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WE files are also known as WorldEdit schematics. Diwnload the Printer.we file as it is named, making sure the extension is in fact .we. Put the file in a folder called schems in your world folder (the one that we will be putting the printer into). First, make sure you have WorldEdit, and a recent ve...
by Temperest
Mon May 20, 2013 04:02
 
Forum: Minetest General
Topic: Mesecons Machine Competition 3.0!
Replies: 49
Views: 12528

I'm trying to make a hollow sphere out of super glow glass (moreblocks). How do I do this? I know it's: //hollowsphere [number] [block] I just don't know what the name of the block is. More generally: How do you tell what the name of the block is in various mods? The node name can be found in a num...
by Temperest
Sat May 18, 2013 23:00
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 283603

Ompldr seems to be down temporarily. Here's the WE schematic @ DropBox: https://dl.dropboxusercontent.com/u/8097754/Printer.we

The original links should probably work again after a while.
by Temperest
Sat May 18, 2013 19:50
 
Forum: Minetest General
Topic: Mesecons Machine Competition 3.0!
Replies: 49
Views: 12528

Awesome! I fixed the link for the Conway machine in my original post. Here it is again for convenience: http://ompldr.org/vaWVsag/Conway.we The only really complex part is the master controller, which basically handles all the operations that make it work. Without loops, the code got a little hairy....
by Temperest
Wed May 15, 2013 02:40
 
Forum: Minetest General
Topic: Mesecons Machine Competition 3.0!
Replies: 49
Views: 12528

Did you install the mod in the right location? If you're playing the build game, it must go under $MINETEST_FOLDER/mods/build, in a folder named "carts". Inside that folder should be the file init.lua.
by Temperest
Sun May 12, 2013 04:01
 
Forum: Mod Releases
Topic: [Mod] Carts [carts]
Replies: 597
Views: 297251

I recently realized there isn't much information for new Mesecons users that don't already have Redstone experience, so here's my attempt at remedying that: http://i.imgur.com/mMt1BNR.png It goes quite well with another work of mine, the "Opinionated Guide to Advanced Mesecons". Check it out! The ra...
by Temperest
Wed May 08, 2013 23:14
 
Forum: WIP Mods
Topic: The Mesecons Laboratory
Replies: 40
Views: 16465

Oops, I forgot to push the rest of the fix for the metadata. It needed a few workarounds to avoid some wierd minetest issues when modifying nodes with metadata constructors. I pushed it now.
by Temperest
Thu May 02, 2013 22:34
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 283603

I fixed the issue with the chests loading, by the way. It was a bad pattern (+ instead of *).
by Temperest
Sun Apr 28, 2013 23:02
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 283603

Excellent! You might also want to check out WorldEdit++, where the block queue is already working quite quickly.
by Temperest
Sun Apr 28, 2013 16:34
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 283603

Can we get half spheres or domes? Or is it possible to work something like that up? In fact, itd be cool to learn how to make WorldEdit commands. http://i.imgur.com/kKGv0nm.png Enjoy! Please refer to the WorldEdit API reference for a guide on how to use the API. If you want to make your own command...
by Temperest
Sat Apr 27, 2013 22:32
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 283603

Do you like cactus? Do you like cactus so much, that you need 20 of them each and every minute of your day? Of course not. Presenting the Cactus-O-Matic 6000, a revolutionary new device that will change the way you obtain cactus forever! http://i.imgur.com/5ETBwMy.png There's no harvesting timer - a...
by Temperest
Sat Apr 27, 2013 20:11
 
Forum: Minetest General
Topic: Mesecons Machine Competition 3.0!
Replies: 49
Views: 12528

This is a pretty nice mod. Here's what I always add to the end of README.txt every time I download it:

Beds are crafted using the following recipe:

Wool Wool Wool
Wood Wood Wood


Although many people already know the recipe, it is helpful to have it available.
by Temperest
Sat Apr 27, 2013 19:49
 
Forum: Old Mods
Topic: [Mod] Beds (Minecraft) [1.1] [beds]
Replies: 18
Views: 19272

Blend feature? Please elaborate.
by Temperest
Mon Apr 22, 2013 16:44
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 283603

If you've been having trouble loading huge saves, try downloading WorldEdit again. Due to a limitation of Minetest's LuaJIT version, it fizzes and sparks at only a few tens of thousands of nodes. WorldEdit now uses a workaround to make sure your file loading is smooth and bug-free.
by Temperest
Sun Apr 21, 2013 05:07
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 283603

Builders rejoice! Mesecons wire now has a larger selection box, making building above the ground much easier.

Image
by Temperest
Sat Apr 20, 2013 15:23
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 538158

Speaking of selection boxes, I'm planning to make the ones for uninsulated Mesecons wire taller, to make building easier. What do you think?
by Temperest
Fri Apr 19, 2013 23:12
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 538158

I just realized, if you set the pistons to be a physical entity like they used to be, they wouldn't need to use a function to push items/people around. They were never physical entities. Physical entities would collide with the piston node itself and lead to a whole bunch of headaches. The original...
by Temperest
Wed Apr 17, 2013 20:44
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 538158

Oh, I see the problem. If you look carefully in the image, I used uninsulated mesecon in the second-to-bottom and second-to-top row rather than insulated corner wires. This differs in that the rows above and below it also light up when this one does. See here: http://uberi.mesecons.net/projects/Cloc...
by Temperest
Tue Apr 16, 2013 23:04
 
Forum: WIP Mods
Topic: The Mesecons Laboratory
Replies: 40
Views: 16465

Have you tried the WorldEdit schematic? You might also want to make sure your Luacontrollers are facing the correct direction. Generally, you can tell which direction I'm building it from the pictures. In the digital clock article, port A should be facing the lightstone, and port C should be facing ...
by Temperest
Mon Apr 15, 2013 21:25
 
Forum: WIP Mods
Topic: The Mesecons Laboratory
Replies: 40
Views: 16465

New article!

Image

The digital clock does exactly what you'd expect it to - it tells the time.

This one also covers the creation of a very compact 7 segment display plus a built-in driver for the digits 0-9.
by Temperest
Sun Apr 14, 2013 20:10
 
Forum: WIP Mods
Topic: The Mesecons Laboratory
Replies: 40
Views: 16465

A lovely (category 2) digital clock! Only 17x3x5! http://i.imgur.com/fKeNOv0.gif This machine displays the time in 24-hour format. Since it uses the Digilines RTC, it works even if you use the /time command. For some reason, at certain times it can be off by as much as 5 minutes. This is the final r...
by Temperest
Sun Apr 14, 2013 18:11
 
Forum: Minetest General
Topic: Mesecons Machine Competition 3.0!
Replies: 49
Views: 12528

I can't confirm the issue; are you sure you're using the latest version?

Saving a single chest with a steel block inside completed perfectly, and so did a 3x3x3 glass cube with a chest in the middle.

Could you post your world if this problem persists?
by Temperest
Sun Apr 14, 2013 17:26
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 283603

Impressive. Any plans of fitting it to the terrain in the future? That would need some sort of parametric system I guess.
by Temperest
Fri Apr 12, 2013 23:33
 
Forum: Mod Releases
Topic: [Mod] Structures [git] [minetest_mods_structures]
Replies: 87
Views: 23522

Energy transport? No no, pipeworks. Like here:

http://forum.minetest.net/viewtopic.php?id=2155

They transport items in different types of tubes. You want the teleport tube for long distance item transport.
by Temperest
Thu Apr 11, 2013 16:26
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 538158

Teleport tubes are single nodes that can transport items on multiple channels for any distance easily. Check them out, they're probably what you need.
by Temperest
Thu Apr 11, 2013 15:06
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 538158

Yes, use pipeworks and create a sorting mechanism at each end. You can use MESE pipes and filters for this. Link it all together with a clock line and you have a multiplexer!

Edit: or use the Teleport tubes and don't worry about distances at all.
by Temperest
Thu Apr 11, 2013 15:02
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 538158

One word: fire.

Image

(this is not my own picture)
by Temperest
Wed Apr 10, 2013 00:25
 
Forum: Old Mods
Topic: [Mod] Nature Pack [1.0.4]
Replies: 223
Views: 127095

This is pretty neat. Have you considered using the WorldEdit API to do file loading? WorldEdit's current worldedit.deserialize supports every version of WorldEdit ever released having save/load capabilities. Just add "worldedit" to depends.txt, or even use the following to avoid a dependency: dofile...
by Temperest
Wed Apr 10, 2013 00:17
 
Forum: Mod Releases
Topic: [Mod] Structures [git] [minetest_mods_structures]
Replies: 87
Views: 23522

Falling nodes use entities, and are subject to all the bugs described. Pushing rows with a piston is possible if we use multiple entities, but is prone to visual glitches. You can already see that falling nodes have some issues such as duplication in very specific circumstances. Having many of them ...
by Temperest
Tue Apr 09, 2013 20:42
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 538158

Pistons appear to instantly extend because that's exactly what they do - they extend instantly! Movestones do it smoothly because they are not instant. If you look at some older versions of Mesecons, you'll notice that the pistons were originally animated with entities, but this led to a whole bunch...
by Temperest
Mon Apr 08, 2013 22:01
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 538158
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