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Re: Hello everyone!

Servus
by joe7575
Tue Nov 13, 2018 15:33
 
Forum: General Discussion
Topic: Hello everyone!
Replies: 15
Views: 470

Re: Post your screenshots!

32 bit Ore generator with cobble recovery:
Image

Timbered house:
Image
by joe7575
Tue Nov 06, 2018 17:51
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8520
Views: 949160

Re: [Mod] Hyperloop [hyperloop]

That would be cool. Star Trek had turbo lifts which traveled the length and height of the ship and in a space based world that would be cool. I probably promised that too recklessly, but I will see what I can do. Also giving that horizontal and vertical tubes could connect would be nice. I always t...
by joe7575
Sun Nov 04, 2018 16:58
 
Forum: Mod Releases
Topic: [Mod] Hyperloop [hyperloop]
Replies: 49
Views: 5903

Re: Real libraries are missing

Thanks Pyrollo for your prompt response. I hope it will become a constructive topic which leads to some agreements/solutions for the future. First of all, if you publish a stand alone library (mod without nodes), nobody will take care of it. It will be used only if you provide a good bunch of mods w...
by joe7575
Sun Nov 04, 2018 16:32
 
Forum: Modding Discussion
Topic: Real libraries are missing
Replies: 2
Views: 164

Real libraries are missing

Is there no need for real libraries? With "real libraries" I mean mods without own nodes, but with a well documented and stable API, so that they can be used by other mods. For example: I could've used a display lib twice already (TechPack and Hyperloop). Several technic mods have there ow...
by joe7575
Sun Nov 04, 2018 11:24
 
Forum: Modding Discussion
Topic: Real libraries are missing
Replies: 2
Views: 164

Re: [Mod] Hyperloop [hyperloop]

Okay my experiment of using horizontal elevators failed. I was thinking the junction boxes work on 6 points (top/bottom) not 4. You can't combine elevator shafts with junction nodes. This will not work. And yes its true, elevators currently work in vertical direction only. Do you want to have eleva...
by joe7575
Sun Nov 04, 2018 10:13
 
Forum: Mod Releases
Topic: [Mod] Hyperloop [hyperloop]
Replies: 49
Views: 5903

Re: [Server] Joes Miniwelt

maxx wrote:Server down?

Sorry, habe es erst jetzt bemerkt. Jetzt läuft er wieder.
by joe7575
Sun Oct 21, 2018 16:59
 
Forum: Deutsch
Topic: [Server] Joes Miniwelt
Replies: 66
Views: 4073

Re: MODs übersetzen mit Intllib

Erzeugt dieser Editor denn diese Template Dateien wie in der Doku der Intllib zu lesen ist? Der Editor kann die Template-Datei (POT) laden und eine PO bzw. MO Datei (Machine Object ) generieren. Das Template muss schon da sein. Das muss der Entwickler der Mod bereits generiert haben. Dazu dient nor...
by joe7575
Sat Oct 20, 2018 15:33
 
Forum: Deutsch
Topic: MODs übersetzen mit Intllib
Replies: 4
Views: 295

Re: MODs übersetzen mit Intllib

Ich habe poedit verwendet (https://poedit.net/), allerdings unter Linux. Aber evtl. hilft dir das weiter.
by joe7575
Fri Oct 19, 2018 21:39
 
Forum: Deutsch
Topic: MODs übersetzen mit Intllib
Replies: 4
Views: 295

Re: [Server] Joes Miniwelt

Cool, noch völlig unverbaut... :)
by joe7575
Fri Oct 19, 2018 21:32
 
Forum: Deutsch
Topic: [Server] Joes Miniwelt
Replies: 66
Views: 4073

Re: [Modpack] TechPack [techpack]

Hi Micu, thanks for your response.
You can send me a PM (the button on the left) or open a pull request on GitHub.
by joe7575
Fri Oct 19, 2018 17:40
 
Forum: Mod Releases
Topic: [Modpack] TechPack [techpack]
Replies: 72
Views: 9796

Re: [Modpack] TechPack [techpack]

Hi dan75, Welcome to Minetest! What you figured out is no problem of TechPack, it is a principle of Minetest. Minetest only loads blocks (16x16x16 nodes) from your world into the PC memory when a player is around. The world would be too huge to kept them in RAM. But the number of loaded blocks aroun...
by joe7575
Fri Oct 05, 2018 20:28
 
Forum: Mod Releases
Topic: [Modpack] TechPack [techpack]
Replies: 72
Views: 9796

Re: [Mod] Node-IO API [node_io] WIP

@Wuzzy: I assume, this is highly under construction. He in in a sandwich situation, pressure from both sides, a) to keep the API as simple as possible, but b) with the possibility to support all kinds of transportation/technic mods...
by joe7575
Fri Sep 28, 2018 15:06
 
Forum: WIP Mods
Topic: [Mod] Node-IO API [node_io] WIP
Replies: 28
Views: 1474

Re: [Mod] Node-IO API [node_io] WIP

The side is a string (NESWDU). Is this more useful than a vector? I like the side approach, but from the point of view of the node. In this case it is independent on the rotation of the node. In Tubelib I use the side parameter, too. It simplifies the API to the node. Here an example to adapt the d...
by joe7575
Wed Sep 26, 2018 18:25
 
Forum: WIP Mods
Topic: [Mod] Node-IO API [node_io] WIP
Replies: 28
Views: 1474

Re: [Mod] Extra Doors [extra_doors]

When I load your mod, I get the following error: 2018-09-25 12:36:40: ERROR[Main]: generateImage(): Could not load image "doors_door_steelpanel.png" while building texture; Creating a dummy image There is obviously a "1" missing in "doors_door_steelpanel.png" ?
by joe7575
Tue Sep 25, 2018 10:50
 
Forum: WIP Mods
Topic: [Mod] Extra Doors [extra_doors]
Replies: 12
Views: 1157

Re: Problem with hyperloop

This is a double post. I already answered the question.
viewtopic.php?f=47&t=20854
by joe7575
Tue Sep 25, 2018 08:46
 
Forum: General Discussion
Topic: Problem with hyperloop
Replies: 2
Views: 235

Re: Hyperloop Problem

Or did you use WorldEdit?
This will not work, you have to place the tube nodes one by one...
by joe7575
Sun Sep 23, 2018 12:48
 
Forum: Modding Discussion
Topic: Hyperloop Problem
Replies: 3
Views: 158

Re: Hyperloop Problem

No, there is no limitation.
Is is likely that there is a gab in between.
Please check the coordinates of the end pieces. Both end nodes show the coordinates of the peer node on the other end.
by joe7575
Sun Sep 23, 2018 12:24
 
Forum: Modding Discussion
Topic: Hyperloop Problem
Replies: 3
Views: 158

Re: [Modpack] Display Modpack [1.0] [display_modpack]

But you should really keep the API simple and stable. Otherwise, if two mods depend on different versions of your lib, which are not compatible, we will have a problem.

And I am not sure if the object oriented approach of your font lib is a good idea. I'm afraid many modders could be overwhelmed...
by joe7575
Fri Sep 21, 2018 21:06
 
Forum: Mod Releases
Topic: [Modpack] Display Modpack [1.3] [display_modpack]
Replies: 81
Views: 6376

Re: [Modpack] TechPack [techpack]

Small but important improvement: "Straight ahead tubes" can now be placed with the help of the "sneak" button. But also precise connections to chests and so on are possible with help of the "sneak" button. https://forum.minetest.net/download/file.php?id=16717
by joe7575
Fri Sep 21, 2018 20:21
 
Forum: Mod Releases
Topic: [Modpack] TechPack [techpack]
Replies: 72
Views: 9796

Re: [Modpack] Display Modpack [1.0] [display_modpack]

12Me21 wrote:Could you add a link to download display_lib separately?

This would be great. A display_lib with all dependencies (font lib, fonts) as standalone mod and a stable API.
Because I currently kicked out the Display mod pack from my TechPack mod due to (ongoing) changes in the API.
by joe7575
Thu Sep 20, 2018 21:21
 
Forum: Mod Releases
Topic: [Modpack] Display Modpack [1.3] [display_modpack]
Replies: 81
Views: 6376

Re: [Modpack] TechPack [techpack]

V1.16 is available.

I switched from "Display mod pack" to an internal lcdlib, based on a former version of the Display mod pack. This was necessary due to extensive and probably ongoing changes on the Display mod pack API.
by joe7575
Thu Sep 20, 2018 20:37
 
Forum: Mod Releases
Topic: [Modpack] TechPack [techpack]
Replies: 72
Views: 9796

Re: Vines/Ropes mod not working

Fixer wrote:I was complaining for this for a long time, modpacks should have all dependencies included in itself.

Why, IMO it makes no sense to implement/copy everything again and again.
by joe7575
Wed Sep 19, 2018 21:18
 
Forum: Problems
Topic: Vines/Ropes mod not working
Replies: 18
Views: 738

Re: [Modpack] TechPack [techpack]

There are two cool videos showing the features and possibilities of TechPack:

* from Nathan Salapat

* from Richard Jeffries

Thanks to Nathan and Richard

Edit: Both did not notice that the Display depends on display_lib & font_lib from the Display mod pack
by joe7575
Tue Sep 18, 2018 21:13
 
Forum: Mod Releases
Topic: [Modpack] TechPack [techpack]
Replies: 72
Views: 9796

Re: Technik Mods

Was gehen würde, wäre, die Anzahl der Slots zu erfassen, und wie viele Slots belegt sind (unabhängig der Items). Statt des Füllstandes würden dann einfach die verfügbaren Stacks angezeigt werden. ("10 von 32 frei" o.Ä.) So ähnlich habe ich es auch gemacht. Wenn in jedem Slot etwas gespeic...
by joe7575
Mon Sep 17, 2018 10:58
 
Forum: Deutsch
Topic: Technik Mods
Replies: 16
Views: 724
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