Sokomine wrote:For point 1, it might help if you switch to fullscreen. I had some difficulties with the formspecs in lower resolution as well. Maybe another arrangement of the formspec fields will help. I'll try that in the next version.
If you add new stations, punch all the other ones on the network once so that they can update. This may take a moment if the server is very busy. If punching doesn't help, please provide me with some debug info via PN. The file mod_travelnet.data in your world/* directory may help here.
GermanGuy wrote:The mod doesn't work. Have i doing it right?
GermanGuy wrote:The mod doesn't work. Have i doing it right?
legumev wrote:For updating the network on all stations, I did figure out that I had to dig once each station: that worked fine, Also, for entering text in full screen, that works too, thanks.
Sokomine wrote:GermanGuy wrote:The mod doesn't work. Have i doing it right?
Probably not. Unfortionately, "doesn't work" is too unspecific to find out what's the problem with your installation :-( Does the mod load at all? What happens when you place a box?legumev wrote:For updating the network on all stations, I did figure out that I had to dig once each station: that worked fine, Also, for entering text in full screen, that works too, thanks.
Digging is similar to punching, while punching is a single click. So you did the right thing. As far as the formspec goes, I'll have to update that. It's strange that it can't use the entire screen.
A full mese block can be crafted with 9 mese crystals iirc. That may be a bit expensive. You can exchange the default:mese with default:mese_crystal in the receipe (somewhere in the init.lua in that folder) to keep the price.
The error message just says that there is no safefile yet. If you place travelnet boxes in your test 5.5d1 world, that file ought to be created and filled with data. The error message will then disappear.
legumev wrote:Now, I have a new problem: I have switched to the latest build .4.4.d1 and there is no more mese, it is replaced with cristals ........
Any suggestion?
legumev wrote:GermanGuy wrote:The mod doesn't work. Have i doing it right?
I think you should rename the mod just "travelnet". This renaming to simple name of downloaded mod files seems to be a rule for most mods.
Mihobre wrote:I had many of those travelnet boxes and removed three. I punched all other boxes but the removed ones didn't get removed from the list. What should I do now?
Mihobre wrote:I had many of those travelnet boxes and removed three. I punched all other boxes but the removed ones didn't get removed from the list. What should I do now?
Sokomine wrote:Mihobre wrote:I had many of those travelnet boxes and removed three. I punched all other boxes but the removed ones didn't get removed from the list. What should I do now?
Install the latest version from github :-) I fixed that bug yesterday. In order to remove stations that got removed in the meantime, travel via travelnet to these places once. The net will notice that the receiving station is no longer there and delete it.
Several players asked for a way to attach their stations to the networks of other players. You can do so now if you have the travelnet_attach priv. In that case, you can supply the name of the owner of the network you want your box attached to and it will be added to that players' network.
VanessaE suggested to set pitch and yaw of the player after teleport. This is included now. Regardless of where you did look at previously, you will look out of the receiving box and can see where you ended up (at least in new versions of MT). There is also a simulated teleporter effect VanessaE wished for. It does not look as good as intended and may require changes. Just try it out and tell what you think of it. Any leftover "beam" entities can be removed by punching.
If there are few stations on a network, they now get centered in the menu.
Sokomine wrote:That's a nice way of using it, and I can see why you'd want a diffrent texture for that. Can you do one? I'm extremly bad at texture making.
As for the elevator doors, the window shutters from my cottages mod might do, provided they where extended to two blocks height (not a problem). They're not animated but would look and behave fitting once they'd got a more elevator-door-like texture.
The receipe can be changed to anything you want. Perhaps an entire mese block is a bit expensive now. A single crystal might be enough as well. Or a microcontroller from technic if that's installed. Or wood to make it cheap.
steel ; technic:motor ; steel
steel ; technic:microcontroller ; steel
copper ; copper ; copper
steel ; stone ; steel
steel ; stone ; steel
mese frag ; mese frag ; mese frag
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