Wow, this looks like a worthy alternative to drawers.
Does it (will it) support pipeworks/tubelib ?
Search found 44 matches
- Thu Sep 07, 2023 14:05
- Forum: WIP Mods
- Topic: [mod] Automated Storage & Retrieval System [asrs]
- Replies: 31
- Views: 3463
- Thu Sep 07, 2023 13:57
- Forum: WIP Mods
- Topic: [modpack] Automobiles [automobiles_pck]
- Replies: 63
- Views: 15844
Re: [modpack] Automobiles [automobiles_pck]
1 - because in all cars I had in real life I never used the brakes to go reverse. Well, RL cars don't use driver's sneaking to go reverse either. Just swap: back (S) for reverse, sneak (shift) for braking. Most games use this layout. Anyways. We recently discussed in our server chat that we need a ...
- Thu Aug 24, 2023 11:21
- Forum: WIP Mods
- Topic: [modpack] Automobiles [automobiles_pck]
- Replies: 63
- Views: 15844
Re: [modpack] Automobiles [automobiles_pck]
Really nice mod. But why the controls are so weird? 1. Moving backward. Why it's SNEAK instead of BACK ? It's non-intuitive and non-conventional. Parking is damaging my brain: I need to press shift to move back and press back to stop moving back. Most games use crouch key for braking and S (in wasd)...
- Sun Aug 13, 2023 20:25
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1932
- Views: 692567
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Updated blinker. https://github.com/Ghaydn/misc_minetest_scripts/blob/main/blinker_mega.lua This script can now be used in lua tubes and do simple sorting by item names. For more complex sorting you may want to mix it with sorter functions: https://github.com/Ghaydn/misc_minetest_scripts/blob/main/s...
- Sun Aug 13, 2023 19:10
- Forum: Mod Releases
- Topic: [Mod] Tech Age [techage]
- Replies: 475
- Views: 90335
Re: [Mod] Tech Age [techage]
Idk if this is a bug, or if I just don't know how to do this. But how does one remove water from a boiler. You can add water by punching, but if I want to remove the boiler I can't until the water has been used up. Left click with empty bucket on a boiler. About sand. Since the player gets it so mu...
- Sun Aug 13, 2023 18:54
- Forum: WIP Mods
- Topic: [Mod] Plastic block [plastic_block]
- Replies: 5
- Views: 631
Re: [Mod] Plastic block [plastic_block]
Checked out Technic (from Content DB). Didn't find any plastic blocks there. Tried adding unified dyes, mesecons, digilines - no result.
13.08.2023
FIX: Plastic moreblocks are no longer in "plastic" group, because of which player could craft full-size block using microblock and dye.
13.08.2023
FIX: Plastic moreblocks are no longer in "plastic" group, because of which player could craft full-size block using microblock and dye.
- Sat Aug 12, 2023 21:15
- Forum: WIP Mods
- Topic: [Mod] Plastic block [plastic_block]
- Replies: 5
- Views: 631
Re: [Mod] Plastic block [plastic_block]
Technic includes plastic blocks that can be painted with its painter tool. Didn't know that. Last time I played with Technic (quite long ago), there were no such blocks. Currently I'm playing on Techage servers, and there are no plastic blocks either. Thanks for the advice, I definitely should add ...
- Sat Aug 12, 2023 13:23
- Forum: WIP Mods
- Topic: [Mod] Plastic block [plastic_block]
- Replies: 5
- Views: 631
[Mod] Plastic block [plastic_block]
Yet another mod that adds colored plastic blocks. Basic Materials has craftable plastic, but you can't use it for building. This mod fixes such an injustice. If you have an automatic tree farm (which is typical for tech-related gameplay), then you probably have lots, LOTS of leaves that you convert ...
- Sat Sep 03, 2022 02:12
- Forum: Servers
- Topic: [Play Now] THE SAMZ SERVER
- Replies: 152
- Views: 51031
Re: [Play Now] THE SAMZ SERVER
I just got a mini-2b2t experience: 1. Joined the server. Died. Found that spawn was flooded with lava. 2. Made it to escape spawn using a bucket. 3. Found that there's "all-item" chest in my inventory. 4. Cleaned up lava around spawn. Just because I can. 5. Tried to walk around and look fo...
- Sun Aug 21, 2022 07:55
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1932
- Views: 692567
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
SMART BLINKER on luacontroller Sometimes you need to blink with mese signal, but blinking plant is not enough. Then a luacontroller comes to the rescue. What this script can do: 1. Blink. Not just on/off single port. Any reasonable sequence of every unused port is available. 2. Adjust blink rate. 3...
- Mon May 16, 2022 21:16
- Forum: Game Releases
- Topic: [Game] NodeCore
- Replies: 28
- Views: 17294
Re: [Game] NodeCore
Okay then, in nc_woodwork/rake.lua I found a recipe. nodes = { {match = adze, replace = "air"}, {y = -1, match = modname .. ":staff", replace = "air"}, {x = -1, match = adze, replace = "air"}, {x = 1, match = adze, replace = "air"}, }, Tried to make ...
- Mon May 16, 2022 10:01
- Forum: Game Releases
- Topic: [Game] NodeCore
- Replies: 28
- Views: 17294
Re: [Game] NodeCore
Cannot assemble rake and other simiar recipes on current (01845521-98ea7d1c and 01855801-58a046f4) versions of NC. Minetest 5.5.0. On server NodeCore (RUS) it works fine (01483733-7dc18b3e).
- Mon Jan 03, 2022 05:36
- Forum: Modding Discussion
- Topic: Ghaydn's miscellaneous modding questions
- Replies: 20
- Views: 2320
Re: Ghaydn's miscellaneous modding questions
AFAIK there was no way to get collision detection in LUA before it was added in 5.3. That's sad enough. Not too much, but still sad. Another question. MT automatically generates inventory images if those were not specified on node registration. There is a function "inventorycube" to make ...
- Sun Dec 26, 2021 11:33
- Forum: Modding Discussion
- Topic: Ghaydn's miscellaneous modding questions
- Replies: 20
- Views: 2320
Re: Ghaydn's miscellaneous modding questions
Does anybody know how collision detection worked in old MT (at least 5.2)? For entities, i mean. Because currently it's very easy: we have on_step(self, dtime, moveresult) and this moveresult contents all collisions. In 5.2 there was no moveresult.
- Fri Dec 24, 2021 14:06
- Forum: Mod Releases
- Topic: [Mod] i3 [1.16] [i3]
- Replies: 174
- Views: 48337
Re: [Mod] i3 [1.5.2] [i3]
Is it possible to add "i3.clear_craft" function (for custom craft types)? Why is it needed? Well, a) MT has similar function for default craft types, b) an example: 1. Mod_a adds some api and some recipes for it, 2. Mod_b depends on mod_a, but makes it more hardcore, not all players would ...
- Thu Dec 23, 2021 21:32
- Forum: Mod Releases
- Topic: [Mod] i3 [1.16] [i3]
- Replies: 174
- Views: 48337
Re: [Mod] i3 [1.5.2] [i3]
I don't know, how this works, but this code hangs MT on loading: i3.register_craft_type("workbench", { description = "On a workbench", icon = "workbench.png", }) i3.register_craft({ result = "default:tree", items = { "default:wood", "", --d...
- Wed Dec 22, 2021 05:13
- Forum: Modding Discussion
- Topic: Ghaydn's miscellaneous modding questions
- Replies: 20
- Views: 2320
- Sun Dec 19, 2021 17:55
- Forum: Modding Discussion
- Topic: Ghaydn's miscellaneous modding questions
- Replies: 20
- Views: 2320
Re: Ghaydn's miscellaneous modding questions
Is there any way to make an entity that rotates and stops sometimes? I can add a property "automatic_rotate = X" in the node registration, but seems like I cannot stop this automatic rotation after the entity has been spawned. I can register two entities: one is autorotating, second is not...
- Tue Oct 12, 2021 02:08
- Forum: Mod Releases
- Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
- Replies: 449
- Views: 129775
Re: [Mod] Not So Simple Mobs [3.0] [nssm]
On TenPlus1 version Mese Dragon still crashes in mese_dragon.lua, 110: mobs:set_animation("punch1") - attempt to call field 'set_animation' (a nil value).
- Sun Sep 19, 2021 22:27
- Forum: Mod Releases
- Topic: [mod] Footprints and trails [0.4] [footprints]
- Replies: 21
- Views: 4718
Re: [mod] Footprints and trails [0.4] [footprints]
Maybe I have an out-dated version. I didn't upload my version to the contentDB, because a) don't know how, b) I'm not the original author, c) will do it later, when I'll finish my modpack. So, if you downloaded it from the in-game menu, then you indeed have an outdated version. Also, is grass and s...
- Sat Sep 18, 2021 01:51
- Forum: Mod Releases
- Topic: [mod] Footprints and trails [0.4] [footprints]
- Replies: 21
- Views: 4718
Re: [mod] Footprints and trails [0.4] [footprints]
Does any of that fix the issue of blocks under snow layer getting removed? Yes, this bug was fixed. I don't really like the trampling of crops so I turned that off. I've added options to turn off any part of the mod. That was related to slabs, but it was most notably on thin snow, because it lies o...
- Fri Sep 17, 2021 23:38
- Forum: Mod Releases
- Topic: [Mod] i3 [1.16] [i3]
- Replies: 174
- Views: 48337
Re: [Mod] i3 [1.3.3] [i3]
The "techage" modpack does not support i3, it only support unified_inventory. But I more like i3. And here I tried to fix that problem. For that I've made a small mod "micr" that handles crafts and craft types registration in one single call. This is full code: --[[--------------...
- Sun Aug 22, 2021 09:38
- Forum: Mod Releases
- Topic: [MOD] Ethereal NG [1.31] [ethereal]
- Replies: 421
- Views: 163204
Re: [MOD] Ethereal NG [1.29] [ethereal]
Is it nessesary that light staff use minetest.swap_node? If not, could you please change it to minetest.set_node? Swapping is a bit overkill, because it doesn't trigger node callbacks, such as on_construct. And, btw, this code will simplify adding new nodes for the light staff: -- Staff of Light (by...
- Thu Aug 19, 2021 23:52
- Forum: Mod Releases
- Topic: [mod] Footprints and trails [0.4] [footprints]
- Replies: 21
- Views: 4718
Re: [mod] Footprints and trails [0.4] [footprints]
I could not leave it like that, undone. So, an update: 1. Added sneak coefficient (configirable, default 0.5). If a player sneaks, then probability to trample nodes will be multiplied by this coefficient. It should be between 0 (no trails at all) and 1 (sneaking will not affect on footprints), but n...
- Thu Aug 19, 2021 12:07
- Forum: Mod Releases
- Topic: [mod] Footprints and trails [0.4] [footprints]
- Replies: 21
- Views: 4718
Re: [mod] Footprints and trails [0.4] [footprints]
I've forked this mod and added some features: 1. Compatibility with Farming Redo, Ethereal, Cool Trees, MoreTrees, NodeCore (new). Didn't make it with MineClone, too complex. 2. Fixed a bug that turned dirt under trampled node into trampled node. Cleaned that part of code (there were weird things). ...