Search found 48 matches

by EdShouldBeInBed
Sat Feb 23, 2019 11:50
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.27] [ethereal]
Replies: 197
Views: 73836

Re: [MOD] Ethereal NG [1.26] [ethereal]

PS: Biome tweak where bamboo appears at higher elevation while sakura is at lower So no more gorgeous vast bamboo forests??? My favorite biome... ((( Why my dear Smacker, don't be silly. Why, attached, find some photos of a recent venture. screenshot_20190223_063631.png In the first, here I am expl...
by EdShouldBeInBed
Mon Jul 30, 2018 19:05
Forum: Mod Releases
Topic: [Mod] Achievements [3.2.0] [awards] – group support
Replies: 206
Views: 80533

Re: [Mod] Achievements [3.2.0] [awards] – group support

Rubenwardy, would there be a way to tie an achievement to giving players an item? IE, they place ten Quarries, they get a technic world anchor (random idea, not intended use case). I know there was a quest mod in development, but I'm not sure if it's still active.
by EdShouldBeInBed
Wed Jul 25, 2018 13:06
Forum: Mod Releases
Topic: [Mod] Cave Realms Lite [caverealms_lite]
Replies: 43
Views: 20678

Re: [Mod] Cave Realms Lite [caverealms_lite]

Thanks for reporting. I've not been able to duplicate this crash, and haven't had any reports back from the servers using the mod to suggest there might be a problem. Could I ask if you have adjusted the mod in any way? And if not, was this a one off crash or is it frequent? The mod is running on a...
by EdShouldBeInBed
Wed Jul 11, 2018 21:03
Forum: Mod Releases
Topic: [Mod] Cave Realms Lite [caverealms_lite]
Replies: 43
Views: 20678

Re: [Mod] Cave Realms Lite [caverealms_lite]

Came across this while digging, boots me back to main menu (using minetest 0.4.17.1, personal game): 2018-07-11 16:47:21: ERROR[Main]: ServerError: AsyncErr: Lua: finishGenRuntime error from mod 'caverealms' in callback environment_OnGenerated(): ...ard/.minetest/games/edtest/mods/caverealms_lite/in...
by EdShouldBeInBed
Thu Mar 15, 2018 18:54
Forum: Mod Releases
Topic: [MOD] Tool ranks [toolranks]
Replies: 107
Views: 28297

Re: [MOD] Tool ranks [toolranks]

So, partly as practice in coding and partly just to expand support, I made a little mod.
It's here. It extends the coverage of toolranks to:
bacon
glooptest
magma and ice mp
technic aluminum

Seems to work on my local game, but if you have any of these mods installed do try it.
by EdShouldBeInBed
Thu Mar 15, 2018 03:15
Forum: Modding Discussion
Topic: Mod Interactions: The name's the same...
Replies: 0
Views: 153

Mod Interactions: The name's the same...

Glooptest shares a number of gem node/ item names with technic_aluminum. There's some overlap in node names in the technic and darkage mods I'm using too. I'm already working on "work together" code for the game this is all in, and three avenues occur to me: 1) A craft that allows the version from o...
by EdShouldBeInBed
Thu Mar 15, 2018 02:56
Forum: General Discussion
Topic: Disable "giveme" in singleplayer mode?
Replies: 6
Views: 533

Re: Disable "giveme" in singleplayer mode?

Wuzzy, your initial answer made me very very sad. But I want you to know, the newer version's set up makes me very, very happy.
by EdShouldBeInBed
Sat Jun 10, 2017 07:26
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.53] [mobs]
Replies: 2080
Views: 379239

Re: [Mod] Mobs Redo [1.36] [mobs]

TenPlus1 wrote: and that they have a protection rune used on them so that other players cannot kill them.
Protection rune?
by EdShouldBeInBed
Wed Apr 19, 2017 17:54
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.27] [ethereal]
Replies: 197
Views: 73836

Re: [MOD] Ethereal NG [1.22] [ethereal]

TenPlus1 wrote:Ideas are more than welcome:)
An irradiated zone of some sort? "Blight Lands"? Maybe spawn Uranium ore near the surface in it if you have Technic installed?
by EdShouldBeInBed
Sun Apr 16, 2017 19:57
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.53] [mobs]
Replies: 2080
Views: 379239

Re: [Mod] Mobs Redo [1.34] [mobs]

Cool, figured that. Just wanted to see if there was a setting before I altered the code. :)
by EdShouldBeInBed
Sun Apr 16, 2017 19:13
Forum: Mod Releases
Topic: [Mod] Rainbow Ore [1.2.1] [rainbow_ore]
Replies: 21
Views: 5880

Re: [Mod] Rainbow Ore [1.2.1] [rainbow_ore]

About the only thing I'd like is mined rainbows to become a nugget. Other than that... nice.
by EdShouldBeInBed
Sun Apr 16, 2017 18:56
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.53] [mobs]
Replies: 2080
Views: 379239

Re: [Mod] Mobs Redo [1.34] [mobs]

Is there a way to set the depth a mob will appear at in minetest.conf? I want to use the goblins, but I'd like to put them down in the region I have HeroOfTheWind's Caverealms appearing.
by EdShouldBeInBed
Sat Mar 18, 2017 20:01
Forum: Minetest-related projects
Topic: [Tool] GUI for installing and updating mods from GitHub
Replies: 116
Views: 21642

Re: [Tool] GUI for installing and updating mods from GitHub

Morn76: Anyway MT Sync could check if it needs to use --recursive to retrieve submodules from other gits? A few favourites have changed to modpacks with recursive links to their sub mods. Can you point me to an example mod pack that uses this? I need a test case. https://github.com/FaceDeer/castle ...
by EdShouldBeInBed
Fri Mar 17, 2017 05:40
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.27] [ethereal]
Replies: 197
Views: 73836

Re: [MOD] Ethereal NG [1.22] [ethereal]

Can we get a setting similar to the moretrees.spawn_saplings variable/ have Ethereal obey the variable when both are installed? it's the lighting thing, drives me batty. Especially since I love building homes in/ integrating redwoods
by EdShouldBeInBed
Thu Mar 16, 2017 18:42
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 405
Views: 163979

Re: [Mod] More Trees! [git][moretrees]

This would require ditching the moretrees config file (which is per-world), and instead putting its settings in minetest.conf. That's easily done, but I never saw a point in doing so. If you really need this, edit "default_settings.txt". Hmm. Edited default_settings.txt, still getting default trees...
by EdShouldBeInBed
Thu Mar 16, 2017 12:58
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 405
Views: 163979

Re: [Mod] More Trees! [git][moretrees]

Vanessa, is there a way to get every world generated by a subgame to use the same moretrees settings? Say I always want beech instead of the default trees.
by EdShouldBeInBed
Thu Mar 16, 2017 12:53
Forum: Minetest-related projects
Topic: [Tool] GUI for installing and updating mods from GitHub
Replies: 116
Views: 21642

Re: [Tool] GUI for installing and updating mods from GitHub

Morn76:
Anyway MT Sync could check if it needs to use --recursive to retrieve submodules from other gits? A few favourites have changed to modpacks with recursive links to their sub mods.
by EdShouldBeInBed
Thu Mar 16, 2017 12:36
Forum: Mod Releases
Topic: [Mod] Castles++ Rolling release [git] [castle]
Replies: 124
Views: 30531

Re: [Mod] Castles++ Rolling release [git] [castle]

texmex wrote:Congrats FaceDeer, great work!

Ed, you need to clone with the --recursive flag to get the submodules.
(face palm) It's the little things, duh. Thanks for the reminder texmex!
by EdShouldBeInBed
Wed Mar 15, 2017 21:41
Forum: Mod Releases
Topic: [Mod] Castles++ Rolling release [git] [castle]
Replies: 124
Views: 30531

Re: [Mod] Castles++ Rolling release [git] [castle]

Facedeer, I love modular git pulls. They make sense to me, they tickle me, they engage me. I just pulled your new repo and all the sub mod directories came up empty. Er... git clone should get it, right? Edit: just pulled a couple of the component mods fine, is everything pointing at the right place?
by EdShouldBeInBed
Tue Mar 07, 2017 15:29
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 367095

Aliasing Nodes

Question/ Issue: If I use minetest.register_alias to replace one mods version of a node with another, will the first mod recognize the replacement node for crafting? Where should I put such alias statements? Reason: In my personal minetest game, I have both Dark Ages and Technic installed. I want to...
by EdShouldBeInBed
Wed Jan 25, 2017 07:26
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 685
Views: 233926

Re: [Mod] Pipeworks [20131128] [pipeworks]

Gang, I seem to be able to get every Technic device to output to tubes save the MV Furnace. All machines in the chain are upgraded with the Control Logic Unit... and the furnace just feeds what it smelts back into its own input... Latest minetest/ mods. Thoughts?
by EdShouldBeInBed
Tue Dec 20, 2016 07:30
Forum: Mod Releases
Topic: [Modpack] Plantlife [rolling release] [plantlife_modpack]
Replies: 297
Views: 151733

Re: [Modpack] Plantlife [rolling release] [plantlife_modpack

Inserting Not A Programmer disclaimer here.

(n/m)
by EdShouldBeInBed
Wed Oct 26, 2016 13:10
Forum: Old Mods
Topic: [Mod] Surprise Blocks [0.3] [tsm_surprise]
Replies: 18
Views: 7267

Re: [Mod] Surprise blocks [0.1] [tsm_surprise]

Wuzzy, I have several TRMs installed, but every surprise block I break is empty. Is there a particular dir in my minetest game's tree I should place the TRM in, or is there a config flag I'm missing? I have the mods connected to each TRM installed.
by EdShouldBeInBed
Wed Oct 19, 2016 11:02
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.53] [mobs]
Replies: 2080
Views: 379239

Re: [Mod] Mobs Redo [1.31] [mobs]

Excellent. Thanks. You give us good mods and good support.
by EdShouldBeInBed
Wed Oct 19, 2016 10:53
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.53] [mobs]
Replies: 2080
Views: 379239

Re: [Mod] Mobs Redo [1.31] [mobs]

Anxious: It's not just the spawn rate you have to change, that only makes them spawn more in an area, but there is also spawn number as well which is usually set to 1 or 2 and that means only a certain amount of active objects are allowed inside that map block at any one time and if it exceeds that...