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Re: [mod] technology : Hi-Tech and steel structures

I can't get the elevator to work. :( I tried copying the one in your pictures, too, but that doesn't work, either. I am so sorry that my pictures were not very explicit: What isn't shown on it is that an elevator must have at least 1 stop mark to work. A stop mark is a steel sign placed in the dire...
by jimy
Wed Apr 18, 2018 19:49
 
Forum: WIP Mods
Topic: [mod] technology : Hi-Tech and steel structures
Replies: 17
Views: 4336

Re: [Mod] Advanced NPC (WIP) [advanced_npc]

I got the following error: [save_restore] Error: Savefile 'mg_all_villages.data' not found. [save_restore] Error: Savefile 'mg_generated_map.data' not found. 2018-03-24 13:01:05: WARNING[Main]: Undeclared global variable "moresnow" accessed at /home/jimy/.minetest/mods/mg_villages/nodes.lu...
by jimy
Sat Mar 24, 2018 12:08
 
Forum: WIP Mods
Topic: [Mod] Advanced NPC (WIP) [advanced_npc]
Replies: 84
Views: 12658

[Mod] Robots

Robots to protect and to serve you This mod adds stupid robots into minetest, that obeys to chat orders and protect you from ennemies like zombies, other players, ... Of course there is an obedience priority list ! Screenshots The only robot created for now: the brigadier https://forum.minetest.net...
by jimy
Sat Mar 24, 2018 10:33
 
Forum: WIP Mods
Topic: [Mod] Robots
Replies: 1
Views: 434

Re: [mod] computers [jimy byerley] : Realistics lapt

Mod updated to support overall plans that provide powerfull stuff in mod technology
by jimy
Sat Mar 24, 2018 09:47
 
Forum: WIP Mods
Topic: [mod] computers [jimy byerley] : Realistics laptops
Replies: 8
Views: 1891

Re: [mod] technology : Hi-Tech and steel structures

⋅ Documentation says: “plastic : put cotton in furnace”. How? You can obtain cotton only by cheating. but I can get cotton by digging cotton shoot ? ⋅ Documentation says: “License is GNU GPL v2, do it what you want !”. “do it what you want !” is NOT what the GNU GPL v2 says! &sd...
by jimy
Sat Mar 24, 2018 09:13
 
Forum: WIP Mods
Topic: [mod] technology : Hi-Tech and steel structures
Replies: 17
Views: 4336

Re: [mod] technology : Hi-Tech and steel structures

Fixerol wrote:Screenshots section in first post

Now fixed with new screenshots !
by jimy
Fri Mar 23, 2018 23:06
 
Forum: WIP Mods
Topic: [mod] technology : Hi-Tech and steel structures
Replies: 17
Views: 4336

Re: [mod] technology : Hi-Tech and steel structures

I even use it with version 0.4.17 ^^
Which images are missing ?
by jimy
Tue Feb 06, 2018 16:00
 
Forum: WIP Mods
Topic: [mod] technology : Hi-Tech and steel structures
Replies: 17
Views: 4336

Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

This mod is pretty cool :-) !!
Can you make possible to change the skin of a npc ? That would be funny to populate a town !
@Skomine: is your fork including this pathfinder ?
by jimy
Sun Nov 19, 2017 20:24
 
Forum: Old Mods
Topic: [Modpack] NPC Framework [minetest-npcf] [WIP]
Replies: 130
Views: 35918

Re: [Modpack] Sea [0.4.2] [sea]

I can't download any archive of this mod, your links seems to point removed files. Can you solve it ?
by jimy
Mon Jul 10, 2017 07:06
 
Forum: Mod Releases
Topic: [Modpack] Sea [0.4.2] [sea]
Replies: 177
Views: 68200

Re: [Mod] Alive AI V3.12 [aliveai]

ipairs is for indexed arrays
pairs is for key/value arrays

So using ipairs would avoid crash while iterating a list that is modified during the loop ?
by jimy
Thu Feb 23, 2017 18:13
 
Forum: Mod Releases
Topic: [Mod] Alive AI V26.2 [aliveai]
Replies: 333
Views: 41730

Re: [Mod] Alive AI V3.12 [aliveai]

http://lua-users.org/lists/lua-l/2009-05/msg00389.html for the error with items.lua: invalid key to 'next' ... in function '(for generator)' > As stated in the Lua reference manual, this means that during the > iteration you are assigning to a key that didn't exist prior to the > iteration. This wa...
by jimy
Wed Feb 22, 2017 21:25
 
Forum: Mod Releases
Topic: [Mod] Alive AI V26.2 [aliveai]
Replies: 333
Views: 41730

Re: [Mod] Alive AI V3.12 [aliveai]

What version of lua are you using to compile minetest ? I think it can be due to my old version of the library, math.random from my library doesn't match with your usage of this function. When I change the parts of your code that is using math.random, there is no more problems with it. (I disabled c...
by jimy
Wed Feb 22, 2017 21:03
 
Forum: Mod Releases
Topic: [Mod] Alive AI V26.2 [aliveai]
Replies: 333
Views: 41730

Re: [Mod] Alive AI V3.1 [aliveai]

After replaced "self.fínvist" by "self.finvist" into aliveai_threats/init.lua (it was this file and not items.lua) I get the same kind of error: 2017-02-22 18:34:34: WARNING[Main]: Couldn't find a locale directory! 2017-02-22 18:34:34: [Main]: Automatically selecting world at [/h...
by jimy
Wed Feb 22, 2017 17:39
 
Forum: Mod Releases
Topic: [Mod] Alive AI V26.2 [aliveai]
Replies: 333
Views: 41730

Re: [Mod] Alive AI V3 [aliveai]

AiTechEye wrote:which download are you using? github or the forum?

Well, this backtrace is from the version posted on the forum, But I tried both, and there is also a problem with the github version.
by jimy
Wed Feb 22, 2017 17:17
 
Forum: Mod Releases
Topic: [Mod] Alive AI V26.2 [aliveai]
Replies: 333
Views: 41730

Re: [Mod] Alive AI V3 [aliveai]

This mod seems amazing, and is a revolution for every mobs mods ! I tried it but I encoutered some problems. It's probably a stupid note, but It seems that this mod doesn't work on the latest minetest: I tried it with minetest 0.4.15-dev. first I need to replace all "ï" from items.lua by U...
by jimy
Wed Feb 22, 2017 15:36
 
Forum: Mod Releases
Topic: [Mod] Alive AI V26.2 [aliveai]
Replies: 333
Views: 41730

Re: Mineteset as global virtual world

So, * mods and server versions must be same * mapgen sould be same (It can be possible to have multiple magens for 1 world, I know it because I have a minetest world I have from minetest 0.3) * connection must be good (but mods could be loaded on the client when the player come near the "transw...
by jimy
Sat Jun 28, 2014 13:58
 
Forum: Partly official engine development
Topic: Mineteset as global virtual world
Replies: 8
Views: 1746

Re: Mineteset as global virtual world

We have a virtual world with thousands of servers. OK now why not make a single virtual world? What I propose is difficult, but I think it would be possible to create links between servers to make continuous two worlds. For example, when I would go in a certain area on a first server, it instantly ...
by jimy
Sat Jun 28, 2014 13:40
 
Forum: Partly official engine development
Topic: Mineteset as global virtual world
Replies: 8
Views: 1746

Mineteset as global virtual world

We have a virtual world with thousands of servers. OK now why not make a single virtual world? What I propose is difficult, but I think it would be possible to create links between servers to make continuous two worlds. For example, when I would go in a certain area on a first server, it instantly t...
by jimy
Thu Jun 26, 2014 07:55
 
Forum: Partly official engine development
Topic: Mineteset as global virtual world
Replies: 8
Views: 1746

Re: [mod] technology : Hi-Tech and steel structures

I reply to Wuzzy, I take note about your reply. I just write to say : moreores is needed in from 0.4.4 to 0.4.7 versions of minetest. So moreores is not essential in recent versions, but it is a necessity in old versions. Remove it from depends.txt if you haven't it.
by jimy
Mon Jun 23, 2014 20:37
 
Forum: WIP Mods
Topic: [mod] technology : Hi-Tech and steel structures
Replies: 17
Views: 4336

Re: [mod] computers [jimy byerley] : Realistics lapt

Calinou wrote:MediaCrush and LUTIm can host images.

Thanks, I have screenshots now.
by jimy
Sat Jun 21, 2014 07:54
 
Forum: WIP Mods
Topic: [mod] computers [jimy byerley] : Realistics laptops
Replies: 8
Views: 1891

Re: [mod] technology : Hi-Tech and steel structures

4aiman wrote:The old moreores is anything but a mistake.
Some games don't have bronze and/or copper by default.
So, there only should be a check for 'default:bronze' or a note about compliant games.

I corrected these mistake. This mod is now compatible with minetest from 0.4.4 to 0.4.9
by jimy
Sat Jun 21, 2014 07:42
 
Forum: WIP Mods
Topic: [mod] technology : Hi-Tech and steel structures
Replies: 17
Views: 4336

Re: [mod] technology : Hi-Tech and steel structures

DS-minetest wrote:but normally bronze and copper is disabled

and it depenses "explosion"

explosion is an other mod I created, but it is not yet, I remove it from depends.txt .
by jimy
Sat Jun 21, 2014 07:17
 
Forum: WIP Mods
Topic: [mod] technology : Hi-Tech and steel structures
Replies: 17
Views: 4336

Re: [mod] computers [jimy byerley] : Realistics lapt

depends.txt was missing, I corrected the error now.
by jimy
Sat Jun 21, 2014 07:09
 
Forum: WIP Mods
Topic: [mod] computers [jimy byerley] : Realistics laptops
Replies: 8
Views: 1891

[mod] computers [jimy byerley] : Realistics laptops

Description ============================================================= This mod privides realistics laptops, which can be closed, opened and used : It is possible to type commands that the computer execute. Type help (and enter) to see all commands on a laptop. All commands are now available. Sc...
by jimy
Fri Jun 20, 2014 16:58
 
Forum: WIP Mods
Topic: [mod] computers [jimy byerley] : Realistics laptops
Replies: 8
Views: 1891

[mod] technology : Hi-Tech and steel structures

TECHNOLOGY - This mod aims to provide some modern stuff into Minetest Contain ====================================== + steel (bronze) structures |----+ bronze bridges |----+ bronze leaning |----+ bronze ladders + tools |---+ jackhammer (fast digging) |---+ wrench + hi-tech |----+ modern flat screen...
by jimy
Fri Jun 20, 2014 16:40
 
Forum: WIP Mods
Topic: [mod] technology : Hi-Tech and steel structures
Replies: 17
Views: 4336

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