Configuration and world files stores in /home folder.
Is it possible to store them near minetest.appimage file ?
Search found 365 matches
- Tue Aug 29, 2017 06:57
- Forum: Engine Builds
- Topic: [Linux] Portable Minetest client and server as AppImages
- Replies: 43
- Views: 25508
- Wed Jun 21, 2017 20:52
- Forum: General Discussion
- Topic: How to install mods in Linux
- Replies: 4
- Views: 930
Re: How to install mods in Linux
ohh thanks i created one and worked in home directory..
I was in wrong folder in usr/share/minetest
I was in wrong folder in usr/share/minetest
- Wed Jun 21, 2017 20:46
- Forum: General Discussion
- Topic: How to install mods in Linux
- Replies: 4
- Views: 930
How to install mods in Linux
I have just switched to Solus Linux but i couldnt find mods directory.
And wiki is somehow always seen in Russian even if change language in my browser so i coulndt understand.
Where is it :o
And wiki is somehow always seen in Russian even if change language in my browser so i coulndt understand.
Where is it :o
- Mon Jun 12, 2017 09:40
- Forum: Engine Builds
- Topic: [Windows] Krock's 32-bit MSVC builds
- Replies: 186
- Views: 63932
Re: [Windows] Krock's 32-bit MSVC builds
@mahmutelmas06 There are precompiled Win32 libraries that should work, sadly yet none for 64-bit yet, so you'd have to compile them yourself or try the cross-compiled from our buildbot script . Also see this tutorial here . You'll need CMake , gettext , the above linked libraries and some CMake ins...
- Sun Jun 11, 2017 11:47
- Forum: Engine Builds
- Topic: [Windows] Krock's 32-bit MSVC builds
- Replies: 186
- Views: 63932
Re: [Windows] Krock's 32-bit MSVC builds
@Beerholder, red-001 You are right with your guess that I have the build environment on Windows XP. Thus, MSVC 11/2012 will (most likely?) not work on it. Also, I'm not keen to update Windows or try to compile Minetest using MinGW (which would still be an option). Thanks for your interest in my 32-...
- Wed Jun 07, 2017 19:58
- Forum: WIP Mods
- Topic: [MOD] Commander - Command Gui
- Replies: 12
- Views: 2353
Re: [MOD] Commander - Command Gui
:O from nothing :D when you mean categorize, you mean how? such as tables with: helpcmds, action cmds, movement cmds, utility, misc .... etc? Player commands (like fast walk), Nature commands (like wheather, animals..), Sound commands, Decor commands ( like give me, placenode... ) etc... And sort b...
- Mon Jun 05, 2017 23:08
- Forum: WIP Mods
- Topic: [mod] Vehicles [vehicles]
- Replies: 342
- Views: 90300
Re: [mod] Vehicles [vehicles]
Could u make all cars be able to take passengers ?
- Mon Jun 05, 2017 23:06
- Forum: WIP Mods
- Topic: [MOD] Commander - Command Gui
- Replies: 12
- Views: 2353
Re: [MOD] Commander - Command Gui
Thanks in advance :)azekill_DIABLO wrote:i could do it! i love the idea!
- Fri Jun 02, 2017 11:12
- Forum: WIP Mods
- Topic: [MOD] Commander - Command Gui
- Replies: 12
- Views: 2353
Re: [MOD] Commander - Command Gui
I wonder if someone could help me to categorize commands ?
- Fri May 12, 2017 16:42
- Forum: WIP Mods
- Topic: [abandoned mod] Chaos [chaos]
- Replies: 15
- Views: 2808
Re: [mod] Chaos [chaos]
You should combine this mod with Wuzzys Weird subgame :)
- Mon Apr 10, 2017 14:03
- Forum: WIP Games
- Topic: 3D Minetest Game (Detailed Meshes)
- Replies: 11
- Views: 3623
Re: 3D Minetest Game (Detailed Meshes)
Couldnt be as a mod instead of subgame ? Then we can use it for all subgames.
And isnt it just a texture thing ?
And isnt it just a texture thing ?
- Sat Apr 08, 2017 08:23
- Forum: Texture Packs
- Topic: [16px] Ambiguity
- Replies: 20
- Views: 7068
Re: [16px] Ambiguity
https://github.com/xeranas/skycolor
Or you can make sky foggy, night or check wheather mods to make fully cloudy
Or you can make sky foggy, night or check wheather mods to make fully cloudy
- Sat Mar 25, 2017 07:43
- Forum: Mod Releases
- Topic: [Mod] Edit [2.0][edit]
- Replies: 21
- Views: 4366
Re: Edit Mod
This mod is amazing :o
- Fri Feb 24, 2017 15:46
- Forum: Game Discussion
- Topic: Want your name in a game? (for voxellar 1.6)
- Replies: 26
- Views: 3794
Re: Want your name in a game? (for voxellar 1.6)
MahmutElmas
- Sat Feb 11, 2017 10:47
- Forum: Mod Releases
- Topic: [Mod] Smart Inventory [smart_inventory]
- Replies: 157
- Views: 54577
Re: [mod] Smart Inventory [smart_inventory]
It looks so crowded now. Not eye friendly.
But anyway seems going to be nice inventory mode soon. Good job
But anyway seems going to be nice inventory mode soon. Good job
- Tue Feb 07, 2017 15:31
- Forum: WIP Games
- Topic: [Game] VoxeLibre (formerly known as MineClone2) [0.86]
- Replies: 3015
- Views: 832885
Re: [Game] MineClone 2 [0.7.1]
You should change wield scales of items.
Minecrafts is bigger.
And some of wielded images should be a little rotated such as shovel. Minetests digging with shovel is like puching someones head with shovel :D
Minecrafts is bigger.
And some of wielded images should be a little rotated such as shovel. Minetests digging with shovel is like puching someones head with shovel :D
- Tue Feb 07, 2017 15:12
- Forum: Old Mods
- Topic: [mod] Cleanup fire [unknownburn]
- Replies: 10
- Views: 2741
Re: [mod] Cleanup fire [unknownburn]
can u add a command or something else to make it for all.
for exmp - unknowburn all- will change all unknown nodes at once.
for exmp - unknowburn all- will change all unknown nodes at once.
- Mon Jan 30, 2017 22:04
- Forum: WIP Games
- Topic: [Game] VoxeLibre (formerly known as MineClone2) [0.86]
- Replies: 3015
- Views: 832885
- Mon Jan 16, 2017 13:00
- Forum: WIP Mods
- Topic: [Mod] Node Information on_punch [punchinfo]
- Replies: 9
- Views: 2260
Re: [Mod] Node Information on_punch [punchinfo]
thank you for this mod
Hud is too big. You need to make it smaller.
Hud is too big. You need to make it smaller.
- Mon Jan 16, 2017 12:45
- Forum: Old Mods
- Topic: [Mod] Money (or Economy) [201207] [money]
- Replies: 122
- Views: 60492
Re: [Mod] Money (or Economy) [201207] [money]
After you create a world open world settings. Activate mods you have installed.
- Mon Jan 09, 2017 20:17
- Forum: Engine Builds
- Topic: [Linux/Flatpak] Flatpak builds (now on flathub)
- Replies: 18
- Views: 13054
- Sun Jan 08, 2017 17:44
- Forum: Mod Releases
- Topic: [Mod] Medicine [1.2] [UPDATE!] [medicine]
- Replies: 38
- Views: 12302
- Sat Jan 07, 2017 09:30
- Forum: Feature Discussion
- Topic: Clients should have a choice about serverside texturepack
- Replies: 2
- Views: 760
Re: Clients should have a choice about serverside texturepac
I dont think it is a good idea because servers use different subgames not only default minetest.
For example Lord of the test.... it has its own theme world so u have to use its textures.
For example Lord of the test.... it has its own theme world so u have to use its textures.
- Fri Jan 06, 2017 19:19
- Forum: WIP Mods
- Topic: [API]Open AI [open_ai]
- Replies: 75
- Views: 25416
Re: [API]Open AI [open_ai]
https://github.com/jordan4ibanez/open_a ... _ideas.txt
seems this will be suitable for mobs too. Try to improve together by pr instead starting from zero.
seems this will be suitable for mobs too. Try to improve together by pr instead starting from zero.
- Mon Jan 02, 2017 10:57
- Forum: Mod Releases
- Topic: [Mod] mydoors [mydoors]
- Replies: 122
- Views: 31341
Re: [Mod] mydoors [mydoors]
Could you add support to mechanisms mod which is excluded from xdecor ?