Search found 65 matches

by TechnoWolfTV
Sun Mar 24, 2024 17:14
Forum: WIP Mods
Topic: [mod] Automated Storage & Retrieval System [asrs]
Replies: 31
Views: 3455

Re: [mod] Automated Storage & Retrieval System [asrs]

Disregard this post. Moderator please delete.
by TechnoWolfTV
Fri Feb 09, 2024 17:05
Forum: WIP Mods
Topic: [mod] Automated Storage & Retrieval System [asrs]
Replies: 31
Views: 3455

Re: [mod] Automated Storage & Retrieval System [asrs]

I have a pipeworks teleporter tube on the controller, so I can send to the system from anywhere which is great. It would be nice however, to have a solution to remotely interact with the system in the same way you can at the local controller. Perhaps a very expensive portable version of the controll...
by TechnoWolfTV
Thu Feb 08, 2024 16:26
Forum: WIP Mods
Topic: [mod] Automated Storage & Retrieval System [asrs]
Replies: 31
Views: 3455

Re: [mod] Automated Storage & Retrieval System [asrs]

Pun half-intended, but this mod is a game changer. In my opinion it belongs in the top ten Minetest mods. It's simple to construct and use once you have acquired enough iron and mese, and it's functionally very significant. Usage of chests in the crafting recipe for the storage cells is brilliant fo...
by TechnoWolfTV
Tue Feb 06, 2024 00:19
Forum: WIP Mods
Topic: [mod] Automated Storage & Retrieval System [asrs]
Replies: 31
Views: 3455

Re: [mod] Automated Storage & Retrieval System [asrs]

Okay, so this time I really did find a bug that I can reproduce every time: Add a few stacks of any item into the console, then search for that item. Remove one of the stacks from the search results into your inventory. 1/2 the stack in your inventory and put one of the halves back into the empty ce...
by TechnoWolfTV
Mon Feb 05, 2024 13:45
Forum: WIP Mods
Topic: [mod] Automated Storage & Retrieval System [asrs]
Replies: 31
Views: 3455

Re: [mod] Automated Storage & Retrieval System [asrs]

Don't do too much chasing on this. I've not been able to reproduce it after more testing and I'm starting to wonder. I rarely play in creative and it's usually to test something, so I'm not used to the fact that stacks do not deplete when nodes are placed from them in creative. 99 stays 99. You see ...
by TechnoWolfTV
Sun Feb 04, 2024 13:50
Forum: WIP Mods
Topic: [mod] Automated Storage & Retrieval System [asrs]
Replies: 31
Views: 3455

Re: [mod] Automated Storage & Retrieval System [asrs]

Great concept! I've discovered a possible bug. I made a new creative world and gave myself stacks of controllers, storage cells and lifts (99 each). I placed an asrs system and began randomly spreading what was left of the three stacks on various controller pages using a blend of left-click drag, ri...
by TechnoWolfTV
Wed Jan 31, 2024 15:31
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.61] [mobs]
Replies: 2502
Views: 640886

Re: [Mod] Mobs Redo [1.61] [mobs]

Thanks for the confirmation. In that case, I'm looking to deactivate spawning of mobs_npc:npc, mobs_npc:igor and mobs_npc:trader. What's the cleanest way to do so? Use spawn.lua and comment them out, change all their nodes to "default:lava_source", change chance to 9999999999 or some such?
by TechnoWolfTV
Tue Jan 30, 2024 20:34
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.61] [mobs]
Replies: 2502
Views: 640886

Re: [Mod] Mobs Redo [1.61] [mobs]

Hey TenPlus1, thanks for all your great mods. In mobs_npc, do untamed/no owner NPC's spawned by the mod eventually despawn? I understand/hope that tamed/owned NPC's do not. My concern is that over time, hundreds or more of these untamed/no owner NPC's will wander out of sight and lag the world/serve...
by TechnoWolfTV
Sun Jan 28, 2024 17:11
Forum: Modding Discussion
Topic: Release My Mod To ContentDB?
Replies: 4
Views: 433

Re: Release My Mod To ContentDB?

Awesome, thanks for the guidance, folks. I've cleaned up the mod from your suggestions, Skamiz Kazzarch. Much appreciated. I'll go with just submitting via the route suggested by rubenwardy.
by TechnoWolfTV
Sun Jan 28, 2024 15:04
Forum: Modding Discussion
Topic: Release My Mod To ContentDB?
Replies: 4
Views: 433

Release My Mod To ContentDB?

Hello, I've contacted rubenwardy.com in the past, and he suggested first reaching out to the community by, "making an approval thread to point out anything an editor should be aware of". So, this is that thread. I've put together a mod which I'm attaching here ( redacted ). Could I get som...
by TechnoWolfTV
Fri Jan 26, 2024 13:08
Forum: General Discussion
Topic: Show Total Number Of Registered Nodes?
Replies: 9
Views: 512

Re: Show Total Number Of Registered Nodes?

Thanks Desour. Yes, it helps to actually end. I'm attaching the mod as a chat command in a zip here for others, assuming you are okay with it being made available since you've already shared the code?

Thanks very much to everyone for your help!
by TechnoWolfTV
Thu Jan 25, 2024 19:50
Forum: General Discussion
Topic: Show Total Number Of Registered Nodes?
Replies: 9
Views: 512

Re: Show Total Number Of Registered Nodes?

Although your code seems to work, is it grabbing all the registered nodes considering how and when it loads as a mod? What I mean is that ideally, it should load and run last after all other mods have registered. This thought got me thinking to rewrite the mod as a chat command so that it can be man...
by TechnoWolfTV
Thu Jan 25, 2024 18:14
Forum: General Discussion
Topic: Show Total Number Of Registered Nodes?
Replies: 9
Views: 512

Re: Show Total Number Of Registered Nodes?

Thanks Blockhead, I've tried out "Minetest Errata" and it just didn't give the information I needed with the command "showmewhatyougot". So I've placed Desour's code into a generic mod and tested both of Desour's methods. The first showed 16464 and the second method showed 16599....
by TechnoWolfTV
Thu Jan 25, 2024 17:21
Forum: General Discussion
Topic: Show Total Number Of Registered Nodes?
Replies: 9
Views: 512

Re: Show Total Number Of Registered Nodes?

Thanks Desour. I assume you to mean that the code goes in an init.lua in a generic mod? I'm on Windows 11 if this is intended for Linux command line. How would I print the results to screen or a file if used in a mod?
by TechnoWolfTV
Thu Jan 25, 2024 16:50
Forum: General Discussion
Topic: Show Total Number Of Registered Nodes?
Replies: 9
Views: 512

Show Total Number Of Registered Nodes?

Hello, this may be a dumb question with a very simple answer, but is there a way in Minetest to show the total number of registered nodes? I can't find it anywhere. I know the max is 32,768 and I wish to see how much room I have left for more mods so that I can mitigate and throttle what I'm doing i...
by TechnoWolfTV
Mon Jan 22, 2024 21:22
Forum: Game Discussion
Topic: Submit my new game to ContentDB?
Replies: 3
Views: 330

Re: Submit my new game to ContentDB?

Thanks much, LMD. Your reply confirms what I was worried about. I'll have to put this on the backburner then and vet all the licensing when I have time. There are 109 mod folders in my game so I'll have a lot of work to do. I should eventually do it though as I suspect a lot of players would really ...
by TechnoWolfTV
Mon Jan 22, 2024 17:32
Forum: Game Discussion
Topic: Submit my new game to ContentDB?
Replies: 3
Views: 330

Submit my new game to ContentDB?

Hello, I've spent some years (on and off) making a MT Game, and am considering submission to ContentDB. It's quite well polished in a gameplay sense. I've contacted rubenwardy.com in the past, and he suggested first reaching out to the community by, "making an approval thread to point out anyth...
by TechnoWolfTV
Mon Sep 25, 2023 14:50
Forum: WIP Mods
Topic: [mod] Animalia [0.6] [animalia]
Replies: 178
Views: 54461

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

Hello, I've recently posted a thread in "Problems" that turns out after testing to involve Animalia, here's the thread: viewtopic.php?f=6&t=29806.
by TechnoWolfTV
Mon Sep 25, 2023 14:45
Forum: Problems
Topic: [??] Appears as many mod names in my custom game
Replies: 13
Views: 1200

Re: [??] Appears as many mod names in my custom game

Thanks very much to everyone for the great suggestions! It turns out after much testing that the sole cause of the problems is the "Animalia" mod: https://github.com/ElCeejo/animalia and / or it's dependency, "Creatura": https://github.com/ElCeejo/creatura When these are disabled...
by TechnoWolfTV
Sun Sep 24, 2023 22:26
Forum: Problems
Topic: [??] Appears as many mod names in my custom game
Replies: 13
Views: 1200

Re: [??] Appears as many mod names in my custom game

Thanks cx384. Where would I enter/implement the debug code? I'm on Windows in singleplayer.
by TechnoWolfTV
Sun Sep 24, 2023 20:09
Forum: Problems
Topic: [??] Appears as many mod names in my custom game
Replies: 13
Views: 1200

Re: [??] Appears as many mod names in my custom game

Thanks for the suggestions, SuperStarSonic. I was aware that depends.txt is deprecated and has temporary legacy support. Animalia is not a modpack and has no depends.txt in it's structure. I'm leaning that the issue could be Unified Inventory. I've just tested my game by copying all non-minetest gam...
by TechnoWolfTV
Sun Sep 24, 2023 19:23
Forum: Mod Releases
Topic: [Mod] Unified Inventory [git][unified_inventory]
Replies: 159
Views: 67979

Re: [Mod] Unified Inventory [git][unified_inventory]

Disregard. Moderator, please delete.
by TechnoWolfTV
Sun Sep 24, 2023 19:14
Forum: Problems
Topic: [??] Appears as many mod names in my custom game
Replies: 13
Views: 1200

Re: [??] Appears as many mod names in my custom game

Just my guess but are there any differences between mods using mod.conf verses depends.txt? That might be why you are seeing these question marks in the Unified Inventory mod maybe? Thanks, good thought, so I've just gone in for some further examining and testing. There seems to be no difference co...
by TechnoWolfTV
Sun Sep 24, 2023 17:06
Forum: Problems
Topic: [??] Appears as many mod names in my custom game
Replies: 13
Views: 1200

[??] Appears as many mod names in my custom game

Hello, I hope someone here can shed light on a strange issue in a custom game I've built. When hovering on many items in Unified Inventory, in the tooltip, the mod name appears as [??]. This is not true for all mods, but many and seems random, but is consistent (not changing when revisiting the same...