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Re: Post your modding questions here

Stairs.jpg I have a wall question. In the picture i set up some stairs going up and stairs going down. I am using HomeDecor as a mod. In the picture you see the back of the stairs going up and the hole going down to the basement. I put railings on the stairs going up but i am trying to figure out h...
by DoyleChris
Sat Nov 21, 2015 21:58
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 659202

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

Here is a picture of what im trying to do.
Trying to get the detector to power line A on one lump pass then, line B on the second lump pass, then have a AND,OR gate or a controller trigger the Injector.
Untitled.jpg
Untitled.jpg (370.84 KiB) Viewed 3763 times
by DoyleChris
Wed Oct 28, 2015 20:34
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 546322

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

Is it possible with a tube detector to active a injector after 2 items pass by the detector. Example detector connected to a controller then to a injector, a lump passes by the detector activates one port then a 2 goes by the same detector and trigger a second port connected to a AND gate to send th...
by DoyleChris
Wed Oct 28, 2015 18:08
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 546322

Re: Post your modding questions here

Is there a way with Mesecons or DIgilines to have a counter. Example I have a chest where all my Iron Lumps go into. And i want to use a Stack Injector to send a full Stack to a grinder, Then output it to a tube dectector which sends a signal to the counter till it reaches 198 then sends a signal to...
by DoyleChris
Tue Oct 27, 2015 22:40
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 659202

Formspec not showing up for Technic Quarry.

I am having a problem with my singleplayer world im playing. I have a couple Admin Anchors around to keep a few things running when i am not near them. But my computer shutdown when i was playing the game, now my admin anchors arent working right and my HV quarry machines the Formspec is not showing...
by DoyleChris
Sun Oct 25, 2015 01:50
 
Forum: Minetest Problems
Topic: Formspec not showing up for Technic Quarry.
Replies: 0
Views: 270

Re: Post your screenshots!

This is one of my mines that I have. The top of the mine starts at -150 and right now from the screenshot which im flying, im at -217 down. Where i created 2 reactors feeding 10 quarry machines digging down.
by DoyleChris
Sun Oct 18, 2015 02:26
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1451073

Re: Post your screenshots!

This is one of my mines that I have. The top of the mine starts at -150 and right now from the screenshot which im flying, im at -217 down. Where i created 2 reactors feeding 10 quarry machines digging down.
by DoyleChris
Sun Oct 18, 2015 02:26
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1451073

Re: [Mod] More Trees! [git][moretrees]

Is there a way to add a craft item to the rubber trees. That besides extracting Latex off the trees or grinding the trunk them extract the grindings to get the latex. Can you cook the Leaves and get the latex.
by DoyleChris
Sat Oct 17, 2015 19:54
 
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 362
Views: 207647

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

I had the same trouble trying to get the Cent. (Centifuge). Trying to get the proper exit side to make it work. The exit and enter is the same side. In the picture you can see below i have my Cents setup, The cents are setup with me facing to the South and the tubes are on the right side of the Cent...
by DoyleChris
Tue Oct 13, 2015 22:08
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 541810

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

I was in the same boat.
Question i got is do you have enough power to run 35 cents.
by DoyleChris
Tue Oct 13, 2015 15:37
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 541810

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

Tonight i can explain which direction they need to be to work.
by DoyleChris
Tue Oct 13, 2015 13:11
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 541810

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

Is it possible to move a rector after its built.
I would like to move it in the y+ direction.
Can i take the fuel out, dissconnect network and dissasamble and move then reassamble.
by DoyleChris
Mon Oct 12, 2015 13:27
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 541810

Re: Post your modding questions here

I am trying to figure out how to make the Nuke Mod 1.6 drop lumps when detonated. I have been comparing the code to the TNT mod and trying to figure out what to add from the TNT mod to the Nuke Mod to make it work.
by DoyleChris
Wed Sep 30, 2015 23:03
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 659202

Re: [Mod] Nuke Mod [1.6] [nuke]

what code do you add to the code so it drops what the tnt explodes.
by DoyleChris
Wed Sep 30, 2015 22:22
 
Forum: Mod Releases
Topic: [Mod] Nuke Mod [2.1] [nuke]
Replies: 122
Views: 83776

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

Im trying to figure out that error and it only happens when a bunch of stuff is in the pipes.
by DoyleChris
Sun Sep 27, 2015 21:08
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 253126

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

any fix for it besides lowering the amount of items in tubes.
by DoyleChris
Sun Sep 27, 2015 18:33
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 253126

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

Here is a picture of what it does.
Pipeworks.jpg
Pipeworks.jpg (381.85 KiB) Viewed 10628 times

Notice the ingots flying out of the Tube but they come back and the error in the upper left.
by DoyleChris
Sun Sep 27, 2015 16:50
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 253126

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

I have a problem where ingots coming out of the furnace overwhelmes the tubes and ingots start coming out of the tubes then fly back in. And i get this error. 2015-09-18 17:58:49: ERROR[main]: Client::handleCommand_ActiveObjectMessages: caught SerializationError: deSerializeString: couldn't read all...
by DoyleChris
Sun Sep 27, 2015 14:49
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 253126

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

I dont know how you got water out of ny post.
The problem is the injector is feeding to many lump stacks to the grinders and furnace. Which cause a clog on the pipeworks.
by DoyleChris
Sun Sep 27, 2015 14:43
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 546322

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

Question about running a Injector. I have my Grinders and Furnaces all hooked up with pipeworks and running all of them from one chest and a injector. The problem is that if i use a Blinky light, it feeds the pipeworks with to many items and Minetest starts to delete them. So i was wondering if ther...
by DoyleChris
Sun Sep 27, 2015 01:26
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 546322

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

Well you need 6 paper and 3 copper for LV cable then 6 rubber and 3 LV Cable for MV Cable then 6 plastic and 3 MV Cables for HV Cable.
by DoyleChris
Sat Sep 26, 2015 17:01
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 541810

Re: [Mod] Bags [bags] Attach bags to your inventory to incre

I have refered to that in the previous reply but i cant figure out the formspec sturcture of the bags init.lua.
by DoyleChris
Fri Sep 25, 2015 10:03
 
Forum: Mod Releases
Topic: [Mod] Bags [bags] Attach bags to your inventory to increase storarage.
Replies: 68
Views: 31054

Re: [Mod] Bags [bags] Attach bags to your inventory to incre

Well i tried it in both sections of the form spec. Not at the same time but separate times and it still didn't work. local get_formspec = function(player,page) if page=="bags" then return "size[8,7.5]" .."list[current_player;main;0,3.5;8,4;]" .."button[0,0;2,0.5;ma...
by DoyleChris
Fri Sep 25, 2015 02:17
 
Forum: Mod Releases
Topic: [Mod] Bags [bags] Attach bags to your inventory to increase storarage.
Replies: 68
Views: 31054

Re: [Mod] Bags [bags] Attach bags to your inventory to incre

I was wondering if there was a way to add the Shift Click option to the bags. Look at this post https://forum.minetest.net/viewtopic.php?f=18&t=12629&hilit=listring I need to use listring "list[current_name;main;0,0;8,4;]".. "list[current_player;main;0,5;8,4;]" .. "l...
by DoyleChris
Wed Sep 23, 2015 22:37
 
Forum: Mod Releases
Topic: [Mod] Bags [bags] Attach bags to your inventory to increase storarage.
Replies: 68
Views: 31054

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

I have a question about the admin anchor. If i tell it i want 8 blocks, how many are kept alive. Would it be a 8*8*8, or 8*8 and all the way up and down.
by DoyleChris
Wed Sep 23, 2015 10:46
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 541810

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

I set up a reactor and some quarry machines in one of mine mines. And they started digging Then all of a sudden started diggig a checker board patteran. I noticed on the minimap that there is a checker pattern by the reactor. I have a anchor block on top of the reactor to keep the machines alive.
by DoyleChris
Sun Sep 20, 2015 23:38
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 541810

Unknown Error

I am getting this error when im playing. 2015-09-18 17:58:49: ERROR[main]: Client::handleCommand_ActiveObjectMessages: caught SerializationError: deSerializeString: couldn't read all chars 2015-09-18 17:58:49: ERROR[main]: Client::handleCommand_ActiveObjectMessages: caught SerializationError: deSeri...
by DoyleChris
Fri Sep 18, 2015 22:15
 
Forum: Minetest Problems
Topic: Unknown Error
Replies: 1
Views: 529

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

You have a solar array connected to a switch then a battery and machines.
by DoyleChris
Fri Sep 18, 2015 19:12
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 541810

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

Each Tier has advantages.

LV items easy to make (cheap) but machines are slow, and cant send things through the tubes.

MV more expansive, needs rare materials but machines more effiecant and you can use tubed with upgraded.

Best start with LV machines then upgrade.
by DoyleChris
Fri Sep 18, 2015 18:01
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 541810
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