Search found 133 matches

by mtmodder148
Mon Feb 02, 2015 00:23
Forum: Mod Releases
Topic: [Mod] Hydroponics [git] [hydroponics]
Replies: 19
Views: 11356

Re: [Mod] Hydroponics [git] [hydroponics]

I added a height max setting if someone wants to use it. It's located at the top of grow_light.lua. Default is 0, which means there is no height max.
by mtmodder148
Sun Feb 01, 2015 18:41
Forum: Mod Releases
Topic: [Mod] Hydroponics [git] [hydroponics]
Replies: 19
Views: 11356

Re: [Mod] Hydroponics [git] [hydroponics]

No thank you for giving me the idea :-). I would have never thought to do it.
by mtmodder148
Sun Feb 01, 2015 17:49
Forum: Mod Releases
Topic: [Mod] Hydroponics [git] [hydroponics]
Replies: 19
Views: 11356

Re: [Mod] Hydroponics [git] [hydroponics]

Updated: Now you can place the light however high up you want and it works with all growing plants.
by mtmodder148
Sun Feb 01, 2015 15:39
Forum: Mod Releases
Topic: [Mod] Hydroponics [git] [hydroponics]
Replies: 19
Views: 11356

Re: [Mod] Hydroponics [git] [hydroponics]

I'll think about it, thanks for the input.

Edit: I've been fiddling with this idea and until I learn to set the lighting for air multi-node plants won't grow unless the mod checks for "airlike" or "buildable_to". Papyrus is one example of this.
by mtmodder148
Sun Feb 01, 2015 03:14
Forum: Mod Releases
Topic: [Mod] Hydroponics [git] [hydroponics]
Replies: 19
Views: 11356

[Mod] Hydroponics [git] [hydroponics]

"Hydroponics" (hydroponics) License: WTFPL Dependencies: default (Comes with minetest_game) dye (Comes with minetest_game) pipeworks ? mesecons ? Adds: - A hydroponic bucket that works with pipeworks. - A grow light that works with mesecons and an infinite (customizable) amount of nodes a...
by mtmodder148
Sat Jan 24, 2015 20:34
Forum: Mod Releases
Topic: [Mod] Misc. Stuff [misc_stuff]
Replies: 4
Views: 3465

Re: [Mod] Misc. Stuff [git] [misc_stuff]

Update due to pushes to minetest_game.
by mtmodder148
Fri Jan 23, 2015 02:35
Forum: Mod Releases
Topic: [Mod] More Blocks [moreblocks]
Replies: 448
Views: 353904

Re: [Mod] More Blocks [moreblocks]

Okay thank you. Are all the glass nodes affected or is it just default glass?

Edit: Nvm :)
by mtmodder148
Fri Jan 23, 2015 01:46
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644840

Re: [Mod] Technic [0.4.11] [technic]

Could you add tooltips to the CNC machine shapes?
by mtmodder148
Fri Jan 23, 2015 01:29
Forum: Mod Releases
Topic: [Mod] More Blocks [moreblocks]
Replies: 448
Views: 353904

Re: [Mod] More Blocks [moreblocks]

Can you please change this mod so glass uses the new drawtype "glasslike_framed_optional" and will follow the setting in minetest.conf.
by mtmodder148
Fri Jan 16, 2015 15:25
Forum: Problems
Topic: Can't download mods through Minetest
Replies: 9
Views: 1273

Re: Can't download mods through Minetest

Okay I'll do that thanks rubenwardy.
by mtmodder148
Fri Jan 16, 2015 03:17
Forum: Problems
Topic: Can't download mods through Minetest
Replies: 9
Views: 1273

Re: Can't download mods through Minetest

I wonder when this is going to be fixed. I submitted an issue on github about it. I've had this problem for maybe two months.
by mtmodder148
Thu Jan 15, 2015 21:46
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 760
Views: 326539

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

Yay for meshnodes! Thank you for your hard work. I figured you were working on these bugs so I'm being patient. I know a work around so it's not too much trouble.
by mtmodder148
Wed Jan 07, 2015 00:14
Forum: Feature Discussion
Topic: Add ores to a global table like nodes [Added]
Replies: 18
Views: 2621

Re: Add ores to a global table like nodes

:) I'm glad people can use it now. It's been about two month since I first wanted this. I guess it's been longer than that for other people.
by mtmodder148
Tue Dec 30, 2014 22:53
Forum: Problems
Topic: odd wielditems in 0.4.11, 0.4.12, 0.4.13
Replies: 49
Views: 10125

Re: odd wielditems in 0.4.11

I've had this problem as well. I thought it was a terrible looking feature :) and not a bug.
by mtmodder148
Sun Dec 28, 2014 22:10
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 760
Views: 326539

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

This is the same bug reported here. https://github.com/VanessaE/pipeworks/issues/78
by mtmodder148
Sun Dec 28, 2014 17:59
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 760
Views: 326539

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

Just reporting this bug here too.
https://github.com/VanessaE/pipeworks/issues/78
by mtmodder148
Tue Dec 16, 2014 23:45
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 760
Views: 326539

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

Would I add a node to the pipe group to make a pipe connect to it? Edit: Nvm I figured out what I needed to do :) Just needed to override: pipeworks.scan_pipe_surroundings(pos) I'm making a hydroponics mod and wanted it to work with pipeworks if it's present. Everything works great, thanks for the s...
by mtmodder148
Tue Dec 16, 2014 23:10
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 760
Views: 326539

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

Okay cool thank you. I'm still learning Lua so I hope I do it right :) Trial and error is the key to success.
by mtmodder148
Tue Dec 16, 2014 21:56
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 760
Views: 326539

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

Is there an easy way for another mod to check if a pipe is full of water other than adding every single node to another localized table? Are full pipes in a special group?
by mtmodder148
Tue Dec 16, 2014 14:28
Forum: Old Mods
Topic: [Mod] Factory [0.5.0.1] [factory]
Replies: 68
Views: 33582

Re: [Mod] Factory [0.5.0.1] [factory]

Thank you so much. I had looked at the furnace code to find out but I still wasn't 100% sure. Good idea.
by mtmodder148
Tue Dec 16, 2014 07:29
Forum: Old Mods
Topic: [Mod] Factory [0.5.0.1] [factory]
Replies: 68
Views: 33582

Re: [Mod] Factory [0.5.0.1] [factory]

Could you explain how to use the industrial furnace please? When I use it nothing happens. I had iron lumps in source and coalblocks in fuel but nothing happened. Oh I also changed line 23 in belt.lua to this: local all_objects = minetest.get_objects_inside_radius(pos, 0.8) I was having a problem wi...
by mtmodder148
Tue Dec 16, 2014 05:23
Forum: Mod Releases
Topic: [Mod] Better Snow [better_snow]
Replies: 12
Views: 3659

Re: [Mod] Better Snow [git] [better_snow]

Thanks. I'm thinking of making dirt w/ snow drop snow too because you'll be wasting lots of snow if you have to dig it up.
by mtmodder148
Mon Dec 15, 2014 22:52
Forum: Mod Releases
Topic: [Mod] Better Snow [better_snow]
Replies: 12
Views: 3659

Re: [Mod] Better Snow [git] [better_snow]

Melting and freezing are temporarily broken until further notice.

Edit: Fixed melting and freezing. It's much simpler but it's the only way now that snow isn't leveled.