GFX_Garage wrote:The node detector isn't working for me. I put the name in "default:dirt" and put a dirt block beside it and nothing.
06:27:12: ERROR[main]: ========== ERROR FROM LUA ===========
06:27:12: ERROR[main]: Failed to load and run script from
06:27:12: ERROR[main]: /home/aa0001/minetest/minetest-0.4.12-neuromancer/bin/../mods/mesecons/mesecons_torch/init.lua:
06:27:12: ERROR[main]: ...neuromancer/bin/../mods/mesecons/mesecons_torch/init.lua:79: attempt to perform arithmetic on field 'LIGHT_MAX' (a nil value)
06:27:12: ERROR[main]: stack traceback:
06:27:12: ERROR[main]: ...neuromancer/bin/../mods/mesecons/mesecons_torch/init.lua:79: in main chunk
06:27:12: ERROR[main]: ======= END OF ERROR FROM LUA ========
06:27:12: ERROR[main]: Server: Failed to load and run /home/aa0001/minetest/minetest-0.4.12-neuromancer/bin/../mods/mesecons/mesecons_torch/init.lua
06:27:12: ERROR[main]: ERROR: An unhandled exception occurred: ModError: Failed to load and run /home/aa0001/minetest/minetest-0.4.12-neuromancer/bin/../mods/mesecons/mesecons_torch/init.lua
09:10:13: ERROR[main]: ========== ERROR FROM LUA ===========
09:10:13: ERROR[main]: Failed to load and run script from
09:10:13: ERROR[main]: /home/aa0001/minetest/minetest-0.4.12-neuromancer/bin/../mods/default/init.lua:
09:10:13: ERROR[main]: ...minetest-0.4.12-neuromancer/bin/../mods/default/init.lua:1: attempt to index global 'default' (a nil value)
09:10:13: ERROR[main]: stack traceback:
09:10:13: ERROR[main]: ...minetest-0.4.12-neuromancer/bin/../mods/default/init.lua:1: in main chunk
09:10:13: ERROR[main]: ======= END OF ERROR FROM LUA ========
09:10:13: ERROR[main]: Server: Failed to load and run /home/aa0001/minetest/minetest-0.4.12-neuromancer/bin/../mods/default/init.lua
09:10:13: ERROR[main]: ERROR: An unhandled exception occurred: ModError: Failed to load and run /home/aa0001/minetest/minetest-0.4.12-neuromancer/bin/../mods/default/init.lua
06:27:12: ERROR[main]: ...neuromancer/bin/../mods/mesecons/mesecons_torch/init.lua:79: attempt to perform arithmetic on field 'LIGHT_MAX' (a nil value)
bbaez wrote:Yes, but I only created the default mod to resolve the LIGHT_MAX nil value issue. I was trying your suggestion from Fri May 29, 2015 00:07.
bbaez wrote:0:07
Jeija wrote:This is definitely not the right place to ask, JoshMars.
You should ask that in the IRC or in some topic in Modding General. You will propably need to iterate through a list of all players and calculate their distances to your position manually.
Hybrid Dog wrote:— place a node detector directing to the battery box
— press F5 and see the how the node at it's full state is called (sth like tech:lv_battery_box8)
— configure the detector to that node
— place a sticky piston directing to the cable connecting to the generator
— connect it with the detector (maybe add a not gate) and make it move the cable if the battery box is filled
l think to not waste fuel, adding a second node detector could help to avoid oscillating.
benrob0329 wrote:The ony way that pistons could currently have an animation would be if they were entities, and that would increase bandwith and would be laggy.
l thought about putting the detector next to the battery box, the red dot touches the nodeDoyleChris wrote:So i created a MV Generator, Switch, Battery, Furnace.
I put the node detector on top of the battery right clicked and entered technic:mv_battery_box8
but when the battery starts droping in chatge nothing happens to the piston.
programmingchicken wrote:sounds like lag to me, turn off fancy settings.
DoyleChris wrote:Question about running a Injector. I have my Grinders and Furnaces all hooked up with pipeworks and running all of them from one chest and a injector. The problem is that if i use a Blinky light, it feeds the pipeworks with to many items and Minetest starts to delete them. So i was wondering if there was a way i can do volume control with mesecons, I tried the moremesecons with the Adjustable Blinky light but i cant get it to slow down enough and also the delayer..
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