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[Mod] Directed Circuits [0.5] [dcircuits]

This mod adds circuits performing logical and arithmetical operations. A circuit is a directed acyclic graph of gates, inputs and outputs connected by wires. http://i.imgur.com/ednMk5d.png Video of an example (I'm sorry that the language is German, just mute and watch) Mesecons and digilines are wel...
by Gerald
Wed Dec 14, 2016 22:16
 
Forum: WIP Mods
Topic: [Mod] Directed Circuits [0.5] [dcircuits]
Replies: 0
Views: 767

Re: [Mod] Unified Inventory [git][unified_inventory]

Does Unified Inventory maybe just check for the give privilege and allows all this stuff when it is present? Too bad you can't get rid of this privilege in singleplayer. Why are irrevokable privilages a thing, anyway? I think if you want to set time, it checks for the settime privilege, which is ir...
by Gerald
Fri Aug 05, 2016 12:47
 
Forum: Mod Releases
Topic: [Mod] Unified Inventory [git][unified_inventory]
Replies: 64
Views: 19176

Re: Post your modding questions here

Node metadata behaves unexpected: If i use meta:set_string("key", nil) the field is removed, but if i use meta:set_int("key", nil) key is mapped to zero. I feel uncomfortable using nil as argument and set_string() to remove a field which was set using set_int(). Is there a better...
by Gerald
Fri Jul 29, 2016 20:19
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 646844

Re: Post your modding questions here

How hard would it be to create an Internet mod? I mean, would you use node metadata (like shared chests) to create a sort of "wireless channel?" not unlike a digiline's wired version? Also, could this be used to interface to Mesecons to create a switch that can be controlled from afar? I ...
by Gerald
Thu Jul 28, 2016 18:02
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 646844

Re: Post your modding questions here

Why is player:getpos() returning nil? Whenever I try to use player:getpos() the game crashes with `attempt to call getpos a nil value` on_use has three arguments: itemstack, user, pointed_thing. Therefore player is the itemstack, which does not have getpos(). I would recommend to use the pointed po...
by Gerald
Sat Jul 02, 2016 12:01
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 646844

Re: [Modpack] Fight the Night

Update:
Added new hypericum textures (8 growing steps).
Radioluminescent sticks now are "nodeboxes" instead of "torchlike".
Added half technic lamps (like homedecor).

Sunburn is now harmless.
by Gerald
Wed Jun 15, 2016 16:40
 
Forum: WIP Mods
Topic: [Modpack] Fight the Night
Replies: 4
Views: 1036

Re: Post your modding questions here

iangp wrote:Why you don't simple get the time of day instead?

(timefoday == 1) I do not know if and how long this statement is evaluated to true and it will not work if something manipulates time.
by Gerald
Sun Jun 12, 2016 23:40
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 646844

Re: Post your modding questions here

I want to execute a function every time a day passes (clock strikes midnight or player sleeps in bed). Is there a better solution than this: function check_day(old_count) local new_count = minetest.get_day_count() if new_count > old_count then execute() end minetest.after(10, check_day, new_count) e...
by Gerald
Sun Jun 12, 2016 18:48
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 646844

Re: [Mod] Farming Redo [1.23] [farming]

TenPlus1 wrote:Gerald: Please make sure you are using the latest version of this mod from github.com/tenplus1/farming


I used the [stable?] version from the forum. The latest commit works.
Thanks!
by Gerald
Sat Jun 04, 2016 14:34
 
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.23] [farming]
Replies: 162
Views: 48447

Re: [Mod] Farming Redo [1.23] [farming]

You either register all parts of the plant using register plant function which creates 8 growing nodes and 1 seed node using texture specific filenames e.g. So 8 is the only allowed value of "steps"? If i uncomment << farming.register_plant("farming:cotton", ... >> and comment <...
by Gerald
Sat Jun 04, 2016 11:49
 
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.23] [farming]
Replies: 162
Views: 48447

Re: [Mod] Farming Redo [1.23] [farming]

I updated to Minetest 0.4.14. and got the exact same result.
I used farming 1.23, the code mentioned and minetest_game.
by Gerald
Sat Jun 04, 2016 00:42
 
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.23] [farming]
Replies: 162
Views: 48447

Re: [Mod] Farming Redo [1.23] [farming]

Gerald, you do not need to register each step beforehand as register plant does all of that for you... If i do not define the nodes, they are defined but nothing grows anymore. As i sead the problem is strange: --P minetest.register_node("mymod:seed_plant", {}) minetest.register_node(&quo...
by Gerald
Sat Jun 04, 2016 00:22
 
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.23] [farming]
Replies: 162
Views: 48447

Re: [Mod] Farming Redo [1.23] [farming]

I tried to use farming.register_plant and got a strange problem: It works (seed becomes plant_1, plant_1 becomes plant_2, plant_3 becomes plant_4), but plant_2 does not grow. I can not understand what the problem is. It does not matter if the plant_2 nodes are placed manually or are grown. minetest....
by Gerald
Fri Jun 03, 2016 10:10
 
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.23] [farming]
Replies: 162
Views: 48447

[Modpack] Fight the Night

The idea of this modpack is to use light as a game mechanic. At the moment there are three mods. I chose not to release them separately, because they are not very usefull without some special context. -Extinction: Default torches and Jack-o'-lantern extinguish. http://i.imgur.com/4OvaFte.png Depends...
by Gerald
Thu Jun 02, 2016 16:04
 
Forum: WIP Mods
Topic: [Modpack] Fight the Night
Replies: 4
Views: 1036

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

( let me do a last request, do you know how to do a timer ? because i'm afraid that using delayer from mesecon should lag ( i need do use 120 of them...)) I didn't found anithing about it so i ask you) Thanks you so much fo your help, i love you ;) You can use a Mesecons:Luacontroller with somethin...
by Gerald
Thu May 12, 2016 21:57
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 539641

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

Serh Arien wrote:For a mod, i can't do it because i don't know anithing about modding/codding...
Is their a place to ask it to someone


I think there is no place like that. Moreover the mod i have in mind would be very specific and not very usefull to somebody else. I think the worldedit solution will be easier.
by Gerald
Thu May 12, 2016 17:26
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 539641

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

Ok ok, i tried it but as you can see, i don't have enaught place to the mesecons salle du tresor bon.png thanks for your helped The place is a problem. Ghoststone, Pistons and Constructor drop out, because of appearance. Commandblocks + Worldedit will still work. Another idea are gate controllers: ...
by Gerald
Tue May 10, 2016 22:09
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 539641

Re: [Mod]Technic Addon[tech_add]

I think there is a bug: If the "Mese Signals" are separated by digging the cable, they stay on.
You have to define "technic_on_disable(pos, node)" or "technic_disabled_machine_name" in the node definition.
by Gerald
Sat May 07, 2016 14:24
 
Forum: WIP Mods
Topic: [Mod]Technic Addon[tech_add]
Replies: 9
Views: 2672

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

Serh Arien wrote:Then, i have to download the technic mod?

Yes.
by Gerald
Wed May 04, 2016 21:45
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 539641

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

As i don't know if you understood exactly what i want to do, their is an exemple : ( go to 1'05'') the iron bar : https://www.youtube.com/watch?v=dmTbhrm6Abs In fact, i can't do what i want with piston i NEED it invisible :D I have another idea: the technic:constructor can place and remove 4 blocks...
by Gerald
Tue May 03, 2016 23:02
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 539641

Re: [Modpack] Digiline Stuff [digiline_stuff] - digiline dev

jan6 wrote:I think it's a good idea, shouldn't be very hard to do either
only problem is that who will do it?


I have to take a look at the code of pipeworks and digilines. I do not know if i am able to do it.
by Gerald
Tue May 03, 2016 22:45
 
Forum: WIP Mods
Topic: [Modpack] Digiline Stuff [digiline_stuff] - digiline devices
Replies: 85
Views: 13469

Re: [Modpack] Digiline Stuff [digiline_stuff] - digiline dev

I have an idea, but I am not sure if this is the right topic: A combination of digiline and pipeworks: - a diginiline detector tube, which will send the itemstring of the item, that passes. - an injector, which will receive an itemstring before injecting this particular item[stack]. This would be us...
by Gerald
Sat Apr 30, 2016 16:37
 
Forum: WIP Mods
Topic: [Modpack] Digiline Stuff [digiline_stuff] - digiline devices
Replies: 85
Views: 13469

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

Hi everyone, I just want to know if it possible to set a block in a position with the command block ? And to "delete" it with the command block to Thanks :) A command block does the same as typing commands in chat. I think you need worldedit to have block changing commands. So it's possib...
by Gerald
Sat Apr 30, 2016 14:24
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 539641

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

Serh Arien wrote:Hi everyone,
I just want to know if it possible to set a block in a position with the command block ?
And to "delete" it with the command block to

Thanks :)


A command block does the same as typing commands in chat.
I think you need worldedit to have block changing commands.
by Gerald
Sat Apr 30, 2016 14:10
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 539641

Re: [Mod] Sunburn [sunburn]

azekill_DIABLO wrote:put that mod and Beware the dark and you get an impossible survival :)

I am working on a subgame using both but I reduce speed and damage. I add items which will make sunburn worse and bewarethedark more easy (and vice versa). I think it works.
by Gerald
Mon Apr 18, 2016 22:38
 
Forum: Mod Releases
Topic: [Mod] Sunburn [sunburn]
Replies: 17
Views: 3522

Re: [Mod] Sunburn [sunburn]

There is a problem with the download link of version 2.2.
by Gerald
Thu Apr 14, 2016 20:32
 
Forum: Mod Releases
Topic: [Mod] Sunburn [sunburn]
Replies: 17
Views: 3522

Re: [Mod] Another Charcoal Mod [another_charcoal]

At first, i want to say, that i like this mod very much. It's realistic, pretty and different. I noticed it is possible to burn multiple piles at once, what makes sense. I think there could be an advantage of bigger scale, e.g. the pile near the torch could always become ash (being the fuel of the p...
by Gerald
Tue Apr 12, 2016 18:30
 
Forum: WIP Mods
Topic: [Mod] Another Charcoal Mod [another_charcoal]
Replies: 10
Views: 2061

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

I work on a subgame, which is about light (bewarethedark mod, extinction of torches, ...). Therefore i wanted to add lamps to technic. I know there is some old code, which adds the homedecor lamp, but i tried something simple by myself. I was not able to fully understand how the power managment work...
by Gerald
Fri Apr 08, 2016 17:04
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 536323

Re: OldCoder Lord of the Test

I want to share my latest building, because it may change the importance of the complex, which i am working on. That means, someone might be interested in visiting it. It is a magnificent building in the centre of an underground city, west of the "FOS" bound Palantiri "Dwarven City&qu...
by Gerald
Mon Mar 28, 2016 20:06
 
Forum: Minetest Servers
Topic: OldCoder Lord of the Test
Replies: 28
Views: 9132

Re: [Mod]Technic Addon[tech_add]

Is there a reason not to add this to the original technic mod?
by Gerald
Sat Feb 27, 2016 00:07
 
Forum: WIP Mods
Topic: [Mod]Technic Addon[tech_add]
Replies: 9
Views: 2672
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