Search found 806 matches

by v-rob
Wed May 24, 2017 13:58
Forum: Game Discussion
Topic: Subterranean [Idea]
Replies: 4
Views: 684

Re: Subterranean [Idea]

Oh. That makes sense. : )
by v-rob
Tue May 23, 2017 02:51
Forum: Game Discussion
Topic: Subterranean [Idea]
Replies: 4
Views: 684

Re: Subterranean [Idea]

This is a complicated ideas for a subgame that I (unfortunately) don't have the capability to code. I really don't understand how mapgen works, and I was kind of hoping that someone could code that. I took a look at those links you gave me, but they didn't help. I couldn't understand them very well...
by v-rob
Sat May 20, 2017 21:09
Forum: WIP Mods
Topic: [Mod] Bank Accounts [1.1][bank_accounts]
Replies: 38
Views: 6305

Re: [Mod] Bank Accounts [1.1][bank_accounts]

Oh. Thanks for explaining.
by v-rob
Sat May 20, 2017 20:21
Forum: Game Discussion
Topic: Subterranean [Idea]
Replies: 4
Views: 684

Subterranean [Idea]

This is a complicated ideas for a subgame that I (unfortunately) don't have the capability to code. First of all, I should point out that in this subgame, there is no such thing as the surface. The whole thing will be situated underground, and wherever you go, all there will be is caves, crevices, f...
by v-rob
Thu May 18, 2017 05:07
Forum: Mod Releases
Topic: [Mod] Engraving Table - Change Item Descriptions [engrave]
Replies: 41
Views: 6007

Re: [Mod] Engraving Table - Change Item Descriptions [engrav

I got this problem. 2017-05-17 22:04:22: ERROR[Main]: ServerError: Lua: Runtime error from mod 'default' in callback item_OnPlace(): C:\games\minetest-0.4.15-win64\bin\..\mods\engrave\init.lua:29: attempt to call method 'get_meta' (a nil value) 2017-05-17 22:04:22: ERROR[Main]: stack traceback: 2017...
by v-rob
Thu May 18, 2017 04:56
Forum: WIP Mods
Topic: [Mod] Bank Accounts [1.1][bank_accounts]
Replies: 38
Views: 6305

Re: [Mod] Bank Accounts [1.1][bank_accounts]

This is a really nice mod! I like is very much. There only seems to be one small problem. When I dig an ATM, it will sometimes give me a 5 MineGeld note. Also, why can't I put a single MineGeld note in the ATM? Aside from those tiny problems, it is wonderful.
by v-rob
Wed May 17, 2017 18:44
Forum: General Discussion
Topic: What exactly is this mese stuff anyway?
Replies: 24
Views: 2765

What exactly is this mese stuff anyway?

Mese is really cool and awesome stuff, but what exactly is it like? This is a list of questions about mese that I was wondering about. ----- What do mese crystals look like? Are they opaque or translucent? Are they golden or yellow? ----- How are mese crystals formed, or have they always been there?...
by v-rob
Wed May 17, 2017 03:59
Forum: WIP Mods
Topic: [Mod] Bank Accounts [1.1][bank_accounts]
Replies: 38
Views: 6305

Re: [Mod] Bank Accounts [1.1][bank_accounts]

This looks like a cool mod, but I can't get the currency mod. Every time I try to go to the forum the currency mod is posted on, it tells me that I am not authorized to view it, so I can't try this mod.
by v-rob
Sat May 06, 2017 20:06
Forum: WIP Mods
Topic: [mod] Realtime Elevators [elevator]
Replies: 38
Views: 9353

Re: [mod] Realtime Elevators [elevator]

I did, but it didn't fix the problem.
by v-rob
Fri May 05, 2017 04:25
Forum: WIP Mods
Topic: [mod] Realtime Elevators [elevator]
Replies: 38
Views: 9353

Re: [mod] Realtime Elevators [elevator]

I just tried to see if it fixed it, but it didn't do anything.
by v-rob
Wed May 03, 2017 23:58
Forum: WIP Mods
Topic: [mod] Realtime Elevators [elevator]
Replies: 38
Views: 9353

Re: [mod] Realtime Elevators [elevator]

This is a wonderful mod, but there is a problem. The elevator works, but after I exit the game and reenter, the elevators become inactive. I have to replace the motor to fix it. I redownloaded Minetest and the mod. I'm using Minetest 4.15. Could you help?
by v-rob
Fri Apr 28, 2017 04:28
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.1.4]
Replies: 1429
Views: 234357

Re: [Mod] Advanced Trains [advtrains] [1.7.2]

Thank you very much. This helps a lot.
by v-rob
Fri Apr 28, 2017 02:08
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.1.4]
Replies: 1429
Views: 234357

Re: [Mod] Advanced Trains [advtrains] [1.7.2]

Sorry, this is a bit off-topic, but how did you get .b3d file from blender? I can't find out how. Could someone tell me? Thanks.
by v-rob
Thu Apr 27, 2017 05:14
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2114
Views: 297447

Re: Post your mod requests/ideas here

This is a mod I've been thinking about for a while. It was inspired by the never developed gears mod by 12Me21. ( https://forum.minetest.net/viewtopic.php?f=11&t=5858&hilit=gears ) This mod will be completely gear-type stuff. Gears could be used to power many things, like pumps or conveyor b...
by v-rob
Wed Apr 26, 2017 22:53
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1874
Views: 545332

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

Sorry if I shouldn't have done that. I just want people's input on my ideas, so I put the XNOR code there to stop the argument over it. Could some people just give me their honest opinions on my ideas? If it matters that much just for this to be on GitHub, tell me. Thanks.
by v-rob
Wed Apr 26, 2017 03:01
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1874
Views: 545332

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

Seeing as no one will make it, I made the XNOR gate. Anyone who wants to can just copy this into the logic gates' init.lua, or someone could actually put this into the main mod. register_gate("xnor", 2, function (val1, val2) return not (val1 or val2) or (val1 and val2) end, {{"mesecon...
by v-rob
Tue Apr 25, 2017 13:46
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1874
Views: 545332

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

Oh... I never thought of that. Then again, the XNOR gate would save space, just like how the OR can be two diodes but they made a gate anyway. Interesting though. I'll keep that in mind if the XNOR isn't put in mesecons.
by v-rob
Sun Apr 23, 2017 20:31
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1874
Views: 545332

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

How about replacing logic gates with transistors? Transistors should be made, but logic gates should still be kept. They save space. I forgot something. There is a logic gate not included in mesecons: XNOR. The XNOR logic gate powers its output if both inputs are powered or not powered. If only one...
by v-rob
Sun Apr 23, 2017 00:31
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1874
Views: 545332

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

I found some interesting ideas for mesecons. I know my earlier ideas were bad, but these ones, I hope, are better. The first things would be an SCR and an SCS. http://imgur.com/a/Vo4yh The SCR (Silicon Controlled Rectifier) is like a diode, except for power to go through it, it needs a shock of powe...
by v-rob
Mon Mar 27, 2017 21:44
Forum: Mod Releases
Topic: [Mod] Basic Bow [basic_bow]
Replies: 27
Views: 8398

Re: [Mod] Basic Bow [basic_bow]

How do you edit how far the arrow goes and how much it hurts something? I can't find it anywhere in the code. Could someone show me?
by v-rob
Sun Mar 26, 2017 00:40
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1874
Views: 545332

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

I did realize it was a joke, but never mind. I didn't expect it to be implemented.
by v-rob
Sat Mar 25, 2017 17:52
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1874
Views: 545332

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

Actually, what I meant was that the generator is basically a power plant with a few different properties. It still uses the wires mesecons has always used. I just wanted something more reasonable than an electric plant.
by v-rob
Sat Mar 25, 2017 15:54
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1874
Views: 545332

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

I didn't expect anything to happen. I was just wondering.
burli wrote:And I think it would be impossible to place down logic AND power wires
What do you mean?
by v-rob
Sat Mar 25, 2017 00:45
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1874
Views: 545332

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

I was thinking about mesecons, and I think that they have one main problem. Power is produced strangely. It's produced from: power plant blinky plant switch water turbine lever button pressure plate solar panel player detector node detector. The whole system for these is badly made. Power should not...
by v-rob
Thu Mar 23, 2017 22:42
Forum: Mod Releases
Topic: [mod] Not so simple plants and fungi [nsspf]
Replies: 67
Views: 8940

Re: [mod] Not so simple plants and fungi [nsspf]

EDIT: never mind