Search found 71 matches

by Blockhead
Tue Apr 06, 2021 01:16
Forum: Mod Releases
Topic: [Mod] Blocks of food [v1] [foodblocks]
Replies: 4
Views: 317

Non-vegan options?

Hi people, I'm looking to gauge interest. Is anyone interested in some non-vegan options like meat blocks? Also, I know there other blocks out there like chocolate, cheese and possibly others in other mods and I'm looking to not duplicate with any of those.
by Blockhead
Wed Mar 31, 2021 00:40
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
Replies: 1518
Views: 277633

Re: [Mod] Advanced Trains [advtrains] [2.2.1]

My fork is just the last release.... Which is why you shouldn't even announce it's a fork. It's not forked at all in development - pressing the fork button or re-uploading a repository on GitHub does not thereby make a repository a fork. So far your repository is just a mirror; it's useful if you d...
by Blockhead
Sat Mar 27, 2021 10:44
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
Replies: 1518
Views: 277633

Re: [Mod] Advanced Trains [advtrains] [2.2.1]

Using the master branch, at commit 5d372b1c . Running under Minetest 5.4.0 with Dreambuilder game (which is basically minetest_game with a metric assload of mods). Other trains mods installed: basic_trains , disco_trains , minetest-moretrains . ... missing a dependency on mesecons_switch , resultin...
by Blockhead
Sat Mar 20, 2021 10:32
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
Replies: 1518
Views: 277633

Re: [Mod] Advanced Trains [advtrains] [2.2.1]

Yes I found the repo. unfortunately, the other trains mods do not work anymore (zugspitzbahn, orient express ...) : 2021-03-14 15:17:32: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '' in callback luaentity_run_simple_callback(): Invalid position coordinate 'x' ...
by Blockhead
Mon Mar 01, 2021 13:56
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
Replies: 1518
Views: 277633

Re: [Mod] Advanced Trains [advtrains] [2.2.1]

So, is this the correct way to handle the case, I mean to slow down the trains? Initially I wanted to use speed limit signals, but they are static and can't be made part of a route (I want to slow down only trains that will enter the siding). If this is the correct way (yellow-aspect Ks) I'd rather...
by Blockhead
Sun Feb 28, 2021 02:29
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
Replies: 1518
Views: 277633

Re: [Mod] Advanced Trains [advtrains] [2.2.1]

What I tried is to grab the train arrival event with a LUA track, and use this info with the schedule_in() to show a countdown on an LCD: is that what you mean? Yes that is what I meant. It's true this isn't clear enough to passengers on board the train :(. Well, if you wanted the information on bo...
by Blockhead
Fri Feb 26, 2021 15:28
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
Replies: 1518
Views: 277633

Re: [Mod] Advanced Trains [advtrains] [2.2.1]

Hello, what's your thought and/or feasibility of having a simplified hud displayed to passengers too? The station/stop rail could add extra functionality to update passengers on the departure time. Another option that already works would be to use the railwaytime functionality, which is regrettably...
by Blockhead
Mon Feb 15, 2021 10:33
Forum: Servers
Topic: [Server] Pandorabox
Replies: 203
Views: 29691

Re: [Server] Pandorabox

Hi, a while ago I started my ' forks modpack ' with a submodules approach inspired by how you manage your dependencies on Pandorabox. I noticed a while back (2020-02-08) you deleted the lag_warning mod. I know it's a small mod but it wasn't provided under any licence explicity. Would you/the mod aut...
by Blockhead
Mon Feb 15, 2021 07:29
Forum: WIP Mods
Topic: [mod] Real estate [realestate]
Replies: 3
Views: 613

Mirror

For those that need this mod despite the old gpcf git site being gone, I have mirrored it on my GitHub.
by Blockhead
Sat Feb 13, 2021 08:58
Forum: WIP Mods
Topic: [Mod] Technic Diamond [V. 1.0]
Replies: 1
Views: 202

Re: [Mod] Technic Diamond [V. 1.0]

You should use an image editor like GIMP or Paint.NET that supports transparency to get rid of that nasty white background on the diamond dust texture, rather than MS Paint (judging by your mod's textures folder which has a Thumbs.db in it..)
by Blockhead
Thu Feb 04, 2021 08:36
Forum: Mod Releases
Topic: [Mod] Blocks of food [v1] [foodblocks]
Replies: 4
Views: 317

[Mod] Blocks of food [v1] [foodblocks]

Foodblocks for Minetest https://forum.minetest.net/download/file.php?mode=view&id=23889 This mod adds large blocks for various types of food growable with the farming, farming_redo & farming_undo, and ethereal mods for minetest. Q: Isn't this a bit silly? What should I do with these blocks?...
by Blockhead
Wed Jan 27, 2021 09:40
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
Replies: 1518
Views: 277633

Re: [Mod] Advanced Trains [advtrains] [2.2.1]

Hi. How can use dtrack_atc_st to drive to right with a train by the dtrack_sy_l? Thanks That is not possible. ATC only controls trains, not tracks. Your options to change a turnout are The detector rail, which uses mesecons. Not recommended, does not work for trains in unloaded areas. Interlocking ...
by Blockhead
Tue Jan 26, 2021 11:35
Forum: Mod Releases
Topic: [Mod] Warps [warps] (portal|warp|teleport)
Replies: 17
Views: 6564

Re: [Mod] Warps [warps] (portal|warp|teleport)

1faco wrote:
Sun Jan 24, 2021 23:05
this mod don't work for minetest 5+ :(
It does now!
by Blockhead
Tue Jan 26, 2021 05:53
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
Replies: 1518
Views: 277633

Re: [Mod] Advanced Trains [advtrains] [2.2.1]

As a proponent of being able to work offline, as much as I like the advtrains wiki, I would like to see it be distributed in a static offline format. It could be snapshotted with each release and distributed separately or bundled with advtrains. here is one plugin that promises to be able to do that...
by Blockhead
Wed Jan 20, 2021 03:46
Forum: Mod Releases
Topic: [Mod] Green Screen 1.0 [greenscreen]
Replies: 4
Views: 2309

Re: [Mod] Green Screen 1.0 [greenscreen]

I just wanted to thank you for creating this mod because it's been super useful for creating screenshots of stuff from advtrains to put on a transparent background! :)
by Blockhead
Tue Jan 19, 2021 09:20
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
Replies: 1518
Views: 277633

Re: [Mod] Advanced Trains [advtrains] [2.1.4]

Give me, please, .blend model of subway train! I wanna make some textures You don't need the .blend to work on the texture, though it helps. Sadly, the .blend for the current model isn't in the assets directory anywhere. You need to import advtrains/advtrains_train_subway/models/advtrains_subway_wa...
by Blockhead
Mon Jan 18, 2021 01:40
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
Replies: 1518
Views: 277633

Re: [Mod] Advanced Trains [advtrains] [2.1.4]

SlavaArduino12345 wrote:
Sun Jan 17, 2021 17:06
Hm. Problem is not solved :/
Please try my branch on GitHub. I was getting the same errors. Download here.
by Blockhead
Sun Jan 17, 2021 14:54
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
Replies: 1518
Views: 277633

Actual fix for 2.2.0 on windows

Hi, I found the root cause of the issue for saving, and I'm honestly not sure why it was working on linux (haven't tested it on there yet). I do know I'm quite sure I know why the save was failing on windows: the file to be renamed was still open. orwell, I have tried to email my patches to the sour...
by Blockhead
Sat Jan 16, 2021 07:32
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
Replies: 1518
Views: 277633

Bug report: windows saving issues with 2.2.0

Sorry to triple post but.. the bug tracker is still down, and I needed to file this bug report. Despite good efforts for operating system portability in 2.2.0's serialize_lib, Windows is having some trouble with the saving. Here are the relevant parts of my minetest log file after starting my world,...
by Blockhead
Sat Jan 16, 2021 00:15
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
Replies: 1518
Views: 277633

2.2.0: remember to enable serialize_lib

I hope nobody saw this post before I edited it..

Don't forget to enable serialize_lib on your world people!

Image
by Blockhead
Fri Jan 15, 2021 23:45
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
Replies: 1518
Views: 277633

Re: [Mod] Advanced Trains [advtrains] [2.1.4]

But my image is blank ! Why ? Thanks ! Have you checked the actual SVG output file? If that is not blank, the problem is not that it's blank, it's that the lines are so thin you can't see them. Open the SVG in an editor that allows a high level of zoom (so not e.g. Firefox). Zoom in a bit and scrol...
by Blockhead
Fri Jan 08, 2021 12:10
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
Replies: 1518
Views: 277633

Re: [Mod] Advanced Trains [advtrains] [2.1.4]

Sorry but the issue tracker has had ongoing issues related to server reliability especially under load and the possibility of spambots send mail to it, it's kinda suckful (gpcf runs that server as well as LinuxForks server and as an active contributor to advtrains code). I'm also fairly sure it does...
by Blockhead
Sun Jan 03, 2021 01:29
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
Replies: 1518
Views: 277633

Re-export for good results

How do I get the correct UV map? You're right, the UV map has changed since the file assets/blender/industrial/industry_loc.blend was last changed. Thankfully, blender 2.8+ has the ability to import b3d files directly. By importing advtrains_train_industrial/models/advtrains_engine_industrial.b3d, ...
by Blockhead
Sun Dec 20, 2020 07:31
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.46] [farming]
Replies: 518
Views: 201228

Re: Update:

Translations added for Minetest 5.x thanks to Dacmot. Note to players with both farming and moreores: This change, specifically after commit 92cafe1c , means you need to update your moreores version to at least commit d2933894 or the tooltips for mithril and silver hoes will break and spew this err...
by Blockhead
Tue Dec 08, 2020 17:18
Forum: Mod Releases
Topic: [Mod] Realistic player names [1.0.3] [real_names]
Replies: 29
Views: 2107

Back on topic..

Remember this is a mod about names. Names exist as a bunch of subsets of all the possible names. Some are considered male names, some are considered female names, and others aren't considered gendered/are considered neuter. Some languages have conventions that relate to to the masculinity or feminin...