Search found 106 matches
- 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...
- Fri Oct 16, 2015 16:19
- Forum: News
- Topic: Forum software switch
- Replies: 158
- Views: 56991
Re: Forum software switch
That's quite likely if you're using TBB, it's set to not accept cookies by default.Hybrid Dog wrote:maybe it deletes your cookiesCasimir wrote:When using Tor I always get logged out after some minutes.
- Thu Oct 15, 2015 15:00
- Forum: Servers
- Topic: [Server] Xanadu
- Replies: 4180
- Views: 639264
Re: Xanadu Server
Common sense please, there are kids on that server.NaoKat wrote:Your rules do not state anything about sexual jokes.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.
- 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! :)
Edit: Yup, it's the Fuel-fired alloy furnace. Thanks! :)
- 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...
- 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...
- 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]
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...DoyleChris wrote:Tonight i can explain which direction they need to be to work.
- 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.
- 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
- 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...
- 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...
- 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?
How did you make this?
- 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...
- 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
@everamzah: the repo versions aren't built in debug mode
- 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.
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.
- 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.
- 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...
- 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.
Edit: Just checked, Unified_inventory says "Method: Alloying", so you will need an alloy furnace.
- 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
- 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
- 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...
- 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.
- 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 :)
- 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 :)
- Fri Sep 18, 2015 15:28
- Forum: Mod Releases
- Topic: [Modpack] WorldEdit [worldedit]
- Replies: 862
- Views: 370898
Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}
I noticed this too...4aiman wrote:The latest WE don't save any files for me if used from GUI.