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Re: [Mod] Technic [0.4.7] [technic]

Greetings

Inocudom wrote:The supply converter does not seem to be working right. Even when the wires are hooked up properly, no power is received.


From my experience with this mod, you need to have a switching station on both circuits in order for it to work.

Peace
UOAbigail
by UOAbigail
Sun May 04, 2014 11:02
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 516789

Greetings I would love to install this mod... however, the host that the green link goes to has a couple of problems. First problem is that it refuses to allow a download without signing up for their service. I do not wish to join their service. Second problem, the button to downlowad it is smaller ...
by UOAbigail
Mon Apr 14, 2014 11:13
 
Forum: Mod Releases
Topic: [Mod] Glowing Crystals [0.8.2] [glowcrystals]
Replies: 16
Views: 5843

Greetings ;) I am not sure which context of 'zoom' is being discussed here.. but I will describe three possible versions.. In the first version, we click the map and see a 30 tile by 30 tile radius displayed (as an example) When we zoom in.. we still have the same 30 tile by 30 tiles displayed.. jus...
by UOAbigail
Thu Apr 10, 2014 06:34
 
Forum: WIP Mods
Topic: [Mod] MAPP - map for Minetest - optimized! [0.2.4]
Replies: 113
Views: 29691

Greetings ;) Hello how do I use this mod If I try by just put it in my mods Folder and rename it to weirdores I get the following error. 23:20:24: ERROR[main]: ========== ERROR FROM LUA =========== 23:20:24: ERROR[main]: Failed to load and run script from 23:20:24: ERROR[main]: /home/ruehmann/.minet...
by UOAbigail
Tue Apr 08, 2014 01:24
 
Forum: Mod Releases
Topic: [Mod] Weird ores (and antigravity) [github] [weirdores]
Replies: 27
Views: 9504

Greetings ;) Hello I get the following message at start. item 'animalmaterials:glass' not found How can I disable that? Thanks, JPR I am not sure if my copy of the animals modpack is the most recent, but I was unable to find animalmaterials:glass within the animalmaterials.lua file. However, you cou...
by UOAbigail
Tue Apr 01, 2014 23:32
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 756654

Greetings ;) Hello Everything but the worldgen is active. If I activate the worldgen nothing changes I still get tons of the error. ERROR[ServerThread]: Ore::resolveNodeNames: ore node 'technic:uranium_mineral' not definedOre::resolveNodeNames: ore node 'technic:uranium_mineral' Thanks, If you have ...
by UOAbigail
Tue Apr 01, 2014 23:20
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 516789

Greetings ;) Hello I get the following error if I try to load gates_iron 10:18:17: ERROR[main]: ========== ERROR FROM LUA =========== 10:18:17: ERROR[main]: Failed to load and run script from 10:18:17: ERROR[main]: /usr/local/share/minetest/mods/gates_iron/init.lua: 10:18:17: ERROR[main]: /usr/local...
by UOAbigail
Mon Mar 31, 2014 23:53
 
Forum: Mod Releases
Topic: [Mod] Gates [1.8] [gates]
Replies: 64
Views: 28335

Greetings 09:49:40: ERROR[main]: ========== ERROR FROM LUA =========== 09:49:40: ERROR[main]: Failed to load and run script from 09:49:40: ERROR[main]: /home/mimilus/.minetest/mods/tulips/init.lua: 09:49:40: ERROR[main]: /home/mimilus/.minetest/mods/tulips/init.lua:26: attempt to index global 'dye' ...
by UOAbigail
Mon Mar 31, 2014 12:09
 
Forum: WIP Mods
Topic: [Mod] Tulips [0.2] [tulips]
Replies: 10
Views: 3426

Greetings [images] Sorry, but those screenshots do not motivate me to download this mod. There's already a ruby ore mod and your node textures seem to be a bit too poor for me. I'm not trying to be mean but, if you don't want to download it that's completely fine with me. I might consider changing t...
by UOAbigail
Sun Mar 23, 2014 19:55
 
Forum: Mod Releases
Topic: [Mod] Mo Stones [2.0] [mo_stones]
Replies: 10
Views: 3774

Greetings Version 0.4 adds Bauxite and Basalt, and fixes YATF. (Yet another texture fail) If you continue like that (2 ores = + 1 version number) then you'll be at version 0.200.0 when added 100 ores. 100 ores * 6 (axe, sword, pickaxe, shovel, block, block_in_ground) would create about 600 additiona...
by UOAbigail
Sun Mar 23, 2014 19:39
 
Forum: WIP Mods
Topic: Ores [mod][0.8][WIP][ores]
Replies: 30
Views: 5472

Greetings

FNC wrote:is there a way to take the fuel buckets and put them into a chest auto?


If you have pipeworks installed, the sand tube will do this for you if you place it within 2 tiles of the fuel buckets.

Peace
UOAbigail
by UOAbigail
Sun Mar 23, 2014 00:39
 
Forum: Old Mods
Topic: [Mod] Oil Mod [1.1.2] [oil]
Replies: 90
Views: 43526

Greetings I constantly get error like "unable to load and run [...]technic/technic/init.lua"... Can you copy here the ERROR-lines from the 'debug.txt' line? Yes, here You are: [spoiler] ------------- Separator ------------- 18:53:00: ACTION[main]: WARNING: Mod name conflict detected: "doors" 18:53:0...
by UOAbigail
Wed Mar 19, 2014 18:31
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 516789

Greetings ;) For my singleplayer game I modified the 5ores mod to have actual mineral names and modified them to work with the 'Moon Realm' mod. They now spawn in moon rocks only (instead of in default stone) at an elevation above 20,000. Moon Realm can be found https://forum.minetest.net/viewtopic....
by UOAbigail
Tue Mar 18, 2014 11:37
 
Forum: WIP Mods
Topic: ores
Replies: 8
Views: 1586

Tested that and now may repeat dev's words: "this needs work". It works, but needs some time. Colours, taken from textures are wrong half of a time. There are no settings/hotkeys to change look & feel, size or anything else of a map. Still want a mod that adds simple maps. Knowing where you are is ...
by UOAbigail
Mon Mar 10, 2014 20:58
 
Forum: WIP Mods
Topic: [Mod] MAPP - map for Minetest - optimized! [0.2.4]
Replies: 113
Views: 29691

Greetings ;) I am using the 'stable' version of Technic (the one that does not include windmills) and I, too, had issues [...] The "stable" version is obsolete, it was meant for 0.4.7 only. Greetings ;) Yeah.. when I very first started to play Minetest, Technic was one of the first mods I downloade...
by UOAbigail
Sun Mar 09, 2014 10:36
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 516789

Furnaces unfortanely have this bug, actually pistons should never move furnaces or chests anyway. To get your map to work again you should try updating to 0.4.9 stable, the problem seems to fixed there. (It may also be sufficent to just use a recent minetest_game from https://github.com/minetest/mi...
by UOAbigail
Fri Mar 07, 2014 19:45
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 528486

Greetings ;) If you are using the same version as I am, then you will also have to check the recipes for the mese sorting tubes and dig around in the node breaker scripts to make the same changes. Failure to make the change in the node breaker script will cause your server to crash with an error re...
by UOAbigail
Wed Mar 05, 2014 20:56
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 516789

Greetings. I am using the version of this mod re-linked by Topywo above. Nice mod, BTW. I am posting this message because I also use several other mods, including the GloopTest modpack which includes Kalite as a coal substitute and Kalite Torches. For my personal singleplayer use, I cloned the init ...
by UOAbigail
Wed Mar 05, 2014 15:39
 
Forum: Mod Releases
Topic: [Mod] Tunnel Boring Machine [0.4 beta] [tbm]
Replies: 57
Views: 24664

Greetings ;) I am using the 'stable' version of Technic (the one that does not include windmills) and I, too, had issues with the tree tap and had to make the same changes. If you are using the same version as I am, then you will also have to check the recipes for the mese sorting tubes and dig arou...
by UOAbigail
Wed Mar 05, 2014 13:18
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 516789

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