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PostPosted: Wed Jul 10, 2013 23:10
by VanessaE
You should rename the "concrete" mod in v1.3 of this modpack to something else - it conflicts with the one in Technic. I'd suggest you use the same node names as technic uses, that way deleting either of the two doesn't result in unknown blocks.

PostPosted: Thu Jul 11, 2013 06:08
by webdesigner97
VanessaE wrote:You should rename the "concrete" mod in v1.3 of this modpack to something else - it conflicts with the one in Technic. I'd suggest you use the same node names as technic uses, that way deleting either of the two doesn't result in unknown blocks.

Done, streets:concrete is now renamed to technic:concrete and alias set: streets:concrete->technic:concrete

PostPosted: Thu Jul 11, 2013 06:47
by bob
You should make the manhole like a version of the trap door.

PostPosted: Thu Jul 11, 2013 07:30
by webdesigner97
bob wrote:You should make the manhole like a version of the trap door.

You mean it should open 90°? That's unrealistic. (Which manhole do you mean? Simple or advanced?)

PostPosted: Thu Jul 11, 2013 08:40
by VanessaE
Hah, well I guess that works too. :-)

PostPosted: Thu Jul 11, 2013 10:56
by webdesigner97
VanessaE wrote:Hah, well I guess that works too. :-)

/me still don't understands :D

PostPosted: Sat Jul 13, 2013 17:42
by VanessaE
You still have to rename the "concrete" folder itself to something else.

PostPosted: Sun Jul 14, 2013 10:24
by webdesigner97
VanessaE wrote:You still have to rename the "concrete" folder itself to something else.

:/ I'll do this ;)

PostPosted: Sun Jul 14, 2013 10:26
by webdesigner97
webdesigner97 wrote:
VanessaE wrote:You still have to rename the "concrete" folder itself to something else.

:/ I'll do this ;)

Done

PostPosted: Tue Jul 16, 2013 21:48
by FALCONSWAG32
this is very hard. I dont know how to download mods

PostPosted: Tue Jul 16, 2013 22:03
by Jordach
This looks awesome!

PostPosted: Tue Jul 16, 2013 22:47
by philipbenr
I like this mod more than Infrastructure, because this mod doesn't create another 30 pages to my creative inventory. (Minetest Single-player is about being creative, am I right?

PostPosted: Wed Jul 17, 2013 09:34
by webdesigner97
philipbenr wrote:I like this mod more than Infrastructure, because this mod doesn't create another 30 pages to my creative inventory. (Minetest Single-player is about being creative, am I right?

Great to hear! :D
I already thought that this mod was getting old :D

PostPosted: Wed Jul 17, 2013 09:35
by webdesigner97
FALCONSWAG32 wrote:this is very hard. I dont know how to download mods

You visit the download link in 1st post and download the zip file. Then extract it to minetest/mods.
Done!

PostPosted: Wed Jul 17, 2013 09:35
by webdesigner97
Jordach wrote:This looks awesome!

thx jordach! :)

PostPosted: Tue Jul 30, 2013 20:15
by philipbenr
so... have you started on the cars, or are you going to do it? If so, awesome.

PostPosted: Wed Jul 31, 2013 05:36
by webdesigner97
philipbenr wrote:so... have you started on the cars, or are you going to do it? If so, awesome.

I plan doing it, but I haven't started yet...

PostPosted: Fri Aug 02, 2013 04:38
by VanessaE
I've noticed a glitch: placing a yellow line/arrow/etc and then placing another on it deletes the first without picking it back up, replaces it with the second, and deducts the second from your inventory, so if you do this, you lose materials. Is this intentional?

PostPosted: Fri Aug 02, 2013 08:13
by webdesigner97
VanessaE wrote:I've noticed a glitch: placing a yellow line/arrow/etc and then placing another on it deletes the first without picking it back up, replaces it with the second, and deducts the second from your inventory, so if you do this, you lose materials. Is this intentional?

Well, not really. And to be honest: I don't know why this happens... I'll check the code and try to bring a fix. :/

PostPosted: Mon Aug 05, 2013 04:58
by DeepGaze
for cars could you edit the hovercraft mod by slowing the effects it has in acceleration and slowing down and the shape a bit. but this might help with cars. please a cars mod with roads would be epic

PostPosted: Mon Aug 05, 2013 06:09
by webdesigner97
Yes, I know. I also want cars ;) But I'm still waiting for Melkor's meshes...

PostPosted: Sat Aug 10, 2013 17:36
by webdesigner97
This mod is now on Github, like many others too :)

PostPosted: Sat Aug 10, 2013 17:48
by webdesigner97
And now it is listed in the mod database

PostPosted: Sat Aug 10, 2013 19:22
by webdesigner97
Update to 1.3.3:

Fixed a bug in the raodworks module, found by VanessaE (thank you!)

PostPosted: Mon Aug 12, 2013 07:24
by webdesigner97
Reorganized first post a bit. Should be more clear now ;)