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

Thanks for your quick reply and clarification, VanessaE. What he means is minetest_game, as in the subgame content installed in /usr/share/minetest/games, or <your minetest dir>/games, or ~/.minetest/games, or similar. [...] If your mese is different from what the mod expects, it's because your copy...
by Laudrin
Mon Dec 28, 2015 11:47
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 251114

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

Sounds like you have an old copy of the Minetest Game. Napiophelios , I'm a little bit confused when you say that the Minetest game sounds like an older version. As I wrote in the posting preceding yours, I use 0.4.13, which is labeled as the most recent version on the Minetest homepage. VanessaE ,...
by Laudrin
Mon Dec 28, 2015 08:45
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 251114

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

Laudrin i think you have an old version of minetest. the default mese is the mese block tbillion, thanks for the reply. I use the latest 0.4.13 (Win64-version on Windows 10, but that shouldn't make a difference, or should it?) with pipeworks 2013-07-13 (taken from the init.lua) which is linked in t...
by Laudrin
Thu Dec 24, 2015 06:10
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 251114

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

Thank you for this awesome mod! :-) Don't know if that is already fixed in the latest development version, but in the version linked in the thread's first post download a few days ago, crafting a teleporter tube won't work. teleport_tube.lua line 226 and following are: recipe = { { "homedecor:p...
by Laudrin
Wed Dec 23, 2015 12:15
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 251114

Re: [Mod] Boost cart [boost_cart]

The cart calculates its velocity each node, this means, it will decelerate and start moving backwards again (like it does on hills). Yes, that was my problem, the cart would reverse direction instead of stopping. - Adding a new meta int "cart_stop" to the new stop rail node - Checking the...
by Laudrin
Wed Dec 23, 2015 11:51
 
Forum: Mod Releases
Topic: [Mod] Boost cart [boost_cart]
Replies: 87
Views: 50198

Re: [Mod] Boost cart [boost_cart]

Krock, I created a new kind of rail ("stop rail") which should stop the cart when not powered via mesecon, and accelerate it when powered. Acceleration works fine, but I only can find a way to set an amount of deceleration for the rail, not to stop the cart completely via function or direc...
by Laudrin
Wed Dec 23, 2015 00:19
 
Forum: Mod Releases
Topic: [Mod] Boost cart [boost_cart]
Replies: 87
Views: 50198

Re: [Mod] Boost cart [boost_cart]

You can use sticky pistons to destroy the rails, so the cart will stop instantly (or maybe not?). Hm, I already experimented with those, but as you said, that would mean the rail track would be destroyed and I'd have to repair it manually. Brake rails can turned on and off with mesecons already now...
by Laudrin
Tue Dec 22, 2015 16:22
 
Forum: Mod Releases
Topic: [Mod] Boost cart [boost_cart]
Replies: 87
Views: 50198

Re: [Mod] Boost cart [boost_cart]

Thank you Krock, for your awesome addition to the carts mod. It eliminates some of the restrictions. Now I can build a rail network in my world. :-) I recognized that boost_cart rails have a slightly brighter texture then the original cart mod rails I build before installing your mod. Nothing seriou...
by Laudrin
Mon Dec 21, 2015 18:24
 
Forum: Mod Releases
Topic: [Mod] Boost cart [boost_cart]
Replies: 87
Views: 50198

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