Search found 481 matches

by Nore
Sat Feb 21, 2015 11:21
Forum: Feature Discussion
Topic: [Mod] Converter Minecraft world to Minetest world
Replies: 64
Views: 51551

Re: [Mod] Converter Minecraft world to Minetest world

For doors, the mc wiki says that you need to look at metadata in *both* parts of the door to know how the door is; that is not yet supported by my code. What needs to be done would be to add those nodes to a "special" list, and then, check all the nodes in that list and have pieces of code...
by Nore
Fri Feb 20, 2015 22:18
Forum: Feature Discussion
Topic: [Mod] Converter Minecraft world to Minetest world
Replies: 64
Views: 51551

Re: [Mod] Converter Minecraft world to Minetest world

Try to modify that in a mod, with the function that alters mapgen params then... You should also add no_mudflow or something like that. Also, it may be necessary to completely generate the *chunks* to avoid mapgen regenerating them.
by Nore
Fri Feb 20, 2015 07:38
Forum: Feature Discussion
Topic: [Mod] Converter Minecraft world to Minetest world
Replies: 64
Views: 51551

Re: [Mod] Converter Minecraft world to Minetest world

That last bug is due to cavegen, you could try disabling caves in the mapgen flags.
by Nore
Mon Feb 16, 2015 07:29
Forum: Feature Discussion
Topic: [Mod] Converter Minecraft world to Minetest world
Replies: 64
Views: 51551

Re: [Mod] Converter Minecraft world to Minetest world

david@zaiqLin:~/Documents/LiClipse Workspace/mcimport$ python3 mcimport.py "/home/david/.minetest/worlds/mcw/StargateAtlantis-Gearmage" "/home/david/.minetest/worlds/mcw/convert/StargateAtlantis-Gearmage" Saved 0 blocks Saved 50 blocks Saved 100 blocks Traceback (most recent cal...
by Nore
Sun Feb 15, 2015 18:45
Forum: Feature Discussion
Topic: [Mod] Converter Minecraft world to Minetest world
Replies: 64
Views: 51551

Re: [Mod] Converter Minecraft world to Minetest world

There are a few more things that could be done, such as converting inventories, converting entities, preserving trunk facedir, etc., and adding more nodes & items (maybe including some from mc mods), but some mod like Calinou suggested would probably be best (even a mod that would just add those...
by Nore
Sun Feb 15, 2015 11:30
Forum: Feature Discussion
Topic: [Mod] Converter Minecraft world to Minetest world
Replies: 64
Views: 51551

Re: [Mod] Converter Minecraft world to Minetest world

I already had a MC -> MT converter here: https://github.com/Novatux/mcimport. It looks similar to yours, but maybe you can improve them with what you're doing (sorry, I have no time to improve mine right now).
by Nore
Fri Feb 13, 2015 20:47
Forum: WIP Mods
Topic: [Mod] Turtles (robots) [turtle] [WIP]
Replies: 4
Views: 4203

Re: [Mod] Turtles (robots) [turtle] [WIP]

New version: interaction with formspecs, and digiline IO.
by Nore
Sun Jan 25, 2015 10:03
Forum: WIP Mods
Topic: [Mod] Turtles (robots) [turtle] [WIP]
Replies: 4
Views: 4203

[Mod] Turtles (robots) [turtle] [WIP]

This mod adds a programmable robot (turtle), which can move, and interact with the world. They also can interact with formspecs as a player would (for now limited to inventory actions, but that includes crafting). Finally, it is possible to use digilines with the turtle for IO. Planned features are:...
by Nore
Sun Nov 23, 2014 13:14
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 144
Views: 67585

Re: [Mod] Experimental mapgen [mg]

Ok, those leaking globals should be fixed now.
by Nore
Sun Nov 09, 2014 20:05
Forum: WIP Games
Topic: [Game] Magichet: "The 1.2 'Non-Commercial' Release"
Replies: 208
Views: 49773

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
Sat Nov 01, 2014 12:48
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644399

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 11:09
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644399

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
Fri Oct 24, 2014 17:22
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 144
Views: 67585

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
Sat Oct 18, 2014 16:14
Forum: General Discussion
Topic: Post your high-quality screenshots here!
Replies: 33
Views: 14398

Re: Post your high-quality screenshots here!

Default game, using mg as mapgen:

Image
Image
Image
Image
Image
by Nore
Sun Oct 12, 2014 13:38
Forum: Servers
Topic: Scheduled shutdown
Replies: 16
Views: 2966

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
Sat Sep 27, 2014 13:37
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644399

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
Fri Sep 05, 2014 15:38
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 760
Views: 326111

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
Mon Aug 18, 2014 08:09
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644399

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
Sun Aug 17, 2014 20:31
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644399

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 17:08
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644399

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 16:53
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644399

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 16:00
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644399

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 12:41
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644399

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

It is explained in the manual here: https://github.com/minetest-technic/tec ... enrichment. Basically, you'll need a lot of centrifuges, which are MV machines.
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: 24253

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 :).