Search found 65 matches
- Fri Sep 10, 2021 12:02
- Forum: WIP Mods
- Topic: [WIP][MOD] Black Sails (Or, why is the rum gone?)
- Replies: 11
- Views: 3575
Re: [WIP][MOD] Black Sails (Or, why is the rum gone?)
Hi folks, sorry I wasn't around... lots of life stuff happening. :) Very awesome TumeniNodes ran with the mod, please do so with my full blessing. :)
- Fri Jul 21, 2017 23:49
- Forum: Modding Discussion
- Topic: Blocks, slopes (circular saw) and colors (Colormachine)
- Replies: 2
- Views: 723
Re: Blocks, slopes (circular saw) and colors (Colormachine)
Sorry for the late reply:
Thanks! That did it for the circular saw.
Thanks! That did it for the circular saw.
- Wed Jul 12, 2017 22:47
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572267
Re: Post your modding questions here
Hi all, Trying to figure out how to keep a node's texture the same regardless of rotation. I'm working on something that has top, bottom and middle parts, so I'd like to use only one registered node for top and bottom, but keep the textures direction the same so they keep matching... any ideas? Tex...
- Wed Jul 12, 2017 22:06
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572267
Re: Post your modding questions here
Hi ExeterDad, Thanks. :) No, I have pillars, with a bottom tapered end, a top tapered end and a straight middle end. Now, if you have, say, a wood texture, that's striped. I'd like the stripes to keep running in the direction of the pillar (top to bottom) and connect. If you look at the default wood...
- Wed Jul 12, 2017 21:29
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572267
Re: Post your modding questions here
Hi all,
Trying to figure out how to keep a node's texture the same regardless of rotation. I'm working on something that has top, bottom and middle parts, so I'd like to use only one registered node for top and bottom, but keep the textures direction the same so they keep matching... any ideas?
Trying to figure out how to keep a node's texture the same regardless of rotation. I'm working on something that has top, bottom and middle parts, so I'd like to use only one registered node for top and bottom, but keep the textures direction the same so they keep matching... any ideas?
- Mon Jul 10, 2017 23:22
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572267
Re: Post your modding questions here
So, just thinking out loud here; iterating over registered nodes, but only use the ones from mods that you've listed in depends... now, how to get the list of depends...
- Mon Jul 10, 2017 23:14
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572267
Re: Post your modding questions here
Yeah, I hadn't thought of that... Thanks all. But seems to me, adding a list of depends is a lot less work still than registering each node when you add a mod... Is mod loading truly random? I'd have guessed it wold go by some order...
- Mon Jul 10, 2017 21:22
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572267
Re: Post your modding questions here
Is there a reason no one seems to register new oddly shaped nodes by iterating over already registered nodes?
If no, how would one go about that? I delved into loads of documentation, but I think my severely limited programming expertise is showing...
If no, how would one go about that? I delved into loads of documentation, but I think my severely limited programming expertise is showing...
- Sat Jul 08, 2017 12:49
- Forum: Mod Releases
- Topic: [Mod] Protector Redo [3.4] [protector]
- Replies: 331
- Views: 92332
Re: [Mod] Protector Redo [2.2] [protector]
It was. Then tried 30, still crashes. Then tried 16... no crash so far.
- Fri Jul 07, 2017 19:07
- Forum: Mod Releases
- Topic: [Mod] Protector Redo [3.4] [protector]
- Replies: 331
- Views: 92332
Re: [Mod] Protector Redo [2.2] [protector]
Hiya; any idea why the server crashes with ... init.lua:159:find_nodes_in_area(): area volume exceeds allowed value of 551368?
- Fri Jul 07, 2017 14:10
- Forum: Modding Discussion
- Topic: Blocks, slopes (circular saw) and colors (Colormachine)
- Replies: 2
- Views: 723
Blocks, slopes (circular saw) and colors (Colormachine)
Hi all, I'm *still* working on that server. Blame life... one thing happened, then another, then fairly major surgery... anyways... Upgraded to .16 and took another look at the mods. I'd like to focus on building pretty, not mining, so I'd like to add a great many pretty blocks. Bobblox won't work n...
- Wed Jul 05, 2017 10:25
- Forum: Modding Discussion
- Topic: Mobs - reduce spawning
- Replies: 2
- Views: 596
Re: Mobs - reduce spawning
A fair few, but they all seem to build on the same resource mod. In any case, it's the DMOBS mobs that are the biggest nuisance. :)
- Wed Jul 05, 2017 01:06
- Forum: Modding Discussion
- Topic: Mobs - reduce spawning
- Replies: 2
- Views: 596
Mobs - reduce spawning
Hiya,
How do I get mobs to spawn a little less? I've gor orks and the like spawning in crowds...
Tia!
How do I get mobs to spawn a little less? I've gor orks and the like spawning in crowds...
Tia!
- Fri Jan 27, 2017 02:10
- Forum: WIP Mods
- Topic: [abandoned Mod] Fun Caves [fun_caves]
- Replies: 258
- Views: 33560
Re: [Mod] Fun Caves [fun_caves]
Well, that sounds like a good plan. Can the broken up mods be dropped in, in place of the old fun_)caves, or does that cause these missing block issues still?
- Thu Jan 26, 2017 23:47
- Forum: WIP Mods
- Topic: [abandoned Mod] Fun Caves [fun_caves]
- Replies: 258
- Views: 33560
Re: [Mod] Fun Caves [fun_caves]
Thanks.
So, no further dev on all those amazing spaces? This makes me sad... But it's pretty awesome as it is anyway. :)
So, no further dev on all those amazing spaces? This makes me sad... But it's pretty awesome as it is anyway. :)
- Thu Jan 26, 2017 22:09
- Forum: WIP Mods
- Topic: [abandoned Mod] Fun Caves [fun_caves]
- Replies: 258
- Views: 33560
Re: [Mod] Fun Caves [fun_caves]
Hiya, since Mon Jul 18, 2016 - did you make significant changes? I updated the mod today and loads of blocks were 'not found' so to say. Debug isn't very helpful so I figured I'd ask here first. Thx :)
- Wed Jan 25, 2017 13:47
- Forum: Servers
- Topic: Best Linux
- Replies: 36
- Views: 5355
Re: Best Linux
Had to update some mods but other than that, no issues. Thanks for the reassurance. :)
- Tue Jan 24, 2017 22:49
- Forum: Servers
- Topic: Best Linux
- Replies: 36
- Views: 5355
Re: Best Linux
Yeah, server :) Mainly how to do it safely. :)
- Tue Jan 24, 2017 22:31
- Forum: Servers
- Topic: Best Linux
- Replies: 36
- Views: 5355
Re: Best Linux
Anyone tried updating to .15 yet?
- Sat Jan 07, 2017 01:30
- Forum: Servers
- Topic: Some serious questions from a MC server owner
- Replies: 36
- Views: 9619
Re: Some serious questions from a MC server owner
Do you actually have 50Mbps UP ? If so, everything else will be just fine, at least in the near future. What do I mean by that? Lets compare to Liberty Land. It's been a long time. (insert rant about dodgy landlords, having to move in a hurry, screwups screwing up with the internet connectivity, ha...
- Thu Jul 21, 2016 23:16
- Forum: WIP Mods
- Topic: [ModPack] Kaeza's Misc Stuff [kaeza_misc]
- Replies: 15
- Views: 7034
Re: [ModPack] Kaeza's Misc Stuff [kaeza_misc]
HI Kaeza, can I read up somewhere on how to use the notice mod?
- Tue Jul 19, 2016 01:33
- Forum: WIP Mods
- Topic: [abandoned Mod] Fun Caves [fun_caves]
- Replies: 258
- Views: 33560
Re: [Mod] Fun Caves [fun_caves]
Thanks! v6 so far, no issues. It looks insane. Great job! Also, empty or not; great places for players to build weird things. :)
- Mon Jul 18, 2016 19:08
- Forum: Servers
- Topic: Mud flow? / mapgen
- Replies: 6
- Views: 829
Re: Mud flow? / mapgen
Another thing: I noticed it generates a lot of areas with cave air, do these serve a function?
- Mon Jul 18, 2016 16:07
- Forum: WIP Mods
- Topic: [abandoned Mod] Fun Caves [fun_caves]
- Replies: 258
- Views: 33560
Re: [Mod] Fun Caves [fun_caves]
Hiya,
Quick question: do the realms spawn at random spots or can I teleport to them as admin?
And if I missed this, sorry, but does mapgen v6 versus v7 make a difference?
Quick question: do the realms spawn at random spots or can I teleport to them as admin?
And if I missed this, sorry, but does mapgen v6 versus v7 make a difference?
- Mon Jul 18, 2016 04:00
- Forum: Servers
- Topic: Mud flow? / mapgen
- Replies: 6
- Views: 829
Re: Mud flow? / mapgen
Thanks! This is great info. I'll try your second method. :)