Search found 19 matches
- Wed Feb 24, 2016 15:38
- Forum: Mod Releases
- Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
- Replies: 446
- Views: 129208
Re: [Mod] Not so simple mobs v2.2.1 [nssm]
Fantastic work, thank you very much!
- Fri Feb 19, 2016 23:36
- Forum: Mod Releases
- Topic: [Modpack] Sea [0.4.2] [sea]
- Replies: 178
- Views: 93376
Re: [Modpack] Sea [0.4.2] [sea]
Please put this great mod up on some Git repo.
- Fri Feb 19, 2016 23:34
- Forum: Mod Releases
- Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
- Replies: 446
- Views: 129208
Re: [Mod] Not so simple mobs v2.2 [nssm]
I think that the strenght of Nssm is the fact that in each default biome there are differents mobs! Ethereal grants new amazing biomes in which no mobs can be found because of the registered spawn... With our settings many Ethereal biomes are populated only by Flying Ducks... I don't understand, al...
- Wed Feb 17, 2016 19:42
- Forum: Mod Releases
- Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
- Replies: 446
- Views: 129208
Re: [Mod] Not so simple mobs v2.2 [nssm]
I have done some extensive testing on "nssm" with both Vanessa's biomes_lib mod, Valeyes Mapgen mod, and mg mod, all v6 mapgen mods. And I have tested "nssm" on Tenplus1's Ethereal v7 mapgen mod. "nssm" works really well, actually best IMHO, with the v7 Ethereal mod. Al...
- Wed Feb 17, 2016 19:00
- Forum: Mod Releases
- Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
- Replies: 446
- Views: 129208
Re: [Mod] Not so simple mobs v2.2 [nssm]
Yes, I had it disabled.npx wrote:I don't understand, have you disabled darts.lua? It contains the definitions of the projectiles used by the mobs that shoot...
- Wed Feb 17, 2016 04:12
- Forum: Mod Releases
- Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
- Replies: 446
- Views: 129208
Bug report 2
Disregard this post "burg report 2", it was on a client. Sorry.
- Tue Feb 16, 2016 22:40
- Forum: Mod Releases
- Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
- Replies: 446
- Views: 129208
Bug report
I am not sure if it has anything to do with it but darts.lua has been disabled. Then suddenly the server crashes without anyone killing a Phonix. 2016-02-16 23:30:46: ERROR[Server]: LuaEntity name "nssm:phoenix_arrow" not defined 2016-02-16 23:30:46: ERROR[Main]: UNRECOVERABLE error occurr...
- Tue Feb 16, 2016 22:36
- Forum: Mod Releases
- Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
- Replies: 446
- Views: 129208
Re: [Mod] Not so simple mobs v2.2 [nssm]
Thank you for appreciation! We will soon put the mod on Github... Unfortunately the mobs spawn only on default blocks, their spawning works fine on mapgen v6 without any biome mod. It is a limitation of the mod... [/quote] Since I posted my question I did a lot of testing and it actually works pret...
- Tue Feb 16, 2016 22:33
- Forum: Mod Releases
- Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
- Replies: 446
- Views: 129208
Re: [Mod] Not so simple mobs v2.2 [nssm]
There is no need, it works really great together with Tenplus1's mobs mod.foxz wrote:GG !!!
can u add "optionnal" cow and sheep ?
(coz, model from "animal modpack" are really ugly ;) )
[I'm a moron with blender :'(]
- Sun Feb 14, 2016 23:16
- Forum: Mod Releases
- Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
- Replies: 446
- Views: 129208
Re: [Mod] Not so simple mobs v2.2 [nssm]
Fantastic mod!
Please put this up on Github, much easier to follow, update, and post issues!
How, well does this work with Tenplus1's Ethereal mod? Doesn't seem to spawn all the creatures as far as I can see.
Kind regards
Please put this up on Github, much easier to follow, update, and post issues!
How, well does this work with Tenplus1's Ethereal mod? Doesn't seem to spawn all the creatures as far as I can see.
Kind regards
- Mon Aug 03, 2015 16:12
- Forum: Mod Releases
- Topic: [Mod] PMobs (progress mobs) [pmobs]
- Replies: 61
- Views: 30358
Re: [Mod] PMobs (progress mobs)
How to shoot the bow? I have tried left-click, right-click, etc. nothing is working. I have arrows too so not missing amo.
- Fri Jun 12, 2015 02:58
- Forum: Modding Discussion
- Topic: Idea: Isolated mobs
- Replies: 30
- Views: 4386
Re: Idea: Isolated mobs
I'm constantly adding features to the Mobs Redo api in the hope that mod developers will use it for adding their own mobs and have a modular version available to enable/disable mobs inside and to make adding your own a lot easier: https://forum.minetest.net/viewtopic.php?f=11&t=9917&start=2...
- Sat May 16, 2015 21:24
- Forum: Modding Discussion
- Topic: Idea: Isolated mobs
- Replies: 30
- Views: 4386
Idea: Isolated mobs
So, we have all these different great mobs mods, but F is based upon B, which originally was based upon A, so both contains the same "sheep", "cow" and "foo" mobs, yet several times modified. Then we have some mobs mod packs with the same problem as both mod pack A and ...
- Thu Mar 12, 2015 20:16
- Forum: Mod Releases
- Topic: [ModPack] Infrastructure ModPack [20231120-1] [infrastructure_modpack]
- Replies: 81
- Views: 39281
Re: [Mod] Infrastructure [20140514-1] [infrastructure]
Great mod, could you please post it on Github for easy updating etc.?
- Thu Mar 12, 2015 05:01
- Forum: Servers
- Topic: Minetest optimization and running it on a R-Pi2 B
- Replies: 5
- Views: 1803
Minetest optimization and running it on a R-Pi2 B
Yesterday I got a Raspberry Pi 2 B model and I had really hoped it could have run Minetest as a server since it can run both Minecraft and Voxelands without problems. However, even with optimization there is still a lot of lag. I have noticed that much lag appears with people are crafting stuff and ...
- Mon Mar 02, 2015 22:37
- Forum: Problems
- Topic: decompressZlib: inflate failed
- Replies: 0
- Views: 500
decompressZlib: inflate failed
Hi I am getting a lot of this when I try to connect from client to server: ERROR: A serialization error occured decompressZlib: inflate failed The server is properly running a different version. But the server and client are running the exact same version even on the same operating system. I have tr...
- Mon Mar 02, 2015 22:30
- Forum: Modding Discussion
- Topic: Which mobs mods fits best together
- Replies: 12
- Views: 2695
Re: Which mobs mods fits best together
Thanks! I have cleaned up and kept only a couple of mobs mods that seems to work well together.
- Sun Mar 01, 2015 20:52
- Forum: Modding Discussion
- Topic: Which mobs mods fits best together
- Replies: 12
- Views: 2695
Re: Which mobs mods fits best together
Does it work well with other mobs mods too?
- Sun Mar 01, 2015 04:37
- Forum: Modding Discussion
- Topic: Which mobs mods fits best together
- Replies: 12
- Views: 2695
Which mobs mods fits best together
Hi
So far a lot of different mobs mods has been made, a lot based upon each other, and I am really finding it difficult to figure out which goes well together.
I would like to have both friendly (cows, sheep, etc.) and hostile mobs too on the same server.
Any advice in which to combine?
Thanks.
So far a lot of different mobs mods has been made, a lot based upon each other, and I am really finding it difficult to figure out which goes well together.
I would like to have both friendly (cows, sheep, etc.) and hostile mobs too on the same server.
Any advice in which to combine?
Thanks.