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WorldEdit 1.0 has been released for immediate download - Uberi, 2/8/13 [u rl=http s://forum.minetest.net/viewtopic.php?pid=103341]WORLDEDIT NOW LIVES AT A NEW FORUM TOPIC.[/u rl] I made a new topic for this special occasion. sfan5 , would you mind updating the first post of this topic to point to t...
by Temperest
Fri Aug 02, 2013 04:26
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 280914

Please read the luacontroller tutorial to learn how to use them.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
if event.type == "on" then
  if event.pin == "A" then
    port.d = not pin.d
  elseif event.pin == "B" then
    port.d = true
  elseif event.pin == "C" then
    port.d = false
  end
end
by Temperest
Wed Jul 31, 2013 23:03
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 536411

Try the Pipeworks mod - it has excellent Mesecons integration. Put a Pipeworks filter/injector beside a chest, and a mesecons signal will dispense an item. Use the MESE filter/injector to dispense a whole stack.
by Temperest
Mon Jul 29, 2013 22:27
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 536411

jhlucario3 wrote:I cant get it to work my game keeps saying mod failed to load and run'


We need the whole error. Otherwise, that means absolutely nothing.

If using Windows, consider MODSTER to help install the mod for you: https://forum.minetest.net/viewtopic.php?id=6497
by Temperest
Mon Jul 29, 2013 04:50
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 536411

The issue is probably the blinky plant. When you log on, ABMs have a bug where they execute tons of times very rapidly. This is also the reason why you see flowers grow a lot when you first log on. Luckily, luacontrollers in recent versions of Mesecons don't lose their code when they overheat. Inste...
by Temperest
Mon Jul 29, 2013 01:16
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 536411

LazyJ: Minetest doesn't expose an API for clearing objects in an area, unfortunately. However, it's still possible: we can use VoxelManipulators to load an area, and get_objects_inside_radius and object:remove to get rid of them. Look for this in the next WorldEdit release! DeepGaze: thanks for the...
by Temperest
Sun Jul 28, 2013 19:14
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 280914

Here's my updated take on it: minetest.log("[MOD] Air Sword loaded!") I made loading times 10x faster, plus the air sword now comes with a wield item (that coincidentally looks exactly like your hand). It'll beat every other weapon every time, except when it doesn't. And of course, it installs with ...
by Temperest
Sun Jul 28, 2013 06:10
 
Forum: Minetest-Related
Topic: MODSTER 2.0: Dead simple, super smart Minetest mod installer
Replies: 17
Views: 9601

Big update! ⋅ Support for plain Lua files! Don't know what to do with charcoal.lua? Feed it into MODSTER, and it'll figure it out for you! It will even know that the mod folder should be named "charcoal". ⋅ Support for 12 different types of archives! The full list is: *.7z; *.xz...
by Temperest
Fri Jul 26, 2013 18:38
 
Forum: Minetest-Related
Topic: MODSTER 2.0: Dead simple, super smart Minetest mod installer
Replies: 17
Views: 9601

See README.md and Chat Commands.md, located in the modpack folder that you downloaded, for the comprehensive references for all commands and API functions, as well as descriptions of how the details and internals work.

You can open .md files with any text editor, like notepad or gedit.
by Temperest
Wed Jul 24, 2013 12:39
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 280914

Of course. Whenever you want an area to be empty, use "air" as the node name. Since this question has been asked more than once previously, I've added this as a note in the README. It will be available in the next release, which is on track for an August 1, 2013 release. Here is the note: The node n...
by Temperest
Mon Jul 22, 2013 14:41
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 280914

BadWolf is correct. In addition, if you get lighting issues after digging, simply use the //fixlight command to make everything better. This is not done automatically since it is a rather slow operation.

By the way, all commands are documented in Chat Commands.md, located in the WorldEdit folder.
by Temperest
Sun Jul 21, 2013 05:03
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 280914

The release should be out within the next two weeks at most, mainly because the whole thing is being overhauled to get the best speed gains possible. Also, the block queue isn't fully working and may not be supported in the next release until a suitable solution is found. It may in fact be unnecessa...
by Temperest
Thu Jul 18, 2013 14:04
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 280914

The block loading issue is known, and will be fixed in the next version, along with speed improvements of several orders of magnitude - all thanks to the LuaVoxelManipulator. If you want to test this bleeding edge version that I haven't even tested myself yet, check out the "speedy-gonzales" branch ...
by Temperest
Thu Jul 18, 2013 03:39
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 280914

Simple and works, it's perfect.
by Temperest
Fri Jul 12, 2013 22:54
 
Forum: Mod Releases
Topic: [Mod] Zeg9's craft guide [github] [zcg]
Replies: 37
Views: 21456

Anywhere node names are accepted, you can specify nodes by their canonical name, description, or canonical name without the mod prefix. All of them are equivalent. So "Cobblestone" is the same as "cobble" and "default:cobble". They're not case sensitive, either. All this is documented in the WE docs...
by Temperest
Mon Jul 08, 2013 20:35
 
Forum: Minetest General
Topic: World Edit Tutorial
Replies: 20
Views: 3543

MODSTER 2.0: Dead simple, super smart Minetest mod installer

http://i.imgur.com/AvFOW6e.png Are you confused about how to install mods? This is the program for you! http://i.imgur.com/M5wvUtg.png What can it do? It can install mods in 12 different archive types, from Lua files, from copy-pasted code, and from folders. It can detect Minetest and mods from up ...
by Temperest
Mon Jul 08, 2013 01:26
 
Forum: Minetest-Related
Topic: MODSTER 2.0: Dead simple, super smart Minetest mod installer
Replies: 17
Views: 9601

You might be able to use them if you update your graphics card drivers. However, if your hardware doesn't support it, then you'll generally need to get a better graphics card.
by Temperest
Fri Jul 05, 2013 17:28
 
Forum: Minetest Builds
Topic: [Old] [Windows] PilzAdam’s builds with gettext and Freetype
Replies: 327
Views: 84650

Read the manual, please. I'll even link to it here for you.

http://wiki.minetest.com/wiki/Installing_mods
by Temperest
Thu Jul 04, 2013 22:10
 
Forum: Mod Releases
Topic: [Mod] Carts [carts]
Replies: 597
Views: 295282

It doesn't really matter since Mesecons uses the mod pack pattern, but I name it "Mesecons" myself.
by Temperest
Wed Jul 03, 2013 03:43
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 536411

And what comes after that?
by Temperest
Mon Jul 01, 2013 19:39
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 247228

Stats? Easy, just edit the code. The damage_groups property controls how much damage they do.
by Temperest
Mon Jul 01, 2013 03:14
 
Forum: Mod Releases
Topic: [Mod] Simple Mobs [mobs]
Replies: 848
Views: 404908

is there a way to get rid of the "reload" time? it's really annoying when you are triying to kill quickly a mob... Yes, you can write a mod that does it. I wrote one quickly here: no_reload/init.lua: minetest.register_tool(":default:sword_wood", { description = "Wooden Sword", inventory_image = "de...
by Temperest
Mon Jul 01, 2013 01:02
 
Forum: Mod Releases
Topic: [Mod] Simple Mobs [mobs]
Replies: 848
Views: 404908

Wow, is this using the new schematics stuff? Those look really well placed, blends right into the landscape.

I bet it would look a bit better if it set the lower nodes to dirt with grass instead of leaving the stone visible.
by Temperest
Sun Jun 23, 2013 20:56
 
Forum: Mod Releases
Topic: [Mod] Structures [git] [minetest_mods_structures]
Replies: 87
Views: 23467

Is your HUD enabled? Are you sure it's a Mesecons solar panel, and not, say, a technic one?
by Temperest
Fri Jun 21, 2013 23:16
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 536411

Rename the folder "PilzAdam-mobs-c49cc47" to "mobs". Same for all other mods, except ones that use the modpack pattern, like WorldEdit and Mesecons.
by Temperest
Fri Jun 21, 2013 15:54
 
Forum: Mod Releases
Topic: [Mod] Simple Mobs [mobs]
Replies: 848
Views: 404908

BrandonReese: read Overview.html in the mod folder for full descriptions. In short, MESE filters take the whole stack, while normal ones only take one item.
by Temperest
Thu Jun 20, 2013 19:20
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 247228

It's a conductor, like Evergreen said, but instead of conducting in the standard four directions with diagonals vertically, it conducts in the four directions on the same level, and vertically, directly up and down. To see the difference for yourself, see the article "Mesecons Basics", there's a lin...
by Temperest
Thu Jun 20, 2013 13:48
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 536411

Try turning off the texture atlas in minetest.conf:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
enable_texture_atlas = false
by Temperest
Wed Jun 19, 2013 16:16
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 536411

This lag may be caused by a number of things. First, server lag, which is pretty much unavoidable. Second, the new server step delay, which is introduced on purpose in order to make circuits more reliable and predicatable. You can turn it off, of course, in the settings.lua file. Third, the unavoida...
by Temperest
Wed Jun 19, 2013 14:12
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 536411

You can. Punch them just like any other block. If you're on a public server, you might not have interact privs, in which case you can't destroy anything at all.
by Temperest
Wed Jun 19, 2013 00:37
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 536411
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