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Re: Magichet: "The Open Tuesday Update"

So... I'm still confused T_T But first of all, sorry for my Engrish/Runglish :) I'm gonna show some pics to ask whether I got nuclear reactor and your explanations right. Here's how a formspec of nuclear reactor looks like. Note the "comments" on it. Are those right? If not then, please, ...
by ElectricSolstice
Thu Dec 25, 2014 23:13
 
Forum: WIP Subgames
Topic: [Game] Magichet: "The 1.2 'Non-Commercial' Release"
Replies: 208
Views: 31540

Re: Magichet: "The Open Tuesday Update"

It's nice to know the author at last ;) I don't know whether my changes are really patches, though. I would be glad to help you once I'm done with gstone mod. But... I guess that'll have to wait for the January to pass by. That's the main reason Magichet server is down for a month. That and the une...
by ElectricSolstice
Tue Dec 23, 2014 19:51
 
Forum: WIP Subgames
Topic: [Game] Magichet: "The 1.2 'Non-Commercial' Release"
Replies: 208
Views: 31540

Re: Magichet: "The Open Tuesday Update"

Nice to see someone is using my voltbuild mod even though I haven't worked on it in long long time. Looks like a couple of patches or two as well. Does it fix any bugs in my mod? If it does, I might be interested in pulling it into my mod.
by ElectricSolstice
Mon Dec 22, 2014 05:20
 
Forum: WIP Subgames
Topic: [Game] Magichet: "The 1.2 'Non-Commercial' Release"
Replies: 208
Views: 31540

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

Hello Like to try out, but it is incompatible with the specialities mod. https://forum.minetest.net/viewtopic.php?id=3343 If I enable Voltbuild Specialities stop counting. How can I fix that? Thanks, JPR Looks like it's due to the voltbuild mod overriding the function minetest.node_dig Comparing th...
by ElectricSolstice
Wed Apr 23, 2014 02:58
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21647

I am working on making a dragon mob using Simple Mob's api, but I am having problems doing so. I have made the model, animated it, and gave it a simple texture. I have exported the model (as a .x) and the texture to the mobs mod and added in code to add the dragon mob, however only the dragon's cla...
by ElectricSolstice
Thu Feb 20, 2014 17:39
 
Forum: Mod Releases
Topic: [Mod] Simple Mobs [mobs]
Replies: 848
Views: 404747

I have a few bugs. One, the mobs can't jump when they see me, so simply getting 1 block higher makes it impossible for them to get me. Second, many of the mobs won't chase me upon seeing me. Also, my weapon doesn't get used up when I attack the mobs. I've been using the same wooden sword since day ...
by ElectricSolstice
Thu Feb 20, 2014 17:11
 
Forum: Mod Releases
Topic: [Mod] Simple Mobs [mobs]
Replies: 848
Views: 404747

From what I understood on IRC, PilzAdam isn't working on this mod any more. If that's correct, anyone else interested in maintaining it, and maybe adding more to it? I love this and would hate to see it die. I heard there's already a fork, but didn't look into it yet. You get this wrong, not "worki...
by ElectricSolstice
Mon Dec 16, 2013 05:29
 
Forum: Mod Releases
Topic: [Mod] Simple Mobs [mobs]
Replies: 848
Views: 404747

I'm using Electric Solstices version. https://github.com/ElectricSolstice/mobs Wouldn't it be better to separate the api and the mobs? So everyone can write custom creatures based on your mod? I haven't tried it but I think you could already use this mod as a dependancy to try writing your own mods...
by ElectricSolstice
Mon Dec 16, 2013 05:09
 
Forum: Mod Releases
Topic: [Mod] Simple Mobs [mobs]
Replies: 848
Views: 404747

A new tool was added. It's a short range teleportation glove that teleports you around where you right click when holding the glove. It's a high voltage tool, meaning charge it up in an mfs unit. Takes a decent amount to charge up, so a nuclear reactor or equivalent amount of energy recommended to p...
by ElectricSolstice
Sun Dec 08, 2013 01:30
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21647

What do I need to change to get the mobs to spawn more frequently? I'm guessing change the chance in mob.register_spawn on whichever monster you want to spawn more. I'm guessing a lower number would make it spawn more often because it uses an abm to spawn the monsters. For example, change mobs:regi...
by ElectricSolstice
Thu Dec 05, 2013 17:31
 
Forum: Mod Releases
Topic: [Mod] Simple Mobs [mobs]
Replies: 848
Views: 404747

More documentation has been added and the crafts.txt file was improved a bit. Also, a text file tutorial was added. The instructions are all in text, so there are no pictures along with it. First Tutorial!!! Although, some of the paragraphs might be a bit lengthy, but hopefully someone finds it usef...
by ElectricSolstice
Sun Nov 17, 2013 22:47
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21647

I'm not at all sure what the circumstances were that caused this error to pop up - it was just one of those random things (I see a restart on the servers' IRC channel, check the log, and... like that). If all you care about is a quick fix for the mod on your server, you could probably wrap that bit...
by ElectricSolstice
Fri Nov 15, 2013 17:25
 
Forum: Mod Releases
Topic: [Mod] Simple Mobs [mobs]
Replies: 848
Views: 404747

22:58:27: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: ...minetest/.minetest/games/vanessae_game/mods/mobs/api.lua:243: attempt to index local 'p' (a nil value) 22:58:27: ERROR[main]: stack traceback: 22:58:27: ERROR[main]: ...minetest/.minetest/games/vanessae_game/mo...
by ElectricSolstice
Fri Nov 15, 2013 08:05
 
Forum: Mod Releases
Topic: [Mod] Simple Mobs [mobs]
Replies: 848
Views: 404747

Inocudom wrote:Is there a server that uses this mod?

None that I know of and with servers already using technic, probably not going to be soon.
by ElectricSolstice
Sun Nov 03, 2013 15:17
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21647

If I'm allowed to, I'm gonna take a look at how technic implemented their cables and wiring. I have a feeling that the error lies in the cables of the 2 mod. :D It's just a theory but may lead us to something. :D Also, I'll research if there is a limit to how many items can be added into minetest. ...
by ElectricSolstice
Sun Nov 03, 2013 15:16
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21647

This is the error i got when both Voltbuild and technic is enabled. I ran this on my dev version. [spoiler] 22:44:03: ERROR[main]: Error loading mod "voltbuild": LuaError: Number of registerable nodes (4096) exceeded (voltbuild:gold_cable2_101010) 22:44:03: ERROR[main]: stack traceback: 22:44:03: E...
by ElectricSolstice
Sun Nov 03, 2013 14:59
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21647

Sure :) Technic Technic WorldGen Technic Chests Army Concrete ExtraNodes Pipeworks MoreBlocks MoreOres MoreTrees Farming Plus Home Decor Framed Glass Infrastructure Craft Guide Mesecon Plant Life Scuba Stargate Streets Unified Dyes Unified Inventory VoltBuild :D I'm trying to make a MineTest Versio...
by ElectricSolstice
Sun Nov 03, 2013 14:13
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21647

Sure :) Technic Technic WorldGen Technic Chests Army Concrete ExtraNodes Pipeworks MoreBlocks MoreOres MoreTrees Farming Plus Home Decor Framed Glass Infrastructure Craft Guide Mesecon Plant Life Scuba Stargate Streets Unified Dyes Unified Inventory VoltBuild :D I'm trying to make a MineTest Versio...
by ElectricSolstice
Sun Nov 03, 2013 13:43
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21647

One thing I confirmed though is that the Segmentation fault is triggered when you enable technic along with voltbuild. I'll try to look in detail why this happens to me. Also is that the current official version of minetest doesn't contain the "get_breath" method that sometimes brings up an error. ...
by ElectricSolstice
Sun Nov 03, 2013 13:17
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21647

minetest.get_node_light can return nil (IIRC, if the area is not loaded). Therefore, you should detect that in the mod. That's what I did in the change to the two lines of light code :3 Therefore, emmetcooper should remove the current voltbuild mod in there and replace it with the newest one if tha...
by ElectricSolstice
Sun Nov 03, 2013 13:12
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21647

I'm using 0.4.7 for windows. It worked a few times but from time to time it displays that error message and stops the world from loading. Does it have incompatibility with other mods? because i have other mods installed like technic and VanessaE's mods. EDIT: Right now I'm trying to make it work fo...
by ElectricSolstice
Sun Nov 03, 2013 05:57
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21647

Awesome mod. :D but I'm having trouble trying to install it. i always get this error. How do i fix this? 03:06:13: ERROR[main]: ServerError: LuaError: error: D:\GAMES\Minetest\bin\..\mods\voltbuild/charge.lua:72: attempt to compare number with nil Which version of minetest are you using? O: If your...
by ElectricSolstice
Sat Nov 02, 2013 22:28
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21647

After i wrote my post here, i stumbled over that doc generating and its a nice idea. It cuts out manual rework of the recipes. With a bit of effort it would be even possible to write a little text to each machine ( maybe a short description about setup and usage ) and let it also be autogenerated. ...
by ElectricSolstice
Sat Nov 02, 2013 18:16
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21647

Seems like you are putting much effort in this mod :3 To your poll: What about asking somebody else who is a bit more familiar already with this mod to help you creating documentation? It looks like LionsDen is testing it very well, maybe he likes to ? ;). This way you could concentrate on experime...
by ElectricSolstice
Fri Nov 01, 2013 18:10
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21647

Just tried it out with my voltbuild mod. There's one problem. Not all my tree nodes drop the same node as itself. For example, all my rubber tree nodes that have rubber in them just drop a regular rubber tree node when chopped instead of the one with rubber in it and sometimes it'll even drop the i...
by ElectricSolstice
Fri Nov 01, 2013 17:38
 
Forum: Mod Releases
Topic: [Mod] TreeCapitator [treecapitator]
Replies: 59
Views: 23811

Poll added for seven days to see if people are using this mod or not and to see if people need more documentation for this or if I can just focus on adding new stuff.
by ElectricSolstice
Fri Nov 01, 2013 00:45
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21647

This mod now also contains a geothermal generator and a new component, a mobile solar panel.
by ElectricSolstice
Thu Oct 31, 2013 17:21
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21647

Two new nuclear reactor parts added. One is merely the fan component allowed to be crafted into a reactor fan and vice versa so you can cool down the heat inside the reactor instead of only dealing with the reactor's overall stress or temperature. The other part added allows you to generate a bit mo...
by ElectricSolstice
Thu Oct 31, 2013 15:24
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21647

Just tried it out with my voltbuild mod. There's one problem. Not all my tree nodes drop the same node as itself. For example, all my rubber tree nodes that have rubber in them just drop a regular rubber tree node when chopped instead of the one with rubber in it and sometimes it'll even drop the it...
by ElectricSolstice
Tue Oct 29, 2013 16:45
 
Forum: Mod Releases
Topic: [Mod] TreeCapitator [treecapitator]
Replies: 59
Views: 23811

I work with lines of code. Simply open like notepad and edit. The model was edited with paint and GIMP. Could you please pass me a link to a manual for creating mods. I want to expand my knowledge. Here's a reference manual to the api. Even talks about the mod directory structure in there. At the v...
by ElectricSolstice
Tue Oct 29, 2013 16:25
 
Forum: Mod Releases
Topic: [Mod] Simple Mobs [mobs]
Replies: 848
Views: 404747
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