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Re: Beleidigende Spieler automatisch kicken

Danke für eure schnellen Antworten.
Die Mod werde ich installieren und um deutsche Worte erweitern.

Gibt es sowas wie eine Abstimmungsmod, bei der die Mehrheit der Anwesenden einen Spieler kicken kann?
by joe7575
Mon Nov 13, 2017 20:09
 
Forum: Deutsch
Topic: Beleidigende Spieler automatisch kicken
Replies: 5
Views: 482

Beleidigende Spieler automatisch kicken

Gibt es so eine Mod, um beleidigende Spieler automatisch zu kicken (ich kann nicht immer anwesend sein)?
Hatte heute Besuch von einem "Hannes", der übelste Worte benutzt hat.

Ich dachte, ich frage erst mal, bevor ich selber anfange, so eine Mod zu machen...
by joe7575
Mon Nov 13, 2017 18:57
 
Forum: Deutsch
Topic: Beleidigende Spieler automatisch kicken
Replies: 5
Views: 482

Re: [Mod] Minetest-Tubelib [tubelib]

Chem871 wrote:Can I use 1 switch for more than 1 pusher/machine, or just 1 switch per machine?


Yes, you can use one switch for several nodes. There is no limit in principle. But I would recommend to use Repeater nodes in addition for large structures.
by joe7575
Fri Nov 10, 2017 23:39
 
Forum: WIP Mods
Topic: [Mod] Tubelib [tubelib]
Replies: 48
Views: 4920

Re: [Mod] Minetest-Tubelib [tubelib]

Chem871 wrote:Does the switch work for pushers/machines?


Yes, but please download the latest version, there was an issue with the pusher commands.
by joe7575
Fri Nov 10, 2017 06:19
 
Forum: WIP Mods
Topic: [Mod] Tubelib [tubelib]
Replies: 48
Views: 4920

Re: [Mod] Minetest-Tubelib [tubelib]

How does the switch work? This node has to be configured via the formspec as button or as switch. For a button configuration different switching times from 2 to 16 seconds are possible. In addition, the node has to be configured with one or several destination numbers of the controlled/to be switch...
by joe7575
Thu Nov 09, 2017 19:10
 
Forum: WIP Mods
Topic: [Mod] Tubelib [tubelib]
Replies: 48
Views: 4920

Re: [Mod] Minetest-Tubelib [tubelib]

Chem871 wrote:Could you add an auto-gravelsieve that tubelib tubes can carry stuff to/from?


It's already available. You can push gravel into the automated Gravel Sieve and pull all items out.
by joe7575
Tue Nov 07, 2017 20:53
 
Forum: WIP Mods
Topic: [Mod] Tubelib [tubelib]
Replies: 48
Views: 4920

Re: [Mod] Tubelib Mining, Farming, Crafting[tubelib_addons1]

Chem871 wrote:Could you make the grinder grind all default metal ores into 2 dust? And the dust is smelted into the metal ingots?


You can smelt all default metal ores directly into metal ingots. Why the detour via dust?
by joe7575
Mon Nov 06, 2017 19:54
 
Forum: WIP Mods
Topic: [Mod] Tubelib Mining, Farming, Crafting[tubelib_addons1]
Replies: 8
Views: 1423

Re: [Mod] Minetest-Tubelib [tubelib]

I have a suggestion: you could make a new tube type, that's particular to furnaces. This tube would have 2 settings, 1 puts all items going into the furnace into the fuel slot, the other setting puts all items into the smelting slot. The tubelib distinguishes between flammable and not flammable ite...
by joe7575
Mon Nov 06, 2017 19:51
 
Forum: WIP Mods
Topic: [Mod] Tubelib [tubelib]
Replies: 48
Views: 4920

Re: [Mod] Minetest-Tubelib [tubelib]

v0.09 is on GitHub with some modification and adjustments for tubelib_addons2.
by joe7575
Sun Nov 05, 2017 13:55
 
Forum: WIP Mods
Topic: [Mod] Tubelib [tubelib]
Replies: 48
Views: 4920

[Mod] Tubelib Switching/Controlling Nodes [tubelib_addons2]

This mod is now part of the Modpack TechPack This extension provides Timer, Sequencer, Repeater, Gate, Door, Access Lock, Mesecons Converter and Color Lamp nodes, all with tubelib communication support. http://126673.webhosting40.1blu.de/minetest/tubelib_addon2.png Code: LGPLv2.1+, textures: CC BY-...
by joe7575
Sun Nov 05, 2017 13:48
 
Forum: WIP Mods
Topic: [Mod] Tubelib Switching/Controlling Nodes [tubelib_addons2]
Replies: 3
Views: 691

Re: Tabs vs Spaces

I try to live with the tabs approach.
From my background, I was used to using spaces instead of tabs.
I was working on many projects in the last decades, in different languages for different customers and I can not remember a single time that tabs were required...
by joe7575
Sun Oct 08, 2017 15:00
 
Forum: Modding Discussion
Topic: Tabs vs Spaces
Replies: 8
Views: 497

Re: [Mod] Tubelib Mining, Farming, Crafting[tubelib_addons1]

John_Constructor wrote:...Apparently it does NOT work for Snow and Ice, my bad! However that would be nice...


Thanks for your feedback.
I have added snow and ice and even corals.
v0.04 is on GitHub.
by joe7575
Sat Oct 07, 2017 11:15
 
Forum: WIP Mods
Topic: [Mod] Tubelib Mining, Farming, Crafting[tubelib_addons1]
Replies: 8
Views: 1423

Re: [Mod] Minetest-Tubelib [tubelib]

Byakuren wrote:Can it transport through unloaded blocks like pipeworks can?


I've added a Voxel Manipulator function to check tube connections and to push/pull items into/from inventories.
So, unloaded blocks should be no issue any more.
BTW: The maximum tube length is now 100 nodes
by joe7575
Fri Oct 06, 2017 20:39
 
Forum: WIP Mods
Topic: [Mod] Tubelib [tubelib]
Replies: 48
Views: 4920

Re: [Mod] Minetest-Tubelib [tubelib]

Can it transport through unloaded blocks like pipeworks can? Theoretically YES, but it is unlikely that this happens, because the maximum tube length is currently limited to about 50 blocks. It was no objective to allow the construction of huge plants. 50 blocks ! That are 800 nodes ! It's very lik...
by joe7575
Fri Oct 06, 2017 16:01
 
Forum: WIP Mods
Topic: [Mod] Tubelib [tubelib]
Replies: 48
Views: 4920

Re: [Mod] Minetest-Tubelib [tubelib]

Thanks FaceDeer Your hints are very welcome. I will check and take over all hints which fulfil the initial objectives: To have a Mod/Lib, which is easy to use (for players and modders), lean and efficient (for small servers), covering up to 80% of all requirements (which 20% of effort). I changed th...
by joe7575
Fri Oct 06, 2017 10:09
 
Forum: WIP Mods
Topic: [Mod] Tubelib [tubelib]
Replies: 48
Views: 4920

Re: [Mod] Minetest-Tubelib [tubelib]

Thanks FaceDeer, I got it.
I will add the players name to the API. This should be sufficient for most times to check the rights.
I don't like the idea to create a fake player object each time an item is pushed, because it's only needed in special cases.
by joe7575
Thu Oct 05, 2017 21:38
 
Forum: WIP Mods
Topic: [Mod] Tubelib [tubelib]
Replies: 48
Views: 4920

Re: [Mod] Minetest-Tubelib [tubelib]

The furnace adaptation has a table with valid fuels, so that it is independent from which side you push the items in. The "default:coal_lump" was missing.
But it should work now.
by joe7575
Thu Oct 05, 2017 21:34
 
Forum: WIP Mods
Topic: [Mod] Tubelib [tubelib]
Replies: 48
Views: 4920

Re: [Mod] Minetest-Tubelib [tubelib]

Perhaps I have a too simple picture in my mind, but why show I check the player rights for each item going through tubes? If an item is moved from block A to block B my means of a tube, the placer of the tubes has to have the necessary rights to build the tube. This should always be true in protecte...
by joe7575
Thu Oct 05, 2017 14:55
 
Forum: WIP Mods
Topic: [Mod] Tubelib [tubelib]
Replies: 48
Views: 4920

Re: [Mod] Minetest-Tubelib [tubelib]

Could you provide an example for how to enable a node with an inventory to be tubelib-compatible? I've created a lot of mods that provide inventory-bearing nodes and I'm willing to add compatibility to any of these sorts of mods that come along but a cheat sheet would be handy. :) Yes, of course. T...
by joe7575
Wed Oct 04, 2017 17:41
 
Forum: WIP Mods
Topic: [Mod] Tubelib [tubelib]
Replies: 48
Views: 4920

Re: Tabs vs Spaces

Thanks for your answers.
This is my favourite: "...you can use whatever style you like for your own mods" :D
/Joe
by joe7575
Wed Oct 04, 2017 08:13
 
Forum: Modding Discussion
Topic: Tabs vs Spaces
Replies: 8
Views: 497

Re: [Mod] Minetest-Tubelib [tubelib]

Byakuren wrote:Can it transport through unloaded blocks like pipeworks can?


Theoretically YES, but it is unlikely that this happens, because the maximum tube length is currently limited to about 50 blocks. It was no objective to allow the construction of huge plants.
by joe7575
Wed Oct 04, 2017 08:02
 
Forum: WIP Mods
Topic: [Mod] Tubelib [tubelib]
Replies: 48
Views: 4920

Re: [Mod] Minetest-Tubelib [tubelib]

The "retro rustic design" should help do distinguish the mod from others...
and it is unique, I guess.
But of course, it could be changed by means of any texture mod.

But is is not really the ancestor, because the message communication is wireless :D
by joe7575
Tue Oct 03, 2017 19:39
 
Forum: WIP Mods
Topic: [Mod] Tubelib [tubelib]
Replies: 48
Views: 4920

Tabs vs Spaces

Why shall tabs be used for indentation instead of spaces? Tabs are a mess, the code looks horrible, if you use different editor settings. The Minetest developer Wiki says that "...this is largely based on the Python style guide". But the Python style guide and many other prefer spaces: htt...
by joe7575
Tue Oct 03, 2017 16:32
 
Forum: Modding Discussion
Topic: Tabs vs Spaces
Replies: 8
Views: 497

Re: [Mod] Gravel Sieve [1.02] [gravelsieve]

Contrary to my own forecast (:-)), I developed two technic Mods called Tubelib and Tubelib Extension.
With the adaptation of the Gravelsieve to this Mods, a complete automated mining, grinding, sieving, and sorting of ores is now possible.

Have fun...
by joe7575
Tue Oct 03, 2017 12:01
 
Forum: Mod Releases
Topic: [Mod] Gravel Sieve [gravelsieve]
Replies: 73
Views: 8258

[Mod] Tubelib Mining, Farming, Crafting[tubelib_addons1]

This mod is now part of the Modpack TechPack This Mod provides a Quarry, Harvester, Grinder, Autocrafter, Fermenter, Funnel, and Reformer Block and thus allows the automated mining, farming, and crafting. http://126673.webhosting40.1blu.de/minetest/screenshot_20171003_2.png Code: LGPLv2.1+, texture...
by joe7575
Tue Oct 03, 2017 11:43
 
Forum: WIP Mods
Topic: [Mod] Tubelib Mining, Farming, Crafting[tubelib_addons1]
Replies: 8
Views: 1423
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