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SFFP wrote:Hi I like this mod alot but I found a bug: Sometimes the hostile mobs are not hostile and just walk around

This happens to me a lot.
by ElectricSolstice
Sat Oct 12, 2013 00:51
 
Forum: Mod Releases
Topic: [Mod] Simple Mobs [mobs]
Replies: 848
Views: 409271

I've created a node/tool(i.e. a tool that places a node version of itself)that is a chest and a bag. I'm working on creating a tool to look at the bags and place the node version of that bag and transfer the inventory over to it and then remove the tool from the inventory. I'm using the screwdriver...
by ElectricSolstice
Sat Oct 12, 2013 00:46
 
Forum: WIP Mods
Topic: meta data help
Replies: 54
Views: 8499

tried this if mode==1 then if user:get_player_name():get_inventory("bag1", get_definition(get_current_modname(suitcase)))==true then local pt = pointed_thing if minetest.get_node(pt.above).name=="air" then local pt = pointed_thing minetest.get_node(pt.above, {name="suitcase:general_node"]) return i...
by ElectricSolstice
Fri Oct 11, 2013 20:38
 
Forum: WIP Mods
Topic: meta data help
Replies: 54
Views: 8499

This mod had been changed to work better with the moreores mod. If the moreores mod is used, both its tin and tin mapgen will be used instead of voltbuild's. Also, if you decide to remove the moreores mod, then all moreores tin will be switched to voltbuild's tin. Anything only in moreores though wi...
by ElectricSolstice
Fri Oct 11, 2013 19:40
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21712

Too late, I already experimented with sending in only the data I wanted to change into set_data and ended up setting an entire chunk on fire lol. Luckily, it's just a test world. I hope no one tries experimenting with VoxelManip or VoxelArea in a world they actually want to play in.
by ElectricSolstice
Tue Oct 08, 2013 02:04
 
Forum: WIP Mods
Topic: EEEEK!!!! CONTENT ID 0 is FIRE!!!
Replies: 3
Views: 994

Is there a more efficient way of removing a bunch of nodes other than calling remove_node on each of their positions? Turtles seem to only want to replace air. EDIT: Haven't tried it yet, but maybe it's the VoxelManip I'm wanting to use? Second EDIT: Well, VoxelManip works. Not sure of the differenc...
by ElectricSolstice
Mon Oct 07, 2013 02:09
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 644323

A nuclear reactor has been added that uses an inventory to create its design. Currently, the parts are very basic for it to deal with its main concerns: radiation, heat, and energy. If the reactor gets to stressed out from the heat, it'll blow up, making a HUGE spherical hole where it used to be as ...
by ElectricSolstice
Sun Oct 06, 2013 22:23
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21712

Is there a mod that either removes all of your inventory upon death and NOT put it into a bones, or a mod that puts your inventory into an undead mob of some sort. Maybe like a bones node that when you return to the area that you die in, it ends up turning into an enemy upon click or time, instead o...
by ElectricSolstice
Sat Sep 28, 2013 19:28
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 389887

All crafts subject to change later! overclock component, used to speed up machines hv_cable0 = high voltage cable without any insulation craft = "bronze_ingot" "hv_cable0" "bronze_ingot" "" "circuit" "energy_crystal" fan component, used to cool down machines that are stressed out by things, such as ...
by ElectricSolstice
Sat Sep 28, 2013 02:58
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21712

Okay, try the quick number increases I added now. Should speed things up so that it's more reasonable now. Oh, a quick tip, I know for me when I first saw one of the machines disappear that I thought it was a bug but turns out that's what happens when you load it up with too much electricity. Medpac...
by ElectricSolstice
Sat Sep 28, 2013 02:44
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21712

Is there information on how to use this? I created a couple of watermills, tin cables and copper with rubber coated cables and tried hooking them up. I created a battery box and an electric furnace and I can't seem to get anything to work. Every side of the watermills have water around them except ...
by ElectricSolstice
Sat Sep 28, 2013 02:11
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21712

What keeps you from doing it for each player? Isn't there a function that is called when a player joins a game?

EDIT: oh, you register it as an item. I see why now.
by ElectricSolstice
Thu Sep 26, 2013 12:54
 
Forum: WIP Mods
Topic: [Mod] Characters Hand [1.0] [hand]
Replies: 14
Views: 3551

Hospital machine and a medpack item added. Gameplay balancing will be done later after more has been added. As a warning ahead of time, gameplay balancing may include changing the electricity usage and speed of machines, crafting recipes, and other changes whenever it does occur.
by ElectricSolstice
Thu Sep 26, 2013 03:25
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21712

Hmm, think I fixed a bug with the quick patch I made. Hopefully that's all there is to it. Will send another pull request. Hard to debug though since it so slowly occurs if it is there. This is a random error that occures very rarely,that's why i didn't understand why those values got losts.Anyway ...
by ElectricSolstice
Wed Sep 25, 2013 13:36
 
Forum: Mod Releases
Topic: [Mod] Lulzpack | Blockforge 2# [Beta 7] [lulzpack]
Replies: 216
Views: 73595

Hmm, think I fixed a bug with the quick patch I made. Hopefully that's all there is to it. Will send another pull request. Hard to debug though since it so slowly occurs if it is there.
by ElectricSolstice
Wed Sep 25, 2013 01:41
 
Forum: Mod Releases
Topic: [Mod] Lulzpack | Blockforge 2# [Beta 7] [lulzpack]
Replies: 216
Views: 73595

I quickly made some changes to the item_entity.lua file. I added a table to keep track of what was already hit and it seems to work so far. I think I sent a pull request on github, so check out the little pull request and tell me what you think. Is there something wrong with the way I've done it or ...
by ElectricSolstice
Wed Sep 25, 2013 01:09
 
Forum: Mod Releases
Topic: [Mod] Lulzpack | Blockforge 2# [Beta 7] [lulzpack]
Replies: 216
Views: 73595

It's a common bug on world generation.Just regenerate the world or teleport you on a positive Y value. EDIT:I saw the path of "heart.png" is not known.You must take ALL core mods (default,bucket etc...) and put them in the BlockForge2's game folder :) Thanks :D Works now. I don't remember that bein...
by ElectricSolstice
Tue Sep 24, 2013 12:50
 
Forum: Mod Releases
Topic: [Mod] Lulzpack | Blockforge 2# [Beta 7] [lulzpack]
Replies: 216
Views: 73595

Not having much luck installing the offical repo. Doesn't seem to even generate a world. http://i44.tinypic.com/1omuxf.png I think that -y value was still dropping too like i was falling. It's a common bug on world generation.Just regenerate the world or teleport you on a positive Y value. EDIT:I s...
by ElectricSolstice
Tue Sep 24, 2013 05:54
 
Forum: Mod Releases
Topic: [Mod] Lulzpack | Blockforge 2# [Beta 7] [lulzpack]
Replies: 216
Views: 73595

Not having much luck installing the offical repo. Doesn't seem to even generate a world.
Image
I think that -y value was still dropping too like i was falling.
by ElectricSolstice
Sun Sep 22, 2013 23:49
 
Forum: Mod Releases
Topic: [Mod] Lulzpack | Blockforge 2# [Beta 7] [lulzpack]
Replies: 216
Views: 73595

lulzpack? Am i being trolled or is that really a modpack? So no, I don't know of it. I'll check it out to see what it's about.
by ElectricSolstice
Sun Sep 22, 2013 21:47
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21712

Now three components added along with a new formspec for the machines. The components go into the 4 slots all the way to the left. The two of most interest would probably be the fan and overclock components. The overclock component speeds up some machines, allowing to produce more energy or cooking ...
by ElectricSolstice
Sun Sep 22, 2013 21:42
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21712

I didn't have any problem running technic when I was running it as long as I had all of the dependencies. The only real problem I had was that between mesecons, pipeworks and technic my system was slowed so much that just digging/mining for a minute or two would cause my framerates to drop to betwe...
by ElectricSolstice
Wed Sep 04, 2013 05:36
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21712

Before i download that: there is a mining laser? Taking a quick look at the code, looks like there is something about a mining drill and diamond drill, but neither have an image nor can break through rock. Also, there's nothing about lasers in the code from what I can see, but maybe those drills wo...
by ElectricSolstice
Tue Sep 03, 2013 13:06
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21712

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

Code license: LGPL Textures license: CC-BY-SA zip file github link: https://github.com/ElectricSolstice/voltbuild/ All crafts listed in a text file. Voltbuild Documentation Dependencies: default, mesecons wishlist (may or may not be implemented): better energy transport to allow for sending energy t...
by ElectricSolstice
Tue Sep 03, 2013 02:11
 
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 21712

Can I have interact? My in game name is ElectricSolstice.
by ElectricSolstice
Sun Aug 25, 2013 19:54
 
Forum: Minetest Servers
Topic: [Server] VanessaE's Survival Server [git/dev]
Replies: 561
Views: 97672

Is there a mod or programming tool that will automatically generate some html documentation on the recipes and such for Minetest mods. Would be nice to have a way to autogenerate such things rather than having to look through a mod to figure out the recipes. Also, would probably just make documentat...
by ElectricSolstice
Fri Aug 23, 2013 01:56
 
Forum: WIP Mods
Topic: Mod Ideas
Replies: 6
Views: 2224

This has so much potential. I have a few suggestions, to possibly add to that potential: Suggestion1: Make an API, so that modders can add custom generators/cables/etc. Suggestion2: Make cables of different materials more like real-life (gold is better at conducting, but has less maximum voltage). ...
by ElectricSolstice
Fri Aug 23, 2013 00:42
 
Forum: WIP Mods
Topic: [Mod]IndustrialTest[itest]
Replies: 31
Views: 12212

Well, since you've stopped working on it because technic is better, would you mind if somebody forked the code? I personally like this mod as it has less dependencies and easier to play with stuff from the mod. The technic one uses moretrees, which I don't like the large trees and right now when I l...
by ElectricSolstice
Fri Aug 23, 2013 00:29
 
Forum: WIP Mods
Topic: [Mod]IndustrialTest[itest]
Replies: 31
Views: 12212

In the file craft.lua, on line 264, it's missing the word cable in the craft, so instead of
output = "itest:glass_fiber_000000 4"
it should be
output = "itest:glass_fiber_cable_000000 4"
Hmm, looks like this mod is no longer developed though. Is anyone else using it anymore?
by ElectricSolstice
Tue Aug 20, 2013 02:06
 
Forum: WIP Mods
Topic: [Mod]IndustrialTest[itest]
Replies: 31
Views: 12212
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