Search found 42 matches

by Fritigern
Mon Feb 15, 2016 01:31
Forum: Mod Releases
Topic: [Mod] Admin Tools [admin_tools]
Replies: 19
Views: 14698

Re: [Mod] Admin Tools [admin_tools]

Installed this on my creative server because I had to remove some stray locked chests, iron doors and unknown blocks, only to find that my users would run amuck with the stupid admin wand.
So much for "admin" tools if everyone gets to use them!
by Fritigern
Wed Feb 10, 2016 02:51
Forum: WIP Mods
Topic: [Mod] Full Grief Prevention [early alpha][autoprotect]
Replies: 4
Views: 2157

Re: [Mod] Full Grief Prevention [early alpha][autoprotect]

If only this mod would still work...
by Fritigern
Tue Feb 02, 2016 04:24
Forum: Old Mods
Topic: [Mod] MC-like Crafting [2.0.1] [crafting]
Replies: 195
Views: 120196

Re: [Mod] Crafting [2.0.1] [crafting]

Suddenly, from one moment to another and without even updating MT (I compile it myself) whenever I try to pull up the inventory, the game segfaults. I ran it through GDB three times and these are the results: Program received signal SIGSEGV, Segmentation fault. [Switching to Thread 0x7fffe62e1700 (L...
by Fritigern
Sun Jan 17, 2016 03:33
Forum: Modding Discussion
Topic: [IDEA] Random first spawn
Replies: 6
Views: 1424

Re: [IDEA] Random first spawn

I made this some while ago: https://github.com/casimirkapazi/spawnarea But you always spawn somewhere else, which to me seems more interesting. Spawning at a random location on each login can be fun, but if you have built yourself a home and are working towards a certain set goal, like for example ...
by Fritigern
Sat Jan 16, 2016 02:01
Forum: Modding Discussion
Topic: [IDEA] Random first spawn
Replies: 6
Views: 1424

[IDEA] Random first spawn

One of the things that I dislike on servers is that people spawn in, then stay close to their original spawn point, never exploring the rest of the world. Because of this I have wished for the ability to have people spawn in at random locations on the already explored map OR within a predetermined a...
by Fritigern
Thu Jan 14, 2016 05:09
Forum: Minetest-related projects
Topic: [SCRIPT] Build Minetest in Linux, newbie friendly!
Replies: 2
Views: 871

[SCRIPT] Build Minetest in Linux, newbie friendly!

I wrote a script to build Minetest on Debian systems a long time ago. Over time I have tweaked it and added to it to a point that it's now capable of cloning the needed git repositories (a check is performed to see if it's needed and skipped if the local git repo has already been set up), build Mine...
by Fritigern
Wed Jan 13, 2016 07:17
Forum: Modding Discussion
Topic: Minetest-Mods team[Mod repository]
Replies: 78
Views: 17858

Re: Minetest-Mods team

For users, it provides a single, well established and author-endorsed place to look for often-used mod s. Although I love the idea of a mods repo/archive, although findability arguments is not a very valid one. Krock has made a search engine for mods ( http://krock-works.16mb.com/MTstuff/modSearch....
by Fritigern
Wed Jan 13, 2016 06:47
Forum: General Discussion
Topic: Post your screenshots!
Replies: 11114
Views: 2064764

Re: Post your screenshots!

Some screenshots of one of the most gorgeous worlds that I have ever seen in MT.
Mapgen: v7
Seed: 12374357347419492203

Image
Image
Image
by Fritigern
Mon Jan 11, 2016 19:54
Forum: WIP Mods
Topic: [Modpack] Villages modpack (contains mg_villages)
Replies: 43
Views: 25535

Re: [Modpack] Villages modpack (contains mg_villages)

I checked my build environment, and as it turned out, luajit was indeed not installed.
I don't know why, because I know that I installed it a long time ago. I have (re-)installed luajit-dev and and recompiled and now all appears to be honky-dory.
by Fritigern
Mon Jan 11, 2016 03:44
Forum: WIP Mods
Topic: [Modpack] Villages modpack (contains mg_villages)
Replies: 43
Views: 25535

Re: [Modpack] Villages modpack (contains mg_villages)

I keep running into this error whilst exploring my world: 2016-01-10 19:33:31: ERROR[Main]: ServerError: Lua: Runtime error from mod 'mobf_trader' in callback luaentity_Activate(): ...ages-for-minetest-modpack/mobf_trader/mob_basics.lua:508: bad argument #2 to 'random' (interval is empty) 2016-01-10...
by Fritigern
Mon Jan 11, 2016 00:00
Forum: WIP Mods
Topic: [Mod]mymonths[mymonths]
Replies: 137
Views: 25686

Re: [Mod]mymonths[mymonths]

Suggestion 1: Add a calendar node to display the date. Pointing at the calendar could show the date, and/or punching the calendar could show a formspec showing the days of the month with the current day highlighted. Suggestion 2: Display the date on the HUD Just some ideas as I played with the mod :-)
by Fritigern
Sun Jan 10, 2016 22:39
Forum: WIP Mods
Topic: Damn. Outdated to hell.[0.01][hicarts]
Replies: 16
Views: 6387

Re: [Mod]A new and MUCH better version of carts![0.01][hicar

ABJ, did you put the mod up on GitHub yet?
by Fritigern
Sat Jan 09, 2016 01:09
Forum: Mod Releases
Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Replies: 291
Views: 202049

Re: [Modpack] Creatures MOB-Engine [2.2.1] [cme]

I did find, after all, one blemish. I had a look at the scripts and there is a typo in the "has_kockback" property. That obviously should have been "has_knockback".
by Fritigern
Sat Jan 09, 2016 00:48
Forum: Mod Releases
Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Replies: 291
Views: 202049

Re: [Modpack] Creatures MOB-Engine [2.2.1] [cme]

If only it were easier to create mobs....
by Fritigern
Sat Jan 09, 2016 00:02
Forum: Mod Releases
Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Replies: 291
Views: 202049

Re: [Modpack] Creatures MOB-Engine [2.2.1] [cme]

No complaints, no bug report, no requests. Just me wanting to say that this is the first mob mod that I have come across that adds mobs that actually look like they belong in the MT world. Another thing that I like about this one is that the mobs don't rubberband like the mobs from two other mods th...
by Fritigern
Fri Nov 21, 2014 03:33
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 144
Views: 67582

Re: [Mod] Experimental mapgen [mg]

Hey guys, the latest Git version of minetest checks for uninitialized globals and the mg mod has proven to have a lot of them. I have taken the liberty of fixing them on my system, see my fixes below. These fixes have stopped the warnings and all is honky dory now. In fact, it seems to have improved...
by Fritigern
Fri Nov 21, 2014 02:40
Forum: Mod Releases
Topic: [Modpack] Plantlife [rolling release] [plantlife_modpack]
Replies: 318
Views: 201211

Re: [Modpack] Plantlife [git rolling release][plantlife_modp

Ah, good to know. I keep learning daily! ;-)
by Fritigern
Thu Nov 20, 2014 22:36
Forum: Mod Releases
Topic: [Modpack] Plantlife [rolling release] [plantlife_modpack]
Replies: 318
Views: 201211

Re: [Modpack] Plantlife [git rolling release][plantlife_modp

Does the fact that you didn't correct my fixes mean that i did it right? I that's the case then wowsers! I'm sure you remember me telling you that i am a Lua noob, and "noob" is a mild description of it ;-)
by Fritigern
Thu Nov 20, 2014 13:31
Forum: Mod Releases
Topic: [Modpack] Plantlife [rolling release] [plantlife_modpack]
Replies: 318
Views: 201211

Re: [Modpack] Plantlife [git rolling release][plantlife_modp

VanessaE, the latest Git version of minetest checks for uninitialized globals. Plantlife has a few of these instances, the worst one being the one in plants_lib. see my fixes below. they stopped the warnings. I hope this helps. Message: " 03:32:58: WARNING: Undeclared global variable "spaw...
by Fritigern
Tue Nov 04, 2014 09:14
Forum: Mod Releases
Topic: [Mod] markers - gui for areas mod [0.2][markers]
Replies: 38
Views: 24937

Re: [Mod] markers - gui for areas mod [0.2][markers]

Markers appears to have crashed my server. This is not the first time, but it's the first time that i have remembered to copy the error so i can paste it here: 01:00:27: ACTION[ServerThread]: <USERNAME_WITHELD> places node markers:mark at (408,1,-254) 01:00:27: ACTION[ServerThread]: facedir: 3 01:00...
by Fritigern
Fri Oct 24, 2014 16:32
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 144
Views: 67582

Re: [Mod] Experimental mapgen [mg]

IMHO the spawning in the next village is a very good thing. That way, you know what this mapgen can do, and have a more intresting starting point than those random ones. There are two big issues with your statement ISSUE #1 Before you can spawn in a village, the following two conditions have to be ...
by Fritigern
Fri Oct 24, 2014 03:08
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 862
Views: 370458

Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

I forgot to add a request for //smooth <intensity> to the list. It would smoothen the contours of the selection. For instance, if you have a 100x100x100 cube selected, it would get rounded corners, depending on the chosen intensity. Inversely, //rough <intensity> would roughen the selection, making ...
by Fritigern
Fri Oct 24, 2014 02:59
Forum: Mod Releases
Topic: [Mod] Airship [airship]
Replies: 72
Views: 38920

Re: [Mod] Airship [airship]

Rochambeau, the official minetest repo has version 0.4.10 and 0.4.11 will be out soon (next month or so), you have 0.4.6. Time to update! Just like you said "the official minetest repo has version 0.4.10", i installed Minetest via that repo and have 0.4.10. (see my post again). Why do you...
by Fritigern
Wed Oct 22, 2014 05:25
Forum: Mod Releases
Topic: [Mod] Airship [airship]
Replies: 72
Views: 38920

Re: [Mod] Airship [airship]

Rochambeau, the official minetest repo has version 0.4.10 and 0.4.11 will be out soon (next month or so), you have 0.4.6. Time to update! Now, compiling from source would definitely help a lot, you can use the script that i wrote for that purpose from https://gist.github.com/Fritigern/4e21484ec27d64...
by Fritigern
Wed Oct 22, 2014 04:30
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 862
Views: 370458

Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

Feature requests: * //undo : Would do as advertised. I've definitely missed this one after several goof ups that affected large areas. And /rollback does not always work on WE operations. * //hbox , //hcube or //walls : Create a hollow cube the size of the selection, usable as a quick way to build ...