Search found 644 matches

by Temperest
Sun Aug 18, 2013 23:19
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 815
Views: 282691

The latest versions now have version reminders that are a little more...visible:

Image
by Temperest
Sun Aug 18, 2013 18:17
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 815
Views: 282691

That is already planned for the worldedit_items component, which is likely going to be a part of the next major release, i.e. WorldEdit 2.0. Also expect new features like worldedit_infinity and worldedit_limited!
by Temperest
Sun Aug 18, 2013 17:57
Forum: WIP Mods
Topic: The Mesecons Laboratory
Replies: 46
Views: 19337

Code: Select all

interrupt(0.5, "test")
if event.iid == "test" then
  port.a, port.b = not port.a, not port.b
end
by Temperest
Mon Aug 12, 2013 14:20
Forum: Old Mods
Topic: [Mod] Vehicles: Cart
Replies: 52
Views: 31632

You seem to be using Windows.

Try an archiver like 7-zip to extract the mod as usual. They are just compressed files like ZIP archives.

If you don't want to go through the hassle, MODSTER can automatically extract and install the mod for you in the correct location.
by Temperest
Tue Aug 06, 2013 17:02
Forum: Mod Releases
Topic: [Mod] Snow Biomes [4.0] [snow]
Replies: 282
Views: 106004

That is super impressive. These snow biomes add a ton of atmosphere to the world, especially when it's snowing.
by Temperest
Mon Aug 05, 2013 04:14
Forum: News
Topic: [0.4.8] Schematic API usage change
Replies: 7
Views: 5005

Personally, I am not a fan of ignore not being, well, ignored. It's a good node to use as a placeholder. Other than that, the changes to probability sound like they will be much more consistent, which I am totally in favor of. Then again, my only experiences with using schematics were (ab)using them...
by Temperest
Sun Aug 04, 2013 00:57
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 815
Views: 282691

Also, read the tutorial if you're just starting to use this mod: https://github.com/Uberi/MineTest-World ... utorial.md

It'll show you step-by-step how to do basic actions.
by Temperest
Fri Aug 02, 2013 19:41
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 815
Views: 282691

Temperest wrote:Minetest 0.4.8+ required
You can also use a recent development build.

If you don't want to upgrade Minetest, you can still use WorldEdit 0.6 until the stable Minetest 0.4.8 comes out.
by Temperest
Fri Aug 02, 2013 14:43
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 815
Views: 282691

I have a question. So, suppose I built a hugeass castle that took a shit ton of time to make. And then as I'm putting the finishing touches on this thing, I accidentally set fire to it. And this thing is completely built out of wood and wool. So the whole bloody castle starts burning. Theres fire e...
by Temperest
Fri Aug 02, 2013 04:26
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 815
Views: 282691

WorldEdit 1.0 has been released for immediate download - Uberi, 2/8/13 WORLDEDIT NOW LIVES AT A NEW FORUM TOPIC.[/u rl] I made a new topic for this special occasion. sfan5 , would you mind updating the first post of this topic to point to the new one? Changes: Hundreds of times faster! Set millions...
by Temperest
Wed Jul 31, 2013 23:03
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1874
Views: 544484

Please read the luacontroller tutorial to learn how to use them.

Code: Select all

if event.type == "on" then
  if event.pin == "A" then
    port.d = not pin.d
  elseif event.pin == "B" then
    port.d = true
  elseif event.pin == "C" then
    port.d = false
  end
end
by Temperest
Mon Jul 29, 2013 22:27
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1874
Views: 544484

Try the Pipeworks mod - it has excellent Mesecons integration. Put a Pipeworks filter/injector beside a chest, and a mesecons signal will dispense an item. Use the MESE filter/injector to dispense a whole stack.
by Temperest
Mon Jul 29, 2013 04:50
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1874
Views: 544484

jhlucario3 wrote:I cant get it to work my game keeps saying mod failed to load and run'
We need the whole error. Otherwise, that means absolutely nothing.

If using Windows, consider MODSTER to help install the mod for you: viewtopic.php?id=6497
by Temperest
Mon Jul 29, 2013 01:16
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1874
Views: 544484

The issue is probably the blinky plant. When you log on, ABMs have a bug where they execute tons of times very rapidly. This is also the reason why you see flowers grow a lot when you first log on. Luckily, luacontrollers in recent versions of Mesecons don't lose their code when they overheat. Inste...
by Temperest
Sun Jul 28, 2013 19:14
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 815
Views: 282691

LazyJ: Minetest doesn't expose an API for clearing objects in an area, unfortunately. However, it's still possible: we can use VoxelManipulators to load an area, and get_objects_inside_radius and object:remove to get rid of them. Look for this in the next WorldEdit release! DeepGaze: thanks for the...
by Temperest
Sun Jul 28, 2013 06:10
Forum: Minetest-related projects
Topic: MODSTER 2.0: Dead simple, super smart Minetest mod installer
Replies: 17
Views: 11098

Here's my updated take on it: minetest.log("[MOD] Air Sword loaded!") I made loading times 10x faster, plus the air sword now comes with a wield item (that coincidentally looks exactly like your hand). It'll beat every other weapon every time, except when it doesn't. And of course, it installs with ...
by Temperest
Fri Jul 26, 2013 18:38
Forum: Minetest-related projects
Topic: MODSTER 2.0: Dead simple, super smart Minetest mod installer
Replies: 17
Views: 11098

Big update! Support for plain Lua files! Don't know what to do with charcoal.lua? Feed it into MODSTER, and it'll figure it out for you! It will even know that the mod folder should be named "charcoal". Support for 12 different types of archives! The full list is: *.7z; *.xz; *.zip; *.gz; *.gzip; *...
by Temperest
Wed Jul 24, 2013 12:39
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 815
Views: 282691

See README.md and Chat Commands.md, located in the modpack folder that you downloaded, for the comprehensive references for all commands and API functions, as well as descriptions of how the details and internals work.

You can open .md files with any text editor, like notepad or gedit.
by Temperest
Mon Jul 22, 2013 14:41
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 815
Views: 282691

Of course. Whenever you want an area to be empty, use "air" as the node name. Since this question has been asked more than once previously, I've added this as a note in the README. It will be available in the next release, which is on track for an August 1, 2013 release. Here is the note: The node n...
by Temperest
Sun Jul 21, 2013 05:03
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 815
Views: 282691

BadWolf is correct. In addition, if you get lighting issues after digging, simply use the //fixlight command to make everything better. This is not done automatically since it is a rather slow operation.

By the way, all commands are documented in Chat Commands.md, located in the WorldEdit folder.
by Temperest
Thu Jul 18, 2013 14:04
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 815
Views: 282691

The release should be out within the next two weeks at most, mainly because the whole thing is being overhauled to get the best speed gains possible. Also, the block queue isn't fully working and may not be supported in the next release until a suitable solution is found. It may in fact be unnecessa...
by Temperest
Thu Jul 18, 2013 03:39
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 815
Views: 282691

The block loading issue is known, and will be fixed in the next version, along with speed improvements of several orders of magnitude - all thanks to the LuaVoxelManipulator. If you want to test this bleeding edge version that I haven't even tested myself yet, check out the "speedy-gonzales" branch ...
by Temperest
Fri Jul 12, 2013 22:54
Forum: Old Mods
Topic: [Mod] Zeg9's craft guide [github] [zcg]
Replies: 40
Views: 27077

Simple and works, it's perfect.
by Temperest
Mon Jul 08, 2013 20:35
Forum: General Discussion
Topic: World Edit Tutorial
Replies: 20
Views: 3948

Anywhere node names are accepted, you can specify nodes by their canonical name, description, or canonical name without the mod prefix. All of them are equivalent. So "Cobblestone" is the same as "cobble" and "default:cobble". They're not case sensitive, either. All this is documented in the WE docs...
by Temperest
Mon Jul 08, 2013 01:26
Forum: Minetest-related projects
Topic: MODSTER 2.0: Dead simple, super smart Minetest mod installer
Replies: 17
Views: 11098

MODSTER 2.0: Dead simple, super smart Minetest mod installer

http://i.imgur.com/AvFOW6e.png Are you confused about how to install mods? This is the program for you! http://i.imgur.com/M5wvUtg.png What can it do? It can install mods in 12 different archive types, from Lua files, from copy-pasted code, and from folders. It can detect Minetest and mods from up ...