Search found 37 matches

by guideahon
Tue Mar 10, 2015 22:06
Forum: Mod Releases
Topic: [Mod] Simple Shooter [0.5.3] [shooter]
Replies: 138
Views: 70578

Re: [Mod] Simple Shooter [0.5.3] [shooter]

Found a bug, if you have 2 crossbows and use the second, instead of wearing out, it starts again like the first time you used it
by guideahon
Tue Mar 10, 2015 21:58
Forum: Mod Releases
Topic: [Modpack] Magic, experience and enchanting [0.6] [magic]
Replies: 20
Views: 8741

Re: [Modpack] Magic, experience and enchanting [0.5] [Magic]

LOOTS of bugfixes.
Added orbs of Healing (Wuzzys idea)
Staffs now have reload time.

(Still need help with enchanting)
by guideahon
Tue Mar 10, 2015 19:33
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.61] [mobs]
Replies: 2502
Views: 641628

Re: [Mod] Mobs Redo [1.03] [mobs]

Register as a new mob "mobs:dirt_monster2" or just edit the dirt_monster.lua settings to make it stronger... easiest ways... but i dont want to edit my mod everytime you update yours, and i dont want to add a mob, the idea is to add a conf file on my mod, if hard = true, then.... so i dou...
by guideahon
Tue Mar 10, 2015 18:56
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.61] [mobs]
Replies: 2502
Views: 641628

Re: [Mod] Mobs Redo [1.03] [mobs]

Already tried but it doesnt work, it freezes my minetest... thanks anyways
by guideahon
Tue Mar 10, 2015 17:01
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.61] [mobs]
Replies: 2502
Views: 641628

Re: [Mod] Mobs Redo [1.03] [mobs]

There should be mobs in the water, like fish (no minecraft squids, please), and maybe some more that spawn in different biomes. Please make water mobs, it would be awesome. QUESTION: I made my mobs_extras mod, to add mobs, the thing is that this mobs, are stronger, but i want to make your mobs stro...
by guideahon
Tue Mar 03, 2015 12:32
Forum: Problems
Topic: ERROR[main]: WARNING: updateListener: invalid value
Replies: 41
Views: 15182

Re: ERROR[main]: WARNING: updateListener: invalid value

I still get the error, 2GB ram Linux with 4.10, local and on Landrush server too.
by guideahon
Fri Feb 27, 2015 11:42
Forum: Mod Releases
Topic: [Mod] Torches [3.0.1] [torches]
Replies: 84
Views: 68321

Re: [Mod] Torches [2.1] [torches]

Was thinking of using this in Ethereal, hope it helps (any water beside or above torch drops torch): minetest.register_abm({ nodenames = {"default:torch"}, neighbors = {"default:water_source", "default:water_flowing"}, interval = 1, chance = 1, action = function(pos, n...
by guideahon
Thu Feb 26, 2015 22:31
Forum: Mod Releases
Topic: [Mod] Torches [3.0.1] [torches]
Replies: 84
Views: 68321

Re: [Mod] Torches [2.1] [torches]

But what if you make another version without particles and non-able to be put on water (i honestly, really want the second thing)
by guideahon
Tue Feb 24, 2015 11:39
Forum: Mod Releases
Topic: [Mod] Torches [3.0.1] [torches]
Replies: 84
Views: 68321

Re: [Mod] Torches [2.1] [torches]

Great mod as always, are you planning on making it non able to be put on water? if that would be the case, this mod should be ported to default minetest game because i would consider this mod perfect
by guideahon
Mon Feb 23, 2015 14:57
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 14965

Re: [Mod] Quest framework [quests]

Maybe integration with unified inventory would be a good idea.
by guideahon
Mon Feb 23, 2015 12:27
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.61] [mobs]
Replies: 2502
Views: 641628

Re: [Mod] Mobs Redo [1.0] [mobs]

Are you planning on adding kpg mobs? i ported them to mobs redo on my pc, but i'm still tweaking it a bit to make it better, (planning on adding sounds on mob_hit like mummys from pyramids mob) Would you like to merge after i finish?
by guideahon
Fri Feb 20, 2015 21:49
Forum: Modding Discussion
Topic: Add property to node [Solved]
Replies: 2
Views: 663

Re: Add property to node

It works!!! Thx rubernwardy, i'll vote you for president!
by guideahon
Fri Feb 20, 2015 19:55
Forum: Modding Discussion
Topic: Too many mods destroy “indescructible” nodes
Replies: 15
Views: 3621

Re: Too many mods destroy “indescructible” nodes

Maybe another property can be made by the devs "minetest.check&remove_node" to be use by modders instead of minetest.remove_node? or viceversa, edit minetest.remove_node to check and make a new one minetest.remove_node_nocheck for admin privileges mods
by guideahon
Fri Feb 20, 2015 19:50
Forum: Modding Discussion
Topic: Add property to node [Solved]
Replies: 2
Views: 663

Add property to node [Solved]

Hi everyone, im making ores drop xp, to do that, i added the xp=1 group to the node and i added that to my api.lua, with default nodes it works perfect, but for moreores and technic, all i get is making those nodes "unknown", it's strange because with coal, iron, diamond, etc, it works, an...
by guideahon
Fri Feb 20, 2015 17:28
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 14965

Re: [Mod] Quest framework [quests]

Your mod would be great if you added killing mobs awards, and the graphics of this mod, viewtopic.php?id=4870 and finally, giving objects on difficult achievments
by guideahon
Sat Feb 14, 2015 12:48
Forum: Mod Releases
Topic: [Mod] Mirror of Returning [1.0.4] [returnmirror]
Replies: 26
Views: 10980

Re: [Mod] Mirror of Returning [0.1.0] [returnmirror]

Maybe if pointed thing is nothing, then, player pos +1 in that axis, else, pointed thing pos +1 in Z
by guideahon
Wed Feb 11, 2015 10:34
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.61] [mobs]
Replies: 2502
Views: 641628

Re: [Mod] Mobs Redo [0.9] [mobs]

Monsters and Animals spawn on specific blocks so you would either need to use v6 mapgen or a v7 mapgen mod to supply those blocks... Also note that each mob can be changed to spawn on whatever you like just by looking at code... Mobs Redo has full v6 and Ethereal v7 support... I traveled on an ethe...
by guideahon
Tue Feb 10, 2015 19:15
Forum: Mod Releases
Topic: [Mod] Sprint [sprint]
Replies: 81
Views: 48964

Re: [Mod] Sprint [sprint]

I was not talking about Pep and Player Effects, those are different things. I was talking about the HUD bar. --I was talking about the sprint mod with hud bars, i used it but it wasnt compatible with pep so i removed it from my modpack I can't see where in your mod you have made something “like tha...
by guideahon
Tue Feb 10, 2015 14:37
Forum: Mod Releases
Topic: [Mod] Pyramids (with treasures) [1.0.4] [tsm_pyramids]
Replies: 52
Views: 18977

Re: [Mod] Pyramids (with Treasurer support) [0.6] [tsm_pyram

Wuzzy, i made a modification for your mod, i added "false_sandstone_brick", is the same as the other one but unbreakeable to prevent pyramids from being too easy, also, i would love to see a big mummy spawner at the entrance activated when the user wants to get out of the pyramid, this wou...
by guideahon
Tue Feb 10, 2015 13:36
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.61] [mobs]
Replies: 2502
Views: 641628

Re: [Mod] Mobs Redo [0.9] [mobs]

Hi TenPlus, i'm having issues again with mapgen V7 and ethereal, Bees, Beehives, Giant Spiders, Oerkki and Dungeon Master dont spawn.
Also, can you add sound on hit_mob, like tsm_pyramids mod?
Great mod!
by guideahon
Tue Feb 10, 2015 11:23
Forum: Mod Releases
Topic: [Mod] Sprint [sprint]
Replies: 81
Views: 48964

Re: [Mod] Sprint [sprint]

Hi wuzzy, i made something like that but it doesn't work well with pep, maybe you can fix that.
by guideahon
Mon Feb 09, 2015 22:53
Forum: Mod Releases
Topic: [Modpack] Magic, experience and enchanting [0.6] [magic]
Replies: 20
Views: 8741

Re: [Modpack] Magic, experience and enchanting [0.5] [Magic]

UPDATE:
Go home, set home orbs now work
Minor bug fixes (Thx to Wuzzy)
by guideahon
Mon Feb 09, 2015 00:43
Forum: Mod Releases
Topic: [Modpack] Magic, experience and enchanting [0.6] [magic]
Replies: 20
Views: 8741

Re: [Modpack] Magic [0.4.6] [Magic]

UPDATE:
Lava and water spells dont last forever, yay!
by guideahon
Sat Feb 07, 2015 18:22
Forum: Mod Releases
Topic: [Modpack] Magic, experience and enchanting [0.6] [magic]
Replies: 20
Views: 8741

Re: [Modpack] MAGIC V_0.4.5 [Magic]

Okay, renaming the original HUD mod made the bug go away. But this still sucks. I do not want to arbtitrarily rename mods. Maybe you should consider renaming your packaged HUD mod, since you also have altered it a bit. Okay, this aside, there are still a few missing textures. Just see the log I pos...
by guideahon
Sat Feb 07, 2015 17:37
Forum: Mod Releases
Topic: [Modpack] Magic, experience and enchanting [0.6] [magic]
Replies: 20
Views: 8741

Re: [Modpack] MAGIC V_0.4.5 [Magic]

I love it that you're making a mod with my code, i would love to merge a magic nether realm, with large cavegen. 03:13:49: ERROR[ServerThread]: Assignment to undeclared global "magic_shoot_magic" inside a function at /home/wuzzy/.minetest/mods/magic/magic/init.lua:118. @Wuzzy : you still g...