Search found 111 matches

by LazerRay
Thu Aug 03, 2017 16:28
Forum: General Discussion
Topic: Minecraft vs. Minetest
Replies: 17
Views: 3223

Re: Minecraft vs. Minetest

My simple reason why Minetest is better:

In Minetest you get to pick and choose what features you want, where Minecraft a crazy developer adds features for you (90% of the time its something you don't like and can't remove, and if you add some you like, it winds up broken on the next update).
by LazerRay
Fri Mar 31, 2017 16:24
Forum: Mod Releases
Topic: [Mod] [MTG/MCL2] Storage Drawers [0.6.0] [drawers]
Replies: 104
Views: 18198

Re: [Mod] [MTG/MCl2] Storage Drawers [0.1] [drawers]

Looks nice so far, as a suggestion add Pipeworks support to your to-do-list, since a lot of people use that mod.
by LazerRay
Thu Feb 16, 2017 17:17
Forum: WIP Mods
Topic: [Mod] Waffles [2.3] [waffles]
Replies: 121
Views: 12051

Re: [Mod] Waffles [1.1] [waffles]

Once I can get my own internet connection and set up multi-player, I know a group that will go crazy for this.
by LazerRay
Mon Oct 31, 2016 16:29
Forum: WIP Mods
Topic: [mod] Vehicles [vehicles]
Replies: 331
Views: 59002

Re: [mod] Vehicles [vehicles]

I think the reason why the "E" is named "use" is because of other games that have it assigned to that function such as games made by Valve and Bethesda, plus quite a few small developers, so it might just have that name since that is what a lot of players are used to.
by LazerRay
Thu Oct 20, 2016 16:32
Forum: General Discussion
Topic: Gameplay: efficent mining
Replies: 3
Views: 764

Re: Gameplay: efficent mining

I just dig a two block wide diagonal shaft grabbing any ores I see along the way and exploring any caves I break into (I sometimes find huge cave systems with a lot of items), I only stop that shaft when it opens into the ceiling of a lava pit then I start a new one.
by LazerRay
Mon Oct 03, 2016 16:37
Forum: WIP Mods
Topic: [mod] Vehicles [vehicles]
Replies: 331
Views: 59002

Re: [mod] Vehicles [vehicles]

How well do these drive on natural terrain when you don't have any roads built yet?

I'm considering adding this mod to my collection since it might come in handy.
by LazerRay
Tue Sep 06, 2016 16:22
Forum: General Discussion
Topic: What makes Minetest unique?
Replies: 21
Views: 2008

Re: What makes Minetest unique?

Minetest is easy to mod and customize and the developers do their best not to break mods during updates.

Also since Mintest and it's mods don't require installer files, you can put it on external drives with no problems.
by LazerRay
Thu Aug 04, 2016 16:13
Forum: Texture Packs
Topic: HDX Textures (64 - 512 px) [git rolling release]
Replies: 369
Views: 238365

Re: HDX Textures (16 - 512 px) [git rolling release]

I usually just clone Github items directly to the appropriate folders, that way when I use the sync feature, it automatically updates the right items with out extra steps (this trick works on Windows very well).
by LazerRay
Fri Apr 22, 2016 14:55
Forum: Mod Releases
Topic: [Mod] Enchanting [git] [enchanting]
Replies: 17
Views: 9780

Re: [Mod] Enchanting [git] [enchanting]

Here are screenshots of the rendering bug I reported:

Default Steel Armor (No enchants)
Image


Same Steel Armor after enchanting
Image

You can see the error message in the second screenshot of what might be happening
by LazerRay
Mon Apr 18, 2016 15:22
Forum: Mod Releases
Topic: [Mod] Enchanting [git] [enchanting]
Replies: 17
Views: 9780

Re: [Mod] Enchanting [git] [enchanting]

I'm getting a bug were enchanted armor from 3D-Armor is not rendering properly on the player, instead it comes out as a solid purple blob.
by LazerRay
Mon Apr 18, 2016 15:19
Forum: Mod Releases
Topic: [Mod] mydoors [mydoors]
Replies: 122
Views: 21892

Re: [Mod] mydoors [mydoors]

There seems to be some kind of conflict with this mod and the default doors on the most recent version, when I have any part of MyDoors enabled, the game crashes and the debug text is pointing at scripts for both the mod and a default game one.
by LazerRay
Mon Apr 18, 2016 15:15
Forum: Mod Releases
Topic: [Mod] juke box [jukerboxer]
Replies: 5
Views: 1163

Re: [Mod] juke box [jukerboxer]

This mod could use a crafting recipe to make it use-able in survival mode, and less confusing instructions for adding more sounds/music (possibly an example of the format needed in the script).
by LazerRay
Mon Feb 29, 2016 15:37
Forum: Mod Releases
Topic: [Mod] Crafting Guide [1.14.3] [craftguide]
Replies: 219
Views: 127769

Re: [Mod] Crafting Guide [git] [craftguide]

Ran into a recipe conflict with this mod and HomeDecor, a book with blue dye is one of the write-able books from HomeDecor which is also the recipe for the guide book here. I just took out the dye requirement on my copy of Crafting Guide to fix the conflict, so now it just needs a default book to cr...
by LazerRay
Fri Feb 19, 2016 16:41
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2114
Views: 297561

Re: Post your mod requests/ideas here

A mod to be able to recycle metal items would be useful, by putting the object in a furnace and you get the ingots back (anything other than metal gets burned off when you do this). Now if the item has some damage on it, you may not get all the metal back when melting it down. (This would also be us...
by LazerRay
Mon Feb 08, 2016 16:27
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 688
Views: 238261

Re: [Mod] Pipeworks [20131128] [pipeworks]

To make an automatic system for emptying a chest, have a signal/detector pipe connected to the filter injector. Layout Example: Chest=>Filter Injector=>Signal/Detector Pipe=>The rest of the system When set up like that you just need to hit the injector once and it basically triggers itself until the...
by LazerRay
Wed Feb 03, 2016 16:39
Forum: Mod Releases
Topic: [Modpack] Sea [0.4.2] [sea]
Replies: 177
Views: 76042

Re: [Modpack] Sea [0.4.2] [sea]

The ships and subs are the same structure types that are randomly placed in the world, its how this mod works. You will get some variation based on where they form and if multiple wrecks spawn near each other, I have seen ships on top of each other and a grouping of three subs in the same spot (with...
by LazerRay
Fri Jan 15, 2016 15:44
Forum: Mod Releases
Topic: [Mod] In-game skin switching [skins]
Replies: 196
Views: 91778

Re: [Mod] In-game skin switching [skins]

Adding new skins to this mod is super easy, you first get the image file and name it character_# with the # being what ever the highest one is in the "textures" folder, then in the "meta" folder you make a text file with the same name as the new image file and write name = "...
by LazerRay
Wed Jan 06, 2016 15:59
Forum: WIP Mods
Topic: [Modpack] Magical Realm [magical_realm]
Replies: 20
Views: 3592

Re: [Modpack] Magical Things [magical_realm]

Might be fun to eventually have this able to work the the Mana mod, since it currently doesn't have much connected to it.
by LazerRay
Tue Dec 29, 2015 17:45
Forum: Mod Releases
Topic: [Mod] In-game skin switching [skins]
Replies: 196
Views: 91778

Re: [Mod] In-game skin switching [skins]

If you are still looking for Minetest compatible skins, the MC Skin Viewer program can help, you type in a username to see the skin related to it and you can save a copy through the same program. (Note most older MC players still use the original skin format which happens to be what Minetest is comp...
by LazerRay
Tue Dec 29, 2015 17:35
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2114
Views: 297561

Re: Post your mod requests/ideas here

A sound player block would be a fun mod, it could be triggered by clicking it or with Mescons and it can be set to play any sound you set to it, even from other mods (that my require some way to browse folders in game). I can think of some fun uses for a mod like this. This is like the speakers from...
by LazerRay
Mon Dec 21, 2015 16:50
Forum: Mod Releases
Topic: [Modpack] Home Decor [git] [homedecor_modpack]
Replies: 988
Views: 378571

Re: [Modpack] Home Decor [git] [homedecor_modpack]

I recently ran into a bug with the wardrobe in the Homedecor mod pack, when I attempt to craft it, I get an unknown item that can't be placed.

Update 12/28/2015: Please disregard the previous message, it seems like what ever the bug was, it got fixed in the updated version of the mod pack.
by LazerRay
Tue Dec 15, 2015 17:57
Forum: Mod Releases
Topic: [Mod] Compass GPS [compassgps]
Replies: 132
Views: 64142

Re: [Mod] Compass GPS [compassgps]

I usually have my compass in the last slot in my hotbar and only select it when I set bookmarks or teleport, it still points in the correct directions in the inventory icon, there is not much of a need to have it held in hand when exploring. As for fixing the bug, I have no clue where to look, but i...
by LazerRay
Mon Dec 14, 2015 22:28
Forum: Old Mods
Topic: [Modpack] Display Modpack (Old thread)
Replies: 47
Views: 13371

Re: [Modpack] Display Modpack

I will be testing the updated version of the display pack soon, as for the sign text bug it disappears in about a minute or so. I do run quite a few mods hopefully there isn't a conflict with them since that will be a lot to sort through. Most of my Mod List: Display Modpack Flight Mod Pack (Only th...
by LazerRay
Mon Dec 14, 2015 16:14
Forum: Old Mods
Topic: [Modpack] Display Modpack (Old thread)
Replies: 47
Views: 13371

Re: [Modpack] Display Modpack

I made a copy of the debug.txt file after Minetest crashed when the gravestones part in the display pack is activated, the code below is all the text from that file. ------------- Separator ------------- Automatically selecting world at [C:\Users\Raymond\Documents\Game Mods\Minetest\minetest-0.4.13\...
by LazerRay
Mon Dec 07, 2015 16:36
Forum: Old Mods
Topic: [Modpack] Display Modpack (Old thread)
Replies: 47
Views: 13371

Re: [Modpack] Display Modpack

There seems to be a bug in the gravestone part of this mod, I get a cryptic error message from the Nodes.lua file when Minetest loads.

I have no clue how to track this down, the message points to something on line 20 of the code.