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Re: Issues with unloaded areas

Solved: I did it a different way. Meta data can always be used. So I have stored the relevant information as meta data.
by joe7575
Mon Jul 03, 2017 19:49
 
Forum: Modding Discussion
Topic: {Solved] Issues with unloaded areas
Replies: 1
Views: 163

Re: [Mod] Hyperloop [hyperloop]

Suggestion: Add a (blue?,) glowing particle ring, that flies along the rail with 900km/h. At corners delete the particles and add new ones. The time when the particles shall be removed can easily be calculated. Great idea. I will put it on my feature list. Nice, does the destination have to be conn...
by joe7575
Mon Jul 03, 2017 17:59
 
Forum: Mod Releases
Topic: [Mod] Hyperloop [hyperloop]
Replies: 54
Views: 9196

{Solved] Issues with unloaded areas

I have a problem pairing two WiFi nodes, when one of them is not loaded (located far away). If have tried
Code: Select all
minetest.forceload_block(pos)

without any success.
Any suggestions?
The server is v0.4.15
by joe7575
Mon Jul 03, 2017 10:25
 
Forum: Modding Discussion
Topic: {Solved] Issues with unloaded areas
Replies: 1
Views: 163

Re: Minecraft?

Wuzzy wrote:
Minecraft goes Hyperloop!


What is this strange “Minecraft” thing you keep talking about? ;-)


Ooops, sorry :)
Changed!
by joe7575
Sun Jul 02, 2017 21:09
 
Forum: Mod Releases
Topic: [Mod] Hyperloop [hyperloop]
Replies: 54
Views: 9196

[Mod] Hyperloop [hyperloop]

A new evolution in the voxel word: Minetest goes Hyperloop! Hyperloop is passenger transportation system for travelling through evacuated tubes my means of passenger pods. The tubes system with all stations and pods have to be build by the players. http://126673.webhosting40.1blu.de/minetest/bild1.p...
by joe7575
Sun Jul 02, 2017 20:40
 
Forum: Mod Releases
Topic: [Mod] Hyperloop [hyperloop]
Replies: 54
Views: 9196

Re: [Mod] Gravel Sieve [1.00] [gravelsieve]

But I don't like to build a perpetual motion machine. The outcome should be less than the input. So we need a reprocessing plant for gravel, which needs fuel and produces 50 % "clean" output gravel from the sieved input gravel. How about concrete? That's a nice white material (well, if pa...
by joe7575
Wed Jun 28, 2017 16:32
 
Forum: Mod Releases
Topic: [Mod] Gravel Sieve [gravelsieve]
Replies: 73
Views: 8120

Re: [Mod] Gravel Sieve [gravelsieve]

CWz wrote:Could you fix the issue of everyone hearing the hammer all over the server


Thanks for the hint.
An update is available on GitHub.
by joe7575
Tue Jun 20, 2017 21:13
 
Forum: Mod Releases
Topic: [Mod] Gravel Sieve [gravelsieve]
Replies: 73
Views: 8120

Re: [Mod] Gravel Sieve [gravelsieve]

Thank you for your responses. The idea behind this mod was a third way between creative and survival. It's up to the admin to simplify the game play by adjusting the "rarity factor". Is it possible 2 add something like a water power generator 2 power the auto sieve instead of it doing it a...
by joe7575
Sun Jun 18, 2017 16:55
 
Forum: Mod Releases
Topic: [Mod] Gravel Sieve [gravelsieve]
Replies: 73
Views: 8120

Re: [Mod] Gravel Sieve [gravelsieve]

Thanks to all, I really appreciate you proposals and hints. This lead me to my almost final proposal :-) ⋅  The sieve is now available in two versions: standard and automatic. The later can be build be means of the standard sieve plus two Mese Crystals, which should be available after some...
by joe7575
Sat Jun 17, 2017 14:33
 
Forum: Mod Releases
Topic: [Mod] Gravel Sieve [gravelsieve]
Replies: 73
Views: 8120

Re: [Mod] Gravel Sieve [gravelsieve]

After sieving once you get more or less 50% of the blocks back. Why not the simplest way? The gravelsieve returns default:gravel back, but with ratio of 50 %? The other 50 % gets lost.. So no own gravel nodes required on this way Although I find your suggestion very good, I have added a recipe for ...
by joe7575
Fri Jun 16, 2017 23:04
 
Forum: Mod Releases
Topic: [Mod] Gravel Sieve [gravelsieve]
Replies: 73
Views: 8120

Re: [Mod] Gravel Sieve [gravelsieve]

An other proposal: Maybe the "auto" and "manual" modes could be combined if you add a fuel consumption for auto-mode? but the manual way does work without fuel too? What about a punching block which keeps the sieve running, instead of the "auto" mode? Would also be nic...
by joe7575
Fri Jun 16, 2017 18:43
 
Forum: Mod Releases
Topic: [Mod] Gravel Sieve [gravelsieve]
Replies: 73
Views: 8120

Re: [Mod] Gravel Sieve [gravelsieve]

Great output :-) The recipes are still on a testing level. I wanted to see if it works. If course it needs some more balancing. Currently the probability to get something from one gravel block is: - iron lump: 1/15 - copper lump: 1/15 - gold lump: 1/25 - mese crystal 1/50 - diamond 1/50 The second t...
by joe7575
Fri Jun 16, 2017 18:32
 
Forum: Mod Releases
Topic: [Mod] Gravel Sieve [gravelsieve]
Replies: 73
Views: 8120

Re: [Mod] Gravel Sieve [gravelsieve]

Could you add sand and dust into the mod or no? Are you Minecraft fan? :-) As far as I know, there is no dust in Minetest... And I don't like the idea to use sand instead of gravel. Sand should be there where it is, otherwise you change the appearance of the earth surface too much. And I like the s...
by joe7575
Fri Jun 16, 2017 12:21
 
Forum: Mod Releases
Topic: [Mod] Gravel Sieve [gravelsieve]
Replies: 73
Views: 8120

Re: [Mod] Gravel Sieve [gravelsieve]

Thanks to Linuxdirk and Sokomine. I have added two screen shots and the file settingtypes.txt. @Linuxdirk: It is even simpler than explained. You only have to add the following line to your LUA file (in this case for a boolean variable): <config-variable> = minetest.settings:get(<modname>_<variable>...
by joe7575
Thu Jun 15, 2017 22:48
 
Forum: Mod Releases
Topic: [Mod] Gravel Sieve [gravelsieve]
Replies: 73
Views: 8120

Re: Ein paar Infos zum Yggdrasil-Server

Server offline?
Edit: Hat sich erledigt, geht wieder.
by joe7575
Thu Jun 15, 2017 11:02
 
Forum: Deutsch
Topic: Ein paar Infos zum Yggdrasil-Server
Replies: 16
Views: 2755

Re: [Mod] Gravel Sieve [gravelsieve]

Could you make it so it's animated so you get the particles and it slowly sieves down as you're hitting the gravel? Thanks GamingAssociation39. I added a "manually mode" where you have to punch the sieve to get results. This mode can be activated in the file "config.lua". But in...
by joe7575
Thu Jun 15, 2017 11:01
 
Forum: Mod Releases
Topic: [Mod] Gravel Sieve [gravelsieve]
Replies: 73
Views: 8120

[Mod] Gravel Sieve [gravelsieve]

This mod is now part of the Modpack TechPack A Mod for those who do not want to spend half of their lives underground... Inspired from a Minecr**t Video on YT. This mod simplifies the extraction of ores by the fact that ores can be obtained simply by sieving gravel. http://pix.toile-libre.org/uploa...
by joe7575
Wed Jun 14, 2017 20:53
 
Forum: Mod Releases
Topic: [Mod] Gravel Sieve [gravelsieve]
Replies: 73
Views: 8120

Re: [Mod] Tower Crane [0.05] [towercrane]

Thanks Nathan,
that's exactly the reason why I made this mod. I hate the dirt scaffolding with the risk to get "boned".
by joe7575
Sun Jun 11, 2017 22:46
 
Forum: Mod Releases
Topic: [Mod] Tower Crane [2.2] [towercrane]
Replies: 34
Views: 5312

Re: [Mod] Tower Crane [0.05] [towercrane]

V0.05 is on GitHub

- Resizing bug fixed
- Area protection for the crane itself and the construction area added (if area mod is available)
by joe7575
Sat Jun 10, 2017 19:09
 
Forum: Mod Releases
Topic: [Mod] Tower Crane [2.2] [towercrane]
Replies: 34
Views: 5312

Re: [Mod] Tower Crane [0.03] [towercrane]

joe7575 wrote:Yes, you are right. I will add a config parameter for the maximum rope length.


Done.
by joe7575
Thu Jun 08, 2017 18:53
 
Forum: Mod Releases
Topic: [Mod] Tower Crane [2.2] [towercrane]
Replies: 34
Views: 5312

Re: [Mod] Tower Crane [0.03] [towercrane]

texmex wrote:
joe7575 wrote:- possible downward hook movement (crane can now be placed on a tower to reach more height)

Please make it optional as it easily can turn into an overpowered mine climbing tool.


Yes, you are right. I will add a config parameter for the maximum rope length.
by joe7575
Thu Jun 08, 2017 10:25
 
Forum: Mod Releases
Topic: [Mod] Tower Crane [2.2] [towercrane]
Replies: 34
Views: 5312

Re: [Mod] Tower Crane [0.03] [towercrane]

Thanks for your feedback everybody. I fixed the two bugs: - stuck in the hook - check for free space And I added the following features: - crane sound - config file for maximum crane dimensions - a "low hanging fruits" recipe steel block, steel block, steel block, steel block, —, —, steel ...
by joe7575
Wed Jun 07, 2017 20:56
 
Forum: Mod Releases
Topic: [Mod] Tower Crane [2.2] [towercrane]
Replies: 34
Views: 5312

Re: [Mod] Tower Crane [0.02] [towercrane]

Thanks everybody for the feedback. I am very interested in your opinion. @texmax: Thanks for your hints - the humming sound is a very good idea, I will look what I can find - the string will be difficult, especially because the crane itself is not moving around like the hook - bug 1 is fixed => v0.0...
by joe7575
Tue Jun 06, 2017 19:16
 
Forum: Mod Releases
Topic: [Mod] Tower Crane [2.2] [towercrane]
Replies: 34
Views: 5312

[Mod] Tower Crane [2.2] [towercrane]

In order to simplify the construction of buildings, the crane forms a working area in which the player gets fly privs. The crane can be completely assembled by setting only the base block. The size of the crane (which is the construction area) can be configured. http://pix.toile-libre.org/upload/ori...
by joe7575
Mon Jun 05, 2017 18:54
 
Forum: Mod Releases
Topic: [Mod] Tower Crane [2.2] [towercrane]
Replies: 34
Views: 5312

Re: Tower Crane: Mein erster Mod :) Feedback erwünscht

Danke für euer Feedback, freut mich.
Dann werde ich jetzt den Code bei Github hochladen...
by joe7575
Mon Jun 05, 2017 17:41
 
Forum: Deutsch
Topic: Tower Crane: Mein erster Mod :) Feedback erwünscht
Replies: 15
Views: 1052
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