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Re: [Mod] Technic [0.4.11] [technic]

"Keeping a fuel-fired generator fully fuelled is usually wasteful, because it will burn fuel as long as it has any, even if there is no demand for the electrical power that it generates."

https://github.com/minetest-technic/tec ... generators
by ThatGraemeGuy
Fri Aug 21, 2015 08:54
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 546262

Re: [Mod] Pipeworks [20131128] [pipeworks]

I'm sorry, I'm not really following what you mean. Are you trying to describe some behaviour that you are seeing that isn't what you expect?
by ThatGraemeGuy
Tue Aug 18, 2015 18:18
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 254548

Re: [Mod] Pipeworks [20131128] [pipeworks]

Alright, I'll explain using my screenshot above, and your requirement "Cobblestone to last box on bottom. All lumps to first box on top." What I find best is to always turn off all the sorting tube's directions as a start. So once all that is done, to send lumps to the first box on top (I ...
by ThatGraemeGuy
Tue Aug 18, 2015 13:40
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 254548

Re: [Mod] Pipeworks [20131128] [pipeworks]

Cobblestone to last box on bottom. All lumps to first box on top. 1. So how would you route that to get to the chest listed above. 2. The very first blue box from the injector, is that used at all. 3. With red, blue and green, yellow next to each other which one do you use to move it to the next so...
by ThatGraemeGuy
Tue Aug 18, 2015 13:06
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 254548

Re: [Mod] Pipeworks [20131128] [pipeworks]

Place the tubes behind the chests:

Image
by ThatGraemeGuy
Tue Aug 18, 2015 11:40
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 254548

Re: [Mod] Pipeworks [20131128] [pipeworks]

DoyleChris wrote:Is it a problem if there going over the 0 locations 0,0,0.


Sorry, not sure what you mean by that.

Is this on a server, perhaps someone can come on and take a look?
by ThatGraemeGuy
Sat Aug 15, 2015 16:16
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 254548

Re: [Mod] Pipeworks [20131128] [pipeworks]

Did you right click both the receiving and sending teleport tube to give them the same channel name?
by ThatGraemeGuy
Sat Aug 15, 2015 13:09
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 254548

Re: [Mod] Pipeworks [20131128] [pipeworks]

Teleporting tubes are much more reliable for that. I routinely send quarry output to my house 3000 nodes away with teleport tubes.
by ThatGraemeGuy
Sat Aug 15, 2015 05:49
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 254548

Re: [Fun] Post your Nyancats!

DoyleChris wrote:how did you get the extend hotbar.


It's 16 slots by default in VanessaE's dreambuilder_game, and can be extended to 23.
by ThatGraemeGuy
Thu Aug 13, 2015 10:13
 
Forum: Minetest General
Topic: [Fun] Post your Nyancats!
Replies: 146
Views: 30355

Re: [Mod] Technic [0.4.11] [technic]

Nope.
by ThatGraemeGuy
Mon Aug 10, 2015 04:43
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 546262

Re: [Mod] Technic [0.4.11] [technic]

Connect it to HV power, it needs at least 10,000EU to run. Attach some form of tube to the top. Normal tube, sort tube, teleport tube, whatever suits you. Personally I use teleport tubes that send the output to a sorting/processing/storage system. Set the digging radius, between 2 and 8 and enable i...
by ThatGraemeGuy
Sat Aug 08, 2015 20:23
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 546262

Re: [Mod] Technic [0.4.11] [technic]

You mean a list of generators listing how much output they produce? Not that I know of.
by ThatGraemeGuy
Fri Aug 07, 2015 13:08
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 546262

Re: [Mod] Technic [0.4.11] [technic]

The water generator works by placing water (source or flowing) around it. It produces 30EU for each side that has water adjacent, so for mine being surrounded by water on all 4 sides it makes 120EU, the maximum.
by ThatGraemeGuy
Fri Aug 07, 2015 10:55
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 546262

Re: [Mod] Technic [0.4.11] [technic]

Or, extended to slightly more ridiculous scale:

Image
by ThatGraemeGuy
Fri Aug 07, 2015 09:01
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 546262

Re: [Mod] Technic [0.4.11] [technic]

Chromium is generated below -100 and from -200 all the way to -31,000 the clusters get slightly larger. Just bear in mind that the ores generated by technic are non-uniform, which means that they are not evenly spread. So you might dig a 100x100x100 piece and find no chromium, then 100 nodes over yo...
by ThatGraemeGuy
Thu Aug 06, 2015 13:04
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 546262

Re: [Mod] Technic [0.4.11] [technic]

LV generators don't make anywhere near that, but in essence yes, as long as you make enough LV generators to make more than 10,000EU, you can power a supply converter. But really, you're still better off just making MV generators at that point.
by ThatGraemeGuy
Mon Aug 03, 2015 13:27
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 546262

Re: [Mod] Technic [0.4.11] [technic]

Input power enters on top of the supply convertor, and output on the bottom. It doesn't work in any other way. Ensure there is a switching station on both sides. Lastly, and this is where you will be stuck for now, supply convertors always demand 10,000EU on their input side, and supply 9,000EU on t...
by ThatGraemeGuy
Mon Aug 03, 2015 04:00
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 546262

Re: [Mod] Technic [0.4.11] [technic]

You can get glue by cooking saplings.
by ThatGraemeGuy
Sun Aug 02, 2015 12:29
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 546262

Re: [Mod] Technic [0.4.11] [technic]

To answer the next question, you don't need a grinder to be able to make machine casings used in the LV generator either. You craft a fuel-fired alloy furnace, and then you can alloy 2 copper ingots and 1 zinc ingot to get 3 brass ingots, which are used in making machine casings. Once you get starte...
by ThatGraemeGuy
Sun Aug 02, 2015 07:12
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 546262

Re: [0.4.12dev] Cryt-Survival

There's not much remedy for that given the amount of cable that's down there. Protect your own equipment, but the thousands of bits of cable are on their own.
by ThatGraemeGuy
Sun Jul 26, 2015 19:27
 
Forum: Minetest Servers
Topic: [0.4.14dev] Cryt-Survival
Replies: 83
Views: 16165

Re: [Fun] Post your Nyancats!

Image
by ThatGraemeGuy
Mon Jul 20, 2015 09:26
 
Forum: Minetest General
Topic: [Fun] Post your Nyancats!
Replies: 146
Views: 30355

Re: [Server] VanessaE's Survival Server [git]

Read all the signs where you spawned.
by ThatGraemeGuy
Sat Jul 04, 2015 12:26
 
Forum: Minetest Servers
Topic: [Server] VanessaE's Survival Server [git/dev]
Replies: 561
Views: 100373

Re: [0.4.12dev] Cryt-Survival

You have to log in to the server at least once in order to get interact granted.
by ThatGraemeGuy
Fri Jun 19, 2015 11:13
 
Forum: Minetest Servers
Topic: [0.4.14dev] Cryt-Survival
Replies: 83
Views: 16165

Re: [0.4.12-dev] Inventory movement using shift

I might just be dumb, but I have NO idea what this is or how to use it. :-/
by ThatGraemeGuy
Wed Jun 17, 2015 06:56
 
Forum: Minetest News
Topic: [0.4.13] Inventory movement using shift
Replies: 32
Views: 13636

Re: [0.4.12dev] Cryt-Survival

As far as I know, there isn't any other way. There isn't currently any way to allow opening access to the input/output slots of a machine while still preventing the machine itself being dug. Perhaps ask on freenode #minetest, I won't claim to be completely up to date with the latest developments aro...
by ThatGraemeGuy
Tue Jun 09, 2015 08:46
 
Forum: Minetest Servers
Topic: [0.4.14dev] Cryt-Survival
Replies: 83
Views: 16165

Re: [0.4.12dev] Cryt-Survival

Marshall_maz wrote:I could make it in an unprotected area , but then the equipment might be stolen and griefed.


Yeah, pretty much. Public equipment was griefed once on VanessaE's server, but that sort of thing is easily spotted in logs.
by ThatGraemeGuy
Tue Jun 09, 2015 08:40
 
Forum: Minetest Servers
Topic: [0.4.14dev] Cryt-Survival
Replies: 83
Views: 16165

Re: [0.4.12dev] Cryt-Survival

Perhaps you can place a chest near spawn with a prominent sign for better visibility. You can place a self-contained injector with a tube feeding into your locked chest, if you don't want to use an unlocked chest.
by ThatGraemeGuy
Wed May 27, 2015 09:15
 
Forum: Minetest Servers
Topic: [0.4.14dev] Cryt-Survival
Replies: 83
Views: 16165

Re: Cryterion's Server [0.4.12dev]

Daily backup & map image update now runs at 00:00 UTC+2.
by ThatGraemeGuy
Fri May 22, 2015 07:38
 
Forum: Minetest Servers
Topic: [0.4.14dev] Cryt-Survival
Replies: 83
Views: 16165

Re: Cryterion's Server [0.4.12dev]

Daily backup isn't scheduled yet. I wrote a rudimentary script for it, was thinking perhaps midnight (UTC+2) for a start and we can monitor when the server is busy and adjust if needed.
by ThatGraemeGuy
Thu May 21, 2015 07:55
 
Forum: Minetest Servers
Topic: [0.4.14dev] Cryt-Survival
Replies: 83
Views: 16165

Re: Cryterion's Server [0.4.12dev]

If it stays pure survival I might set up shop. So many of the "survival" servers have admins that use creative or give creative to a select group, and then you end up with infrastructure generated by mass application of creative and/or worldedit, instead of built by hand.
by ThatGraemeGuy
Mon May 18, 2015 07:27
 
Forum: Minetest Servers
Topic: [0.4.14dev] Cryt-Survival
Replies: 83
Views: 16165
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