Search found 31 matches

by meise21
Sun Mar 24, 2024 15:05
Forum: WIP Mods
Topic: [mod] Animalia [0.6] [animalia]
Replies: 178
Views: 54161

Re: [mod] Animalia [0.6] [animalia]

hi,
maybe a d**mb question. how can you actually tame a horse?

bye,
markus
by meise21
Tue Oct 17, 2023 16:08
Forum: Mod Releases
Topic: [Mod] Tech Age [techage]
Replies: 475
Views: 89528

Re: [Mod] Tech Age [techage]

Hi
Thanks for your input. I'll definitely look into it. Maybe converting the sensor based setup to a timer based one is probably better and it is maybe even easier implementation wise. Even though the sensor variant is much cooler imho:-)
by meise21
Mon Oct 16, 2023 20:17
Forum: Mod Releases
Topic: [Mod] Tech Age [techage]
Replies: 475
Views: 89528

Re: [Mod] Tech Age [techage]

hi, Ah I see so the idea is not to handle at the side of the box as a global starting requirement but at the indivdual sign/programm level. So basically what I'd do I would do is I would place an initalizer sign at the beginning of the bots route telling it to turn off it is below x%. But one point ...
by meise21
Mon Oct 16, 2023 19:45
Forum: Mod Releases
Topic: [Mod] Tech Age [techage]
Replies: 475
Views: 89528

Re: [Mod] Tech Age [techage]

hi, using the sign-bots I did setup an automated wheat farm. It consists of 4 lanes of four wheat fields each served by a single sign bot. The setup of the individual lanes is similar to your sign-bot tutorials. At first everything was working perfectly. However I did notice that sometimes a sign-bo...
by meise21
Fri Oct 13, 2023 12:37
Forum: Mod Releases
Topic: [Mod] Tech Age [techage]
Replies: 475
Views: 89528

Re: [Mod] Tech Age [techage]

I am irritated?!? The inlet needs no power. Thanks again for your hints. The Techage update is on GitHub. Very strange of course you are right. I just removed the power supply and it is still working. I have no idea what I did wrong in the first place then. :-) When applying the fix. Can I just cop...
by meise21
Thu Oct 12, 2023 19:54
Forum: Mod Releases
Topic: [Mod] Tech Age [techage]
Replies: 475
Views: 89528

Re: [Mod] Tech Age [techage]

Hi joe7575, first of all thanks for the really cool mod-pack. This is by far the coolest thing in the minetest universe I've come across so far. During playing I've encountered a weird bug for 3 or 4 times so far. When I start to host my game (start from the mt GUI not the stand-alone server) the ga...
by meise21
Mon Nov 22, 2021 06:08
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2303
Views: 494153

Re: [Mod] Advanced Trains [advtrains] [2.3.1]

Yeah maybe that would be too much when you'd consider all the other cases. I was just thinking only about the scenario I just experienced and putting help texts in the "normal" dialogs wouldn't scale well probably.
Anyway thanks for your help!
by meise21
Sun Nov 21, 2021 19:52
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2303
Views: 494153

Re: [Mod] Advanced Trains [advtrains] [2.3.1]

@yw05 & 56independent_actual Thanks for your support. Now both the load/unoading and the sped restrictions are working perfectly fine! I would have never thought of using the trackworker tool on the signs though. Would it be possible to put a little hint text in the signs formspec telling you to...
by meise21
Sun Nov 21, 2021 07:20
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2303
Views: 494153

Re: [Mod] Advanced Trains [advtrains] [2.3.1]

Something else puzzld me today. In th new update thre are various sped restriction signs (temporary sped limit,...). When I put a speed limit sign to my track and set its influence point it correctly slows down the trains going by (they get a red line indicating the sped limit in the train HUD). I'v...
by meise21
Sun Nov 21, 2021 06:36
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2303
Views: 494153

Re: [Mod] Advanced Trains [advtrains] [2.3.1]

Hi, thanks to your help and blockheads very hlpful youtub video I mad great progress with advtrains. I already hav a couple of trains running on variou interlocked lines. So today I wanted to build my first automated freight train using the loading and unloading rail. But for some reason my train (f...
by meise21
Sat Nov 06, 2021 07:56
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2303
Views: 494153

Re: [Mod] Advanced Trains [advtrains] [2.3.1]

Forget it guys I just noticed what we messed up. There are to similar looking tracks - ATC controller and - LuaAutomation ATC Rail They seem to look the same and somehow I started building the wrong one.... :-) Everything working now! Hi, Today I noticed that in our main world we somehow messed up t...
by meise21
Sun Oct 31, 2021 13:08
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2303
Views: 494153

Re: [Mod] Advanced Trains [advtrains] [2.3.1]

Thanks for your quick replies! Space Bar did the job.
Regarding the code. My brain was in copy/paste mode so I did not notice that subtlety:-) Thanks for pointing that out!
by meise21
Sun Oct 31, 2021 09:05
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2303
Views: 494153

Re: [Mod] Advanced Trains [advtrains] [2.3.1]

Hi all, first of all thanks for the cool mod and all your combined effort! We managed to gt our first short train up an running an it works like a treat. Now i tartd to venture into LuaAutomation territory and have a (possibly complete noob) question. I managed to: - build a luaAutomation ATC Rail -...
by meise21
Sat Oct 23, 2021 05:51
Forum: WIP Mods
Topic: [Mod] Elepower - Machines/Power/Fluids/Nuclear [elepower]
Replies: 278
Views: 48719

Re: [Mod] Elepower - Machines/Power/Fluids/Nuclear [elepower]

hi,
today we noticed that the harvester is producing sludge as a by product. Is there anything that you can do with that. e.g. convert it to something else, input it in a machine, get rid of it automatically,...?

bye,
markus
by meise21
Sun Sep 26, 2021 10:25
Forum: WIP Mods
Topic: [Mod] Elepower - Machines/Power/Fluids/Nuclear [elepower]
Replies: 278
Views: 48719

Re: [Mod] Elepower - Machines/Power/Fluids/Nuclear [elepower]

Hi, Ah ok I got that wrong. I tried your setup with an additional connected generator. The generator was connected but did not produce energy. The power cell did charge th sawmill so that was ok. Strangely though the cell did not empty itself. I diconnected everything and connected it again. This ti...
by meise21
Sun Sep 26, 2021 05:27
Forum: WIP Mods
Topic: [Mod] Elepower - Machines/Power/Fluids/Nuclear [elepower]
Replies: 278
Views: 48719

Re: [Mod] Elepower - Machines/Power/Fluids/Nuclear [elepower]

Hi sirrobzeroone, thanks for your reply. I patched network.lua but the behaviour did not change in my case. I also tried connecting the cell to a half empty or to a completely empty machine. But in both cases the cell did not charge the machine. My test case is shown in the screenshot. Screenshot 20...
by meise21
Sat Sep 25, 2021 06:02
Forum: WIP Mods
Topic: [Mod] Elepower - Machines/Power/Fluids/Nuclear [elepower]
Replies: 278
Views: 48719

Re: [Mod] Elepower - Machines/Power/Fluids/Nuclear [elepower]

Hi, First of all thanks to sirrobzeroone for all your work! Espcially the tome/tutorial is really cool and helpful. Could anyone clarify how powercells are supposd to work? My understanding is that it works like a battery. As long as th cell is not fully charged it charges up taking powr from the ne...
by meise21
Sat Mar 20, 2021 13:02
Forum: WIP Games
Topic: [Game] VoxeLibre (formerly known as MineClone2) [0.86]
Replies: 3003
Views: 830746

Re: [Game] MineClone 2 [0.71.0]

@kay27 Just tried the mcl_villages:tool in survival. Worked like a charm!
Thanks for your help & Bye!
by meise21
Tue Mar 16, 2021 15:42
Forum: WIP Games
Topic: [Game] VoxeLibre (formerly known as MineClone2) [0.86]
Replies: 3003
Views: 830746

Re: [Game] MineClone 2 [0.71.0]

@JiCeyCraft: Ok so we'll keep exploring:-) @kay27 thanks for that info! I'll try that as soon as we play the next time. One more thing we noticed. We couldn't find a village in our survival world yet but we stumbled upon a lone villager wandering around. However we were not able to open his trading ...
by meise21
Sat Mar 13, 2021 07:03
Forum: WIP Games
Topic: [Game] VoxeLibre (formerly known as MineClone2) [0.86]
Replies: 3003
Views: 830746

Re: [Game] MineClone 2 [0.71.0]

Hi, is it possible to spawn a village and villagers in an existing world? I checked out the spawnstruct command but village does not seem to be in the list of spawnable structures. If it is not possible to spawn a village manually do you just have to wander around in your world? Are the positions of...
by meise21
Tue Mar 02, 2021 06:01
Forum: WIP Games
Topic: [Game] VoxeLibre (formerly known as MineClone2) [0.86]
Replies: 3003
Views: 830746

Re: [Game] MineClone 2 [0.70.0]

I have a question. oh my goooood ... a person with a question ... IN A FORUM ... @Walker: Sorry for wasting bandwidth due to my redundant writing style... :-) @Walker, debiankaios Thanks for the links. I'll check out the mods on your list and Walkers youtube videos - especially looking forward to t...
by meise21
Sat Feb 27, 2021 07:48
Forum: WIP Games
Topic: [Game] VoxeLibre (formerly known as MineClone2) [0.86]
Replies: 3003
Views: 830746

Re: [Game] MineClone 2 [0.70.0]

Hi, I have a question. I am running a MineClone Server on a Raspi here at home to play with my kids. I stumbled upon the Petz mod in Content DB. It is probably a total noob question but I'll give it a try anyway:-) Is it possible to "combine" that mod with the mineclone game? Or is a game ...
by meise21
Sun Dec 06, 2020 12:20
Forum: WIP Games
Topic: [Game] VoxeLibre (formerly known as MineClone2) [0.86]
Replies: 3003
Views: 830746

Re: [Game] MineClone 2 [0.68.0]

Hi, today we tried to build a railway switch in our mineclone world. I don't know/have the original Minecraft but from looking at some online tutorials I thought this can be done with a lever besides the T-shaped track. However the track didn't change its direction when we operated the lever. Is thi...
by meise21
Sun Apr 12, 2020 11:07
Forum: WIP Games
Topic: [Game] VoxeLibre (formerly known as MineClone2) [0.86]
Replies: 3003
Views: 830746

Re: [Game] MineClone 2 [0.63.0]

meise21: Are you aware of the difference between creative mode and damage in Minetest? If you just enable creative mode damage might still be enabled. Make sure that the following line is in your world's world.mt file in order to disable damage: enable_damage = false Hi Quarmus, Thanks for your rep...