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!
Search found 42 matches
- Mon Feb 15, 2016 01:31
- Forum: Mod Releases
- Topic: [Mod] Admin Tools [admin_tools]
- Replies: 19
- Views: 14699
- Wed Feb 10, 2016 02:51
- Forum: WIP Mods
- Topic: [Mod] Full Grief Prevention [early alpha][autoprotect]
- Replies: 4
- Views: 2158
Re: [Mod] Full Grief Prevention [early alpha][autoprotect]
If only this mod would still work...
- Tue Feb 02, 2016 04:24
- Forum: Old Mods
- Topic: [Mod] MC-like Crafting [2.0.1] [crafting]
- Replies: 195
- Views: 120208
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...
- 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 ...
- 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...
- 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...
- Wed Jan 13, 2016 07:17
- Forum: Modding Discussion
- Topic: Minetest-Mods team[Mod repository]
- Replies: 78
- Views: 17860
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....
- Wed Jan 13, 2016 06:47
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11114
- Views: 2065572
Re: Post your screenshots!
Some screenshots of one of the most gorgeous worlds that I have ever seen in MT.
Mapgen: v7
Seed: 12374357347419492203
Mapgen: v7
Seed: 12374357347419492203
- Mon Jan 11, 2016 19:54
- Forum: WIP Mods
- Topic: [Modpack] Villages modpack (contains mg_villages)
- Replies: 43
- Views: 25537
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.
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.
- Mon Jan 11, 2016 03:44
- Forum: WIP Mods
- Topic: [Modpack] Villages modpack (contains mg_villages)
- Replies: 43
- Views: 25537
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...
- Mon Jan 11, 2016 00:00
- Forum: WIP Mods
- Topic: [Mod]mymonths[mymonths]
- Replies: 137
- Views: 25696
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 :-)
- 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?
- Sat Jan 09, 2016 01:09
- Forum: Mod Releases
- Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
- Replies: 291
- Views: 202069
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".
- Sat Jan 09, 2016 00:48
- Forum: Mod Releases
- Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
- Replies: 291
- Views: 202069
Re: [Modpack] Creatures MOB-Engine [2.2.1] [cme]
If only it were easier to create mobs....
- Sat Jan 09, 2016 00:02
- Forum: Mod Releases
- Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
- Replies: 291
- Views: 202069
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...
- Fri Nov 21, 2014 03:33
- Forum: Mod Releases
- Topic: [Mod] Experimental mapgen [mg]
- Replies: 144
- Views: 67598
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...
- Fri Nov 21, 2014 02:40
- Forum: Mod Releases
- Topic: [Modpack] Plantlife [rolling release] [plantlife_modpack]
- Replies: 318
- Views: 201261
Re: [Modpack] Plantlife [git rolling release][plantlife_modp
Ah, good to know. I keep learning daily! ;-)
- Thu Nov 20, 2014 22:36
- Forum: Mod Releases
- Topic: [Modpack] Plantlife [rolling release] [plantlife_modpack]
- Replies: 318
- Views: 201261
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 ;-)
- Thu Nov 20, 2014 13:31
- Forum: Mod Releases
- Topic: [Modpack] Plantlife [rolling release] [plantlife_modpack]
- Replies: 318
- Views: 201261
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...
- Tue Nov 04, 2014 09:14
- Forum: Mod Releases
- Topic: [Mod] markers - gui for areas mod [0.2][markers]
- Replies: 38
- Views: 24941
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...
- Fri Oct 24, 2014 16:32
- Forum: Mod Releases
- Topic: [Mod] Experimental mapgen [mg]
- Replies: 144
- Views: 67598
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 ...
- Fri Oct 24, 2014 03:08
- Forum: Mod Releases
- Topic: [Modpack] WorldEdit [worldedit]
- Replies: 862
- Views: 370550
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 ...
- Fri Oct 24, 2014 02:59
- Forum: Mod Releases
- Topic: [Mod] Airship [airship]
- Replies: 72
- Views: 38923
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...
- Wed Oct 22, 2014 05:25
- Forum: Mod Releases
- Topic: [Mod] Airship [airship]
- Replies: 72
- Views: 38923
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...
- Wed Oct 22, 2014 04:30
- Forum: Mod Releases
- Topic: [Modpack] WorldEdit [worldedit]
- Replies: 862
- Views: 370550
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 ...