks]

What is the issue behind items bouncing off filter segments the first time but passing through the second time if only one of the exits is configured? And is there a way to fix it? (I know I can work around this by placing one-way tubes right before the filters, but that can’t be the solution, righ...
by neoh4x0r
Fri Apr 24, 2020 00:29
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1608
Views: 641631

Re: [Mod] Technic [0.4.16-dev] [technic]

It would be aesthetically pleasing to be able to bury the injector and the teleporter under the chest to beautify the area. I personally don't know how difficult it would be for a non-programmer to do this. However, I use the extractor from yawin123's modpack to do this. That modpack can found here...
by neoh4x0r
Sat Mar 28, 2020 10:15
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1932
Views: 686974

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

DS-minetest wrote: @Miniontoby:
XAND is normally called XNOR.
I think you mean NAND.
by neoh4x0r
Sat Mar 28, 2020 09:57
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1932
Views: 686974

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

Is there a name or precedent for a 3-input logic gate with a logic expression of (val1 and val2 and not val3) or (val1 and val3 and not val2) or (val2 and val3 and not val1) where val1, val2, and val3 are inputs? I needed it for a project and thought it might be useful to add. As DS-minetest said t...
by neoh4x0r
Thu Feb 13, 2020 15:25
Forum: Game Releases
Topic: [game] Dreambuilder [20210626-0349]
Replies: 1186
Views: 317836

Re: [Modpack] Dreambuilder [20191103-1616][dreambuilder]

I've experienced the same runtime errors as Rayjack reports, when using your latest build from https://gitlab.com/VanessaE/dreambuilder_modpack. When I use whatever build is currently published at https://content.minetest.net/packages/V ... r_modpack/ there are no errors, so that's the one I'm usin...
by neoh4x0r
Mon Jan 06, 2020 11:03
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1608
Views: 641631

Re: [Mod] Technic [0.4.16-dev] [technic]

I would agree that this error is "somewhat" random. It is correct that not every tool will have a "fleshy" group, but the majority of them seem to. I'll try to get this resolved quickly, or if someone has a patch ready to pull, I will apply it. DS-minetest, are you aware of any ...
by neoh4x0r
Sun Dec 29, 2019 00:42
Forum: Modding Discussion
Topic: Nodes won`t be set if on_rightclick is defined.
Replies: 6
Views: 736

Re: Nodes won`t be set if on_rightclick is defined.

minetest.register_node("luxury_decor:wooden_cornice", { description = "Wooden Cornice", drawtype="mesh", mesh = "cornice.b3d", tiles = {"bright_wood_material.png"}, paramtype = "light", paramtype2 = "facedir", collision_box = { t...
by neoh4x0r
Fri Dec 27, 2019 21:15
Forum: Partly official engine development
Topic: [Irrlicht] Problem with linkage.
Replies: 5
Views: 1894

Re: [Irrlicht] Problem with linkage.

I`ve been learning Irrlicht API lately and I`ve decided to start programming with it. Maybe it is not quite on-topic, but as this library is incorporated in Minetest and I have a tendency to use it in the contributing process to MT engine, I decided to ask on this forum. And so, the compiler throws...
by neoh4x0r
Fri Dec 27, 2019 18:09
Forum: Modding Discussion
Topic: Nodes won`t be set if on_rightclick is defined.
Replies: 6
Views: 736

Re: Nodes won`t be set if on_rightclick is defined.

I can of course post it, but there`s none of not simple things: on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) local cl_at_bottom = curtains.is_bottom_click(clicker, pointed_thing) -- returns true if a player clicks at the node`s bottom if not cl_at_bottom then curtains.move...
by neoh4x0r
Fri Dec 27, 2019 03:56
Forum: Modding Discussion
Topic: Nodes won`t be set if on_rightclick is defined.
Replies: 6
Views: 736

Re: Nodes won`t be set if on_rightclick is defined.

After I defined on_rightclick callback of some node, any nodes can not be set if click it. I don`t understand why? I also tried to return an updated itemstack and it doesn`t get worked persistently. You'll want to post the code that you are using so that people will be more able to make suggestions...
by neoh4x0r
Tue Oct 29, 2019 06:50
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1932
Views: 686974

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

@Tedypig: Welcome back! Maybe it was the change of this PR: https://github.com/minetest-mods/mesecons/pull/250 No, that's not it. I have only been gone since late 2017-early 2018ish and it worked then. All I know is it's annoying it doesn't work anymore. I can still harvest automatically using node...
by neoh4x0r
Wed Oct 02, 2019 20:16
Forum: Game Releases
Topic: [game] Dreambuilder [20210626-0349]
Replies: 1186
Views: 317836

Re: [Modpack] Dreambuilder [20190922-2150][dreambuilder]

Hi Vanessa, first congratulation for this IMPRESSIVE work. It's amazing. I'm trying to install your mod on minetest 0.4.17. I have made a clean installation of minetest and of the mod. But when start a world appears this message: WARNING[Main]: Undeclared global variable "worldedit" acces...
by neoh4x0r
Tue Sep 03, 2019 08:45
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 760
Views: 324895

Re: [Mod] Pipeworks [git] [pipeworks]

MarSoft wrote:Created issue #82 about that.
You might want to post a message in Minetest-Mods team[Mod repository] viewtopic.php?f=47&t=13839
by neoh4x0r
Fri Aug 30, 2019 15:42
Forum: Modding Discussion
Topic: [Solved] How do i rotate nodeboxes in degrees
Replies: 15
Views: 2396

Re: How do i rotate nodeboxes in degrees

I know that you can rotate nodeboxes using. paramtype2 = "facedir" But then you can only rotate the node in 90° steps. So is it possible to do this with numbers between 90° or do i have to create "transition nodeboxes"? I wonder if you rotated the node fast enough -- you might b...
by neoh4x0r
Fri Aug 30, 2019 03:00
Forum: Modding Discussion
Topic: Can modpacks have mods that depend on each other?
Replies: 4
Views: 684

Re: Can modpacks have mods that depend on each other?

Actually, I was wondering if it was technically (not legally) possible for a mod pack to contain a mod that depended on other mods in the mod pack (but not a two way dependency). I apologize for not being clear. Basically a mod pack just combines a bunch of separate mods into a single unit (the dep...
by neoh4x0r
Fri Aug 30, 2019 00:17
Forum: Modding Discussion
Topic: Can modpacks have mods that depend on each other?
Replies: 4
Views: 684

Re: Can modpacks have mods that depend on each other?

If the dependencies allow redistribution then yes. The license must allow redistribution, but I don't think that is what the question is really asking... I take the question: Can modpacks have mods that depend on each other? to mean that mod A depends on B (....which depends on A, which depends on ...
by neoh4x0r
Mon Aug 26, 2019 19:28
Forum: Modding Discussion
Topic: How to get the *exact* liquid flowing direction?
Replies: 7
Views: 1502

Re: How to get the *exact* liquid flowing direction?

Some comments about flowlib itself: Please document the API functions (a short explanation of purpose, return value and parameters is enough). Tell me from 2 years ago that API documentaion is a good idea ; ). I'll probably do so if I get around to re-working my boat_test mod. Works quite well sing...