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Re: [mod] Realtime Elevators [elevator]

Thank you sir, that did the trick and it works great. Keep up the great work.
by Cage
Sun Mar 26, 2017 21:12
 
Forum: WIP Mods
Topic: [mod] Realtime Elevators [elevator]
Replies: 14
Views: 3204

Re: [mod] Realtime Elevators [elevator]

I'm unable to reproduce this, are you using any other mods? What exact steps can you use to do it again? By stable, do you mean 0.4.15? Please remember to update the mod before trying again. Yes I am using other mods but the ones I thought might be causing the problem weren't the ones. I can place ...
by Cage
Sun Mar 26, 2017 04:24
 
Forum: WIP Mods
Topic: [mod] Realtime Elevators [elevator]
Replies: 14
Views: 3204

Re: [mod] Realtime Elevators [elevator]

I have a problem and a question. First if I right click on the elevator I get this error which crashes the game.... 2017-03-25 16:05:47: ERROR[Main]: ServerError: Lua: Runtime error from mod 'elevator' in callback item_OnPlace(): .minetest/mods/elevator/init.lua:456: attempt to call method 'get_pos'...
by Cage
Sat Mar 25, 2017 23:51
 
Forum: WIP Mods
Topic: [mod] Realtime Elevators [elevator]
Replies: 14
Views: 3204

Re: [Mod] Advanced Trains [advtrains] [1.7]

Thanks mbb I had them in the advtrains folder but not in the main advtrains folder. Now they work great. Thank you very much for setting me straight.
by Cage
Mon Mar 13, 2017 20:47
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 123574

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

Can you guys tell me how to install the new train mods so they all work? I have installed them all but only the tranlib shows up in the inventory. Not sure what I am doing wrong.
by Cage
Sat Mar 11, 2017 22:39
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 123574

Re: [Mod] Meshnodes [0.3.0] [meshnode]

Great mod. I often wished there was a way to carried an infinite chest around, and now I have a way to do it.
by Cage
Sun Mar 05, 2017 05:17
 
Forum: Mod Releases
Topic: [Mod] Meshnodes [0.3.0] [meshnode]
Replies: 67
Views: 23468

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

No I used the track tool. It's just a weird problem. Like I said one or two detector rails work fine, just have the problem with four. I use four so that the gates come down and stay down until the train has past. Since you don't see the train until the last moment is the reason I used four detector...
by Cage
Sun Mar 05, 2017 04:49
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 123574

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

Orwell seems an old bug is back. If I set up four detector tacks the two end tracks will pivot 90 degrees after the train rolls over them. When that happens the lighting bug in MT appears. If I remove the detector tracks the lighting bug does not come back. Pivots here Pivots here =====X============...
by Cage
Fri Mar 03, 2017 21:27
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 123574

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

Andrey01 looks like you don't have a switch between the two tracks. With the setup you have now the train doesn't see the other track because of the lack of the switcher track. You need to use the track tool to create the switch. Left click where the connecting track needs to go and right click the ...
by Cage
Thu Feb 23, 2017 18:48
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 123574

Re: [Mod] Advanced Trains [advtrains] [1.6.4]

orwell two questions. You can walk and get on the train but how do you get back off without moving the length of the train to get off? Try to get off normally and it puts you back on the train. Train mod is really getting better all the time. Any chance of getting a mine train?
by Cage
Tue Feb 14, 2017 02:30
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 123574

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

Yes I know that but they don't stick together. So using them wouldn't work. I guess I will just have to live with the ugly glue sides showing. :(
by Cage
Sat Feb 04, 2017 03:16
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 540797

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

I realize the orientation is not important but I would like to rotate it for ascetic reasons. A wall of movestones facing East and West do not look as good as the North and South orientations. What I have done is create a 4X10 node gate using them. I works really well, but I would prefer to have the...
by Cage
Thu Feb 02, 2017 03:07
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 540797

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

Tried that, they only face North and South. The screw driver has no effect, and perspective does not change it either. I found a way to use them to create very large gates, but I need to be able to rotate them. Maybe it's a version that is out of date with the newest MineTest version.
by Cage
Wed Feb 01, 2017 19:57
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 540797

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

Oops brain fart LOL. Thanks for letting me know.
by Cage
Wed Feb 01, 2017 02:44
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 536971

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

Does anyone know how to rotate movestones if so how to do it?
by Cage
Wed Feb 01, 2017 02:41
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 540797

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

Quick Question. How can you rotated movestones? I have found a really good use for them but need to be able to rotate the movestone.
by Cage
Tue Jan 31, 2017 18:37
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 536971

Re: [Mod] Advanced Trains [advtrains] [r. 1.3]

That did the trick. I know you have more important things to do then just work on the trains. Being programmer myself (Not LUA yet but working on it) I understand about forgetting things in updates. This mod is one of the best additions to Minetest. Thank you very much for all your hard work on this...
by Cage
Thu Jan 19, 2017 20:56
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 123574

Re: [Mod] Advanced Trains [advtrains] [r. 1.3]

orwell I down loaded the latest version and found one small bug. The bumper track will only face North. You can change the direction but it will revert back to north with in a few seconds. Also I saw you have a zip file that is suppose to turn off the debug info. I have tried both zip files and stil...
by Cage
Thu Jan 19, 2017 06:45
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 123574

Re: [Mod]Modular tunnel boring/building machine [digtron][0.

FaceDeer that fixed it. Back to boring holes again :). Thank you very much for this mod and all your hard work.
by Cage
Wed Jan 11, 2017 21:24
 
Forum: WIP Mods
Topic: [Mod] Modular tunnel boring/building machine [digtron][0.8]
Replies: 120
Views: 23251

Re: [Mod]Modular tunnel boring/building machine [digtron][0.

I down loaded your new version and ran into a bug. I was boring a tunnel and when the machine came to the end of the cycle I was short of my goal. Went to restart the machine and the game crashed. Unless the machine is completely clear of anything it will crash the game on restart. Seems like the co...
by Cage
Wed Jan 11, 2017 08:13
 
Forum: WIP Mods
Topic: [Mod] Modular tunnel boring/building machine [digtron][0.8]
Replies: 120
Views: 23251

Re: [Mod] Advanced Trains [advtrains] [1.0.3]

Really like your Advtrains mod. Although the latest version has a bug. Once a wagon is placed on the track and you click on the wagon for any reason it crashes the game. The game will not reload until the advtrains mod is disabled. Here is what it displays: Runtime error for mod 'advtrains/wagons.lu...
by Cage
Mon Oct 24, 2016 21:13
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 123574

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