Search found 705 matches

Return to advanced search

Re: Moving platforms?

Did you try out all-side sticky blocks?
by orwell
Sat Jan 02, 2016 09:13
 
Forum: Feature Discussion
Topic: Moving platforms?
Replies: 10
Views: 812

Re: Moving platforms?

You can move stuff and players with mesecons pistons and movestones...
by orwell
Fri Jan 01, 2016 22:17
 
Forum: Feature Discussion
Topic: Moving platforms?
Replies: 10
Views: 812

Re: [Mod] Elevators / Lifts [2.1.2] [elevator]

Seems like I have to test it out a bit to reproduce your problems...
@DragonOp: thx for translating.
@tbillion: seems like I still can't keep up to native English speakers...
by orwell
Sun Dec 27, 2015 17:09
 
Forum: Mod Releases
Topic: [Mod] Elevators / Lifts [2.1.2] [elevator]
Replies: 26
Views: 5153

Re: [Mod] Elevators / Lifts [2.1.2] [elevator]

Well, for me it works without problems. In versions beyond the latest, I set up the save interval of the elevator data file a bit too large. maybe if you have quit the game before this file has been saved, it could cause bugs. Download the latest version, the file is saved on server shutdown too now...
by orwell
Sat Dec 26, 2015 20:28
 
Forum: Mod Releases
Topic: [Mod] Elevators / Lifts [2.1.2] [elevator]
Replies: 26
Views: 5153

Re: Remove run command dialogue entirely

The console key's already bindable, but just without the UI. You can do it through the config file. In 0.4.13 stable, it is still in the "change keys" dialog. I just wanted to say that it's impossible to type in the character of the key you binded "console" to, because this clos...
by orwell
Fri Dec 18, 2015 08:58
 
Forum: Feature Discussion
Topic: Remove run command dialogue entirely
Replies: 10
Views: 999

Re: Weichen in Minetest

An dem carts-Mod von PilzAdam wurde lange nichts mehr gemacht.
Du kannst dir mal boost_cart ansehen, da kann man u.a. die Richtung an Weichen über WAD bestimmen.
by orwell
Thu Dec 17, 2015 12:32
 
Forum: Deutsch
Topic: Weichen in Minetest
Replies: 8
Views: 1240

Re: [Mod] Elevators / Lifts [2.1.2] [elevator]

@tbillion:
Interesting...table.concat has a problem with NILs.
since this print instruction is a debug message, you can comment it out.
Change Lines 489 and 498:
Code: Select all
print(xdir," SIDECOORD ?",dump(nodedircrd))

to
Code: Select all
--print(xdir," SIDECOORD ?",dump(nodedircrd))

This should fix it.
by orwell
Thu Dec 17, 2015 12:07
 
Forum: Mod Releases
Topic: [Mod] Elevators / Lifts [2.1.2] [elevator]
Replies: 26
Views: 5153

Re: Remove run command dialogue entirely

In my opinion, the chat dialogue (T) is completely useless too, since there is a console (F10) which offers much more functionality. It is sad that you can't set the key for the console to T or any other letter, because if you type a T the console will close. I suggest the following changes: 1. If t...
by orwell
Thu Dec 17, 2015 12:01
 
Forum: Feature Discussion
Topic: Remove run command dialogue entirely
Replies: 10
Views: 999

Re: ENDLESS???

but what about creating a second world like the original where the player can travel trough? with a second loadscreen? I remember a Minecraft Mod adding a sky realm (I think it was named Aether). That was a separate dimension. When you fell down from it, the game returned to the normal overworld (w...
by orwell
Wed Dec 16, 2015 20:11
 
Forum: General Discussion
Topic: endless?
Replies: 41
Views: 7556

Re: [Mod] Elevators / Lifts [2.1.2] [elevator]

Not speak or write English so I apologize because I'm using the google translator. Are you Italian? Google's translation is confusing me, but "testura" seems to be an Italian word. I know someone who speaks Italian. Could you please post the first paragraph again in your language, I can't...
by orwell
Wed Dec 16, 2015 15:48
 
Forum: Mod Releases
Topic: [Mod] Elevators / Lifts [2.1.2] [elevator]
Replies: 26
Views: 5153

Re: Unzerstörbare Welt?

cx384 wrote:Du könntest auch einfach eine protection Mod installieren um bestimmte Gebäude, Mauern oder ein Labyrinth zu schützen.(z.B viewtopic.php?f=11&t=7239&hilit )


Oder diesen hier, wenn du mehr brauchst.
by orwell
Tue Dec 08, 2015 20:48
 
Forum: Deutsch
Topic: Unzerstörbare Welt?
Replies: 4
Views: 808

Re: [Mod] Elevators / Lifts [2.1.1] [elevator]

The station "sort" does not appear in the list when clicking the elevator?
Try to reconstruct the "sort" door (dig it and place it again). If this does not help, dig the motor and start over new.
Edit: First, download 2.1.2, there have been problems with door placement
by orwell
Mon Dec 07, 2015 18:31
 
Forum: Mod Releases
Topic: [Mod] Elevators / Lifts [2.1.2] [elevator]
Replies: 26
Views: 5153

Re: [Mod] Elevators / Lifts [2.1] [elevator]

(Bug Fix) v. 2.1.1
It wasn't possible to construct elevators in east/west direction, only north/south. This has been fixed now.
by orwell
Sun Dec 06, 2015 13:47
 
Forum: Mod Releases
Topic: [Mod] Elevators / Lifts [2.1.2] [elevator]
Replies: 26
Views: 5153

Re: [Mod] Elevators / Lifts [2.1] [elevator]

Version 2.1 is out. New features: - smoother and more realistic cabin movement (speeds up on start and slows down when approaching target) - the maximum movement speed has been increased to 8 nodes/s instead of 5 nodes/s - now includes doors that automatically open and close. (nothing changed regar...
by orwell
Tue Dec 01, 2015 14:35
 
Forum: Mod Releases
Topic: [Mod] Elevators / Lifts [2.1.2] [elevator]
Replies: 26
Views: 5153

Re: [Mod] Elevator [0.2] [fancy_elevator]

Hey This mod is almost the same I did recently (see my signature). I just haven't seen this mod (that forum search is horrible). + your opening and closing doors are nice, I plan to implement something like this (but in a different manner) in my mod soon(TM). EDIT: Hey, I did it... + That speed up /...
by orwell
Mon Nov 30, 2015 12:01
 
Forum: Mod Releases
Topic: [Mod] Elevator [0.2] [fancy_elevator]
Replies: 8
Views: 3201

Re: [mod] More advanced area protection [denaid] [1.3]

It is working. Please check that you: - created an area around your spawn point (to see if it is configured properly, see if the bottom left corner of the screen shows the name of that area) - created a ruleset that allows all players to at least enter this area (don't forget this step, it could cau...
by orwell
Sat Nov 28, 2015 22:23
 
Forum: Mod Releases
Topic: [mod] More advanced area protection [tyrant_denaid] [1.3]
Replies: 21
Views: 4353

Re: [Mod] Elevators / Lifts [2.0] [elevator]

It spawns when you click an entry.
RTFM
by orwell
Sat Nov 28, 2015 22:09
 
Forum: Mod Releases
Topic: [Mod] Elevators / Lifts [2.1.2] [elevator]
Replies: 26
Views: 5153

Re: [mod] More advanced area protection [denaid] [1.3]

celeron55 wrote:(in Forum information and guidelines)
also post a release notice in the topic.


read this recently. will do that now.
Hello, World! There is a new version.
by orwell
Thu Nov 26, 2015 10:33
 
Forum: Mod Releases
Topic: [mod] More advanced area protection [tyrant_denaid] [1.3]
Replies: 21
Views: 4353

Re: [Mod] Elevators / Lifts [2.0] [elevator]

Version 2.0 is out.
I recommend upgrading!

Some things have changed, see first post.
there is no height limit :)
__
| ____GND
| |
| |
|^|
|#|
|v|
| |
|____-31000
by orwell
Thu Nov 26, 2015 10:25
 
Forum: Mod Releases
Topic: [Mod] Elevators / Lifts [2.1.2] [elevator]
Replies: 26
Views: 5153

Re: [proposal] Minetest console(F10) should have DATE/TIME

Nice idea, but there should be an option to turn it off.
maybe use a minetest.conf setting that specifies a time format (customizable).
by orwell
Mon Nov 23, 2015 14:55
 
Forum: Feature Discussion
Topic: [proposal] Minetest console(F10) should have DATE/TIME
Replies: 6
Views: 527

Re: Ideas regarding item metadata, and knockback

yyt16384 wrote:So we already have item metadata support? I think I missed it when reading lua_api.txt last time.

It's a great feature. I can start to write a nice mod with this. :)

Yes we have, but remember, ATM it has to be a string.
by orwell
Mon Nov 23, 2015 14:45
 
Forum: Feature Discussion
Topic: Ideas regarding item metadata, and knockback
Replies: 9
Views: 974

Ideas regarding item metadata, and knockback

The item metadata string is useful for some mods, but it is not used by the engine itself. There should be a way to override some properties of the item definition with item metadata. For example, the item name should be changeable, to allow for named swords used in story maps or such things, same g...
by orwell
Mon Nov 23, 2015 11:50
 
Forum: Feature Discussion
Topic: Ideas regarding item metadata, and knockback
Replies: 9
Views: 974

Re: Server

Minetest Sam wrote:Also the developers can you make i kind of teleporting pressure plates

This is already possible with mesecons.
1. place a command block
2. type /teleport @nearest x y z
3. place a pressure plate
4. try it

For the signs: Why don't you use mesecon buttons?
by orwell
Mon Nov 23, 2015 11:33
 
Forum: Maps
Topic: Server
Replies: 5
Views: 828

Re: Node metadata inventory is only updated every 2 seconds

Finally, someone who understands me.
by orwell
Mon Nov 23, 2015 11:14
 
Forum: Problems
Topic: Node metadata inventory is only updated every 2 seconds
Replies: 16
Views: 1890

Re: Node metadata inventory is only updated every 2 seconds

This discussion has died. So I will revive it. There is something like metadata and a specific interval, which does not only apply for inventories but for the forms itself. Read the posts above, this is also the case for the switches in the pipeworks sorting tube forms. I'm playing Minetest for almo...
by orwell
Mon Nov 16, 2015 21:13
 
Forum: Problems
Topic: Node metadata inventory is only updated every 2 seconds
Replies: 16
Views: 1890
PreviousNext

Return to advanced search