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Re: [Mod] Hydroponics [git] [hydroponics]

No sorry.

But if you use tenplus1's farming_redo and ethereal mods then dirt will randomly drop a bone which can be crafted into bonemeal and used on those plants to make them grow faster, I believe.
by mtmodder148
Thu May 26, 2016 02:26
 
Forum: Mod Releases
Topic: [Mod] Hydroponics [git] [hydroponics]
Replies: 19
Views: 6365

Re: [Mod] Hydroponics [git] [hydroponics]

@benrob329

Nothing much. lol

The hydroponic bucket is best used with pipeworks otherwise it's just a different looking soil.

The hydroponic light can be placed, by default, 2 nodes above a plant and it will still grow.

So like this:

[light]
[air]
[plant]
[soil/medium]
by mtmodder148
Thu May 26, 2016 00:50
 
Forum: Mod Releases
Topic: [Mod] Hydroponics [git] [hydroponics]
Replies: 19
Views: 6365

Re: [Mod] Better Snow [better_snow]

I won't be changing/maintaining this mod. Plus I had a lot of repositories I wasn't using anymore. Also I uploaded my new mods to github and won't be posting them to the forum anymore (tired of making screenshots). You can find more of my mods here: https://github.com/MT-Modder?tab=repositories The ...
by mtmodder148
Thu Mar 03, 2016 14:25
 
Forum: Mod Releases
Topic: [Mod] Better Snow [better_snow]
Replies: 12
Views: 2628

Re: [Mod] Hydroponics [git] [hydroponics]

Another Complete Cleanup/Optimization/Rewrite
Whatever you wanna call it...

Changes:
- Remove a lot of unneeded comments
- Drop support for homedecor & moreblocks
- Unify grow light functions
- Update gravel texture
- Made the default light height 2
by mtmodder148
Thu Mar 03, 2016 01:41
 
Forum: Mod Releases
Topic: [Mod] Hydroponics [git] [hydroponics]
Replies: 19
Views: 6365

Re: [Mod] Better Snow [better_snow]

Not on github anymore...download attached to first post.
by mtmodder148
Thu Mar 03, 2016 00:33
 
Forum: Mod Releases
Topic: [Mod] Better Snow [better_snow]
Replies: 12
Views: 2628

Re: [Mod] Misc. Stuff [misc_stuff]

Not on github anymore...download attached to first post.
by mtmodder148
Thu Mar 03, 2016 00:26
 
Forum: Mod Releases
Topic: [Mod] Misc. Stuff [misc_stuff]
Replies: 4
Views: 2486

Re: [Mod] More Coal [git] [more_coal]

Not on github anymore...download is attached to first post.
by mtmodder148
Thu Mar 03, 2016 00:20
 
Forum: Mod Releases
Topic: [Mod] More Coal [more_coal]
Replies: 6
Views: 2386

Re: [Mod] Better Gravel [git] [better_gravel]

Oh yeah I never think to attach files...thanks.

Edit: File added to first post.
by mtmodder148
Thu Mar 03, 2016 00:07
 
Forum: Old Mods
Topic: [Mod] Better Gravel [better_gravel]
Replies: 15
Views: 2784

Re: [Mod] Better Gravel [git] [better_gravel]

Just wanted to say I'm not maintaining this mod anymore. It will remain on dropbox but I'm getting rid of it on github.

Maybe move it to old mods?
by mtmodder148
Wed Mar 02, 2016 21:33
 
Forum: Old Mods
Topic: [Mod] Better Gravel [better_gravel]
Replies: 15
Views: 2784

Re: [Mod] Hydroponics [git] [hydroponics]

Sorry for the late reply but default saplings should work unless you have a mod such as ethereal because certain mods like that will override how they grow.
by mtmodder148
Sat Feb 27, 2016 23:19
 
Forum: Mod Releases
Topic: [Mod] Hydroponics [git] [hydroponics]
Replies: 19
Views: 6365

Re: [Mod] Technic [0.4.11] [technic]

That's great...it works all around. The quarry machine doesn't own the bones so it tries to dig them but fails like it would for any other player. Here is the PR with shortened code and more fixes: https://github.com/minetest/minetest_game/pull/875 I'll be sure to check out your server...been a whil...
by mtmodder148
Fri Feb 26, 2016 14:05
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1508
Views: 486096

Re: [Mod] Technic [0.4.11] [technic]

MangleFox70 wrote:and the quarry ate them up no problem!


Were they "owned"? If so they should have been skipped over.
by mtmodder148
Thu Feb 25, 2016 22:52
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1508
Views: 486096

Re: [Mod] Technic [0.4.11] [technic]

Sweet, your welcome. Beware locked chests have the same issue/code. Anything that uses default-like "ownership" will cause issues. This includes steel doors. I'll fix those issues too.

The problem is consistent: They all assume the player is the one digging.
by mtmodder148
Thu Feb 25, 2016 22:36
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1508
Views: 486096

Re: [Mod] Technic [0.4.11] [technic]

Np. Please let me know if it worked. I've never used a quarry machine and I don't even know how to set one up. (I'm not asking how, I know there are explanations throughout the forum when I need them XD.)
by mtmodder148
Thu Feb 25, 2016 21:44
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1508
Views: 486096

Re: [Mod] Technic [0.4.11] [technic]

I posted a PR here: https://github.com/minetest/minetest_game/pull/874
Should fix these issues.
by mtmodder148
Thu Feb 25, 2016 16:26
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1508
Views: 486096

Re: [Mod] Ethereal [1.16] [ethereal]

What I meant was normally saplings have to be on a specific soil to grow but with bonemeal that's not the case. I was just curious if that was intentional. Either way I like it. Keep up the good work!
by mtmodder148
Wed Feb 24, 2016 19:33
 
Forum: Mod Releases
Topic: [Mod] Ethereal [1.16] [ethereal]
Replies: 344
Views: 101086

Re: [Mod] Ethereal [1.16] [ethereal]

Love the changes. Maybe you could make bonemeal biome specific. So mushrooms grow on mushroom dirt, dry grass grows on dirt with dry grass, and so on.

Edit: You can use bonemeal to grow every tree, except palm, on any soil node. Is this intended?
by mtmodder148
Wed Feb 24, 2016 00:38
 
Forum: Mod Releases
Topic: [Mod] Ethereal [1.16] [ethereal]
Replies: 344
Views: 101086

Re: [Mod] Mobs Redo [1.16] [mobs]

Oh I see nvm then thanks.
by mtmodder148
Sat Sep 19, 2015 23:17
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.50] [mobs]
Replies: 1865
Views: 321604

Re: [Mod] Mobs Redo [1.16] [mobs]

Could you make it so mobs are attracted to certain nodes? Maybe even add a function for mod makers to register these nodes?
by mtmodder148
Tue Sep 15, 2015 14:07
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.50] [mobs]
Replies: 1865
Views: 321604

Re: [Mod] MoreMesecons [moremesecons]

Ah I didn't even think about that. Thanks!
by mtmodder148
Wed Sep 09, 2015 12:03
 
Forum: Mod Releases
Topic: [Mod] MoreMesecons [moremesecons]
Replies: 77
Views: 13708

Re: [Mod] MoreMesecons [moremesecons]

+1
Awesome mod!
It'd be cool if you could adjust the delay of each port of the dual delayer, in game.
by mtmodder148
Tue Sep 08, 2015 18:30
 
Forum: Mod Releases
Topic: [Mod] MoreMesecons [moremesecons]
Replies: 77
Views: 13708

Re: Crash on execute [Solved]

It was a driver issue....again.
by mtmodder148
Wed Mar 25, 2015 07:10
 
Forum: Problems
Topic: Crash on execute [Solved]
Replies: 1
Views: 299

Crash on execute [Solved]

After I upgraded to Windows 8.1 from Windows 7 I ran into this access violation problem. Irrlicht log: Irrlicht Engine version 1.8.1 Irrlicht log: (Build 9200) >> === FATAL ERROR === >> Access violation (Exception 0xC0000005) at 0x02BDD09F >> Saved dump to C:\minetest_release\bin\..\minetest.dmp I'v...
by mtmodder148
Tue Mar 24, 2015 01:27
 
Forum: Problems
Topic: Crash on execute [Solved]
Replies: 1
Views: 299

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

The delayers' time difference should be 1, 2, 3, 4 IMO.
by mtmodder148
Wed Mar 18, 2015 12:56
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1827
Views: 507964
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