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Re: [Mod] Experimental mapgen [mg]

Ok, those leaking globals should be fixed now.
by Nore
Sun Nov 23, 2014 13:14
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 144
Views: 42673

Re: Magichet: "The Open Tuesday Update"

It's quite impressive! However, I have a question: are the homes file supposed to be in the sethome mod directory (there is even one in your github repo). Moreover, I looked at aeons, and it looks like it is always impossible to dig the fake bedrock, even when conditions are met. It also looks like ...
by Nore
Sun Nov 09, 2014 20:05
 
Forum: WIP Games
Topic: [Game] Magichet: "The 1.2 'Non-Commercial' Release"
Replies: 208
Views: 22260

Re: [Mod] Technic [0.4.10] [technic]

Also to add, use a screwdriver to swivel the furnace around. I found that depending on which direction the furnace stands the side it ejects differs. Some of MV furnaces ejects left side only and other ejects right side only. Something I could never understand. This is a known long-standing bug, an...
by Nore
Sat Nov 01, 2014 12:48
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1466
Views: 434821

Re: [Mod] Technic [0.4.10] [technic]

The Mintest server I'm on disabled MV and HV machines because of the rise in server lag they created, so we only have LV machines available. The inability of LV machines to accept pipes is crippling to most automation, so I'm wondering if there is a reason for this. You can ask the server owner to ...
by Nore
Sat Nov 01, 2014 11:09
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1466
Views: 434821

Re: [Mod] Experimental mapgen [mg]

ISSUE #1 Before you can spawn in a village, the following two conditions have to be met: 1 - The world must have generated far enough to have spawned a village, or you will simply spawn at 0,0,0 Wrong. The code looks for where a village will spawn and spawns the player there. Only, it doesn't, beca...
by Nore
Fri Oct 24, 2014 17:22
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 144
Views: 42673

Re: Post your high-quality screenshots here!

Default game, using mg as mapgen: https://cdn.mediacru.sh/8n2PQEXNwXKN.png http://nore.mesecons.net/screenshot_1685639558.png http://i.imgur.com/XGucw6i.jpg http://i.imgur.com/9I0rw7V.png http://i.imgur.com/eCaaZLR.jpg
by Nore
Sat Oct 18, 2014 16:14
 
Forum: General Discussion
Topic: Post your high-quality screenshots here!
Replies: 33
Views: 6319

Re: Scheduled shutdown

VanessaE uses such a script to restart her servers every day at fixed times, you should try to ask her.
by Nore
Sun Oct 12, 2014 13:38
 
Forum: Servers
Topic: Scheduled shutdown
Replies: 16
Views: 1525

Re: [Mod] Technic [0.4.10] [technic]

Frames can't be programmed, they are mesecons-controlled items for making multinode devices, so you have to pair them with a LuaController from mesecons.
by Nore
Sat Sep 27, 2014 13:37
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1466
Views: 434821

Re: [Mod] Pipeworks [20131128] [pipeworks]

You should be aware that items will move even if they are not in loaded areas, however, whatever activates the injector will likely not trigger in an unloaded area. Moreover, furnaces and other machines will only work if a switching station they are connected to is in an active area, so look if that...
by Nore
Fri Sep 05, 2014 15:38
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 631
Views: 186482

Re: [Mod] Technic [0.4.10] [technic]

Well, try all the different sides, you'll finally find the correct direction. Moreover, tubes only work with MV machines, not LV ones. About the picture, the idea is that each tube is a sorting tube, that will send the item in the machine if it's the correct one, or in the correct direction else: ne...
by Nore
Mon Aug 18, 2014 08:09
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1466
Views: 434821

Re: [Mod] Technic [0.4.10] [technic]

Yes, it's exactly what's expected :). Also, 0.0% fissile uranium blocks, although a bit radioactive, is an excellent radiation shield; you can use it as a replacement for the concrete layer of a reactor, and add another layer of cheaper shielding for those blocks; it will probably become even more u...
by Nore
Sun Aug 17, 2014 20:31
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1466
Views: 434821

Re: [Mod] Technic [0.4.10] [technic]

Try the other side, and if that doesn't work, update technic, a bugfix for that was added yesterday.
by Nore
Sun Aug 17, 2014 17:08
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1466
Views: 434821

Re: [Mod] Technic [0.4.10] [technic]

No, that's the difference between technic machines and most pipeworks devices. You should update technic as well if it doesn't work, as there was a recent bugfix.
by Nore
Sun Aug 17, 2014 16:53
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1466
Views: 434821

Re: [Mod] Technic [0.4.10] [technic]

Centrifuges work with tubes pretty like other MV machines: you have to put a tube upgrade (control logic unit) in them, and connect a tube to the side; it will then send the output items into that tube (due to a bug currently, that side may be left or right depending on the orientation of the machin...
by Nore
Sun Aug 17, 2014 16:00
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1466
Views: 434821

Re: [Mod] Technic [0.4.10] [technic]

It is explained in the manual here: https://github.com/minetest-technic/technic/blob/master/manual.md#uranium-enrichment. Basically, you'll need a lot of centrifuges, which are MV machines.
by Nore
Sun Aug 17, 2014 12:41
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1466
Views: 434821

Re: [Mod] Mailbox! [4.0] [mailbox] - Updated to version 4 {S

Sokomine wrote:Only problem: The receipant's mailbox may not be loaded at the time the letter's posted.


Not a problem, with voxel manipulator :).
by Nore
Sat Aug 16, 2014 16:55
 
Forum: Mod Releases
Topic: [Mod] Mailbox! [4.0] [mailbox] - Updated to version 4 {Send Ability}
Replies: 62
Views: 17974

Re: [Mod] Pipeworks [20131128] [pipeworks]

@balthazariv: this has just been fixed, try again with the latest version.
by Nore
Sat Aug 16, 2014 09:18
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 631
Views: 186482

Re: [Mod] Technic [0.4.10] [technic]

@gsmanners: this should have been fixed, but I'll check anyway.
About your grinding & smelting automation, you can use only one level and crossing tubes (actually, you shouldn't even need them, normal tubes should do fine)
by Nore
Fri Aug 01, 2014 03:05
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1466
Views: 434821

Re: [Mod] Pipeworks [20131128] [pipeworks]

No, what happens is:
- If item matches any direction, it is sent there
- Else, it is sent somewhere that is enabled where there is no filter - including the input side
That means that you'll have to disable the input side to avoid sending items backwards
by Nore
Fri Aug 01, 2014 03:02
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 631
Views: 186482

Re: Error from Lua

Download the latest dev version, it has just been fixed.
by Nore
Sun Jul 13, 2014 09:07
 
Forum: Problems
Topic: Error from Lua
Replies: 11
Views: 1976

Re: [Mod] Pipeworks [20131128] [pipeworks]

The correct way to use pipeworks with technic in now to put control logic units in the upgrade slot of the furnace, and items with automatically be ejected from it.
by Nore
Sat Jul 12, 2014 16:12
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 631
Views: 186482

Re: [Mod] Technic [0.4.7] [technic]

You have to use the coal alloy furnace for that (8 bricks in the shape of a furnace)
by Nore
Wed Jul 09, 2014 14:53
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1466
Views: 434821

Re: [Mod] Technic [0.4.7] [technic]

Well, there were many commits this morning; but anyway, what was the craft recipe you tested?
by Nore
Wed Jul 09, 2014 14:15
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1466
Views: 434821

Re: [Mod] Technic [0.4.7] [technic]

Which version of technic do you use? There have been a lot of recipe changes lately.
by Nore
Wed Jul 09, 2014 12:22
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1466
Views: 434821
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