Search found 25 matches
- Wed Apr 18, 2018 19:49
- Forum: WIP Mods
- Topic: [mod] technology : Hi-Tech and steel structures
- Replies: 18
- Views: 8178
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...
- Sat Mar 24, 2018 12:08
- Forum: WIP Mods
- Topic: [Mod] Advanced NPC (WIP) [advanced_npc]
- Replies: 92
- Views: 31217
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...
- Sat Mar 24, 2018 10:33
- Forum: WIP Mods
- Topic: [Mod] Robots
- Replies: 1
- Views: 1052
[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...
- Sat Mar 24, 2018 09:47
- Forum: WIP Mods
- Topic: [Mod] computers [computers] - Realistics laptops
- Replies: 8
- Views: 3497
Re: [mod] computers [jimy byerley] : Realistics lapt
Mod updated to support overall plans that provide powerfull stuff in mod technology
- Sat Mar 24, 2018 09:13
- Forum: WIP Mods
- Topic: [mod] technology : Hi-Tech and steel structures
- Replies: 18
- Views: 8178
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! README.md has invalid synta...
- Fri Mar 23, 2018 23:06
- Forum: WIP Mods
- Topic: [mod] technology : Hi-Tech and steel structures
- Replies: 18
- Views: 8178
Re: [mod] technology : Hi-Tech and steel structures
Now fixed with new screenshots !Fixerol wrote:Screenshots section in first post
- Tue Feb 06, 2018 16:00
- Forum: WIP Mods
- Topic: [mod] technology : Hi-Tech and steel structures
- Replies: 18
- Views: 8178
Re: [mod] technology : Hi-Tech and steel structures
I even use it with version 0.4.17 ^^
Which images are missing ?
Which images are missing ?
- Sun Nov 19, 2017 20:24
- Forum: Old Mods
- Topic: [Modpack] NPC Framework [minetest-npcf] [WIP]
- Replies: 130
- Views: 59496
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 ?
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 ?
- Mon Jul 10, 2017 07:06
- Forum: Mod Releases
- Topic: [Modpack] Sea [0.4.2] [sea]
- Replies: 178
- Views: 93376
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 ?
- Thu Feb 23, 2017 18:13
- Forum: Mod Releases
- Topic: [Mod] Alive AI V26.32 [aliveai]
- Replies: 357
- Views: 90986
Re: [Mod] Alive AI V3.12 [aliveai]
So using ipairs would avoid crash while iterating a list that is modified during the loop ?ipairs is for indexed arrays
pairs is for key/value arrays
- Wed Feb 22, 2017 21:25
- Forum: Mod Releases
- Topic: [Mod] Alive AI V26.32 [aliveai]
- Replies: 357
- Views: 90986
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...
- Wed Feb 22, 2017 21:03
- Forum: Mod Releases
- Topic: [Mod] Alive AI V26.32 [aliveai]
- Replies: 357
- Views: 90986
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...
- Wed Feb 22, 2017 17:39
- Forum: Mod Releases
- Topic: [Mod] Alive AI V26.32 [aliveai]
- Replies: 357
- Views: 90986
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...
- Wed Feb 22, 2017 17:17
- Forum: Mod Releases
- Topic: [Mod] Alive AI V26.32 [aliveai]
- Replies: 357
- Views: 90986
Re: [Mod] Alive AI V3 [aliveai]
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.AiTechEye wrote:which download are you using? github or the forum?
- Wed Feb 22, 2017 15:36
- Forum: Mod Releases
- Topic: [Mod] Alive AI V26.32 [aliveai]
- Replies: 357
- Views: 90986
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...
- Sat Jun 28, 2014 13:58
- Forum: Partly official engine development
- Topic: Mineteset as global virtual world
- Replies: 8
- Views: 3305
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...
- Sat Jun 28, 2014 13:40
- Forum: Partly official engine development
- Topic: Mineteset as global virtual world
- Replies: 8
- Views: 3305
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 ...
- Thu Jun 26, 2014 07:55
- Forum: Partly official engine development
- Topic: Mineteset as global virtual world
- Replies: 8
- Views: 3305
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...
- Mon Jun 23, 2014 20:37
- Forum: WIP Mods
- Topic: [mod] technology : Hi-Tech and steel structures
- Replies: 18
- Views: 8178
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.
- Sat Jun 21, 2014 07:54
- Forum: WIP Mods
- Topic: [Mod] computers [computers] - Realistics laptops
- Replies: 8
- Views: 3497
Re: [mod] computers [jimy byerley] : Realistics lapt
Thanks, I have screenshots now.Calinou wrote:MediaCrush and LUTIm can host images.
- Sat Jun 21, 2014 07:42
- Forum: WIP Mods
- Topic: [mod] technology : Hi-Tech and steel structures
- Replies: 18
- Views: 8178
Re: [mod] technology : Hi-Tech and steel structures
I corrected these mistake. This mod is now compatible with minetest from 0.4.4 to 0.4.94aiman 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.
- Sat Jun 21, 2014 07:17
- Forum: WIP Mods
- Topic: [mod] technology : Hi-Tech and steel structures
- Replies: 18
- Views: 8178
Re: [mod] technology : Hi-Tech and steel structures
explosion is an other mod I created, but it is not yet, I remove it from depends.txt .DS-minetest wrote:but normally bronze and copper is disabled
and it depenses "explosion"
- Sat Jun 21, 2014 07:09
- Forum: WIP Mods
- Topic: [Mod] computers [computers] - Realistics laptops
- Replies: 8
- Views: 3497
Re: [mod] computers [jimy byerley] : Realistics lapt
depends.txt was missing, I corrected the error now.
- Fri Jun 20, 2014 16:58
- Forum: WIP Mods
- Topic: [Mod] computers [computers] - Realistics laptops
- Replies: 8
- Views: 3497
[Mod] computers [computers] - 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...
- Fri Jun 20, 2014 16:40
- Forum: WIP Mods
- Topic: [mod] technology : Hi-Tech and steel structures
- Replies: 18
- Views: 8178
[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...