Search found 106 matches

by Dartmouth
Sat Oct 17, 2015 13:47
Forum: News
Topic: Forum software switch
Replies: 158
Views: 56991

Re: Forum software switch

It seems there is a bug in firefox. If one sets private mode it does not accept cookies, with pirate disabled it keeps them. The cookie related settings themselves do nothing at all. I will switch to midori now... That's the point of private browsing mode… It's not supposed to accept cookies, histo...
by Dartmouth
Fri Oct 16, 2015 16:19
Forum: News
Topic: Forum software switch
Replies: 158
Views: 56991

Re: Forum software switch

Hybrid Dog wrote:
Casimir wrote:When using Tor I always get logged out after some minutes.
maybe it deletes your cookies
That's quite likely if you're using TBB, it's set to not accept cookies by default.
by Dartmouth
Thu Oct 15, 2015 15:00
Forum: Servers
Topic: [Server] Xanadu
Replies: 4180
Views: 639264

Re: Xanadu Server

NaoKat wrote:
TenPlus1 wrote:I stand by IceAgeComing's decision, players with that kind of language will have privs instantly revoked and will be kicked off server, no amount of arguing will give them back.
Your rules do not state anything about sexual jokes.
Common sense please, there are kids on that server.
by Dartmouth
Wed Oct 14, 2015 08:39
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644895

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

Hmm, I've never seen it, but I checked the documentation last night, although I could have missed it. I'll have a look.

Edit: Yup, it's the Fuel-fired alloy furnace. Thanks! :)
by Dartmouth
Wed Oct 14, 2015 07:20
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644895

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

Ok, I'll give that a shot once I get there, just started my first technic survival round. Having a bit of a problem getting started with the machines though, as I can't build any power supplies without grinding or alloying... The LV fuel-fired generator needs a machine casing, which needs a brass in...
by Dartmouth
Tue Oct 13, 2015 15:02
Forum: WIP Mods
Topic: [Mod] Diplazer 19.1 (the ultimate build tool!
Replies: 61
Views: 12126

Re: [Mod] Diplazer 16 (the ultimate build tool!

There's so much useful documentation on the interwebs about using GitHub, I spent about half an hour last year experimenting with it and getting started, and I've been learning every since. It's extremely useful for you, but also for people who use your mod (or other project/code), I really recommen...
by Dartmouth
Tue Oct 13, 2015 15:00
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644895

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

DoyleChris wrote:Tonight i can explain which direction they need to be to work.
That would interest me a lot. I've just been working my way there by trial and error, but somehow I haven't found a pattern yet...
by Dartmouth
Tue Oct 13, 2015 11:17
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644895

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

The centrifuges need to be oriented in a special direction for the output to actually work, although I don't know why this is or how it works... I uploaded a small singlenode map that has a full enrichment system on it a few pages back in the thread, you could have a look at that.
by Dartmouth
Mon Oct 12, 2015 13:52
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644895

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

That should work, I'd start by removing the fuel and waiting for the reactor to stop before continuing to disassemble it, to avoid a meltdown
by Dartmouth
Thu Oct 08, 2015 15:15
Forum: WIP Games
Topic: [Game] Dungeontest (very WIP)
Replies: 101
Views: 31933

Re: [Game] Dungeontest (very WIP)

I like this a lot. Somehow the spawners don't really seem to work, I've only met the lava mobs (which have really nice models and animations!) and chest mimics so far. I like the dungeons though, they look nice. Might get around to creating some rooms of my own, right now it does get a bit repetitiv...
by Dartmouth
Tue Oct 06, 2015 15:13
Forum: WIP Games
Topic: [Game] Dungeontest (very WIP)
Replies: 101
Views: 31933

Re: [Game] Dungeontest (very WIP)

Maybe a portal room of sorts that only spawns at certain dungeon depth and teleports to a boss area? Then people can decide whether they are ready to enter the portal or continue further down the dungeon to get more and better loot. I like that idea a lot, sounds great. But if not I could also make...
by Dartmouth
Tue Oct 06, 2015 14:57
Forum: General Discussion
Topic: Post your screenshots!
Replies: 11116
Views: 2068369

Re: Post your screenshots!

I like the pointy towers
How did you make this?
by Dartmouth
Tue Sep 29, 2015 15:01
Forum: Problems
Topic: Server fail.
Replies: 7
Views: 880

Re: Server fail.

Yes, I have the -dirty, I just git cloned the entire repo, it doesn't really matter. It should work the same, whether or not you have the entire revision history or not shouldn't affect the game...
by Dartmouth
Mon Sep 28, 2015 13:42
Forum: Problems
Topic: Server fail.
Replies: 7
Views: 880

Re: Server fail.

@Alvarion: You would have to compile minetest yourself for the latest version, the games repo minetest is not updated yet...
@everamzah: the repo versions aren't built in debug mode
by Dartmouth
Mon Sep 28, 2015 13:36
Forum: Servers
Topic: MinetestForFun SKYBLOCK
Replies: 88
Views: 24172

Re: MinetestForFun SKYBLOCK

Start over :D
You can't get it by yourself, maybe someone else on the server could help you out, although I don't really know how this server works.
by Dartmouth
Sun Sep 27, 2015 18:58
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 760
Views: 326587

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

Afaik, no. The engine just can't handle too many objects at once, so updating the positions is laggy.
by Dartmouth
Sun Sep 27, 2015 18:29
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 760
Views: 326587

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

Yes, this happens a lot when there are many pipes with lots of items active...
by Dartmouth
Sun Sep 27, 2015 14:13
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644895

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

Did you look at how you need to combine the copper and zinc ingots?

Edit: Just checked, Unified_inventory says "Method: Alloying", so you will need an alloy furnace.
by Dartmouth
Fri Sep 25, 2015 16:00
Forum: General Discussion
Topic: Question about locked chests
Replies: 3
Views: 483

Re: Question about locked chests

I think there is a lockpicking mod somewhere on the forums
by Dartmouth
Fri Sep 25, 2015 15:59
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644895

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

Yes, at first I was puzzled too, but @LionsDen is right, you have to work your way up the tiers of machines
by Dartmouth
Wed Sep 23, 2015 14:59
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644895

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

There's a difference between blocks and nodes. Nodes are the cubes and other shapes that you run around on, while blocks are large sections of these (I'm not sure how large the mapblocks are, there are also mapchunks, which are 5*5*5 blocks iirc, but don't quote me on that) Using 1-2 blocks in the a...
by Dartmouth
Sun Sep 20, 2015 09:15
Forum: Modding Discussion
Topic: Chat command history
Replies: 5
Views: 841

Re: Chat command history

unified_inventory has buttons for basically all WE functions in the inventory, no need for commands at all. For some reason, saving and loading schematics through the GUI doesn't work though.
by Dartmouth
Sat Sep 19, 2015 15:12
Forum: Problems
Topic: [0.4.13][not a bug] MESE ore light problem
Replies: 10
Views: 1592

Re: [0.4.13] MESE ore light problem

It looks weird in half-lit caves, but I'll have another look at it :)
by Dartmouth
Sat Sep 19, 2015 08:44
Forum: Problems
Topic: [0.4.13][not a bug] MESE ore light problem
Replies: 10
Views: 1592

Re: [0.4.13] MESE ore light problem

I have this too, I can post some screenshots of when it happens if I find it again :)
by Dartmouth
Fri Sep 18, 2015 15:28
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 862
Views: 370898

Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

4aiman wrote:The latest WE don't save any files for me if used from GUI.
I noticed this too...