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

There was a long discussion about that, and converters previously worked that way. However, it caused batteries following converters never to charge, so it was changed so that a converter would convert a fixed energy rate. You can read the discussion here if you want: https://github.com/minetest-te...
by Kociak
Sat Feb 27, 2016 21:51
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 649073

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

Hybrid Dog wrote:Instead of using supply converters, you can use pipeworks.
Just transport the energy in a crystal from one to the other battery box.

Looks like a long way around but works. In an abstract way :D
by Kociak
Tue Feb 23, 2016 19:31
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 649073

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

Regarding supply converters: I don't know why but after doing some real circuits I assume that a supply converter is an equivalent of a transformer. Real transformers have so-caled turns ratio, so output voltage = 1/n * input voltage. So an in-game supply converter could be a transformer with a rati...
by Kociak
Tue Feb 23, 2016 19:08
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 649073

Re: Postgresql Backend

OK, I've got one running. It runs _very_ smoothly. Better than sqlite. I really don't know what happened, maybe "mg" was the guilt one...
We've got weeks of uptime (well, unless there is a faulty mod...)
Keep up the good work!
by Kociak
Thu Oct 29, 2015 19:21
 
Forum: Minetest Engine
Topic: Postgresql Backend
Replies: 31
Views: 14126

[WIP][Mod] Industrial Signs [0.1]

OK, now for real: As we all know we invent new things when we need them, so this is a little mod I made today because I needed new items. It simply adds a couple of industrial-ish signs. Current version: 0.1 https://github.com/kociak1984/industrial_signs Anticipating questions: Yes, there will be mo...
by Kociak
Sun Sep 27, 2015 18:07
 
Forum: WIP Mods
Topic: [WIP][Mod] Industrial Signs [0.1]
Replies: 0
Views: 701

Re: [mod] Bridges and stairs, factory-style [factory_bridges

Great mod! I'm overusing it in my world :D
...don't change the names... :P
by Kociak
Sun Sep 27, 2015 18:01
 
Forum: WIP Mods
Topic: [mod] Bridges and stairs, factory-style [factory_bridges]
Replies: 12
Views: 3889

Re: [Mod] FakeTrees [0.1]

Thank you for the link :)
At the moment I'm trying to make something different by following instructions you mentioned.
by Kociak
Thu Sep 17, 2015 21:15
 
Forum: WIP Mods
Topic: [Mod] FakeTrees [0.1]
Replies: 5
Views: 1306

Re: [Mod] FakeTrees [0.1]

Why not simply /give yourself the trunk/leaves for normal tree's and place those instead of defining nodes for each under fake tree's ? Placed leaves will not disappear when placed in default game... What about that simple childish satisfaction that you managed to put some things together and that ...
by Kociak
Thu Sep 17, 2015 07:43
 
Forum: WIP Mods
Topic: [Mod] FakeTrees [0.1]
Replies: 5
Views: 1306

[Mod] FakeTrees [0.1]

Licence: WTFPL Mod dependencies: none (so far...) Textures... well... Minetest's ones... - authored by Cisoun and PilzAdam (WTFPL) Where to get it: https://github.com/kociak1984/faketrees - History ("just why the heck you created this?") As me and my friend have a world running in Minetest...
by Kociak
Wed Sep 16, 2015 20:16
 
Forum: WIP Mods
Topic: [Mod] FakeTrees [0.1]
Replies: 5
Views: 1306

Re: Postgresql Backend

Actually I had very strange dumps. Backend runs fluently... but... <<snip-snip>> 2015-09-11 23:10:06: ERROR[main]: UNRECOVERABLE error occurred. Stopping server. Please fix the following error: 2015-09-11 23:10:06: ERROR[main]: Lua: OOM error from mod 'mg' in callback environment_OnGenerated(): not ...
by Kociak
Fri Sep 11, 2015 21:18
 
Forum: Minetest Engine
Topic: Postgresql Backend
Replies: 31
Views: 14126

Re: [Mod] Lifts [0.3.3] [lift]

@rubenwardy You're right of course but this is my first code in Lua so did not worry too much about LUA programming standards. It's was a big mistake. I sent version 0.3.4 with small bugfix - now it's work on last dev Minetest without any edit. If that was 0.3.4 - here it is, with changes I mention...
by Kociak
Mon Aug 31, 2015 18:53
 
Forum: Mod Releases
Topic: [Mod] Lifts [0.3.4] [lift]
Replies: 34
Views: 16235

Re: [Mod] Lifts [0.3.3] [lift]

Hello whwn i use this mod iv got this error message " 2015-08-28 12:27:14: ERROR[main]: Server: Failed to load and run /home/lele/.minetest/mods/lift/init.lua 2015-08-28 12:27:14: ERROR[main]: ModError: ModError: Failed to load and run /home/lele/.minetest/mods/lift/init.lua 2015-08-28 12:27:1...
by Kociak
Fri Aug 28, 2015 20:48
 
Forum: Mod Releases
Topic: [Mod] Lifts [0.3.4] [lift]
Replies: 34
Views: 16235

Re: [Mod] Lifts [0.3.3] [lift]

Other control nodes (control_down, control_stop) should have description = "lift:control_down" etc. Wrong. The description attribute contains the item description you see when you hover the item in the inventory (the tooltip). The node name (ID) is the first argument to minetest.register_...
by Kociak
Thu Aug 27, 2015 16:50
 
Forum: Mod Releases
Topic: [Mod] Lifts [0.3.4] [lift]
Replies: 34
Views: 16235

Re: [Mod] Lifts [0.3.3] [lift]

I like the mod much :) But! I think there is a mistake in code, that prevents listing all the items in inventory - I am unable to search all of them by name. File: init.lua (((((SNIP))))) minetest.register_node("lift:control_up", { tiles = {"lift_control_top_and_bottom.png", &quo...
by Kociak
Mon Aug 24, 2015 20:05
 
Forum: Mod Releases
Topic: [Mod] Lifts [0.3.4] [lift]
Replies: 34
Views: 16235

Re: Problem after deleting chunks

If it wouldn't be like 1000000 (yes, a million) chunks to delete - that wouldn't be a problem. As I estimated only about 31000 chunks of over a million should be left intact... Anyway - I'll try it out. EDIT: Mentioned command partially does the job - it resets all the nodes in a chunk to air, so it...
by Kociak
Mon Apr 13, 2015 17:32
 
Forum: Minetest Problems
Topic: Problem after deleting chunks
Replies: 2
Views: 779

Problem after deleting chunks

Hi there. Recently my world became corrupted - migrating back&forth reset mapgen value so I had "flat" chunks instead of "v6". I managed to select a range of chunks, and deleted them with self-made script working on the sqlite file. Chunks present within the world are the one...
by Kociak
Sun Apr 12, 2015 21:28
 
Forum: Minetest Problems
Topic: Problem after deleting chunks
Replies: 2
Views: 779

Re: Convert Minecraft maps to Minetest WorldEdit schematics

Hello, my first post here, so excuse me any mistakes - english is not my native language.
I've just used this filter to import a building from minecraft's world. The thing I've noticed - imported schematic needed to be flipped along X axis. I've repeated this with two independent constructions.
by Kociak
Fri Apr 03, 2015 20:36
 
Forum: Minetest Maps
Topic: Convert Minecraft maps to Minetest WorldEdit schematics
Replies: 69
Views: 57041

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