A promotional video I made a while back to show off celevator: https://www.youtube.com/watch?v=oKm2epe0AzU
A much longer video of the same mod, showing a bunch of installations that have popped up so far: https://www.youtube.com/watch?v=3feqBJBonv4
Search found 239 matches
- Sun Nov 10, 2024 18:06
- Forum: General Discussion
- Topic: Post your videos!
- Replies: 1134
- Views: 284415
- Sun Aug 18, 2024 02:21
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11284
- Views: 2310017
Re: Post your screenshots!
The dispatcher for a particularly busy group of celevator elevators: https://cheapiesystems.com/media/images/screenshot_20240817_211011.png The controller running one of the three cars: https://cheapiesystems.com/media/images/screenshot_20240817_211024.png Riding on top of one of the three, the othe...
- Thu Aug 15, 2024 02:08
- Forum: Mod Releases
- Topic: [Mod] Fully functional realistic elevators [celevator]
- Replies: 1
- Views: 1585
[Mod] Fully functional realistic elevators [celevator]
This has been on ContentDB for a few days now but I figured it's probably deserving of a forum topic as well. As great as the other elevator options may be sometimes (like shacknetisp's "Realtime Elevator" mod, for example) in survival play, sometimes in creative mode I've felt like these ...
- Sat Mar 27, 2021 19:31
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.7]
- Replies: 2439
- Views: 576293
Re: [Mod] Advanced Trains [advtrains] [2.2.1]
While you're here VanessaE, it's worth mentioning in passing I'd like to be able to use the crossings from infrastructure/streets/roads/thingy as advtrains components. I did some work on this previously. Would you accept the contribution, including a soft dependency on advtrains, if I get around to...
- Fri Jun 07, 2019 11:42
- Forum: WIP Mods
- Topic: [Mod] LTC-4000E Traffic Signal Controller [ltc4000e] [git]
- Replies: 26
- Views: 21340
Re: [Mod] LTC-4000E Traffic Signal Controller [ltc4000e] [gi
Would it be possible to add left and right doghouse signals (and their signs) to the mix of traffic signals you have? (see attached for reference) VanessaE has created the signs (in this mod ) but doghouse signals would require too many nodes to handle all states - by my count, 56 nodes to do both ...
- Mon May 20, 2019 22:25
- Forum: General Discussion
- Topic: post your mesecons builds (screenshots)
- Replies: 23
- Views: 7880
Re: post your mesecons builds (screenshots)
Since benrob0329 seems to like building elevators that don't use Luacontrollers, here's a 3-stop movestone elevator, with working doors, that doesn't use any Luacontrollers or even the logic gates: https://www.youtube.com/watch?v=FFMTDol5KvE - the video is a bit old and was taken before the actual b...
- Sun May 19, 2019 06:48
- Forum: WIP Mods
- Topic: [Mod] LTC-4000E Traffic Signal Controller [ltc4000e] [git]
- Replies: 26
- Views: 21340
Re: [Mod] LTC-4000E Traffic Signal Controller [ltc4000e] [gi
What time is "schedule" and how do I can use it?? You put a start and stop hour (using real-life time, not in-game time) in the start and stop time boxes, and then select a "normal mode" that it will run in outside of those times and a "scheduled mode" for it to run in...
- Sun Feb 24, 2019 08:24
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11284
- Views: 2310017
Re: Post your screenshots!
CD player: https://cheapiesystems.com/media/images/screenshot_20190224_021842.png Of course, thanks to a Luacontroller, the controls all work (firmware here )... ...but you didn't think I'd stop there, did you? Nope, it actually plays CDs too. Video here , but you'll have to turn your volume way up ...
- Mon Nov 12, 2018 23:21
- Forum: WIP Mods
- Topic: [Mod] LTC-4000E Traffic Signal Controller [ltc4000e] [git]
- Replies: 26
- Views: 21340
Re: [Mod] LTC-4000E Traffic Signal Controller [ltc4000e] [gi
Hi..what must I select to get a normal green unless a digistuff button is pressed by a pedestrian. Is there a difference using A-C or B-D streets for this? I do not understand anything about traffic control terminology and there seems to be no manual or guide to this. The LTC-4000E usually rests on...
- Sat Aug 11, 2018 04:07
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11284
- Views: 2310017
Re: Post your screenshots!
I'm back! ...and also rather glad to see that most of my traffic lights and stuff seem to still be working: https://cheapiesystems.com/media/images/screenshot_20180810_230005.png I've also been experimenting with more stuff, like good old discrete mesecons logic: https://cheapiesystems.com/media/ima...
- Tue Aug 08, 2017 06:47
- Forum: WIP Mods
- Topic: [Mod] LTC-4000E Traffic Signal Controller [ltc4000e] [git]
- Replies: 26
- Views: 21340
Re: [Mod] LTC-4000E Traffic Signal Controller [ltc4000e] [gi
Here's my setup on the lights/buttons. You can see the white "Walk" signal and the green traffic light ...ah, I think I see the problem. It's been so long since I even used this mod that I forgot how to set that up :P Instead of using "bp" and "dp", try "ap" ...
- Mon Aug 07, 2017 21:50
- Forum: WIP Mods
- Topic: [Mod] LTC-4000E Traffic Signal Controller [ltc4000e] [git]
- Replies: 26
- Views: 21340
Re: [Mod] LTC-4000E Traffic Signal Controller [ltc4000e] [gi
Doesn't seem to be working right - the buttons control the pedestrian signals correctly but the traffic lights (A and C) are wrong - green on walk and always seem to be on. Hardware Setup: Signal Type - streets 1 (VanessaE's Dreambuilder Modpack); Pedestrian Button Type - Normal; both Pedestrian B ...
- Mon Aug 07, 2017 19:55
- Forum: WIP Mods
- Topic: [Mod] LTC-4000E Traffic Signal Controller [ltc4000e] [git]
- Replies: 26
- Views: 21340
Re: [Mod] LTC-4000E Traffic Signal Controller [ltc4000e] [gi
I need some help setting up a middle-of-the-block signaled crosswalk. What must I select to get a normal green unless a digistuff button is pressed by a pedestrian. Is there a difference using A-C or B-D streets for this? I do not understand anything about traffic control terminology and there seem...
- Mon Apr 10, 2017 22:48
- Forum: General Discussion
- Topic: What does -dirty mean next to the version string?
- Replies: 2
- Views: 3562
Re: What does -dirty mean next to the version string?
It just means that the source was edited at some point between the time it was downloaded and compiled. Maybe you (or whoever built it) applied an "unofficial" patch. You can generally safely ignore it.
- Fri Apr 07, 2017 04:53
- Forum: Feature Discussion
- Topic: Colored chat
- Replies: 14
- Views: 2967
Re: Colored chat
Yep, although I think that satisfies a different purpose than what the OP wanted.Fixerol wrote:There is already coloured chat available via CSM mods: https://github.com/cheapie/chat6
- Tue Mar 28, 2017 13:03
- Forum: Problems
- Topic: Bug with glass
- Replies: 12
- Views: 2273
Re: Bug with glass
If you're an "ordinary gamer", then why are you using WorldEdit?
- Mon Mar 27, 2017 18:07
- Forum: Problems
- Topic: Bug with glass
- Replies: 12
- Views: 2273
Re: Bug with glass
It would be a pain to replace stairs using WorldEdit. Checking each node for its definition to decide whether param2 should be cleared or not. For simplyness, request a new command to clear param2 for all nodes in the selected area. Maybe even better than that would be the ability to specify param ...
- Sun Mar 26, 2017 03:00
- Forum: Problems
- Topic: Bug with glass
- Replies: 12
- Views: 2273
Re: Bug with glass
The "glitches" are just a non-zero param2, which is what it had before you replaced it.Sergey wrote:So you want glass with glitches? That seems rather inconsistent to me.cheapie wrote:So you want it to zero out param2 in some cases but not others? That seems rather inconsistent to me.
- Sat Mar 25, 2017 20:42
- Forum: Problems
- Topic: Bug with glass
- Replies: 12
- Views: 2273
Re: Bug with glass
WorldEdit replaces the node name *only*, and does not touch param2, metadata, etc. when doing //replace. That way, if you replace some rotated nodes with some others that support rotation, they stay rotated. If you want to clear the param2 value for the selected area, you can use this: //luatransfo...
- Sat Mar 25, 2017 08:29
- Forum: Problems
- Topic: Bug with glass
- Replies: 12
- Views: 2273
Re: Bug with glass
WorldEdit replaces the node name *only*, and does not touch param2, metadata, etc. when doing //replace. That way, if you replace some rotated nodes with some others that support rotation, they stay rotated. If you want to clear the param2 value for the selected area, you can use this: //luatransfor...
- Sat Mar 11, 2017 20:13
- Forum: General Discussion
- Topic: [Poll] Who plays with Tone Mapping on?
- Replies: 4
- Views: 1221
Re: [Poll] Who plays with Tone Mapping on?
I tried tone mapping... it looks pretty horrible, and I'm not sure what the point of it is intended to be.
- Thu Mar 09, 2017 01:34
- Forum: Modding Discussion
- Topic: Resource help
- Replies: 3
- Views: 867
Re: Resource help
Here's a "hydraulic something-or-other" sound I made from the "elevator platform", "rusty door 2", and "engine" sounds. I'm not sure how useful it'll be in-game, seeing as it was more or less just me playing around in Audacity. As far as the license is concern...
- Mon Mar 06, 2017 03:52
- Forum: Feature Discussion
- Topic: Colored chat
- Replies: 14
- Views: 2967
Re: Colored chat
Is this what you're after? https://github.com/cheapie/chatcolors It allows you to specify colors from the CGA color palette, using the same escape codes ("#" followed by a hex digit) as signs_lib: https://raw.githubusercontent.com/VanessaE/dreambuilder_modpack/master/signs_lib/textures/bg_...
- Sat Mar 04, 2017 01:51
- Forum: Modding Discussion
- Topic: LuaSqlite: maybe useful for server owners?
- Replies: 5
- Views: 914
Re: LuaSqlite: maybe useful for server owners?
This doesn't sound at all useful for MT... but I think it'll come in handy for something else I've been working on, so there's that :P
- Sat Mar 04, 2017 01:46
- Forum: General Discussion
- Topic: How I learned to start worrying and hate above-water cities
- Replies: 16
- Views: 3991
Re: How I learned to start worrying and hate above-water cit
Addendum: As Minetest isn't multi threaded, AMDs "moar cores" meme doesn't apply. This also goes for HT Intel CPUs too. Did you read first message at all? It is not about AMD or anything, it is about occlusion culling inefficiency. It sounds like we have two issues - broken occlusion cull...