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Re: [Modpack] Dreambuilder [20181016-0423][dreambuilder]

Build #20181016-0423, updated gloopblocks and replaced stu's split-limb player model with Rui's bone-based player animations mod.
by VanessaE
Tue Oct 16, 2018 08:26
 
Forum: Mod Releases
Topic: [Modpack] Dreambuilder [20181016-0423][dreambuilder]
Replies: 1011
Views: 159759

Re: [Modpack] Home Decor [git] [homedecor_modpack]

Cheers. :-)
by VanessaE
Tue Oct 16, 2018 07:49
 
Forum: Mod Releases
Topic: [Modpack] Home Decor [git] [homedecor_modpack]
Replies: 886
Views: 288959

Re: [Modpack] Home Decor [git] [homedecor_modpack]

Looks like you just need to update your copy of Unified Dyes. The line referenced in your crash dump is calling a function therein that I added only recently, like less than a month ago.
by VanessaE
Tue Oct 16, 2018 07:14
 
Forum: Mod Releases
Topic: [Modpack] Home Decor [git] [homedecor_modpack]
Replies: 886
Views: 288959

Re: [Mod] SkyBlock Redo [1.0] [skyblock]

Ah right. Well, that's rnd's department. I just run a server with his modpack. :-)
by VanessaE
Mon Oct 15, 2018 18:49
 
Forum: WIP Mods
Topic: [Mod] SkyBlock Redo [1.0] [skyblock]
Replies: 24
Views: 1624

Re: HDX Textures (16 - 512 px) [git rolling release]

No, I have no plans for that, but if someone makes textures and issues a Merge Request against HDX-512, I'll make them official (and for the other sizes, too), assuming they're well-made.
by VanessaE
Mon Oct 15, 2018 07:00
 
Forum: Texture Packs
Topic: HDX Textures (16 - 512 px) [git rolling release]
Replies: 358
Views: 191328

Re: [Mod] SkyBlock Redo [1.0] [skyblock]

Well, if you don't reach level 2, it will reset everything -- that's intentional, it's a non-serious-n00b filter. As for losing health, that doesn't matter so early in the game, when the only thing that can hurt you after that is a fall to your death.
by VanessaE
Mon Oct 15, 2018 06:58
 
Forum: WIP Mods
Topic: [Mod] SkyBlock Redo [1.0] [skyblock]
Replies: 24
Views: 1624

Re: [Mod] SkyBlock Redo [1.0] [skyblock]

That is exactly what I was suggesting. It won't cause any appreciable lag, because the fall distance is only about 30 meters. Everyone starts with a two-meter island. The trick is figuring out how to build it up - do your quests and "level-up", as they say in role-playing games. Tip: use t...
by VanessaE
Sun Oct 14, 2018 20:10
 
Forum: WIP Mods
Topic: [Mod] SkyBlock Redo [1.0] [skyblock]
Replies: 24
Views: 1624

Re: [Mod] SkyBlock Redo [1.0] [skyblock]

That's intentional, you're only allowed to place water at or below the level of your home block. Dig two holes in your island, 1 to 2 meters apart. You could dig them on opposite sides of your home block, for instance. Place your water source into one of the holes, lava into the other. You can figur...
by VanessaE
Sun Oct 14, 2018 09:28
 
Forum: WIP Mods
Topic: [Mod] SkyBlock Redo [1.0] [skyblock]
Replies: 24
Views: 1624

Re: [Mod] Unified Dyes [20170620][unifieddyes]

That looks about right.
by VanessaE
Sat Oct 13, 2018 10:17
 
Forum: Mod Releases
Topic: [Mod] Unified Dyes [20170620][unifieddyes]
Replies: 111
Views: 51310

Re: [Modpack] Home Decor [git] [homedecor_modpack]

Replied there.
by VanessaE
Sat Oct 13, 2018 08:51
 
Forum: Mod Releases
Topic: [Modpack] Home Decor [git] [homedecor_modpack]
Replies: 886
Views: 288959

Re: {WIP} HersheyPark (Map) [HELP WANTED]

Using models in a mod is simpler than everyone makes it out to be. :-) The hardest part is learning a good modeling tool like Blender. Once you have most of the model drawn, create a Material and give it a meaningful name, then assign some polygons to it, according to the model's needs. Keeping only...
by VanessaE
Sat Oct 13, 2018 08:51
 
Forum: Maps
Topic: {WIP} HersheyPark (Map) [HELP WANTED]
Replies: 20
Views: 812

Re: [Mod] Unified Dyes [20170620][unifieddyes]

Oh I know what it is. You can't just directly add those settings to an old node definition, because a node that's never had prior orientation or color info defaults to 0 for its param2 value, which corresponds to a shade of pink in the extended palette (while the other two have 0 set to white). Most...
by VanessaE
Fri Oct 12, 2018 18:14
 
Forum: Mod Releases
Topic: [Mod] Unified Dyes [20170620][unifieddyes]
Replies: 111
Views: 51310

Re: [Mod] SkyBlock Redo [1.0] [skyblock]

Acknowledged the modpack conversion. However, your antigrief folder is empty, which crashes the server since it can't find an init.lua. I worked around this by just pulling a copy from your "addons" zip file that was included prior to the modpack conversion, thanks to git history. :-)
by VanessaE
Fri Oct 12, 2018 17:24
 
Forum: WIP Mods
Topic: [Mod] SkyBlock Redo [1.0] [skyblock]
Replies: 24
Views: 1624

Re: [Mod] Unified Dyes [20170620][unifieddyes]

Update your Minetest engine. That bug has long since been fixed.
by VanessaE
Fri Oct 12, 2018 17:00
 
Forum: Mod Releases
Topic: [Mod] Unified Dyes [20170620][unifieddyes]
Replies: 111
Views: 51310

Re: [Modpack] Dreambuilder [20181012-0757][dreambuilder]

Build #20181012-0757, updated bees, coloredwood, digidisplay, farming redo, moreblocks, technic, travelnet, and unified dyes

EDIT: Build #20181012-2009, updated street signs mod
by VanessaE
Fri Oct 12, 2018 12:00
 
Forum: Mod Releases
Topic: [Modpack] Dreambuilder [20181016-0423][dreambuilder]
Replies: 1011
Views: 159759

Re: [Mod] SkyBlock Redo [1.0] [skyblock]

There seems to be a problem with tin ore - the crafting guide says to cook it to get tin lumps, but putting it in the furnace says the item is not cookable.
by VanessaE
Fri Oct 12, 2018 05:01
 
Forum: WIP Mods
Topic: [Mod] SkyBlock Redo [1.0] [skyblock]
Replies: 24
Views: 1624

Re: [Mod] SkyBlock Redo [1.0] [skyblock]

Please don't use \ (backslash) as a directory delimeter. That's a DOS/Windows-specific idiosyncrasy, and it breaks the helloip mod on UNIX/Linux servers. Either use / (forward slash) or the Minetest DIR_DELIM global variable, I think it's called. And please adapt your code to work within the mod sec...
by VanessaE
Thu Oct 11, 2018 05:41
 
Forum: WIP Mods
Topic: [Mod] SkyBlock Redo [1.0] [skyblock]
Replies: 24
Views: 1624

Re: [mod] kaeza's/VanessaE's signs library [signs_lib][git]

Update: I've added arrow symbols to the font. You can get them by writing a caret and 1 to 8 for narrow arrows, or caret plus "a" to "g" for wide ones. ^1 and ^a point up, ^2/^b point up and right, ^3/^c point right, and so on, going clockwise. Should work on all sign types, and ...
by VanessaE
Tue Oct 09, 2018 12:51
 
Forum: Mod Releases
Topic: [mod] kaeza's/VanessaE's signs library [signs_lib][git]
Replies: 35
Views: 11512

Re: [Modpack] Dreambuilder [20181004-0027][dreambuilder]

Build #20181009-0750, updated signs_lib, street_signs, and unified dyes
by VanessaE
Tue Oct 09, 2018 11:52
 
Forum: Mod Releases
Topic: [Modpack] Dreambuilder [20181016-0423][dreambuilder]
Replies: 1011
Views: 159759

Re: [Mod] Unified Dyes [20170620][unifieddyes]

You're using the wrong repo - Unified Dyes is on Gitlab. Merged your commit there. Thanks :-)
by VanessaE
Fri Oct 05, 2018 01:41
 
Forum: Mod Releases
Topic: [Mod] Unified Dyes [20170620][unifieddyes]
Replies: 111
Views: 51310

Re: [Modpack] Dreambuilder [20181004-0027][dreambuilder]

Build #20181004-0027, update bees and street signs
by VanessaE
Thu Oct 04, 2018 04:28
 
Forum: Mod Releases
Topic: [Modpack] Dreambuilder [20181016-0423][dreambuilder]
Replies: 1011
Views: 159759

Re: [Mod] Street/Highway signs[git][street_signs]

Lots of updates over the past several days. In brief, I've added a whole lot of new signs, and made improvements to the "highway" signs, as well (they now hold a lot more text, among other things). Check the commit log for details.
by VanessaE
Wed Oct 03, 2018 08:10
 
Forum: Mod Releases
Topic: [Mod] Street/Highway signs[git][street_signs]
Replies: 6
Views: 407

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

Yeah, I got rid of the punch-with-dye feature some time ago, then added the airbrush. :-)
by VanessaE
Mon Oct 01, 2018 12:28
 
Forum: Mod Releases
Topic: [Mod] Castles++ Rolling release [git] [castle]
Replies: 123
Views: 23463

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

I Just checked what I have, tapestries is at commit dc6ced62, and naturally Unified Dyes is up-to-date (commit feed6d5a, same as is on my gitlab). I can craft tapestry + dye and place the result, and it works, or I can "airbrush" a placed one (either already dyed or not). Maybe you're tryi...
by VanessaE
Sun Sep 30, 2018 23:13
 
Forum: Mod Releases
Topic: [Mod] Castles++ Rolling release [git] [castle]
Replies: 123
Views: 23463

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

Update your copy of castles.
by VanessaE
Sun Sep 30, 2018 21:52
 
Forum: Mod Releases
Topic: [Mod] Castles++ Rolling release [git] [castle]
Replies: 123
Views: 23463
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