That machine is called "supply converter".devian wrote: I need a machine to convert between LV/MV/HV. With some loses, like 20 LV-> 5 MV -> 1 HV (1HV -> 4 MV -> 15 LV). :-o
Search found 4116 matches
- Sun Sep 22, 2013 18:54
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 645016
- Sun Sep 22, 2013 10:43
- Forum: Mod Releases
- Topic: [Mod] Experimental mapgen [mg]
- Replies: 144
- Views: 67647
- Thu Sep 19, 2013 03:22
- Forum: Servers
- Topic: Redcrab's server
- Replies: 5042
- Views: 875736
Ruins on a server do not really work. You'd never know if it was the mapgen bug, an unfinished building, a building hit by a griefer, or just a very unskilled builder. Even +/- 6000 would imply a very large amount of space. What I saved of the map is mostly supferficial. Where structures or sneak el...
- Thu Sep 19, 2013 02:05
- Forum: Mod Releases
- Topic: [Mod] Advanced area protection [areas]
- Replies: 218
- Views: 130764
The showarea command of the landrush mod is indeed very helpful for checking the area. It also seems pretty easy to use for players. I personally do not like the landrush mod as such because it is bundled with attacking the player upon trying to dig/build in protected aeras which are not always reco...
- Tue Sep 17, 2013 17:20
- Forum: Mod Releases
- Topic: [Mod] Advanced area protection [areas]
- Replies: 218
- Views: 130764
All those protection mods out there do have one or the other flaw/limitation. Some are fine for very small areas - and small houses are easier to build well for less skilled players than large projects - but do not work at all for middle-sized to huge projects. node_ownership is the protection mod I...
- Mon Sep 16, 2013 17:09
- Forum: Servers
- Topic: Redcrab's server
- Replies: 5042
- Views: 875736
My version of the map has reached 127 mb. That's already compressed and in leveldb format. The standard sqlite3 format would be slightly larger. Perhaps we ought to consider making some parts of the map available for download (just: where?). I'm thinking about huge objects like Wyverns angel statue ...
- Mon Sep 16, 2013 16:36
- Forum: Old Mods
- Topic: [Mod] Money (or Economy) [201207] [money]
- Replies: 122
- Views: 60531
Automatic determination of the name of the item that is to be sold is certainly important. Most players do not know the name of all items they want to sell. Maybe you could add merchandise to the shops inventory first and then, after something is inserted and thus it's certain what is to be sold, sh...
- Mon Sep 16, 2013 16:21
- Forum: WIP Mods
- Topic: [Mod] Ruins [0.1 beta] [ruins]
- Replies: 12
- Views: 6333
A great idea for this: archeology! Bury some cobble stone or bricks in the ground for people to dig up - maybe marking them with a flower, or ridges like in real life. The ruins (and the pyramids of another of BlockMens mods) could be indicators of where things to dig up can be found. Craft a brush...
- Mon Sep 16, 2013 16:12
- Forum: Mod Releases
- Topic: [Mod] Blox Mod - Now with more cobble! [git] [blox]
- Replies: 32
- Views: 30768
- Mon Sep 16, 2013 16:11
- Forum: Mod Releases
- Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
- Replies: 1587
- Views: 736707
- Sun Sep 15, 2013 17:47
- Forum: WIP Mods
- Topic: Could something like this be created
- Replies: 24
- Views: 5094
- Sun Sep 15, 2013 16:30
- Forum: WIP Mods
- Topic: Could something like this be created
- Replies: 24
- Views: 5094
- Sun Sep 15, 2013 15:44
- Forum: Mod Releases
- Topic: [Mod] Quartz [1.0] [quartz]
- Replies: 53
- Views: 61774
The mod adds very nice blocks that allow to create intresting houses. However, in survival, where you have to dig all materials you want to use, getting enough quartz for one house is a major undertaking. Quartz crystals in stone do not appear very rare, but as you need four of them for a single blo...
- Sun Sep 15, 2013 15:36
- Forum: Maps
- Topic: Enterprise D
- Replies: 31
- Views: 15976
- Sun Sep 15, 2013 15:29
- Forum: Old Mods
- Topic: [WIP] Undergrowth [GitHub]
- Replies: 218
- Views: 56188
- Sun Sep 15, 2013 15:23
- Forum: Mod Releases
- Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
- Replies: 1587
- Views: 736707
I'm working on inhabitants for the world as well :-) Here some (hopefully) helpful answers to your questions: 1. Mobf already comes with some density control functions, especially regarding spawning. When two mobs share the same spot, it might be a case of entity duplication (a bug). 2. You can repl...
- Sun Sep 15, 2013 15:02
- Forum: WIP Mods
- Topic: Could something like this be created
- Replies: 24
- Views: 5094
A wind- or watermill plus some simplified gears would be great! I've been looking for something like this for some time. What it takes is basicly the animation for the sails of the windmill and the animation for a waterweel. Both could be done either with models or even with signlike or an overlarge...
- Fri Sep 13, 2013 18:11
- Forum: Servers
- Topic: Redcrab's server
- Replies: 5042
- Views: 875736
- Fri Sep 13, 2013 18:04
- Forum: Servers
- Topic: Redcrab's server
- Replies: 5042
- Views: 875736
0.4.4 dev of minetest_game would be a very good for the basic mods in minetest_game since it would be roughly the same version as that on the server. Do not expect too much from seed. The server ran for a long time and experienced some mapgen changes in the meantime. Again, it may help if you use th...
- Fri Sep 13, 2013 18:01
- Forum: Servers
- Topic: LevelDB Test Server
- Replies: 10
- Views: 3818
- Fri Sep 13, 2013 17:54
- Forum: Servers
- Topic: Redcrab's server
- Replies: 5042
- Views: 875736
- Fri Sep 13, 2013 04:30
- Forum: Servers
- Topic: Redcrab's server
- Replies: 5042
- Views: 875736
A current image of what has been saved of the map so far can be found here . The image is over 7 MB in size so I do not want to show it here directly. What can be saved: Buildings, towns, contents of chests, inscriptions of signs etc. Also the information who has protected which area is safe. What c...
- Thu Sep 12, 2013 15:01
- Forum: WIP Mods
- Topic: Request: automatic item stacking for chests
- Replies: 13
- Views: 2937
- Thu Sep 12, 2013 14:55
- Forum: WIP Mods
- Topic: [Mod] 3D Animated NPC [1.5]
- Replies: 94
- Views: 37084
want to make a some Horse mod like ostrich in mobframework for any adventure map Then start by making the blender model! The rest can be done pretty easily. Also, you may consider doing a donkey or pony instead of a real horse as those are smaller animals - and smaller animals usually look more rea...
- Mon Sep 09, 2013 00:52
- Forum: Servers
- Topic: Redcrab's server
- Replies: 5042
- Views: 875736