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Requesting texture(s)

Okay, so I'm working on a delayer for mesecon, and I'd like a 3 setting switch. Kind of like the one in minecraft. The only requirement for this texture(s) is that there needs to be the "moving" switch, having 3 different position to let the player know which position it is in.
by Gatharoth
Tue Jan 03, 2012 18:37
 
Forum: Minetest General
Topic: Requesting texture(s)
Replies: 2
Views: 782

Hey Jeija, is it possible for a single node to be both a receptor and an effector?
by Gatharoth
Tue Jan 03, 2012 18:32
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 550542

Ah, okays. Well, that's okay. I mean come on, mod development for a game that hasn't even hit alpha/beta stage yet isn't too important. (I said alpha stage, because to "most" gaming companies, this does not have all it's intended features and systems, where as an alpha stage game will have them, but...
by Gatharoth
Tue Jan 03, 2012 08:55
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 550542

Okay found a bug, sticky movestones return to regular movestones after the first use. Well, its not a bug if that was intentional.
by Gatharoth
Tue Jan 03, 2012 06:58
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 550542

Alright, for what ever reason it is working now. I do not know why. But alright. Nothing has changed (since adding "{type="node, name="delayer:light_on_set"}).
by Gatharoth
Tue Jan 03, 2012 04:53
 
Forum: Minetest Problems
Topic: Problem with add_node
Replies: 4
Views: 1288

sapier wrote:I'm not sure but by now add_node() required a node as second argument eg

add_node(pos,{type="node",name="delayer:light_on_set"})


Tried, and still same error + crash.
by Gatharoth
Tue Jan 03, 2012 04:20
 
Forum: Minetest Problems
Topic: Problem with add_node
Replies: 4
Views: 1288

Problem with add_node

Alright, so I'm testing a few things for a new mod/addition to another mod. How ever, as apart of the test, I am removing a node and adding another one in it's place. But minetest keeps telling me that it is expecting a string, when there is now. However, there is a string. minetest.env:add_node(pos...
by Gatharoth
Tue Jan 03, 2012 02:53
 
Forum: Minetest Problems
Topic: Problem with add_node
Replies: 4
Views: 1288

:D I have created a basic one time delay system. I'll post how-to later. I'll be working on creating a delay system that isn't one time for now.

(note: this time delay is not another mod, or a change to the mesecons, it is just a delay system using material already in the mod)
by Gatharoth
Mon Jan 02, 2012 19:34
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 550542

I just realized something pretty cool. When chests are moved, all their items are deleted. And with a button you can make an easy way to get rid of excess blocks like dirt and cobble without having to make a bunch of chests to fill them up with. So if you can fix the bug without doing option 1 or 4...
by Gatharoth
Mon Jan 02, 2012 05:18
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 550542

Okay, but would it solve your "vertical" problem though? (I am just curious since I don't know how drawtypes actually work :P)
by Gatharoth
Sun Jan 01, 2012 08:16
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 550542

Question, wouldn't the drawtype 'torchlike' be better suited instead of 'raillike'? Since 'torchlike' changes depending on where it is placed on a node (sides/top/bottom)? Then you would be able to change how the mesecon looks when placed on the side (side mainly because that is your "vertical" prob...
by Gatharoth
Sun Jan 01, 2012 08:04
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 550542

I love it , but I guess you should use the default texture and not a copy of default texture. by this way secret passage stay secret even after customization of the default textures may be there is a constraint that avoid a mod can't use texture from another mod ? Great idea . Well, the reason why ...
by Gatharoth
Sat Dec 31, 2011 19:15
 
Forum: WIP Mods
Topic: Secret Passages! :D
Replies: 43
Views: 16926

Times out. Won't let me on.
by Gatharoth
Sat Dec 31, 2011 03:40
 
Forum: Minetest Servers
Topic: [0.4.3] The Infinity Server [offline] [Survival Mode] [shops]
Replies: 582
Views: 93804

Updated mod.
by Gatharoth
Fri Dec 30, 2011 21:28
 
Forum: WIP Mods
Topic: Secret Passages! :D
Replies: 43
Views: 16926

rahonejm wrote:you should try doing a especial block for false things, like a transparent block or something like that... Then, instead of using wood blocks, use the special one!

Hmmm :D good idea!
by Gatharoth
Fri Dec 30, 2011 20:44
 
Forum: WIP Mods
Topic: Secret Passages! :D
Replies: 43
Views: 16926

Hackeridze wrote:Good job! But recipe... Is not so god as can be.


You can change them. They were just something I threw together quickly.
by Gatharoth
Fri Dec 30, 2011 20:39
 
Forum: WIP Mods
Topic: Secret Passages! :D
Replies: 43
Views: 16926

Secret Passages! :D

Want to hide your treasury? Want to make your house/castle/home look smaller than it really is? Well come try this simple mod! XP Haha, okay okay. Enough joking around. Anyway, this is a simple mod that will create false wall, which you can pass through, but not see through. :D Default False Nodes: ...
by Gatharoth
Fri Dec 30, 2011 20:08
 
Forum: WIP Mods
Topic: Secret Passages! :D
Replies: 43
Views: 16926

Found the problem. On the command prompt (which is only disabled for half a second) I noticed something referring to the Direct(w/e it was here). Which my system is known for having problems with sharing it. My web browser was eating it up.
by Gatharoth
Fri Dec 30, 2011 08:01
 
Forum: Minetest Problems
Topic: What happened/how to fix?
Replies: 6
Views: 958

Nothing.
by Gatharoth
Fri Dec 30, 2011 07:54
 
Forum: Minetest Problems
Topic: What happened/how to fix?
Replies: 6
Views: 958

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
address = 7.16.1.64
creative_mode = 0
enable_3d_clouds = 0
enable_damage = 0
name = Gatharoth
new_style_leaves = 0
opaque_water = 0
port = 30000
smooth_lighting = 0
video_driver = direct3d9
fast_move = false
free_move = true
by Gatharoth
Fri Dec 30, 2011 07:51
 
Forum: Minetest Problems
Topic: What happened/how to fix?
Replies: 6
Views: 958

What happened/how to fix?

Okay, so after exiting by mistake, I get these two errors 23:37:47: INFO[main]: Parsing configuration file: "C:\Users\***\Desktop\minetest-0.4.dev-20111209-1-win32\bin\..\minetest.conf" 23:37:47: INFO[main]: Settings: Setting not found: "enable-unittests" 23:37:47: INFO[main]: Settings: Setting not ...
by Gatharoth
Fri Dec 30, 2011 07:46
 
Forum: Minetest Problems
Topic: What happened/how to fix?
Replies: 6
Views: 958

Question, what is a drawtype?
by Gatharoth
Wed Dec 28, 2011 01:50
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 550542

Yes
by Gatharoth
Tue Dec 27, 2011 07:46
 
Forum: Minetest Servers
Topic: [0.4.3] The Infinity Server [offline] [Survival Mode] [shops]
Replies: 582
Views: 93804

It's still timing out. I don't know why O.o
by Gatharoth
Tue Dec 27, 2011 07:41
 
Forum: Minetest Servers
Topic: [0.4.3] The Infinity Server [offline] [Survival Mode] [shops]
Replies: 582
Views: 93804

Atlas problem?

What is the limit on the Main atlas? Why do I ask? Because I and getting this problem below 23:19:32: INFO[main]: TextureSource::buildMainAtlas() 23:19:32: INFO[main]: Creating texture atlas out of textures: "default_apple.png" "default_bookshelf.png" "default_brick.png" "default_cactus_side.png" "d...
by Gatharoth
Tue Dec 27, 2011 07:25
 
Forum: Minetest Problems
Topic: Atlas problem?
Replies: 5
Views: 1326

Ohhh okays :D then I'll just wait till you finished. Should add a current status of the server to your first post, so like "Server Status: Down" ;D lol
by Gatharoth
Tue Dec 27, 2011 07:19
 
Forum: Minetest Servers
Topic: [0.4.3] The Infinity Server [offline] [Survival Mode] [shops]
Replies: 582
Views: 93804

Still timing out. Oh also Jordan, question. in your default init.lua file, is there a line under the creative inventory with "minetest.add_to_creative_inventory('node "default:fence" 0')"? I want to get and make sure its not just me. (the fence node was named incorrectly for some reason)
by Gatharoth
Tue Dec 27, 2011 07:11
 
Forum: Minetest Servers
Topic: [0.4.3] The Infinity Server [offline] [Survival Mode] [shops]
Replies: 582
Views: 93804

Image
by Gatharoth
Tue Dec 27, 2011 06:52
 
Forum: Minetest General
Topic: Collection of mese on the surface (Please contribute!)
Replies: 3
Views: 1887

Don't know why, but the connection keeps timing out.
by Gatharoth
Tue Dec 27, 2011 06:34
 
Forum: Minetest Servers
Topic: [0.4.3] The Infinity Server [offline] [Survival Mode] [shops]
Replies: 582
Views: 93804
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