Hey, thanks for your comment. I’m glad you like the mod.
Walls not connecting to “random nodes” is an intentional design decision (this behavior od the Minetest Game default walls was one of the reasons for me to create this mod). Walls only connect to their “base nodes”, so cobblestone walls not connecting to stone bricks but stone brick walls do connect is the expected behavior :)
However: I just added a setting that allows walls to connect “to everything”
Just update to the latest version and enable the setting as described in the link.
After placing the wall adjacent to the node, you might want to toggle the pillar. The pillar is set at this point by default, because it is technically the end of a wall. Since this feature overrides the other connection rules, this might connect walls you don’t want to have connected, though.
Sorry for the super late reply. I currenty take a break from Minetest :)
hunger_ng_hunger_start_with should be exactly what you describe. When eating, the satiation level will raise to hunger_ng_hunger_maximum. But the mod became very complex over time. I most likely missed checking this in the code somewhere.
I’ll look into this. Maybe at the weekend, but no promise
Edit: Nevermind, found it. I just used the wrong variable in the on_respawn hook. Just get the latest Git version or wait till the update is available in the CDB :)
Even if the last “real” change was a bugfix 3 years ago the mod simply works and does exactly what’s described. It’s a super useful feature to combine two chests into one larger chest to have twice the amount of items in one chest inventory.
It started as a craftguide but nowadays it’s by far the most modern and complex default inventroy replacement out there.
The mod is so feature-laden that it sometimes feels a bit too complex. Today it’s not just an inventory, it’s basically an interface to everything player-related, including the inventory.
While the mod works in genral and all the features are available as described, it’s just oooold.
You see that it was started 10 years ago. The look and feel is just clumsy. The default inventory was improved a lot since then and has a robust search and an own crafting guide. Also, the (now) common sfinv makes a lot of Uinified Inventory’s features redundant because mods added tabs to the default inventory for their functionality.
If you want to use a modern replacement for Unified Inventory maybe check out i3. Or simply stick with the default inventory that got improved since Unified Inventory was created.
A very well supported mod that adds a lot of stuff to work with to create logic systems. You get buttons, witches logic gates and even an FPGA you can freely program to do a lot of cool things. You can also have a ctroller that can run (mostly) arbitrary Lua code when triggered in a defined way and that can output signals that can be processed by other components.
It also interacts very well with Digilines and Technic and allows complex machinery with text output on displays.
This is one of the few mod’s I always enable when starting a new world or trying things in singleplayer.
I love it. Technic is one of the first mods I install whenever I set up a new world and it is also one of my go-to mods when I just want to toy around with things. It is very feature-rich and well integrated with a lot of other mods.
… but: it entirely lacks of proper documentation.
The wiki on GitHub has pages that were last touched almost 10 years ago and basically contain nothing more than the name of an item or sometimes only a list of headings. There is also a “manual” wich is an unsearchable giant wall of text without any proper information on crafting, alloying (what materials in what ratio), and other things to produce stuff.
On rejoin it is checked if the current timestamp is larger than the previous start timestamp and the playtime reset interval. In this case the start timestamp is replaced with the current timestamp and the playtime counter is reset.
So players only lose their "leftover playtime" from the previous interval if they reconnect after the interval is over. They can directly start playing for whatever playtime limit was set for them.
Das kann an unzählig vielen Dingen liegen. Woran genau, ist so pauschal nicht zu sagen. Hier findest du ein Diagramm.
Eventuell stört eine andere Mod die herstellung, indem eines der Rezepte überschrieben wird? Schau dir sonst mal die Kompatibilitätsoptionen an: https://gitlab.com/4w/imese#compatibility
Sorry for the late reply. No, this is not possible.
If your custom ladder has the same shape as the default ladder shape then it works. Otherwise the texture might be messed up. Technically a nodebox is created and the texture is applied to the nodebox. If there are invisible pixels where the parts of the nodebox are, then the nodebox parts are not visible.
Hey, thanks for your comment. I’m glad you like the mod.
Walls not connecting to “random nodes” is an intentional design decision (this behavior od the Minetest Game default walls was one of the reasons for me to create this mod). Walls only connect to their “base nodes”, so cobblestone walls not connecting to stone bricks but stone brick walls do connect is the expected behavior :)
However: I just added a setting that allows walls to connect “to everything”
https://git.0x7be.net/dirk/sdwalls#connect-to-everything
Just update to the latest version and enable the setting as described in the link.
After placing the wall adjacent to the node, you might want to toggle the pillar. The pillar is set at this point by default, because it is technically the end of a wall. Since this feature overrides the other connection rules, this might connect walls you don’t want to have connected, though.
Sure! Thanks for your contribution!
I updated everything :)
Thanks! The translation was added!
Just fetch the last Git version or check for updates in the Minetest client.
Hey, I’m glad you like it. Sure, just upload the file somewhere.
Thanks! I’m happy you like it.
Thanks, I’m glad you like it!
Thanks for the review. You can put the broken casts into a 2x2 pattern to get back one iron ingot from them.
And yes, you need to manually craft 1 Mese at a time :) It's too easy already ...
Sorry for the super late reply. I currenty take a break from Minetest :)
hunger_ng_hunger_start_with
should be exactly what you describe. When eating, the satiation level will raise tohunger_ng_hunger_maximum
. But the mod became very complex over time. I most likely missed checking this in the code somewhere.I’ll look into this. Maybe at the weekend, but no promise
Edit: Nevermind, found it. I just used the wrong variable in the on_respawn hook. Just get the latest Git version or wait till the update is available in the CDB :)
Even if the last “real” change was a bugfix 3 years ago the mod simply works and does exactly what’s described. It’s a super useful feature to combine two chests into one larger chest to have twice the amount of items in one chest inventory.
It started as a craftguide but nowadays it’s by far the most modern and complex default inventroy replacement out there.
The mod is so feature-laden that it sometimes feels a bit too complex. Today it’s not just an inventory, it’s basically an interface to everything player-related, including the inventory.
While the mod works in genral and all the features are available as described, it’s just oooold.
You see that it was started 10 years ago. The look and feel is just clumsy. The default inventory was improved a lot since then and has a robust search and an own crafting guide. Also, the (now) common sfinv makes a lot of Uinified Inventory’s features redundant because mods added tabs to the default inventory for their functionality.
If you want to use a modern replacement for Unified Inventory maybe check out i3. Or simply stick with the default inventory that got improved since Unified Inventory was created.
A very well supported mod that adds a lot of stuff to work with to create logic systems. You get buttons, witches logic gates and even an FPGA you can freely program to do a lot of cool things. You can also have a ctroller that can run (mostly) arbitrary Lua code when triggered in a defined way and that can output signals that can be processed by other components.
It also interacts very well with Digilines and Technic and allows complex machinery with text output on displays.
This is one of the few mod’s I always enable when starting a new world or trying things in singleplayer.
I love it. Technic is one of the first mods I install whenever I set up a new world and it is also one of my go-to mods when I just want to toy around with things. It is very feature-rich and well integrated with a lot of other mods.
… but: it entirely lacks of proper documentation.
The wiki on GitHub has pages that were last touched almost 10 years ago and basically contain nothing more than the name of an item or sometimes only a list of headings. There is also a “manual” wich is an unsearchable giant wall of text without any proper information on crafting, alloying (what materials in what ratio), and other things to produce stuff.
Hi, I'm glad you like the mod.
On rejoin it is checked if the current timestamp is larger than the previous start timestamp and the playtime reset interval. In this case the start timestamp is replaced with the current timestamp and the playtime counter is reset.
So players only lose their "leftover playtime" from the previous interval if they reconnect after the interval is over. They can directly start playing for whatever playtime limit was set for them.
Thanks for the review. Makes me happy that someone found an actual use for it! :)
So, Fehler behoben, Mesepulver geht wieder, danke fürs Bescheid sagen :)
Welche Minetest-Version benutzt du genau? Welches Spiel?
Hau mir gern mal ein paar Infos hier rein: https://gitlab.com/4w/imese/-/issues/3
Ich guck mir das heute abend wenn ich zuhause bin auf jeden Fall mal an.
Das kann an unzählig vielen Dingen liegen. Woran genau, ist so pauschal nicht zu sagen. Hier findest du ein Diagramm.
Eventuell stört eine andere Mod die herstellung, indem eines der Rezepte überschrieben wird? Schau dir sonst mal die Kompatibilitätsoptionen an: https://gitlab.com/4w/imese#compatibility
Sorry for the late reply. No, this is not possible.
If your custom ladder has the same shape as the default ladder shape then it works. Otherwise the texture might be messed up. Technically a nodebox is created and the texture is applied to the nodebox. If there are invisible pixels where the parts of the nodebox are, then the nodebox parts are not visible.
Thanks, glad you like it :)