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

Assistance or advice required! I am trying to automate some crafting. I would like to have a chest full of some item, which then gets automatically pulled/pushed to a furnace, when then pushes it out to another chest: chest 1 --> injector --> furnace --> chest 2 I have the furnace to chest 2 working...
by ShadowAce
Mon Jan 18, 2016 19:04
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 660334

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

OK--I figured out my admin anchor issue.

While I had relatively few anchors, they were keeping larger quantities alive. So the parameter in the .conf file should be the total number of blocks--not the number of admin anchors.

Also, I was confusing blocks with map nodes.

I'm all good now.
by ShadowAce
Sat Nov 21, 2015 22:19
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 660334

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

Hi ShadowAce, There is a setting in minetest.conf called max_forceloaded_blocks which defaults to 16. You can increase this number but you have to be careful when not on singleplayer because keeping blocks loaded can take a lot of processing. Just as a reference point, each player keeps 125 map blo...
by ShadowAce
Sat Nov 21, 2015 14:25
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 660334

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

I've run into an interesting situation. I've set up Admin Anchors at my power supply and at my quarries without issues in the past. Now, I have created a new power supply (to avoid running cables all over the place), with new quarries, but the admin_anchor I place there says that it is Keeping 0/1 m...
by ShadowAce
Fri Nov 20, 2015 18:32
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 660334

Re: Mod Request ?

Yeah--I've already got a couple of admin_anchors--one on top of the nuclear reactor, and one down by the quarry machines--so keeping them loaded and running is not the issue. However, once they are done digging (a limit of 100m down, it seems), I need to move the machines down and string another 100...
by ShadowAce
Fri Nov 06, 2015 19:27
 
Forum: Minetest Features
Topic: Mod Request ?
Replies: 2
Views: 694

Mod Request ?

Not being a programmer anymore (years ago), I'd like to request a mod from you current programmers out there. I looked at the Mesecons Mod, but I'm not sure it does what I'd like--provide wireless power transmission, like tesseracts in Minecraft. I'm getting tired of stringing HV cable down 500m hol...
by ShadowAce
Fri Nov 06, 2015 15:49
 
Forum: Minetest Features
Topic: Mod Request ?
Replies: 2
Views: 694

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

Ahh--thanks! I appreciate that!
by ShadowAce
Wed Oct 28, 2015 01:25
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 660334

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

I have a question about the technic mod--is there a distance limit on the HV cables? I ran a quarry machine down to the full depth, and then I decided to move it down to the bottom of that pit (and I ran HV cable all the way down, plus the tubes, and connected it all up, but the quarry machine did n...
by ShadowAce
Tue Oct 27, 2015 13:18
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 660334

Re: Minetest Server games

Krock wrote:The dev wiki contains a terminology page where all terms are explained.
http://dev.minetest.net/Terminology

Woohoo!! I'm learning (slow, but progress does exist!)
by ShadowAce
Thu Oct 01, 2015 19:29
 
Forum: Minetest General
Topic: Minetest Server games
Replies: 4
Views: 754

Re: Minetest Server games

rubenwardy wrote:minetestserver --worldname game

or

minetestserver --worldpath /path/to/world/folder/


Great! I will try that this evening

rubenwardy wrote:In Minetest, we call saves "worlds". Games are something different.


I did not know that--what is the difference between a game and a world?
by ShadowAce
Thu Oct 01, 2015 19:20
 
Forum: Minetest General
Topic: Minetest Server games
Replies: 4
Views: 754

Minetest Server games

I have a question, as a relatively new minetest player (only about 3 weeks): (Running Linux and minetest 4.12, if that makes a difference) I started a game under the "Server" tab on Minetest and got to the point that I really do not want to start over. I would like to share this world with...
by ShadowAce
Thu Oct 01, 2015 18:44
 
Forum: Minetest General
Topic: Minetest Server games
Replies: 4
Views: 754

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

Dartmouth wrote:Did you look at how you need to combine the copper and zinc ingots?

Edit: Just checked, Unified_inventory says "Method: Alloying", so you will need an alloy furnace.

OK--I am finally getting the hang of this. It's getting more fun as I learn new things.

Thanks for all your help!!
by ShadowAce
Mon Sep 28, 2015 03:47
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 660334

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

I appreciate the help I've received so far--I have one more request. I have installed Unified Inventory so I have the crafting guide. It is telling me that to create a brass ingot, I need 2 copper and 1 zinc ingot. I have tried every sort of combination I could think of, but am not getting the brass...
by ShadowAce
Sun Sep 27, 2015 13:34
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 660334

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

LionsDen wrote:
Checking Unified Inventory, you need 6 paper and 3 copper.

PPP
CCC
PPP

Where P is paper and C is copper ingots.

Paper!! I was thinking rubber for the cable casing. Thank you!
by ShadowAce
Sat Sep 26, 2015 16:15
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 660334

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

I've tried and tried, and researched, and looked through the lua files for the code, but I cannot create an lv_cable.

I've used 3 copper ingots in the crafting table, but nothing appears. I also cannot find the code anywhere in the mod files.

Do I need to DL another module?
by ShadowAce
Sat Sep 26, 2015 14:21
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 660334

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

LionsDen wrote:
You are looking at the recipe for the MV Grinder which needs more stuff and infrastructure than the LV Grinder. Look at that one and you will be able to build it.

Ahh--Thank you.
by ShadowAce
Fri Sep 25, 2015 17:34
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 660334

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

Technic assistance requested! Can someone *please* list the steps (or point me to a web page with them) to create a Grinder, starting from the raw ore? From everything I've seen and researched, it looks to me like there is a circular loop going on--one needs a grinder to make stainless steel, but on...
by ShadowAce
Fri Sep 25, 2015 15:39
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 660334

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

OK--I've done the Google thing, but for some reason, some of the crafting recipes for technic are not working--what am I missing? Running minetest 4.12 on Fedora 64-bit technic mod plus dependencies are installed in ~/.minetest/mods I am trying to make two things--a steel ingot and a grinder I canno...
by ShadowAce
Tue Sep 22, 2015 00:34
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 660334

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