Search found 928 matches
- Mon Sep 20, 2021 02:05
- Forum: General Discussion
- Topic: Why should anyone become involved in minetest?
- Replies: 68
- Views: 9266
Re: Why should anyone become involved in minetest?
I don't remember when the Windows builds weren't even available, we've had Windows CI and windows builds for each release for many years. It was for one of the 0.4 versions. For a while there were no windows builds on the website, sfan5 had a thread for them. The forums aren't representative, as th...
- Sun Sep 19, 2021 23:49
- Forum: General Discussion
- Topic: Why should anyone become involved in minetest?
- Replies: 68
- Views: 9266
Why should anyone become involved in minetest?
Hello everyone, I want to talk about future of minetest. Mmm yes that's fresh and new isn't it? But it seems to me that the minetest community is still quietly waiting for outside help, like it was 4 or 5 years ago when I lost interest. So I want to talk about why anyone from outside should/shouldn'...
- Mon May 31, 2021 22:11
- Forum: WIP Mods
- Topic: [Mod] D00Med mobs [dmobs]
- Replies: 291
- Views: 71211
Re: [Mod] D00Med mobs [dmobs]
I have no idea, maybe something to do with not finding the perfect aspect ratio and fov.
- Mon May 31, 2021 22:07
- Forum: WIP Mods
- Topic: [Mod] D00Med mobs [dmobs]
- Replies: 291
- Views: 71211
Re: [Mod] D00Med mobs [dmobs]
I have no idea, maybe something to do with not finding the perfect aspect ratio and fov.
- Sun May 02, 2021 21:24
- Forum: WIP Mods
- Topic: [Mod] D00Med mobs [dmobs]
- Replies: 291
- Views: 71211
Re: [Mod] D00Med mobs [dmobs]
Oh I just check up on things every now and then. Lost interest in minetest since I started getting motion sickness :^)
- Fri Apr 23, 2021 20:54
- Forum: WIP Mods
- Topic: [Mod] D00Med mobs [dmobs]
- Replies: 291
- Views: 71211
Re: [Mod] D00Med mobs [dmobs]
Glad someone else picked up the mod. Thanks for that.
I was in the process of changing all of the models to a style that fits minetest better (maybe I already did and forgot?), it's a shame but I don't think I bothered to keep them.
I was in the process of changing all of the models to a style that fits minetest better (maybe I already did and forgot?), it's a shame but I don't think I bothered to keep them.
- Tue Jan 28, 2020 20:39
- Forum: WIP Mods
- Topic: [Mod] scifi-nodes
- Replies: 76
- Views: 19920
Re: [Mod] scifi-nodes
I like the animation
- Wed Oct 23, 2019 20:01
- Forum: WIP Mods
- Topic: [Mod]Horror mod
- Replies: 73
- Views: 21238
Re: [Mod]Horror mod
You could use get_us_time() (and adjust for your timezone accordingly) and modify the range to be between 3 and 4 am.
- Wed Oct 16, 2019 20:41
- Forum: WIP Games
- Topic: [Game] Farlands [v1 - The Beginning]
- Replies: 223
- Views: 53732
Re: [Game] Farlands [v1 - The Beginning]
It was 0.4.17. And yes, you can of course, still use the parts.
- Tue Oct 01, 2019 00:50
- Forum: WIP Mods
- Topic: [mod] witchcraft (v0.4)
- Replies: 93
- Views: 19439
Re: [mod] witchcraft (v0.4)
Use a torchmichael314 wrote: I've got world time set to always be day, but I'm underground I don't care about that, I just want to be able to see these huge caverns. How do I do that?
- Sat May 11, 2019 22:08
- Forum: WIP Mods
- Topic: [Mod]scifi mobs [mobs_scifi]
- Replies: 48
- Views: 13147
Re: [Mod]scifi mobs [mobs_scifi]
The mod is likely to be broken in the current version of minetest. Particularly the X-wing, which uses a really early version of my vehicles mod.
- Sat May 11, 2019 22:07
- Forum: WIP Mods
- Topic: [mod] more plants [moreplants]
- Replies: 26
- Views: 8139
Re: [mod] more plants [moreplants]
I do not update my mods anymore, sorry
- Thu Oct 25, 2018 22:13
- Forum: WIP Mods
- Topic: [mod] Vehicles [vehicles]
- Replies: 342
- Views: 90274
Re: [mod] Vehicles [vehicles]
Yeah I'm sorry guys, I know I promised a lot, but I really don't have time or enthusiasm for this anymore. Working on mods is fun but it doesn't really do anything for my future. The big problem with the mod is that the functions really need to be re-written because having boats, planes, and cars al...
- Fri Sep 28, 2018 05:59
- Forum: WIP Mods
- Topic: [Mod] scifi-nodes
- Replies: 76
- Views: 19920
Re: [Mod] scifi-nodes
I'm glad you do.
That's something I've wanted to do for a long time, but just never got around to it.
Will you let me know if you do make it?
That's something I've wanted to do for a long time, but just never got around to it.
Will you let me know if you do make it?
- Mon Aug 20, 2018 07:55
- Forum: WIP Mods
- Topic: [Mod]scifi mobs [mobs_scifi]
- Replies: 48
- Views: 13147
Re: [Mod]scifi mobs [mobs_scifi]
Thanks, I'm glad you like it.
I'm not updating the mod anymore though, sorry.
I'm not updating the mod anymore though, sorry.
- Thu Aug 09, 2018 23:07
- Forum: Game Releases
- Topic: [Game] LegendofMinetest [v2]
- Replies: 218
- Views: 94143
Re: [Game] LegendofMinetest [v2]
Thanks for this, I will try to fix it
- Mon Jul 23, 2018 05:57
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11112
- Views: 2063667
Re: Post your screenshots!
That's really impressive! The sloped nodes look so good.
- Sun Jul 22, 2018 10:14
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11112
- Views: 2063667
Re: Post your screenshots!
Just some kelp
- Sat Jul 21, 2018 07:08
- Forum: Game Releases
- Topic: [Game] LegendofMinetest [v2]
- Replies: 218
- Views: 94143
Re: [Game] LegendofMinetest [v2]
I've decided not to bother using plantlike_rooted for the underwater plants. It doesn't seem to work in v0.4.17, and if I understand correctly, all it does is put the plant above a solid node.
- Thu Jul 19, 2018 00:58
- Forum: WIP Mods
- Topic: [mod] Vehicles [vehicles]
- Replies: 342
- Views: 90274
Re: [mod] Vehicles [vehicles]
It was already implemented iirc, just the vehicles that came with the mod didn't use it.
- Wed Jul 18, 2018 21:09
- Forum: Game Releases
- Topic: [Game] LegendofMinetest [v2]
- Replies: 218
- Views: 94143
Re: [Game] LegendofMinetest [v2]
Oh, thankyou! I forgot I'd need to fix that with the saplings.
- Wed Jul 18, 2018 21:08
- Forum: WIP Mods
- Topic: [mod] Vehicles [vehicles]
- Replies: 342
- Views: 90274
Re: [mod] Vehicles [vehicles]
No :(
But the good news is that I can work on it now.
But the good news is that I can work on it now.
- Tue Jul 10, 2018 08:44
- Forum: Game Releases
- Topic: [Game] LegendofMinetest [v2]
- Replies: 218
- Views: 94143
Re: [Game] LegendofMinetest [v2]
Thanks, I've been waiting for that, didn't know it had been added yet.
- Sat Jun 23, 2018 02:55
- Forum: Game Releases
- Topic: [Game] LegendofMinetest [v2]
- Replies: 218
- Views: 94143
Re: [Game] LegendofMinetest [v2]
I won't update the first post until the update is finished. It's a bit messy at the moment. It's about to get especially messy because I'm working on villages. Yes the 2018 update branch is what I'm using. I need to delete the other one. You can tame the zol with apples. I'm not sure why but a while...
- Fri Jun 22, 2018 21:16
- Forum: Game Releases
- Topic: [Game] LegendofMinetest [v2]
- Replies: 218
- Views: 94143
Re: [Game] LegendofMinetest [v2]
I think they work well enough, I don't want to overcomplicated things.
Anyway, I made the leaves drop saplings (in the update branch).
All I have left to do now is to improve the villages and to add more room variations to the tower.
Anyway, I made the leaves drop saplings (in the update branch).
All I have left to do now is to improve the villages and to add more room variations to the tower.