[Mod] new Factory [factory]

SFENCE
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Re: [Mod] new Factory [factory]

by SFENCE » Post

Hi. A have updated this mod a day ago, and when I try to start game which uses this mod, it say that:
.minetest/mods/factory/modutil/portable.lua: No such file or directory
I have tried to uninstall and install this mod again, and error is still same.

A have to clone repository manually from git and call
git submodule update --init --recursive
to fix it.
cdb_3P0AYqjEIn68

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theFox
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Re: [Mod] new Factory [factory]

by theFox » Post

SFENCE wrote: A have to clone repository manually from git and call
git submodule update --init --recursive
to fix it.
Yes, either that or download and activate the modutil mod.
I haven't updated my descriptions and help documents yet, sorry.
my mods and subgames (ง'̀-'́)ง

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theFox
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Re: [Mod] new Factory [factory]

by theFox » Post

Conveyor belts can now move players
Deactivate this in the options if you use an earlier minetest version than 5.1!
Polls about this new feature are in the factory discord.

Conveyor belts item drop behavior is left unchanged.
The poll was moved to the factory discord for later decisions.
my mods and subgames (ง'̀-'́)ง

Mineminer
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Re: [Mod] new Factory [factory]

by Mineminer » Post

theFox wrote:
Fri Nov 24, 2017 10:59
v-rob wrote:The drills need to have something happen when they hit water or lava caves. I have had it die on me multiple times and I had to fly down and fix it. Could you make it create full nodes when it hits a liquid, and make it so it doesn't mine them?
I had some more thoughts about this:
  • drills are automatic
  • drills go down quite far
  • drills can get all sorts of recources
In other words: they are really strong.
And I didn't want to create a gamebreaking mod that makes people just sit around and wait for their recources.

So dig a shaft next to your drills and go down to clear the way manually.

In tech modded game play that's normally the objective though. Otherwise why would people care to use the miner than just to use a pickaxe, a Travelnet and some bags every now and then?

Even without all of those gears, I gotten a ton of stuffs in like what? 4 hours. If what this guy says is true about the miners, that's a heck better than "resetting" them every hour.

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theFox
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Re: [Mod] new Factory [factory]

by theFox » Post

Miners can now dig through liquids
my mods and subgames (ง'̀-'́)ง

Mineminer
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Re: [Mod] new Factory [factory]

by Mineminer » Post

theFox wrote:
Wed Jul 15, 2020 14:32
Miners can now dig through liquids

Awesome thanks! Saw that electric grinders were added even. :)

I need to do a Kernel Reboot anyways so I will update this when it's good time to bring server down for that.

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loppi
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Re: [Mod] new Factory [factory]

by loppi » Post

nice! cool mod! i love it!
"ich liebe industrie!" And yes, its a Russian Bulldozer 😁

Nielzie
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Re: [Mod] new Factory [factory]

by Nielzie » Post

Thank you so much for taking over and continuing support of this awesome mod. I love it, only thing that is a little questionable in it's design is the usage of electricity. It in there, batteries and stuff but for instance the drill machines don't need it to work, why? Would be cool if you could load the batteries with solar or wind energy. And if you could easily switch machines off and on again (without using mesecons).

Thanks again!

c56
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Re: [Mod] new Factory [factory]

by c56 » Post

@Nielzie and maybe techage electrecity compatibility aswell
this is a signature not a place to post messages also if i could change my username i would change it to sell_her_on55

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Re: [Mod] new Factory [factory]

by Nielzie » Post

So sad that further development to this mod has been abandoned. Is there anyone with the proper knowledge and the time, to at least keep this mod compatible with future MT versions, so we don't lose this mod for the second time? pleeeease?

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