Search found 44 matches

by Miner59
Thu Jul 23, 2015 10:39
Forum: Servers
Topic: Lending Server
Replies: 1
Views: 293

Re: Lending Server

Nice, I am searching for a better server for long time. I host a server at my house at the moment, but I always have a very bad internet connection here. Will send you an Email.
by Miner59
Tue Jul 07, 2015 20:55
Forum: Game Releases
Topic: [game] Test the beast [v.0.3]
Replies: 4
Views: 5448

Re: [game] Test the beast [v.0.3]

Hi, version 0.3 has been uploaded to github, including some updates and a few new tools I made. Updated are monorails mod and paragenv7 mod. Then I added a new mod: jumping mod written by jeiji, which adds trampolines and a cushion. I made the strength of trampoline a bit more random like in origina...
by Miner59
Tue Jun 16, 2015 03:49
Forum: WIP Mods
Topic: [Mod] KPGMobs [kpgmobs]
Replies: 74
Views: 42338

Re: [Mod] KPGMobs [kpgmobs]

Basically mobs peaceful, except for a wolf. I decided to do that was an incentive at night not to walk about. Hi, you need to open the spoiler, there was the info you wanted. There is one hostile animal, the wolf. But it only spawns at night or in dark areas and it is not hard to kill. Even with yo...
by Miner59
Fri May 29, 2015 10:57
Forum: Game Releases
Topic: [game] Test the beast [v.0.3]
Replies: 4
Views: 5448

Re: [game] Test the beast [v.0.2]

Description of items in this modpack (WIP): For a crafting guide please craft one inside the game with 5 sticks in this shape (/=group:stick): / / / / / Technic modpack Electric circuits: To build an electric circuit you need a generator and a producer. Although there needs to be a switching station...
by Miner59
Sat May 23, 2015 12:30
Forum: Mod Releases
Topic: [Mod] Craft Guide [craft_guide] - Shows crafts for all loade
Replies: 262
Views: 129463

Re: [Mod] Craft Guide [craft_guide] - Shows crafts for all l

Hi, I completely forgot to handle tool wear and item metadata. So everytime you copy a crafting recipe all your tools get repaired. Should be fixed soon, pull request is waiting. Such a feature would be needed on servers that *don't* have a craft guide installed. But then, this one won't be installe...
by Miner59
Mon May 18, 2015 17:25
Forum: Mod Releases
Topic: [Mod] Craft Guide [craft_guide] - Shows crafts for all loade
Replies: 262
Views: 129463

Re: [Mod] Craft Guide [craft_guide] - Shows crafts for all l

Hi, I added new features to craft guide: 1. Prepare to craft: You can copy the craft recipe directly in your crafting grid, if you have enough items for it. You can choose to craft 1, 10 or 99 items. If you don't have enough items as you want to craft, maximum amount is moved to crafting grid. I don...
by Miner59
Sun May 17, 2015 22:39
Forum: Game Releases
Topic: [game] Test the beast [v.0.3]
Replies: 4
Views: 5448

[game] Test the beast [v.0.3]

Hello, this is a new subgame which contains some mods with useful tools and machines. Although provides very beautiful landscape because it contains paragenv7 mod for map generation and additionally moretrees mod with huge, beautiful trees. Most mods are less or more edited to reduce bugs and add ad...
by Miner59
Fri May 08, 2015 19:23
Forum: Deutsch
Topic: Unzerstörbare Welt?
Replies: 4
Views: 842

Re: Unzerstörbare Welt?

Hallo, es ist eigentlich ganz einfach Blöcke unzerstörbar zu machen. Wenn du die Funktion minetest.is_protected() immer "false" zurückgeben lässt kann niemand etwas bauen oder abbauen. Hoffentlich kannst du ein wenig programmieren dann solltest du hier mit meinem Beispiel zurechtkommen und es nach d...
by Miner59
Thu Apr 02, 2015 07:07
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1851
Views: 531491

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

Hi, I changed mesecons_detector to allow the player to enter a distance, where player detector and node detector should scan. You can use it for example to hide a node detector behind a wall. I made a cool trigger for a hidden piston door with this technic. Also possible: wireless levers and switche...
by Miner59
Wed Mar 18, 2015 16:00
Forum: Mod Releases
Topic: [Mod] Compass GPS [compassgps]
Replies: 132
Views: 62563

Re: [Mod] Compass GPS [compassgps]

Hi, I know map size is a bit extreme.
Maybe limit it to about 3 blocks in lenght and height?
You currently need to go away 5000 blocks to get a bigger map, because I thought without teleport this is a really big distance and not much players even reach this.
by Miner59
Sun Mar 08, 2015 20:45
Forum: Mod Releases
Topic: [Mod] Throwing enhanced [maint.] [throwing]
Replies: 88
Views: 22918

Re: [Mod] Throwing enhanced [0.8.1] [throwing]

Hi, you can add two arrows I made as addition for throwing mod: golden arrow: It's crafted with 2 sticks and a gold ingot, gives 16 arrows. If you don't hit the target you aim for, you get it automatically back in your inventory. Also teleports all things which animals drop when you hit them in your...
by Miner59
Sun Mar 01, 2015 22:32
Forum: Mod Releases
Topic: [Mod] Protector Redo [3.1] [protector]
Replies: 262
Views: 49639

Re: [Mod] Protector Redo [0.7] [protector]

Hi, what can be really annoying is, when you hided your protection blocks somewhere and you need to find it again. And it's extremely annoying when you set protector.radius too something like 15. :-) Can you maybe add another line, where the location of the protection block is printed in the chat, w...
by Miner59
Wed Feb 18, 2015 13:16
Forum: Mod Releases
Topic: [Mod] Compass GPS [compassgps]
Replies: 132
Views: 62563

Re: [Mod] Compass GPS [compassgps]

Hi, found a bug. There were variables with "name" instead of "playername" in a function, in init.lua, line 790. Here is corrected version: function compassgps.find_bookmark_byname(playername, bkmrkname) local player = minetest.get_player_by_name(playername) if not player then return end if not bkmrk...
by Miner59
Tue Feb 03, 2015 16:04
Forum: Mod Releases
Topic: [Mod] Compass GPS [compassgps]
Replies: 132
Views: 62563

Re: [Mod] Compass GPS [compassgps]

Hi, I like this mod very much and maps are a nice addition. Here is a little modification, so that you can save your current position on a map. Although I added a check if point_to[playername] is nil. If you save your current position on a map, the map is named "(playername)'s map". I would be happy...
by Miner59
Sun Jan 25, 2015 20:22
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9547
Views: 1216340

Re: Post your screenshots!

Looks a bit like the dinosaur is afraid of Sam :-)
by Miner59
Sat Jan 24, 2015 23:49
Forum: WIP Mods
Topic: Hunting Modpack[hunting]
Replies: 3
Views: 1329

Hunting Modpack[hunting]

Hi, here is my hunting modpack. It includes bows + targets. Bows are from PilzAdams old throwing mod https://github.com/PilzAdam/throwing , and targets are the mobs from kpgmobs mod: https://forum.minetest.net/viewtopic.php?f=9&t=8798 , written by krupnovpavel. Throwing mod includes some new bows, a...
by Miner59
Thu Jan 08, 2015 12:55
Forum: Servers
Topic: [OFFLINE] [0.4.13] GunshipPenguin's PvE server
Replies: 44
Views: 7530

Re: [0.4.11] GunshipPenguin's PvE server

From time to time the server process dies. Can't quite figure out why, I try to restart it asap if I notice. It should be up and running now. Hi, I use a script which restarts minetest server if doesn't find it in process list anymore. So you don't have long downtime if your server crashes. You can...
by Miner59
Wed Dec 31, 2014 10:27
Forum: Mod Releases
Topic: [Mod] Craft Guide [craft_guide] - Shows crafts for all loade
Replies: 262
Views: 129463

Re: [Mod] Craft Guide [craft_guide] - Shows crafts for all l

Hi Sokomine, This nice new feature might also be extremly intresting for a new machine. It'd list the indigrents, and when everything has been inserted, the machine would start crafting. Surplus intermediate products could be put into the output slots as well. Ok, a new powerful machine will always ...
by Miner59
Fri Dec 26, 2014 08:34
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1526
Views: 507681

Re: [Mod] Technic [0.4.10] [technic]

Hi, Change the minetest.after call in technic.register_recipe to a direct register_recipe call to find out what mod is calling technic.register_recipe invalidly and report a bug with that mod. I did this and found out that it is caused by glowdirt mod. And the best is: I wrote this mod myself and so...
by Miner59
Thu Dec 25, 2014 11:49
Forum: Mod Releases
Topic: [Mod] Craft Guide [craft_guide] - Shows crafts for all loade
Replies: 262
Views: 129463

Re: [Mod] Craft Guide [craft_guide] - Shows crafts for all l

Ok, cornernote merged my changes in craft guide now. I think I write a summary what is new: - imagebuttons for items which represent a group of items in craft recipes instead of "unknown item" - "you need" list, shows a summary of all items needed to craft an item. Should always return exact numbers...
by Miner59
Thu Dec 25, 2014 10:42
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1526
Views: 507681

Re: [Mod] Technic [0.4.10] [technic]

Hi, with newest version from github I always get a lua error in /technic/machines/register/recipes.lua, line 30 Can you please change local function register_recipe(typename, data) -- Handle aliases for i, stack in ipairs(data.input) do data.input[i] = ItemStack(stack):to_string() end in local funct...
by Miner59
Wed Dec 24, 2014 16:44
Forum: Mod Releases
Topic: [Mod] Craft Guide [craft_guide] - Shows crafts for all loade
Replies: 262
Views: 129463

Re: [Mod] Craft Guide [craft_guide] - Shows crafts for all l

Hi cornernote, finally I made my pull request. I added support for recipes for the machines from technic mod now. Is it ok that I made one pull request with all my changes? I can split if you want but I think this only make problems and much work. Maybe I will test myself a bit more over christmas, ...
by Miner59
Tue Dec 16, 2014 20:10
Forum: Mod Releases
Topic: [Mod] Craft Guide [craft_guide] - Shows crafts for all loade
Replies: 262
Views: 129463

Re: [Mod] Craft Guide [craft_guide] - Shows crafts for all l

Can you give a brief explanation about how it calculated 15.11 of an item? You should run math.ceil on the number, just so it doesn't have a decimal. You actually need 14 raw latex, so it's 1,11 off. The explanation is, that all items of the recipe are added to inventory slots first, then they are ...
by Miner59
Mon Dec 15, 2014 21:43
Forum: Mod Releases
Topic: [Mod] Craft Guide [craft_guide] - Shows crafts for all loade
Replies: 262
Views: 129463

Re: [Mod] Craft Guide [craft_guide] - Shows crafts for all l

Hi, good news, I'm finished with formatting my code and giving variables better names. xD I tested my changes and finally don't find any problems with it. I added a few new buttons and made changes, so you can add items to bookmarks now even if you are looking at the "you need:" list. And it's possi...
by Miner59
Mon Dec 15, 2014 08:01
Forum: Mod Releases
Topic: [Mod] Craft Guide [craft_guide] - Shows crafts for all loade
Replies: 262
Views: 129463

Re: [Mod] Craft Guide [craft_guide] - Shows crafts for all l

Hi, I can do it for you, but it means github will not mark you as a contributor (although I will still add you to the credits section) I prefer if you will add it on github yourself. It is ok for me if you are marked as contributur and I don't need to sign in on github. The diff still has lots of co...