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Re: [mod] flint

I think you may have forgotten to add the download link. :)
by Nathan.S
Fri Nov 08, 2019 00:01
 
Forum: WIP Mods
Topic: [mod] flint
Replies: 3
Views: 116

Re: [mod] Tomb Stones [tombs]

I will have to test, I don't think anything should have broken. Edit: Just tested it in Minetest dev, brand new world, everything worked fine. Maybe something is wrong with your mod settings? all the stones were visible in creative, and I was able to use the machine to make tombstones from stone. It...
by Nathan.S
Tue Nov 05, 2019 23:55
 
Forum: Mod Releases
Topic: [mod] Tomb Stones [tombs]
Replies: 32
Views: 1866

Re: [Mod] Technic [0.4.16-dev] [technic]

Technic does require that you enable Mesecons, either you didn't do that, or you have two copies of mesecons in your /mods directory and Minetest doesn't know how to handle them.
by Nathan.S
Mon Oct 28, 2019 15:48
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1501
Views: 477743

Re: How do i make a script wait some time before dong stuff?

Nodetimers should do what you want.
by Nathan.S
Thu Oct 24, 2019 23:52
 
Forum: Modding Discussion
Topic: How do i make a script wait some time before dong stuff?
Replies: 4
Views: 131

Re: [Mod] Dwarf Fortress style caverns [dfcaverns]

If you have a mod in a modpack that has the same name as a mod not in the modpack they sometimes have problems loading. I've experienced this myself.
by Nathan.S
Thu Oct 24, 2019 23:47
 
Forum: Mod Releases
Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
Replies: 32
Views: 6961

Re: [abandoned] Endless Dungeon

Cool, Thanks Eran.
by Nathan.S
Mon Oct 14, 2019 02:51
 
Forum: WIP Games
Topic: [abandoned] Endless Dungeon
Replies: 7
Views: 756

Re: [Mod] Useless Mod [20131012] [useless_mod]

If a user deletes their account, yes Github will delete all their repos. Or the user could have just deleted the repo for some reason without deleting their account.
by Nathan.S
Wed Oct 09, 2019 12:34
 
Forum: Mod Releases
Topic: [Mod] Useless Mod [20131012] [useless_mod]
Replies: 20
Views: 6049

Re: Disabling or editing the chat hud

Open Minetest, Settings, Change Keys, you can edit what key is used to open up the commands. I feel like that's probably not what you are actually wanting to attempt though. As you can still use F10 to open the console, or T to open chat, and then type your commands or chat messages. F2 will toggle ...
by Nathan.S
Wed Oct 09, 2019 02:31
 
Forum: Modding Discussion
Topic: Disabling or editing the chat hud
Replies: 5
Views: 182

Re: [Mod] black holes + tools [blackholepower]

victor_calculus wrote:I can't find a download link

It's at the bottom of the first post. No idea if this mod will still work, but the link is there.
by Nathan.S
Wed Oct 09, 2019 02:20
 
Forum: Mod Releases
Topic: [Mod] black holes + tools [blackholepower]
Replies: 10
Views: 1741

Re: [Mod] Thirsty [thirsty] (WIP)

You could probably check out the diff on the pull request and very easily copy the changes over. I think I only modified four or five lines of code.
by Nathan.S
Tue Oct 08, 2019 03:07
 
Forum: WIP Mods
Topic: [Mod] Thirsty [thirsty] (WIP)
Replies: 91
Views: 14149

Re: [Mod] Mobs Redo [1.50] [mobs]

This mod should replace Pilzadam's simpe mobs folder. Delete that and just use this. Pilzadam's mod is old, outdated, and unmaintained. I'm surprised that Minetest even loaded the mod if you just merged the two folders.
by Nathan.S
Tue Oct 08, 2019 03:03
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.50] [mobs]
Replies: 1831
Views: 308146

Re: [abandoned] Endless Dungeon

Git link is dead?
by Nathan.S
Mon Oct 07, 2019 14:40
 
Forum: WIP Games
Topic: [abandoned] Endless Dungeon
Replies: 7
Views: 756

Re: [Mod] Thirsty [thirsty] (WIP)

I just made a pull request to update the code for Minetest 5.0 and up. This will remove the deprecated function messages, and adds a mod.conf so the folder doesn't need to be renamed. Now to wait for the pull request to be merged. :)
by Nathan.S
Mon Oct 07, 2019 14:28
 
Forum: WIP Mods
Topic: [Mod] Thirsty [thirsty] (WIP)
Replies: 91
Views: 14149

Re: doors different colors. why are the inventory items whit

If it's working in another mod, but not here, and you're doing the same stuff in code, I don't know what the problem is.
by Nathan.S
Wed Oct 02, 2019 02:07
 
Forum: Modding Discussion
Topic: doors different colors. why are the inventory items white?
Replies: 8
Views: 245

Re: doors different colors. why are the inventory items whit

Your other nodes likely do not use those two images, but auto generate them from the node. Doors are two nodes tall, so they need custom inventory and wield images to display in a sane fashion when held in hand, or viewed in player inventory.
by Nathan.S
Tue Oct 01, 2019 02:16
 
Forum: Modding Discussion
Topic: doors different colors. why are the inventory items white?
Replies: 8
Views: 245

Re: doors different colors. why are the inventory items whit

inventory_image = "doors_item_glass.png", wield_image = "doors_item_glass.png", These two lines define the inventory and wield textures, and they are both set to item_glass. You need to either do a colorize effect on them or something similar to get them all to match the colors ...
by Nathan.S
Sun Sep 29, 2019 23:11
 
Forum: Modding Discussion
Topic: doors different colors. why are the inventory items white?
Replies: 8
Views: 245

Re: [SOLVED] TNT is this a bug? Or just me!

It's never a waste of time when the problem gets resolved. :)
by Nathan.S
Thu Sep 26, 2019 12:53
 
Forum: Modding Discussion
Topic: [SOLVED] TNT is this a bug? Or just me!
Replies: 7
Views: 164

Re: TNT is this a bug? Or just me!

Starting a new world with MTG (Minetest_Game) should have all of the game mods enabled. When I look at my copy of the fire mod the node name is fire:basic_flame. Is it somehow possible that you have have enabled another mod that overwrites the fire mod? Running /mods in game will list all the mods y...
by Nathan.S
Thu Sep 26, 2019 12:27
 
Forum: Modding Discussion
Topic: [SOLVED] TNT is this a bug? Or just me!
Replies: 7
Views: 164

Re: TNT is this a bug? Or just me!

That error looks like you don't have the fire mod enabled, Not sure how you got Minetest_Game, but I'd double check that you have the fire mod and that it is enabled.
by Nathan.S
Thu Sep 26, 2019 02:06
 
Forum: Modding Discussion
Topic: [SOLVED] TNT is this a bug? Or just me!
Replies: 7
Views: 164

Re: [Mod] Hyperloop [hyperloop]

The download link is in the first post. Just click on the link that says GitHub.
by Nathan.S
Mon Sep 23, 2019 23:06
 
Forum: Mod Releases
Topic: [Mod] Hyperloop [hyperloop]
Replies: 53
Views: 8298

Re: [Mod] Advanced area protection [areas]

If you are hosting the world via the 'Host Game' button at the main screen any settings you change in the settings tab should be reflected in the world. Changing mod settings on a client will not have any effect when joining a server, as the server sets the settings independently of what clients hav...
by Nathan.S
Sun Sep 22, 2019 16:06
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 200
Views: 77907

Re: [Mod] Advanced area protection [areas]

Go to the settings tab, and click on All Settings in the lower left corner, then search for areas in the search box. Double click on the lines to edit the settings, this will save the changes to your minetest.conf file automatically. https://forum.minetest.net/download/file.php?mode=view&id=2005...
by Nathan.S
Sun Sep 22, 2019 12:29
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 200
Views: 77907

Re: [Server] Frost Factions (Down)

There is a similar server running. play.nathansalapat.com port 30000 I uses most of the game code from this server, a few tweaks and changes. The address will change at some point, around January I think, but I'm hosing it for Olliy right now.
by Nathan.S
Tue Sep 17, 2019 18:38
 
Forum: Servers
Topic: [Server] Frost Factions (Down)
Replies: 24
Views: 1638

Re: [WIP]Indian Village and Buffalo[WIP] github

I'm sorry, I must have had some old code, the Teepee and campfire both work just fine after updating. :)

The buffalo skull does seem to have a wee problem, it says it's a Totem, and it doesn't have an inventory image. It also shares the same recipe as the actual Totem pole.
by Nathan.S
Fri Sep 13, 2019 03:30
 
Forum: WIP Mods
Topic: [WIP]Native American Village [NEW OBJECTS & ITEMS]
Replies: 14
Views: 881
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