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

Well im trying to get the centrifuges to work, and they are working halfway. The problem im running into is, if i place them side by side to each other, even with the tubes they pass the dust between each other but not through the tubes. Then if i stagger the centrifuges to keep them from passing be...
by DoyleChris
Fri Aug 28, 2015 22:06
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 541754

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

Thanks hybrid, I was just asking if it looked right. I was going to write it.
by DoyleChris
Thu Aug 27, 2015 20:47
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 541754

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

I think this is what it should look like below.

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
minetest.register_craft({
                        type="cook"
         output = default:copper_ingot.." 3",
         recipe = {{technic:fine_copper_wire 2}},
      })
by DoyleChris
Thu Aug 27, 2015 18:08
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 541754

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

Ok
by DoyleChris
Thu Aug 27, 2015 13:03
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 541754

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

Ill give it a try.
Would i need the textures for it, or would i just be able to right a .lua file with the recipe.
by DoyleChris
Thu Aug 27, 2015 12:05
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 541754

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

Where do i add it at the technic.lua or the default one. If default one where is that located at.
by DoyleChris
Thu Aug 27, 2015 10:20
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 541754

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

Now or do i need to add it.
by DoyleChris
Wed Aug 26, 2015 15:27
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 541754

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

How do you add a craft recipe to a item in technic.
Im thinking of creating one to grind the coils of wire (silver, copper, gold) to reclaim dust to make new ingots if you made to many coils.
So you take 1 coil and grind it you gut 2-3 dust of that material then smelt it back to ingots.
by DoyleChris
Wed Aug 26, 2015 13:10
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 541754

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

I have another question. With the MV grinder and other machines, you can use a control logic to use tubes. I had a grinder right next to a furnace so it ground the lumps sent it to the furnace without a tube. Then the furnace sends it back to the grinder. How do i keep it from coming back to the gri...
by DoyleChris
Sun Aug 23, 2015 16:08
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 541754

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

I figured the Convertor out. I had the output from the HV battery coming from the top and it needs to come from the bottom of the battery.
by DoyleChris
Sun Aug 23, 2015 03:14
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 541754

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

Well i made up some HV solar Arrays and a HV Generator producing 10800 EU.
I hooked up a Convertor to the HV network and routed to a MV network.
I am not getting a readout on the Convertor or the MV swich or battery.
Below are some pictures.
Also a question from before what is the constructor for.
by DoyleChris
Sun Aug 23, 2015 01:32
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 541754

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

— place a node detector directing to the battery box — press F5 and see the how the node at it's full state is called (sth like tech:lv_battery_box8) — configure the detector to that node — place a sticky piston directing to the cable connecting to the generator — connect it with the detector (mayb...
by DoyleChris
Fri Aug 21, 2015 21:17
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 546286

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

Is there a way to put it by the technic power switch, it shows you supply and demand.
WRight a IF/ELSE program, if demand > supply then Activate a Injector on a chest to send fuel. Then when genarator output is below 0 see if the switch still needs power if it does send another fuel.
by DoyleChris
Fri Aug 21, 2015 13:14
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 546286

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

Now im wondering about fuel-fired generators.
Do they auto-shutoff, when there isnt a demand.
by DoyleChris
Fri Aug 21, 2015 08:42
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 541754

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

not sure how to use the node detector. Still learning stuff.
by DoyleChris
Fri Aug 21, 2015 02:07
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 541754

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

Trying to figure out how to use a stick piston with a controller, to control a fuel-fired generator in Technic mode. The generator will burn fuel all the time even when there isnt a load on it, so i want to setup a on demand setup. I made a post in the Technic forum and Hybrid Dog said "you cou...
by DoyleChris
Fri Aug 21, 2015 00:59
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 546286

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

Is there a way for the furnace to auto shutdown when demand is not there. If you put fuel in the furnace it burns all the fuel whether it needs to or not, and if its an on demand setup would be nice. I have upgraded to the MV furnace and i know i can hook up tubes to it, but not sure if that will pu...
by DoyleChris
Thu Aug 20, 2015 20:57
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 541754

Re: Minetest 0.4.13

I am playing a game on 0.4.12 and was wondering how i can bring it to 0.4.13 to play.
by DoyleChris
Thu Aug 20, 2015 20:24
 
Forum: Minetest News
Topic: Minetest 0.4.13
Replies: 141
Views: 54018

Re: [Mod] TBM [0.6][tbm] Modify

Tried it out last night and i love it.
As in the orignal mod post, i wish therewas a text entry for the robots. Or a copy command to more than one.
Trying to program alot of them is hard, and time consuming.
by DoyleChris
Wed Aug 19, 2015 15:55
 
Forum: Modding Discussion
Topic: [Mod] TBM [0.6][tbm] Modify
Replies: 9
Views: 1192

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

Nevermind ill setup some tubes in creative mode and try stuff.
by DoyleChris
Tue Aug 18, 2015 18:23
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 253119

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

If i shut all off except the one that sorts it acts like a regular tube, till it hits a sort color that is active.
You use the green if you want it to go to tge second level.
then white to sort to chest on top and bottom
And you can use the red color as a filter.
by DoyleChris
Tue Aug 18, 2015 15:38
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 253119

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

Well i did read that many times. And if you where to look at the picture, then the setup page you would see. 1. Injector is on the read section, then the chests are on the white and blue. 2. Then in the setup window you have a door and red stone going to red. And cactus going to white which is shuto...
by DoyleChris
Tue Aug 18, 2015 13:30
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 253119

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 sort.
by DoyleChris
Tue Aug 18, 2015 13:02
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 253119

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

Well all my chests are stacked on top and next to each other.
@@@ @=chest
@@@
So should i space them out like this.
@#@#@ @=chest
#@#@# #=space
by DoyleChris
Tue Aug 18, 2015 11:18
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 253119

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

Is there a way to get a sort tube to connect to chests next to each other. I have 2 gold chest sitting next to each other, and i want one for lumps and the other for other stuff. I have a mine deep down and using a teleport tube to bring them to my base then i want to sort them. But when i put tubes...
by DoyleChris
Mon Aug 17, 2015 21:53
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 253119

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

Here are a few pictures.
by DoyleChris
Sat Aug 15, 2015 17:28
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 253119

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

No its not a server, its a singleplayer mode.
The TBM Mod im using said not to run it across the 0,0,0 location, so i was wondering about the teleport tube.
ill get a few pictures to show.
by DoyleChris
Sat Aug 15, 2015 17:19
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 253119

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

Yes i have them named 1 but i still cant get them to send.
Is it a problem if there going over the 0 locations 0,0,0.
by DoyleChris
Sat Aug 15, 2015 15:57
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 253119

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

Well i went to the Github and downloaded the latest version from here and installed it and i am still running into the same problrm. I checked the debug file and it dosent show any errors for the pipeworks. I have attached a screen shot of the items falling on the ground. Your going to ask what vers...
by DoyleChris
Sat Aug 15, 2015 12:56
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 253119

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

I have a cave im digging and collecting items from down -152 unitw. I set up a chest with a itemwise injector connected to a transport tube. and transporting it to a chest on the surface. I tried it on the surface and it worked fine but when i try it from the cave, all the items fall on the ground o...
by DoyleChris
Sat Aug 15, 2015 03:03
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 253119
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