Search found 4464 matches

by VanessaE
Fri Dec 03, 2021 02:25
Forum: Texture Packs
Topic: Vanessa's C64/8-bit texture packs (16 and 64 px)
Replies: 16
Views: 12998

Re: Vanessa's C64/8-bit texture packs (16 and 64 px)

These texture packs are now maintained by wsor's TerraQuest Studios group, and can be found at https://github.com/TerraQuest-Studios/c64-16px and https://github.com/TerraQuest-Studios/c64-64px
by VanessaE
Sun Nov 28, 2021 17:01
Forum: Game Releases
Topic: [game] Dreambuilder [20210626-0349]
Replies: 1186
Views: 317832

Re: [game] Dreambuilder [20211128-1200]

Build #20211128-1200, updated ambience, baked clay, cool trees, bees, bonemeal, digilines, farming redo, function delayer, item_drop, jumping, maptools, mesecons, moreblocks, moreores, technic, unified inventory, and worldedit. This is my final release of this game. Dreambuilder has been passed on t...
by VanessaE
Fri Nov 19, 2021 11:08
Forum: Servers
Topic: [Server] VanessaE's Creative Server [5.4.0]
Replies: 1479
Views: 281508

Re: [Server] VanessaE's Creative Server [5.4.0]

will be missing you I'll still be around in chats and such, playing once in a while maybe, etc. nomore poking around on daconcepts? Well there wasn't much left on the web-side of things of the domain for a long time anyways, so I don't know that there's much "poking" to do anyway. Since E...
by VanessaE
Wed Nov 17, 2021 13:30
Forum: Servers
Topic: [SERVER] Banana Land [5.1.0-dev]
Replies: 62
Views: 13542

Re: [SERVER] VanessaE's Banana Land [5.1.0-dev]

<CWz> @here The address and port for Bananaland are bananana.minetest.land 30000
by VanessaE
Sat Nov 13, 2021 05:23
Forum: Servers
Topic: [Server] VanessaE's Creative Server [5.4.0]
Replies: 1479
Views: 281508

Re: [Server] VanessaE's Creative Server [5.4.0]

Update: this server (Dreambuilder Creative) and most of my others will be taken-over and hosted by Edgy1, with various other parties actually running/managing them. The daconcepts.com domain is now also owned by him and points to his servers , although the Minetest instances will likely all have dif...
by VanessaE
Sat Nov 13, 2021 05:22
Forum: Servers
Topic: [SERVER] Banana Land [5.1.0-dev]
Replies: 62
Views: 13542

Re: [SERVER] VanessaE's Banana Land [5.1.0-dev]

Update: This server will be taken-over by BuckarooBanzai.
by VanessaE
Fri Nov 12, 2021 05:21
Forum: Servers
Topic: [SERVER] Banana Land [5.1.0-dev]
Replies: 62
Views: 13542

Moving on, new owner/host needed.

It's time for me to move on, so I'm looking for someone to take over hosting my worlds. I've written full details here:

viewtopic.php?p=402155#p402155
by VanessaE
Fri Nov 12, 2021 05:21
Forum: Servers
Topic: [Server] VanessaE's Survival Server [5.4.0]
Replies: 663
Views: 133301

Moving on, new owner/host needed.

It's time for me to move on, so I'm looking for someone to take over hosting my worlds. I've written full details here:

viewtopic.php?p=402155#p402155
by VanessaE
Fri Nov 12, 2021 05:19
Forum: Servers
Topic: [Server] VanessaE's Creative Server [5.4.0]
Replies: 1479
Views: 281508

Moving on, new owner/host needed.

I am retiring from pretty much all Minetest activities, and so I'd like to pass my worlds on to someone else to host and run. I don't mean just the one that this topic covers, but rather all of them [ 1] . I'd like to think my worlds have had a good run, and am glad I was able to make and/or provide...
by VanessaE
Mon Aug 02, 2021 22:41
Forum: Mod Releases
Topic: [Mod] Basic Materials [git][basic_materials]
Replies: 35
Views: 21544

Re: [Mod] Basic Materials [git][basic_materials]

I do like those textures, though they're not in the sort of style I normally try for. I wish Minetest would allow multiple "layering" texture packs so there would be an easy way to use those textures. I think it kinda can, but at the mod level rather than with a texture pack. If I recall r...
by VanessaE
Sun Aug 01, 2021 20:49
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 760
Views: 324884

Re: [Mod] Pipeworks [git] [pipeworks]

I can't say, but what you ultimately wanted is impossible at this time.
by VanessaE
Sun Aug 01, 2021 20:29
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 760
Views: 324884

Re: [Mod] Pipeworks [git] [pipeworks]

As far as I know it's not possible to suppress those messages on a per-mod basis. There IS, however, a global Minetest setting that will limit the log level ("Action" is a level), though I don't remember what it is offhand -- search the "all settings" screen in Minetest main menu.
by VanessaE
Fri Jul 30, 2021 14:30
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 432
Views: 213343

Re: [Mod] More Trees! [git][moretrees]

My mod simply dropped the definitions for its own acacia and pine nodes, switched to using the ones provided by minetest_game, and added some aliases, otherwise there were no material changes. I can't guess one way or another where you got your mods from or whether "no updates" is really t...
by VanessaE
Thu Jul 29, 2021 18:15
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 432
Views: 213343

Re: [Mod] More Trees! [git][moretrees]

Moretrees has no hard dependencies other than my biome_lib mod, and of course the default and vessels mods in minetest_game. I don't know what those other "moretrees_xxxx" mods are, they're not mine. Offhand I would say you have outdated mods mixed with an up-to-date engine but outdated mi...
by VanessaE
Tue Jul 20, 2021 18:33
Forum: WIP Mods
Topic: [mod] Realtime Elevators [elevator]
Replies: 49
Views: 18166

Re: [mod] Realtime Elevators [elevator]

Disabling slowing-down did the trick. Thanks. :-)
by VanessaE
Tue Jul 20, 2021 06:53
Forum: WIP Mods
Topic: [mod] Realtime Elevators [elevator]
Replies: 49
Views: 18166

Re: [mod] Realtime Elevators [elevator]

How do I set the speed? I built a simple elevator with three stops in a 20m travel, and it takes a very long time to travel that distance. It'll get from the bottom to the middle stop in 3 or 4 seconds, but then it suddenly slows WAY down as it passes the middle stop and continues at that pace for t...
by VanessaE
Mon Jun 28, 2021 11:32
Forum: Servers
Topic: [Server] VanessaE's Creative Server [5.4.0]
Replies: 1479
Views: 281508

Re: [Server] VanessaE's Creative Server [5.4.0]

Likely, your account was deleted due to inactivity. A while back, went through and purged the servers of all accounts that had not been used in more than a year prior, as part of migrating players from the old text-files-based accounts to something more proper. I think that was around mid-2019, so a...
by VanessaE
Sun Jun 27, 2021 10:30
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2285
Views: 488076

Re: [Mod] Advanced Trains [advtrains] [2.3.1]

Regarding your tunnel, in case you haven't fixed it yet: I suspect you have dug nodes away under straight tracks. This way, the no-longer-existing straight tracks remain in the track database and cause trouble - unless you run /at_sync_ndb at the place where the problem exists, which should fix thi...
by VanessaE
Sun Jun 27, 2021 09:49
Forum: Mod Releases
Topic: [Modpack] Plantlife [rolling release] [plantlife_modpack]
Replies: 318
Views: 200685

Re: [Modpack] Plantlife [rolling release] [plantlife_modpack]

Is it possible that you have some other mod in place that's also (re)registering leaf decay for default trees? If so, that one will override both the default one and mine if it's the last one to load (only one leaf decay function per trunk is allowed, so whatever's executed last takes priority). Not...
by VanessaE
Sun Jun 27, 2021 07:05
Forum: Mod Releases
Topic: [Modpack] Plantlife [rolling release] [plantlife_modpack]
Replies: 318
Views: 200685

Re: [Modpack] Plantlife [rolling release] [plantlife_modpack]

I can't reproduce the decay problem -- it works fine here both on a Moretrees apple tree and on a "default" tree. The latter mode is only used when Moretrees isn't present, so if you have some extra mod in place that's adding blossoms to "default" trees and Moretrees IS present, ...
by VanessaE
Sun Jun 27, 2021 06:24
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2285
Views: 488076

Re: [Mod] Advanced Trains [advtrains] [2.3.1]

'Trains' will get made out of trapdoors, fences, triphooks, buttons, all sort of weird stuff. And that's purely a style decision the players should make, not the maintainers of the mod they're using. For another example, do table legs and light slabs go together? No, but one time I saw a player use...
by VanessaE
Sat Jun 26, 2021 07:54
Forum: Game Releases
Topic: [game] Dreambuilder [20210626-0349]
Replies: 1186
Views: 317832

Re: [game] Dreambuilder [20210626-0349]

Build #20210626-0349: updated plantlife, cool trees, ambience, bonemeal, cblocks, cottages, farming_redo, pipeworks, signs_lib, and unified inventory Also, I got rid of the player textures mod. I know that may upset a few people, but it's obsolete and there are better skins mods out there. I recomme...
by VanessaE
Fri Jun 25, 2021 03:50
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2285
Views: 488076

Re: [Mod] Advanced Trains [advtrains] [2.3.1]

Anyway, if you did want, shall we say 'real number' collision instead of integer, how wide would you make trains? Would you set a width on each wagon? The subway wagon is much narrower than the JR E231 for instance. Because cars can be arbitrarily-shaped, the collision box would have to be based on...
by VanessaE
Thu Jun 24, 2021 02:30
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2285
Views: 488076

Re: [Mod] Advanced Trains [advtrains] [2.3.1]

Now let me introduce slopes (and my handwriting that is not as good as you might expect). Sometimes there would be more than 8 nodes that need to be checked ... I get that there may be more nodes to check than I suggested when going around a curve or negotiating a grade, but the mod is *already* ch...