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Unfortunately not, there is no way for WorldEdit to know what is a wall and what isn't. Even if we used a rule like "a wall is a block that has air on opposing sides and the same material on both of the other sides", it still wouldn't be able to make a proper house since it doesn't know where the si...
by Temperest
Tue Jun 18, 2013 20:21
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 283296

Check out the brand new //scale command, suggested by Jordach:

Image
(//scale 4)

Right side is the original, left side is original scaled by a factor of 4.

To get this feature, download the very latest version of WorldEdit!
by Temperest
Tue Jun 18, 2013 19:12
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 283296

VoidLord: can you re download the latest version and then open the following file: MESECONS_FOLDER/mesecons_mvps/init.lua Then, copy and paste the contents of the file into a pastebin, like pasteall.org. Post the resulting URL here. I am trying to verify which version you have, since evidence sugges...
by Temperest
Mon Jun 17, 2013 17:39
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 537794

if event.type == "program" then mem = {abc=123, def=456} elseif event.channel == "req" then digiline_send("val", mem[event.msg]) end Could you explain how to set this up and what the channel names represent? It's pretty straightforward. First, plonk down a Luacontroller and right click it. Paste th...
by Temperest
Sat Jun 15, 2013 22:13
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 389820

Ragnar6645: there are no currently working wireless Mesecons. There's nobody really working on it now, but I can take a look later if I finish my todo list early. VoidLord: glad to hear it. The site is working fine over here, I think the file is either being cached on your end, or you have the wrong...
by Temperest
Sat Jun 15, 2013 18:38
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 537794

Yeah I won't do that just to upload an image. Anyway the circuit is like this (powerplant)(mesecon)(MESE)(mesecon)(redglowstone) anything past the first mesecon is off. The first mesecon comes to a stop at a half-block length. The last sentence is key here. You definitely have either an old version...
by Temperest
Sat Jun 15, 2013 17:00
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 537794

Can you post your world here, or a WorldEdit schematic of the offending circuit? Or a screenshot would work too, I guess.

Also, which mods do you have installed? Which game is your world running on?

Ragnar6645: that does sound pretty interesting, and fits with Mesecons quite well I'd think.
by Temperest
Sat Jun 15, 2013 14:25
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 537794

Try the teleporter tubes in the Pipeworks mod, oxenfreedan. I think you'll also like the many, many other features it offers, as well as the Mesecons integration.

Topic is here: http://forum.minetest.net/viewtopic.php?id=2155
by Temperest
Sat Jun 15, 2013 04:35
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 389820

VoidLord: the MESE block conducts only from directly adjacent faces, i.e., no diagonals. It will change colours to be slightly brighter when on. Only receptors that conduct to that side will turn on. See the article "Mesecons Basics" in my post signature for a detailed description of the MESE block ...
by Temperest
Sat Jun 15, 2013 04:32
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 537794

Personally I find that Luacontrollers work best if you have a basic knowledge of the Lua programming language already before programming things. At first, I found the whole controllers thing a bit overpowered, but eventually I found that the incredible new things we can do with them definitely outwe...
by Temperest
Thu Jun 13, 2013 21:31
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 537794

Some digiline addons: Light Block: right click and theres 3 formspecs: channel to listen on, message to turn on, message to turn off. Also a personal request: make digiline global, so no wires or wireless mod needed. May be cheaty, but its a request. So you can just place a tv and it will work. Fin...
by Temperest
Thu Jun 13, 2013 20:44
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 389820

VoidLord: thanks for the feedback. Here's what I think: How about a better redstone alternate? That's the reason I got into this stuff. With mesecons there is no slight delay that allows stuff to happen, such as with the torches, those don't recieve signals quick enough. Torches have a 1 second dela...
by Temperest
Thu Jun 13, 2013 20:30
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 537794

Cobblestone is the description of the node. The actual node name is defined in the code and is generally not exposed to the player except via the console or chat commands. From what I've seen this makes it harder to use WorldEdit, so now it supports specifying node names by their descriptions ! Down...
by Temperest
Wed Jun 12, 2013 23:59
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 283296

Nice catch! I didn't realize goto had made it in yet. The cyclic references crash was also fixed, again thanks to your bug hunting.

Servers, please upgrade Mesecons as soon as possible to avoid possible crashes when Luacontrollers are available to griefers.
by Temperest
Mon Jun 10, 2013 20:42
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 537794

Give the full error please, and also take a look at the mod installation guide if you have not already done so:

http://wiki.minetest.com/wiki/Installing_mods
by Temperest
Fri Jun 07, 2013 20:41
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 250259

Fixed! See here for reference.
by Temperest
Thu Jun 06, 2013 20:40
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 537794

Quick update on development , newest to oldest news: ⋅ Pistons make sounds when extending or retracting. ⋅ Pipelining support: Mesecons receptors now work based on ticks, at around 20 ticks per second. That means a slight delay is now introduced whenever you use a receptor, arou...
by Temperest
Wed Jun 05, 2013 20:10
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 537794

See here:

https://github.com/minetest/minetest/commits/master

Newest to oldest, all commit hashes, descriptions, and authors. Always up to date.
by Temperest
Sun Jun 02, 2013 00:29
 
Forum: Minetest Builds
Topic: [Old] [Windows] PilzAdam’s builds with gettext and Freetype
Replies: 327
Views: 84908

That would be excellent. If you need any help or information then let me know.
by Temperest
Sat Jun 01, 2013 16:37
 
Forum: WIP Mods
Topic: The Mesecons Laboratory
Replies: 40
Views: 16449

I believe that you are supposed to request the feature itself, and it will be implemented in Mesecons. I myself don't really have any ideas for this, since Mesecons pretty much already has everything I've wanted out of it.
by Temperest
Wed May 29, 2013 18:48
 
Forum: Minetest General
Topic: Mesecons Machine Competition 3.0!
Replies: 49
Views: 12523

They already exist, but are not in the default distribution. For plugs, sockets, and inverters, you will need Mesecons-extension-temperest, available at the downloads page at Mesecons.net. This particular one is not available for a reason though: using it incorrectly will crash the server, and unfor...
by Temperest
Wed May 29, 2013 16:44
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 537794

I like to keep documentation available offline, so I put together the contents of the wiki as well as some of my own notes into one text file, DOCUMENTATION.md, that has all the content all nicely together in one place: Mobs ==== This mod adds mobs to Minetest. Minetest's damage system -------------...
by Temperest
Sat May 25, 2013 19:56
 
Forum: Mod Releases
Topic: [Mod] Simple Mobs [mobs]
Replies: 848
Views: 409257

Ompldr is going down, possibly permanently, due to lack of funding. Or so I've heard. The authors must re-upload everything to a new host.
by Temperest
Sat May 25, 2013 19:45
 
Forum: Mod Releases
Topic: [Mod] Immersive Sounds [.36] [ambience]
Replies: 293
Views: 96300

It seems like your blocks aren't loaded properly. You might want to try increasing the load distance, or just walking around in the area you plan to load the schematic in before actually loading it.

Unfortunately, without a force-load API, there is no workaround for this.
by Temperest
Sat May 25, 2013 19:43
 
Forum: Minetest General
Topic: Mesecons Machine Competition 3.0!
Replies: 49
Views: 12523

Try Ghoststone for that. It turns completely invisible when powered.
by Temperest
Sat May 25, 2013 17:17
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 537794

could you show me the new link so that i can download the Cactus-O-Matic 6000, because the ompldr is not working. Thanks! and by the way the printer.we is working properly now but it seems its not printing properly because i watched your video on youtube and it prints properly but mine is not same ...
by Temperest
Fri May 24, 2013 03:03
 
Forum: Minetest General
Topic: Mesecons Machine Competition 3.0!
Replies: 49
Views: 12523

The error message was: 09:43:03: ERROR[main]: Map::setNode(): Not allowing to place CONTENT_IGNORE while trying to replace "air" at (-9,12,170) (block (-1,0,10)) And some are like this: 09:43:03: ERROR[ServerThread]: Map::setNode(): Not allowing to place CONTENT_IGNORE while trying to replace "air"...
by Temperest
Wed May 22, 2013 02:59
 
Forum: Minetest General
Topic: Mesecons Machine Competition 3.0!
Replies: 49
Views: 12523

Hmm, here's the world download then: https://dl.dropboxusercontent.com/u/8097754/Test.zip I can load the schematic without problems, I just plonked it down in my main test world here. Edit: by the way, what were the error messages? I can check out what went wrong for future reference.
by Temperest
Tue May 21, 2013 19:58
 
Forum: Minetest General
Topic: Mesecons Machine Competition 3.0!
Replies: 49
Views: 12523

That's been fixed in trunk, it'll be available in the next build.
by Temperest
Tue May 21, 2013 19:56
 
Forum: Minetest Builds
Topic: [Old] [Windows] PilzAdam’s builds with gettext and Freetype
Replies: 327
Views: 84908

Confirmed, issue seems to be caused by block queue. This will be fixed soon, but in the meantime you can work around it by setting worldedit.ENABLE_QUEUE to false in worldedit/queue.lua. You won't have the block queue functionality when this is used though. If you are running a server at the moment ...
by Temperest
Mon May 20, 2013 19:28
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 283296
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