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Re: [0.4.12dev] Cryt-Survival

jaysned wrote:Yay! Another Dreambuilder server. Could I have interact? UN: jaysned

done!
by ThatGraemeGuy
Mon Jan 11, 2016 19:12
 
Forum: Servers
Topic: [0.4.14dev] Cryt-Survival
Replies: 87
Views: 7728

Re: [Mod] Pipeworks [20131128] [pipeworks]

DoyleChris wrote:Im trying to figure out that error and it only happens when a bunch of stuff is in the pipes.

https://github.com/minetest/minetest/issues/2941
by ThatGraemeGuy
Mon Sep 28, 2015 06:24
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 665
Views: 212116

Re: [Mod] Pipeworks [20131128] [pipeworks]

It's only a visual glitch anyway, you aren't actually losing any items.
by ThatGraemeGuy
Sun Sep 27, 2015 19:23
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 665
Views: 212116

Re: [Mod] Pipeworks [20131128] [pipeworks]

That isn't currently possible. I've also wondered before if it would be possible to allow filtering on item string or description text, but I don't have enough Lua smarts to even begin to look into something like that.
by ThatGraemeGuy
Sun Sep 13, 2015 20:11
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 665
Views: 212116

Re: [Mod] Pipeworks [20131128] [pipeworks]

DoyleChris wrote:Is there a way to sort just Lumps of items. Instead of a specific item.

Not sure what you mean, can you elaborate?
by ThatGraemeGuy
Sun Sep 13, 2015 18:36
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 665
Views: 212116

Re: [Mod] Technic [0.4.11] [technic]

DoyleChris wrote:What is the output of the reactor when its running in EU.

100,000EU
by ThatGraemeGuy
Wed Sep 09, 2015 13:41
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1501
Views: 477627

Re: [Mod] Technic [0.4.11] [technic]

They are disabled by default, see https://github.com/minetest-technic/tec ... ig.lua#L10

To enable create a 'technic.conf' fil in your world directory and have a line that says "enable_frames = true"
by ThatGraemeGuy
Wed Sep 09, 2015 07:22
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1501
Views: 477627

Re: [Mod] Technic [0.4.11] [technic]

Yes although nobody has documented it and trying to get one of the few people who seem to understand how it works to bother to document it seems impossible.
by ThatGraemeGuy
Wed Sep 09, 2015 06:35
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1501
Views: 477627

Re: [Mod] Technic [0.4.11] [technic]

Most people just use a craft guide for that, like unified_inventory.
by ThatGraemeGuy
Thu Sep 03, 2015 06:48
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1501
Views: 477627

Re: [Mod] Technic [0.4.11] [technic]

Yep, it's a hideous, tedious thing to build. After I built my first I swore I would be done with nuclear, too much hassle. Pics above are the 4th one I've built.
by ThatGraemeGuy
Mon Aug 31, 2015 09:42
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1501
Views: 477627

Re: [Mod] Technic [0.4.11] [technic]

Kinda hard to see, but this ultra-compact centrifuge setup is just 2 rows stacked on top of one another with the sorting happening down the middle:

Image

Powered by this not-quite-finished solar megarray:

Image
by ThatGraemeGuy
Sun Aug 30, 2015 19:42
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1501
Views: 477627

Re: [Mod] Technic [0.4.11] [technic]

No, stainless steel is not optional/replaceable.
by ThatGraemeGuy
Sun Aug 30, 2015 07:19
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1501
Views: 477627

Re: [Mod] Technic [0.4.11] [technic]

Perhaps 2 wires can be ground to 3 dusts, which you could then furnace to ingots again.
by ThatGraemeGuy
Thu Aug 27, 2015 19:36
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1501
Views: 477627

Re: [Mod] Technic [0.4.11] [technic]

You need textures if you define new nodes/items. If you are only defining new crafts to manipulate existing nodes/items then you don't need textures.
by ThatGraemeGuy
Thu Aug 27, 2015 12:11
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1501
Views: 477627

Re: [Mod] Technic [0.4.11] [technic]

I wouldn't change the code in the technic mod, if anything make your own mod where you can define your own custom recipes. That way updating the technic mod isn't going to tamper with your customisations.
by ThatGraemeGuy
Thu Aug 27, 2015 10:22
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1501
Views: 477627

Re: [Modpack] Home Decor [git] [homedecor_modpack]

See here: http://digitalaudioconcepts.com/vanessa ... guide.html, or use a mod with a crafting guide, I highly recommend unified_inventory.
by ThatGraemeGuy
Sun Aug 23, 2015 18:36
 
Forum: Mod Releases
Topic: [Modpack] Home Decor [git] [homedecor_modpack]
Replies: 955
Views: 335823

Re: [Mod] Technic [0.4.11] [technic]

The constructor has inventory slots, and whatever you place in there is placed when the machine receives a mesecons signal.
by ThatGraemeGuy
Sun Aug 23, 2015 03:23
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1501
Views: 477627

Re: [Mod] Technic [0.4.11] [technic]

"Keeping a fuel-fired generator fully fuelled is usually wasteful, because it will burn fuel as long as it has any, even if there is no demand for the electrical power that it generates."

https://github.com/minetest-technic/tec ... generators
by ThatGraemeGuy
Fri Aug 21, 2015 08:54
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1501
Views: 477627

Re: [Mod] Pipeworks [20131128] [pipeworks]

I'm sorry, I'm not really following what you mean. Are you trying to describe some behaviour that you are seeing that isn't what you expect?
by ThatGraemeGuy
Tue Aug 18, 2015 18:18
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 665
Views: 212116

Re: [Mod] Pipeworks [20131128] [pipeworks]

Alright, I'll explain using my screenshot above, and your requirement "Cobblestone to last box on bottom. All lumps to first box on top." What I find best is to always turn off all the sorting tube's directions as a start. So once all that is done, to send lumps to the first box on top (I ...
by ThatGraemeGuy
Tue Aug 18, 2015 13:40
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 665
Views: 212116

Re: [Mod] Pipeworks [20131128] [pipeworks]

Cobblestone to last box on bottom. All lumps to first box on top. 1. So how would you route that to get to the chest listed above. 2. The very first blue box from the injector, is that used at all. 3. With red, blue and green, yellow next to each other which one do you use to move it to the next so...
by ThatGraemeGuy
Tue Aug 18, 2015 13:06
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 665
Views: 212116

Re: [Mod] Pipeworks [20131128] [pipeworks]

Place the tubes behind the chests:

Image
by ThatGraemeGuy
Tue Aug 18, 2015 11:40
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 665
Views: 212116

Re: [Mod] Pipeworks [20131128] [pipeworks]

DoyleChris wrote:Is it a problem if there going over the 0 locations 0,0,0.


Sorry, not sure what you mean by that.

Is this on a server, perhaps someone can come on and take a look?
by ThatGraemeGuy
Sat Aug 15, 2015 16:16
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 665
Views: 212116

Re: [Mod] Pipeworks [20131128] [pipeworks]

Did you right click both the receiving and sending teleport tube to give them the same channel name?
by ThatGraemeGuy
Sat Aug 15, 2015 13:09
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 665
Views: 212116

Re: [Mod] Pipeworks [20131128] [pipeworks]

Teleporting tubes are much more reliable for that. I routinely send quarry output to my house 3000 nodes away with teleport tubes.
by ThatGraemeGuy
Sat Aug 15, 2015 05:49
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 665
Views: 212116
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