Search found 13 matches

by Stronk
Thu Oct 17, 2019 18:04
Forum: Modding Discussion
Topic: Placing schematics with chests
Replies: 3
Views: 895

Placing schematics with chests

I tried searching a bit for this and saw a little bit of other people having problem with Technic chests in schematics. I had the same issue so I switched to the default chest. Now I'm seeing an entirely new issue. With the technic chests, they were just blocks. Not even chests. Now with the default...
by Stronk
Wed Oct 16, 2019 18:00
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 760
Views: 325966

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

Is there a way to make a pipe turn on lights(that the tube is touching) as items pass through the tube? I thought the conducting tube did this function but now I see it's just conductive. You want an item detecting tube with a meselamp or some mese-powered light Thank you, exactly what I was lookin...
by Stronk
Wed Oct 16, 2019 17:28
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 760
Views: 325966

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

Is there a way to make a pipe turn on lights(that the tube is touching) as items pass through the tube? I thought the conducting tube did this function but now I see it's just conductive.
by Stronk
Mon Oct 14, 2019 17:51
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644227

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

Is there a simple way to make the HV quarry not mine above the level it is placed at? I would really appreciate any guidance or help in figuring this out, if it is possible. edit: I went into mods/technic/technic/machines/HV/quarry.lua and found... local quarry_dig_above_nodes = 3 -- How far above t...
by Stronk
Mon Oct 14, 2019 15:19
Forum: Mod Releases
Topic: [Mod] Save and import buildings [handle_schematics]
Replies: 60
Views: 26429

Re: [Mod] Save and import buildings [handle_schematics]

Is this mod listed in the ContentDB because I can't find it when I search for it.
by Stronk
Mon Oct 14, 2019 13:36
Forum: Mod Releases
Topic: [Mod] Petz [DEPRECATED] [petz]
Replies: 1496
Views: 244342

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v4.2.1)

How would I do that?
by Stronk
Mon Oct 14, 2019 13:32
Forum: Mod Releases
Topic: [Mod] HUD Bars [2.3.5] [hudbars]
Replies: 246
Views: 87211

Re: [Mod] HUD bars [2.1.0] [hudbars]

I'm trying to edit the .conf file to make the bars a little bit higher than they are. I would also like to make them longer, horizontally, if possible. Can someone tell me which option is that in the file? For the first question, reading through the explanation... I'm guessing it's this. For life, h...
by Stronk
Mon Oct 14, 2019 13:27
Forum: Mod Releases
Topic: [MOD] Tool ranks [toolranks]
Replies: 108
Views: 40978

Re: [MOD] Tool ranks [toolranks]

Is this the mod in the contentDB? The one you download from in-game? It breaks a lot of mods just by running it if so.
by Stronk
Mon Oct 14, 2019 13:16
Forum: Mod Releases
Topic: [Mod] Petz [DEPRECATED] [petz]
Replies: 1496
Views: 244342

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v4.2)

Had no problems until I clicked the "update" button today. Now your mod is broken and says there needs to be an init file in textures. "Failed to load and run script from .......petz/textures/init.lua no such file or directory... Any fix for this? Was this a mistake or? Updated from ...
by Stronk
Mon Oct 14, 2019 05:15
Forum: Mod Releases
Topic: [Mod] Petz [DEPRECATED] [petz]
Replies: 1496
Views: 244342

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v4.2)

Had no problems until I clicked the "update" button today. Now your mod is broken and says there needs to be an init file in textures.

"Failed to load and run script from .......petz/textures/init.lua
no such file or directory...

Any fix for this? Was this a mistake or?
by Stronk
Sun Oct 13, 2019 20:41
Forum: Mod Releases
Topic: [Mod] Simple Skins [1.0] [simple_skins]
Replies: 93
Views: 49529

Re: [Mod] Simple Skins [0.7] [simple_skins]

I'm using 5.0.1 and the command /setskin does nothing. Is there anything additional you need to do once you install this mod? I remember that it used to work and had a bunch of default skins to choose from. Edit: I just used the admin command and every skin is the same white blank skin. It changes o...
by Stronk
Sun Jul 21, 2019 00:52
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 760
Views: 325966

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

Are deployers meant to hoe like they do in Minecraft? I've found ways to automate farming other plants but not ones that must have fertile soil. Tried different hoes in all the positions available. The seeds also do not deploy over ground that I hoe myself. Edit: I tested all the seeds. Hemp seed, W...
by Stronk
Sat Jul 20, 2019 08:15
Forum: Maps
Topic: Share Your WorldEdit Files!
Replies: 310
Views: 106886

Re: Share Your WorldEdit Files!

I'm having trouble loading up ".mts" files as oppsoed to ".we" files. Is there something special you need to do differently? My game will crash each and everytime I use the load command and the mtschemplace command always fails.. I've downloaded three(now four) different ones and...