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

It is explained in the manual here: https://github.com/minetest-technic/technic/blob/master/manual.md#uranium-enrichment. Basically, you'll need a lot of centrifuges, which are MV machines.
by Nore
Sun Aug 17, 2014 12:41
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 516924

Re: [Mod] Mailbox! [4.0] [mailbox] - Updated to version 4 {S

Sokomine wrote:Only problem: The receipant's mailbox may not be loaded at the time the letter's posted.


Not a problem, with voxel manipulator :).
by Nore
Sat Aug 16, 2014 16:55
 
Forum: Mod Releases
Topic: [Mod] Mailbox! [4.0] [mailbox] - Updated to version 4 {Send Ability}
Replies: 61
Views: 19440

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

@balthazariv: this has just been fixed, try again with the latest version.
by Nore
Sat Aug 16, 2014 09:18
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 236889

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

@gsmanners: this should have been fixed, but I'll check anyway.
About your grinding & smelting automation, you can use only one level and crossing tubes (actually, you shouldn't even need them, normal tubes should do fine)
by Nore
Fri Aug 01, 2014 03:05
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 516924

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

No, what happens is:
- If item matches any direction, it is sent there
- Else, it is sent somewhere that is enabled where there is no filter - including the input side
That means that you'll have to disable the input side to avoid sending items backwards
by Nore
Fri Aug 01, 2014 03:02
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 236889

Re: Error from Lua

Download the latest dev version, it has just been fixed.
by Nore
Sun Jul 13, 2014 09:07
 
Forum: Minetest Problems
Topic: Error from Lua
Replies: 11
Views: 2491

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

The correct way to use pipeworks with technic in now to put control logic units in the upgrade slot of the furnace, and items with automatically be ejected from it.
by Nore
Sat Jul 12, 2014 16:12
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 236889

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

You have to use the coal alloy furnace for that (8 bricks in the shape of a furnace)
by Nore
Wed Jul 09, 2014 14:53
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 516924

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

Well, there were many commits this morning; but anyway, what was the craft recipe you tested?
by Nore
Wed Jul 09, 2014 14:15
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 516924

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

Which version of technic do you use? There have been a lot of recipe changes lately.
by Nore
Wed Jul 09, 2014 12:22
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 516924

Re: [Mod] Experimental mapgen [mg]

Well, actually, the code for other mods is in other mods (both moreores and technic soft-depend on the mapgen, and call the mapgens hook for the ores if they are enabled). So, 8 may actually be used (you should take a higher number, like 42, to be sure it isn't used). Anyway, thanks for reporting th...
by Nore
Wed Jul 02, 2014 20:40
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 142
Views: 45817

Re: Walkabout to the edge of the world

I guess it should be possible... however, you would see it too when looking down from high in the sky.
by Nore
Wed Jul 02, 2014 14:09
 
Forum: Minetest General
Topic: Walkabout to the edge of the world
Replies: 19
Views: 2133

Re: Way to delete objects from the map?

No, it will delete *all* objects.
by Nore
Tue Jul 01, 2014 15:27
 
Forum: Minetest General
Topic: Way to delete objects from the map?
Replies: 7
Views: 1187

Re: [Game] Minetest NeXt [minetest_next]

You need to use a more recent minetest version (minetest.override_item was added after 0.4.9)
by Nore
Mon Jun 30, 2014 08:38
 
Forum: Old Subgames
Topic: [Game] Minetest NeXt (discontinued) (part of minetest_game)
Replies: 75
Views: 30369

Re: [Mod] Carts [carts]

There has been some work on this, unfortunately it was lost. However, it will be done before client-side Lua is added, since there should be no security holes in the client.
by Nore
Fri Jun 27, 2014 15:43
 
Forum: Mod Releases
Topic: [Mod] Carts [carts]
Replies: 597
Views: 290787

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

You need to update to latest dev version, since pipeworks uses minetest.override_item which isn't available in 0.4.9
by Nore
Fri Jun 27, 2014 12:04
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 236889

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

This is a bug with Minetest modpack handling, when the modpack has the same name as a mod.
You can try to rename the modpack folder to a different name, or to use a dev version of Minetest, since the bug has been fixed in it IIRC.
by Nore
Sun Jun 22, 2014 08:47
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 528627

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

You need to update your mesecons version...
by Nore
Sat Jun 14, 2014 16:58
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 516924

Re: [Mod] Experimental mapgen [mg]

I told you, those are very hard to find. However, when I played on VanessaE's mg test server, I found a vein in which I got almost 500 diamonds...
by Nore
Thu May 01, 2014 18:41
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 142
Views: 45817

Re: [Mod] Experimental mapgen [mg]

You just need to go deep enough, but after that, it does not change.
by Nore
Thu May 01, 2014 15:48
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 142
Views: 45817

Re: [Mod] Experimental mapgen [mg]

They are (very) difficult to find, but once you've found one vein of it, you've got enough for a long time...
About the air pockets, it is in fact the cave generation that does that... it is those which do the breaks in the ice too.
by Nore
Thu May 01, 2014 06:39
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 142
Views: 45817

Re: Infinite world size

I do have code that should make the world infinite, however, there are still a lot of limitations: -> probably overwritten mapblocks by other ones (didn't check this one though) -> you still can't go further than 214748 because of the way floats are sent (a 32 bit integer) -> horrible code -> probab...
by Nore
Tue Apr 29, 2014 08:45
 
Forum: Minetest Features
Topic: Infinite world size
Replies: 171
Views: 29474

Re: [MOD] voltbuild, a fork of itest [voltbuild]

Actually, what happened was that the override in node_dig got merged later... So it is not needed anymore.
by Nore
Sat Apr 26, 2014 05:39
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21301

I don't know if this bug is already known This bug allows to multiply every block, tool, craftitem, etc... It runs with the sand pneumatic tube segment, when you drop an item in it. Put a sand pneumatic tube segment and drop something in it, then, wait a moment and take the entity which go out. Can...
by Nore
Sat Mar 22, 2014 17:43
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 236889

Several contraptions here: a game of life machine, and a new multiplier (multiplies numbers up to 255)... However, I can't do videos, so I will post the world here.
by Nore
Thu Mar 20, 2014 19:06
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 528627

mg is a magen mod: https://forum.minetest.net/viewtopic.php?id=7263
However, you don't need it to get moreores working, it is merely support code for that mapgen.
by Nore
Sun Mar 16, 2014 07:20
 
Forum: Mod Releases
Topic: [Mod] More Ores [moreores]
Replies: 291
Views: 244995


No, this is unrelated, this problem was there before.
by Nore
Sat Mar 15, 2014 14:06
 
Forum: Minetest Problems
Topic: [solved] sounds problem [0.4.9-dev]
Replies: 4
Views: 713

... or, optionally, you could go to the pipeworks mod and change the recipe to produce pipeworks:tube_000000 instead of pipeworks:tube_1... That won't work: actually, what happened was that pipeworks used previously pipeworks:tube_000000, but that has been changed since then to take advantage of 6d...
by Nore
Wed Mar 05, 2014 21:27
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 516924

Nore, that's useful i'll try isolating the ores in future to see the distribution, as you can see too many precious ores, needs development and tuning ;) One of the problems is that all ores/etc use the same noise... so you've got diamond/mese/gold/.. sheets always in that order, and never two diff...
by Nore
Wed Mar 05, 2014 21:12
 
Forum: Mod Releases
Topic: [Mod] River / mountain range mapgen [0.7.1] [watershed]
Replies: 155
Views: 45613
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