Search found 979 matches

by Napiophelios
Thu Jan 07, 2021 13:58
Forum: Mod Releases
Topic: [Mod] Nether [nether]
Replies: 347
Views: 163303

Re: [Mod] Nether [nether]

LRV wrote:
Thu Jan 07, 2021 13:35
Anyone still got the old textures from the first releases of this mod?
not sure if its the very first release, but its pretty old
nether by PilAdam.zip
(97.54 KiB) Downloaded 9 times
by Napiophelios
Mon Dec 28, 2020 17:02
Forum: General Discussion
Topic: Alter outdated requirements for mod posts
Replies: 31
Views: 899

Re: Alter outdated requirements for mod posts

I'm just messing with ya man,
you fixed your mod posts, that all I really had issue with
:)
by Napiophelios
Mon Dec 28, 2020 15:46
Forum: General Discussion
Topic: Alter outdated requirements for mod posts
Replies: 31
Views: 899

Re: Alter outdated requirements for mod posts

LMD wrote:
Mon Dec 28, 2020 14:10
Wuzzy wrote:
Mon Dec 28, 2020 13:54
I advocate that when a link to the mod's ContentDB page is provided, the "Download" rule should be considered fulfilled.
Sounds reasonable.
Sounds like you want people to down load from that site.
you get brownie points for down load counts over there or what?
by Napiophelios
Mon Dec 28, 2020 05:58
Forum: General Discussion
Topic: Alter outdated requirements for mod posts
Replies: 31
Views: 899

Re: Alter outdated requirements for mod posts

I prefer not having to leave the forum to download a mod, but I don't consider a big deal if I have to hop over to github or where ever to get the file. But LMD needs to put a little more effort into some of the mods he wants moved into the release section the mod posts below are just a link to the ...
by Napiophelios
Sat Dec 26, 2020 03:53
Forum: General Discussion
Topic: Alter outdated requirements for mod posts
Replies: 31
Views: 899

Re: Alter outdated requirements for mod posts

Linuxdirk wrote:
Fri Dec 25, 2020 18:41
LMD wrote:
Fri Dec 25, 2020 16:31
Nobody wants to install their mods by manually unpacking zipfiles.
Except the people who what this for whatever reason.
I don't think this is as 'out dated' as you might think.
by Napiophelios
Sat Oct 24, 2020 03:50
Forum: General Discussion
Topic: Microsoft accounts required to use Minecraft in 2021
Replies: 40
Views: 2410

Re: Microsoft accounts required to use Minecraft in 2021

Didn't Mojang also require an account to play Minecraft before they sold to MS?
by Napiophelios
Fri Jul 24, 2020 02:16
Forum: Mod Releases
Topic: [Mod] X-Decor [git] [xdecor]
Replies: 306
Views: 91681

Re: [Mod] X-Decor [git] [xdecor]

I don't think the texture is used in xpanes mod any longer.
Xdecor mod needs to be updated to the change.

Code: Select all

https://github.com/minetest-mods/xdecor/blob/master/src/nodes.lua#L9
by Napiophelios
Wed Jul 01, 2020 01:26
Forum: Minetest-related projects
Topic: search minetest content easily
Replies: 2
Views: 443

Re: search minetest content easily

Festus1965 wrote:
Tue Jun 30, 2020 06:54
* http://krock-works.16mb.com/MTstuff/modSearch.php dead link ?
It's been changed:

Code: Select all

https://krock-works.uk.to/minetest/modSearch.php
by Napiophelios
Sat Jun 27, 2020 21:05
Forum: WIP Mods
Topic: [MOD]Colored Beds [beds]
Replies: 11
Views: 1580

Re: [MOD]Colored Beds [beds]

Colored Beds mod #001 uses texture modifiers based on a 16px texture pack. if you do not use a 16px texture pack, it will appear 'broken'. These mods don't use the textures from the original beds mod, they use the default wool and wood textures. These mods also changes the nodebox of the fancy beds....
by Napiophelios
Tue Jun 23, 2020 00:39
Forum: General Discussion
Topic: I started working on a soundtrack for Minetest!
Replies: 30
Views: 1526

Re: I started working on a soundtrack for Minetest!

The music files are very nice; I especially like 'exploring' thanks for sharing them :) People overestimate the importance and significance of Minetest Game because it is currently shipped with the engine (and it really should not be, this is a very important change we need to make). Minetest Game c...
by Napiophelios
Sat Jun 13, 2020 02:16
Forum: WIP Mods
Topic: [MOD]Colored Beds [beds]
Replies: 11
Views: 1580

Re: [MOD]Colored Beds [beds]

Looks nice, but can you put your code on some git site like gitlab or github? That way people can view your code before they download it This was just an experiment, nothing I am really interested in updating. I don't even know if it works with the latest releases Edit: The second one works better ...
by Napiophelios
Sat Jun 13, 2020 02:10
Forum: WIP Mods
Topic: [MOD]Colored Beds [beds]
Replies: 11
Views: 1580

Re: [MOD]Colored Beds [beds]

I've noticed something that I find a bit irritating. The simple bed would take the texture pack's version of the wool texture and slap it on top of the foot of the default bed textures on their respective colors. It doesn't happen to the fancy beds,just the simple one. This is all aesthetic and doe...
by Napiophelios
Tue Jun 02, 2020 17:54
Forum: Game Releases
Topic: [Game] 'minipeli', a game minimal requirements example
Replies: 16
Views: 2731

Re: [Game] 'minipeli', a game minimal requirements example

It's been a nice starting point for building a game. I think I am getting carried away with all the different trees tho. Trees are good :-) Glad they're growing in your game. Reminds me that I ought to maintain and update my trees_lib mod eventually...so much is common for all trees... The plants a...
by Napiophelios
Mon Jun 01, 2020 00:11
Forum: Problems
Topic: use_texture_alpha for entities?
Replies: 6
Views: 632

Re: use_texture_alpha for entities?

Have you tried 'object_use_texture_alpha = true' ?

https://github.com/minetest/minetest/bl ... .txt#L4166
by Napiophelios
Sun May 31, 2020 16:46
Forum: Mod Releases
Topic: [Mod] Bags [bags] Attach bags to your inventory to increase
Replies: 81
Views: 51100

Re: [Mod] Bags [bags] Attach bags to your inventory to increase

mtmodder148 wrote:
Thu May 28, 2020 16:52
Looks like it's line 210 causing issues:

Code: Select all

return minetest.get_player_privs(name).home
If the player doesn't have the 'home' privilege the bag tab doesn't appear. I changed it to 'return true' and now it shows up fine.
Thanks, Mtmodder! What a simple fix :)
by Napiophelios
Thu May 28, 2020 01:17
Forum: Modding Discussion
Topic: No way to check if in creative mode or not
Replies: 3
Views: 212

Re: No way to check if in creative mode or not

I don't know about the wiki, but MTG has plenty of examples. Start with the creative mod, maybe boats or beds... just browse the code for something similar to: if not (creative and creative.is_enabled_for and creative.is_enabled_for(placer:get_player_name())) then It really depends on what you are t...
by Napiophelios
Fri May 22, 2020 01:06
Forum: Game Releases
Topic: [Game] 'minipeli', a game minimal requirements example
Replies: 16
Views: 2731

Re: [Game] 'minipeli', a game minimal requirements example

Good to see you using this game =) It's been a nice starting point for building a game. I think I am getting carried away with all the different trees tho. https://forum.minetest.net/download/file.php?mode=view&id=21910 screenshot_20200521.png thanks for the tip, my plants are generating correc...
by Napiophelios
Tue May 19, 2020 20:29
Forum: Mod Releases
Topic: [Mod] Bags [bags] Attach bags to your inventory to increase
Replies: 81
Views: 51100

Re: [Mod] Bags [bags] Attach bags to your inventory to increase

Nope, no change. It must be Windows weirdness.
I'm gonna mess around with it this weekend, see if I can get anywhere with it.

Image
screenshot_20200519_162419.png
(364.05 KiB) Not downloaded yet
by Napiophelios
Mon May 18, 2020 20:43
Forum: Mod Releases
Topic: [Mod] Bags [bags] Attach bags to your inventory to increase
Replies: 81
Views: 51100

Re: [Mod] Bags [bags] Attach bags to your inventory to increase

No change with the latest dev release from Sfan5
Image
screenshot_20200518_164251.png
(162.67 KiB) Not downloaded yet
by Napiophelios
Mon May 18, 2020 11:11
Forum: Mod Releases
Topic: [Mod] Bags [bags] Attach bags to your inventory to increase
Replies: 81
Views: 51100

Re: [Mod] Bags [bags] Attach bags to your inventory to increase

I downloaded a fresh copy of 5.2 MT engine and used the default MTG that comes with it;
started a new game world, 'sfinv_bags' is the only mod enabled.
(I'm using Windows 10 x64)
Image
2020-05-18_064551.png
(112.76 KiB) Not downloaded yet
by Napiophelios
Sun May 17, 2020 23:09
Forum: Mod Releases
Topic: [Mod] Bags [bags] Attach bags to your inventory to increase
Replies: 81
Views: 51100

Re: [Mod] Bags [bags] Attach bags to your inventory to increase

Here is the latest Bags mod for inventory plus: https://notabug.org/TenPlus1/bags ..and the latest Bags mod for sfinv: https://notabug.org/TenPlus1/sfinv_bags The bags items are registered and appear in inventory but there is no sfinv page. skins and craftguide are there, just no tab for bags. I do...
by Napiophelios
Sun May 17, 2020 15:59
Forum: Game Releases
Topic: [Game] 'minipeli', a game minimal requirements example
Replies: 16
Views: 2731

Re: [Game] 'minipeli', a game minimal requirements example

I been adding trees and plants to my copy, was wondering how to add a plant that will generate with the papyrus but not collide with it? I copy papyrus from MTG default mapgen for the new plant as well as payrus; but my new cat tail plants sometimes 'over write' the payrus and leave them floating ab...
by Napiophelios
Fri May 15, 2020 23:54
Forum: Modding Discussion
Topic: Nodebox inventory image
Replies: 6
Views: 300

Re: Nodebox inventory image

I have used Nodebox editor for some inventory images,
but it's not ideal if you need a lot of them.
Image
test.png
(169.48 KiB) Not downloaded yet
by Napiophelios
Mon May 11, 2020 20:04
Forum: Problems
Topic: [Solved] How to group grass, bed api
Replies: 7
Views: 269

Re: How to group grass, bed api

The "G" above the image in your craft guide stands for 'group' :)
by Napiophelios
Mon May 11, 2020 10:27
Forum: Problems
Topic: [Solved] How to group grass, bed api
Replies: 7
Views: 269

Re: How to group grass, bed api

choose one for the node definition to be included in the register bed, then write the others long form seperately. you can add numerous alternate recipes so long as they don't duplicate or conflict with another node/item's recipe EDIT I believe Gerald means to override the default nodes like this, t...