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

Yes, only tubes can be inserted in frames, but objects that are touching frames will be dragged too. You can also use templates (the idea is that you build your structure, place templates to replace every node, and click on the template that is next to a motor with the template tool); this makes it ...
by Nore
Fri Apr 24, 2015 08:59
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 529730

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

General questions - When are nodes generated? If I create a world, edit the oregen.lua after, will the new oregen.lua affect the world already created? Is there object/node permanence or does it get generated with each world load. For scarcity, num ores, size, does increasing the number increase or...
by Nore
Fri Apr 17, 2015 20:32
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 529730

Re: [MOD] better mesecons [mesecons_3d]

The code for these is here: https://github.com/Ekdohibs/wires.
There was a discussion about it, it is still there https://github.com/Jeija/minetest-mod-mesecons/issues/128.
by Nore
Sat Mar 28, 2015 08:33
 
Forum: WIP Mods
Topic: [MOD] better mesecons [mesecons_3d]
Replies: 8
Views: 1575

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

I have a subterrain-style nether mod I'm working on that generates huge lava lakes, and I wouldn't exactly call it "common" to find sulphur (though it is pretty plentiful, absolutely). Well, once you've found a lake with sulfur nearby, you'll have plenty of it; however, I'm not sure that ...
by Nore
Sat Mar 21, 2015 21:20
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 529730

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

What would be great for sulphur is if you needed it for gunpowder. Then we could have some serious explosives to work with. That'd be nice, though I'd probably only want to use it for explosives more powerful than TNT since sulfur is not very common. Sulfur is found near lava, where you can find it...
by Nore
Sat Mar 21, 2015 15:10
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 529730

Re: [Mod] Converter Minecraft world to Minetest world

What happens is that the mc X axes become X axes, etc without any change. However, it looks like MT uses a *left-handed* basis, whereas the standard is right-handed... So everything gets reflected :(
by Nore
Sun Feb 22, 2015 08:22
 
Forum: Minetest Features
Topic: [Mod] Converter Minecraft world to Minetest world
Replies: 63
Views: 15874

Re: [Mod] Converter Minecraft world to Minetest world

Also, I saw that a lapis lazuli mod just came out, so you can use that too :)
by Nore
Sat Feb 21, 2015 16:10
 
Forum: Minetest Features
Topic: [Mod] Converter Minecraft world to Minetest world
Replies: 63
Views: 15874

Re: [Mod] Converter Minecraft world to Minetest world

For doors, the mc wiki says that you need to look at metadata in *both* parts of the door to know how the door is; that is not yet supported by my code. What needs to be done would be to add those nodes to a "special" list, and then, check all the nodes in that list and have pieces of code...
by Nore
Sat Feb 21, 2015 11:21
 
Forum: Minetest Features
Topic: [Mod] Converter Minecraft world to Minetest world
Replies: 63
Views: 15874

Re: [Mod] Converter Minecraft world to Minetest world

Try to modify that in a mod, with the function that alters mapgen params then... You should also add no_mudflow or something like that. Also, it may be necessary to completely generate the *chunks* to avoid mapgen regenerating them.
by Nore
Fri Feb 20, 2015 22:18
 
Forum: Minetest Features
Topic: [Mod] Converter Minecraft world to Minetest world
Replies: 63
Views: 15874

Re: [Mod] Converter Minecraft world to Minetest world

That last bug is due to cavegen, you could try disabling caves in the mapgen flags.
by Nore
Fri Feb 20, 2015 07:38
 
Forum: Minetest Features
Topic: [Mod] Converter Minecraft world to Minetest world
Replies: 63
Views: 15874

Re: [Mod] Converter Minecraft world to Minetest world

david@zaiqLin:~/Documents/LiClipse Workspace/mcimport$ python3 mcimport.py "/home/david/.minetest/worlds/mcw/StargateAtlantis-Gearmage" "/home/david/.minetest/worlds/mcw/convert/StargateAtlantis-Gearmage" Saved 0 blocks Saved 50 blocks Saved 100 blocks Traceback (most recent cal...
by Nore
Mon Feb 16, 2015 07:29
 
Forum: Minetest Features
Topic: [Mod] Converter Minecraft world to Minetest world
Replies: 63
Views: 15874

Re: [Mod] Converter Minecraft world to Minetest world

There are a few more things that could be done, such as converting inventories, converting entities, preserving trunk facedir, etc., and adding more nodes & items (maybe including some from mc mods), but some mod like Calinou suggested would probably be best (even a mod that would just add those...
by Nore
Sun Feb 15, 2015 18:45
 
Forum: Minetest Features
Topic: [Mod] Converter Minecraft world to Minetest world
Replies: 63
Views: 15874

Re: [Mod] Converter Minecraft world to Minetest world

I already had a MC -> MT converter here: https://github.com/Novatux/mcimport. It looks similar to yours, but maybe you can improve them with what you're doing (sorry, I have no time to improve mine right now).
by Nore
Sun Feb 15, 2015 11:30
 
Forum: Minetest Features
Topic: [Mod] Converter Minecraft world to Minetest world
Replies: 63
Views: 15874

Re: [Mod] Turtles (robots) [turtle] [WIP]

New version: interaction with formspecs, and digiline IO.
by Nore
Fri Feb 13, 2015 20:47
 
Forum: WIP Mods
Topic: [Mod] Turtles (robots) [turtle] [WIP]
Replies: 4
Views: 1981

[Mod] Turtles (robots) [turtle] [WIP]

This mod adds a programmable robot (turtle), which can move, and interact with the world. They also can interact with formspecs as a player would (for now limited to inventory actions, but that includes crafting). Finally, it is possible to use digilines with the turtle for IO. Planned features are:...
by Nore
Sun Jan 25, 2015 10:03
 
Forum: WIP Mods
Topic: [Mod] Turtles (robots) [turtle] [WIP]
Replies: 4
Views: 1981

Re: [Mod] Experimental mapgen [mg]

Ok, those leaking globals should be fixed now.
by Nore
Sun Nov 23, 2014 13:14
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 142
Views: 46512

Re: Magichet: "The Open Tuesday Update"

It's quite impressive! However, I have a question: are the homes file supposed to be in the sethome mod directory (there is even one in your github repo). Moreover, I looked at aeons, and it looks like it is always impossible to dig the fake bedrock, even when conditions are met. It also looks like ...
by Nore
Sun Nov 09, 2014 20:05
 
Forum: WIP Subgames
Topic: [Game] Magichet: "The 1.2 'Non-Commercial' Release"
Replies: 208
Views: 31491

Re: [Mod] Technic [0.4.10] [technic]

Also to add, use a screwdriver to swivel the furnace around. I found that depending on which direction the furnace stands the side it ejects differs. Some of MV furnaces ejects left side only and other ejects right side only. Something I could never understand. This is a known long-standing bug, an...
by Nore
Sat Nov 01, 2014 12:48
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 529730

Re: [Mod] Technic [0.4.10] [technic]

The Mintest server I'm on disabled MV and HV machines because of the rise in server lag they created, so we only have LV machines available. The inability of LV machines to accept pipes is crippling to most automation, so I'm wondering if there is a reason for this. You can ask the server owner to ...
by Nore
Sat Nov 01, 2014 11:09
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 529730

Re: [Mod] Experimental mapgen [mg]

ISSUE #1 Before you can spawn in a village, the following two conditions have to be met: 1 - The world must have generated far enough to have spawned a village, or you will simply spawn at 0,0,0 Wrong. The code looks for where a village will spawn and spawns the player there. Only, it doesn't, beca...
by Nore
Fri Oct 24, 2014 17:22
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 142
Views: 46512

Re: Post your high-quality screenshots here!

Default game, using mg as mapgen: https://cdn.mediacru.sh/8n2PQEXNwXKN.png http://nore.mesecons.net/screenshot_1685639558.png http://i.imgur.com/XGucw6i.jpg http://i.imgur.com/9I0rw7V.png http://i.imgur.com/eCaaZLR.jpg
by Nore
Sat Oct 18, 2014 16:14
 
Forum: Minetest General
Topic: Post your high-quality screenshots here!
Replies: 26
Views: 5397

Re: Scheduled shutdown

VanessaE uses such a script to restart her servers every day at fixed times, you should try to ask her.
by Nore
Sun Oct 12, 2014 13:38
 
Forum: Minetest Servers
Topic: Scheduled shutdown
Replies: 13
Views: 2240

Re: [Mod] Technic [0.4.10] [technic]

Frames can't be programmed, they are mesecons-controlled items for making multinode devices, so you have to pair them with a LuaController from mesecons.
by Nore
Sat Sep 27, 2014 13:37
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 529730

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

You should be aware that items will move even if they are not in loaded areas, however, whatever activates the injector will likely not trigger in an unloaded area. Moreover, furnaces and other machines will only work if a switching station they are connected to is in an active area, so look if that...
by Nore
Fri Sep 05, 2014 15:38
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 246358

Re: [Mod] Technic [0.4.10] [technic]

Well, try all the different sides, you'll finally find the correct direction. Moreover, tubes only work with MV machines, not LV ones. About the picture, the idea is that each tube is a sorting tube, that will send the item in the machine if it's the correct one, or in the correct direction else: ne...
by Nore
Mon Aug 18, 2014 08:09
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 529730

Re: [Mod] Technic [0.4.10] [technic]

Yes, it's exactly what's expected :). Also, 0.0% fissile uranium blocks, although a bit radioactive, is an excellent radiation shield; you can use it as a replacement for the concrete layer of a reactor, and add another layer of cheaper shielding for those blocks; it will probably become even more u...
by Nore
Sun Aug 17, 2014 20:31
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 529730

Re: [Mod] Technic [0.4.10] [technic]

Try the other side, and if that doesn't work, update technic, a bugfix for that was added yesterday.
by Nore
Sun Aug 17, 2014 17:08
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 529730

Re: [Mod] Technic [0.4.10] [technic]

No, that's the difference between technic machines and most pipeworks devices. You should update technic as well if it doesn't work, as there was a recent bugfix.
by Nore
Sun Aug 17, 2014 16:53
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 529730

Re: [Mod] Technic [0.4.10] [technic]

Centrifuges work with tubes pretty like other MV machines: you have to put a tube upgrade (control logic unit) in them, and connect a tube to the side; it will then send the output items into that tube (due to a bug currently, that side may be left or right depending on the orientation of the machin...
by Nore
Sun Aug 17, 2014 16:00
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 529730
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