Search found 80 matches
- Tue Jan 18, 2022 21:31
- Forum: Problems
- Topic: Minetest servers not loading
- Replies: 3
- Views: 640
Re: Minetest servers not loading
Sometimes it happens to me too. Just click the refresh button a couple of times, it should solve it.
- Fri Jan 14, 2022 21:27
- Forum: General Discussion
- Topic: Minetest in 2022
- Replies: 46
- Views: 9796
Re: Minetest in 2022
This could become the number 1 selling point. Since Microsoft recently raised the height limit again (and I guess they will gradually continue doing so in the future) the argument of "but Minetest worlds are much higher" slowly shrinks. Why bigger worlds are better? Who needs bigger words...
- Wed Jan 22, 2020 05:10
- Forum: Mod Releases
- Topic: [Mod] Craft Table [v1.0.0][craft_table]
- Replies: 14
- Views: 4449
Re: [Mod] Craft Table [v1.0.0][craft_table]
Hello
This mod is not working for me. I can't put anything on the 2x2 grid. Everything is going back to my inventory instantly. I use Minetest 5.1.
This mod is not working for me. I can't put anything on the 2x2 grid. Everything is going back to my inventory instantly. I use Minetest 5.1.
- Sun Feb 19, 2017 16:40
- Forum: General Discussion
- Topic: Best FOSS screen recording software for minetest vids
- Replies: 27
- Views: 4494
Re: Best FOSS screen recording software for minetest vids
Kdenlive is relatively easy to use and feature rich.stu wrote: I would also be interested to know what editing software you use (if any), I used OpenShot which I found easy to understand and it did the job eventually but was very prone to crashing.
- Sun Jan 08, 2017 20:24
- Forum: Mod Releases
- Topic: [Mod] Throwing Redo [throwing]
- Replies: 18
- Views: 15108
Re: [Mod] Throwing Redo [throwing]
I tested it a little, and it seems working great with mods redo. Cool.
- Thu Jan 05, 2017 01:13
- Forum: Texture Packs
- Topic: [32x32 minetest only tp] Vanilla 32x32
- Replies: 195
- Views: 59748
Re: [32x32 minetest only tp] Vanilla 32x32
Looks good.
- Fri Aug 12, 2016 16:26
- Forum: Mod Releases
- Topic: [Mod] HUD Bars [2.3.5] [hudbars]
- Replies: 246
- Views: 87405
Re: [Mod] HUD bars [1.4.1] [hudbars]
Ok, thanks for the answer.
If you increase the size a bit (not too big for lower resolution screens) I think that would be good enough.
If you increase the size a bit (not too big for lower resolution screens) I think that would be good enough.
- Sun Aug 07, 2016 20:08
- Forum: Mod Releases
- Topic: [Mod] HUD Bars [2.3.5] [hudbars]
- Replies: 246
- Views: 87405
Re: [Mod] HUD bars [1.4.1] [hudbars]
Is it possible to make the hud bars changing their size according to the gui_scaling setting, or the font size? I always make fonts bigger because they are too small on my screen (1680x1050). But the hud bars are too small (they are good on a 15" laptop screen, but on bigger resolution monitors...
- Sun Aug 07, 2016 18:39
- Forum: Mod Releases
- Topic: [Mod] Orienteering [1.7] [orienteering]
- Replies: 70
- Views: 26084
Re: [Mod] Orienteering [0.2] [orienteering]
I agree.Nathan.S wrote:This is a really great idea. I like how it makes having the coords and such a privilege that you need to "earn" rather than just having them right there for everybody.
I tried this mod, I really like it.
- Sat Jul 23, 2016 21:50
- Forum: WIP Mods
- Topic: [Mod] Trader Redo [mobs_npc]
- Replies: 8
- Views: 3067
Re: [Mod] Trader Redo [mobs_npc]
However, there seems to be some problem with traders not trading sometimes, I don't know why yet. Yeah the traders don't trade after some time, and their name change to yellow (?) I can only trade with green named traders. Also, when I quit the game and rejoin, their inventory is loaded again. Is t...
- Sat Jul 23, 2016 06:37
- Forum: Old Mods
- Topic: [Mod] Treasurer [0.2.0] [treasurer]
- Replies: 27
- Views: 21500
Re: [Mod] Treasurer [0.2.0] [treasurer]
Is there a way to provide item stacks with metadata attached, e.g. books with prewritten text? And it would be useful to be able to provide a function to treasurer to randomly (or non-randomly) generate the metadata, for example if a potion mod used metadata to store information about the potion. T...
- Mon Jul 11, 2016 08:59
- Forum: Feature Discussion
- Topic: What's Minetest still missing over Minecraft?
- Replies: 1099
- Views: 224826
Re: What's Minetest still missing over Minecraft?
I think this is promising:
viewtopic.php?f=50&t=13677
viewtopic.php?f=50&t=13677
- Thu Apr 28, 2016 14:57
- Forum: Mod Releases
- Topic: [Mod] compost [git][compost]
- Replies: 38
- Views: 14327
Re: [Mod] compost [wip][git][compost]
Great mod. But I think it's a little easy. The garden soil is very good (no need for hoe, and doesn't need water) but it's too cheap. Also, you can make compost too fast. Suggestions: - Make harder (more expensive) to craft garden soil (more compost, maybe a dirt block in the recipe?) - Plant changi...
- Thu Apr 28, 2016 13:41
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2502
- Views: 641836
Re: [Mod] Mobs Redo [1.28] [mobs]
I like those traders, simple and easy to trade with them. Unfortunately, trading is little slow sometimes.TenPlus1 wrote:
- Added Trader mob to right-click and shop for goodies :)
- Wed Apr 27, 2016 10:42
- Forum: Mod Releases
- Topic: [Mod] Bows with arrows V2 [bows]
- Replies: 105
- Views: 47481
Re: [Mod] Bows V2 [bows]
Awesome mod!
I tested it, and it's great, but arrows dont't hurt the dungeonmaster and the mese monster from mobs redo. Is it tested with mobs?
Other monsters and animals are ok.
I tested it, and it's great, but arrows dont't hurt the dungeonmaster and the mese monster from mobs redo. Is it tested with mobs?
Other monsters and animals are ok.
- Wed Mar 23, 2016 16:16
- Forum: Mod Releases
- Topic: [ModPack] hud_hunger fork featuring sprint [hud_hunger]
- Replies: 21
- Views: 6804
Re: [ModPack] hud_hunger fork featuring sprint [hud_hunger]
I really like it! So is this mod will be maintained in the future? I ask because I found some weird bugs in Blockmen's mod and since he left, I don't know that is there somebody who will fix those. First thing is that the armor icons sometimes don't appear if the player connects to the game and alre...
- Wed Mar 23, 2016 16:01
- Forum: Mod Releases
- Topic: [Mod] Underworld mapgen and portals [uw]
- Replies: 16
- Views: 6014
Re: [Mod] Underworld mapgen and portals [uw]
Looks great!
- Wed Mar 23, 2016 15:56
- Forum: Problems
- Topic: Shift+click problem with bookshelf and vessels shelf
- Replies: 1
- Views: 620
Shift+click problem with bookshelf and vessels shelf
I don't know if it is already been reported, I didn't find anything about this. The inventory movement using shift key is awesome, but not working properly with bookshelves and vessels shelves. Shift click doesn't do anything if another item is in the shelf (I can still drag and drop items). It only...
- Fri Mar 11, 2016 08:50
- Forum: Texture Packs
- Topic: [16x] PixelBOX Reloaded
- Replies: 17
- Views: 43653
Re: [16x] PixelBOX Reloaded
Thank you for this, jp.
I think it does not.wilkgr76 wrote: - Does this support darker mesecons?
Yes, still similar. Iron is little darker, but hard to see the difference especially in dark caves. Not too hard to change this with Gimp though.wilkgr76 wrote: - Does iron & copper ore still look so similar?
- Fri Mar 04, 2016 06:02
- Forum: Mod Releases
- Topic: [Mod] connected nodes like xpanes,xfences,walls [xconnected]
- Replies: 9
- Views: 5302
Re: connected nodes like xpanes, xfences, walls [xconnected]
Awesome mod!
Question: is there a function to override default fences? Or (if there isn't) can it be added?
Question: is there a function to override default fences? Or (if there isn't) can it be added?
- Sat Feb 27, 2016 21:00
- Forum: Servers
- Topic: #ThePixelShadow Creative and Survival World
- Replies: 18
- Views: 6312
Re: #ThePixelShadow Creative and Survival World
In case you didn't find: Markers https://forum.minetest.net/viewtopic.php?id=8175 TenPlus1's mods are great and he is very active modder. I like these: Mobs Redo https://forum.minetest.net/viewtopic.php?f=11&t=9917 Mobs are harder to kill, but have better drops. My favourite features: you can ta...
- Sat Feb 27, 2016 17:17
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2502
- Views: 641836
Re: [Mod] Mobs Redo [1.26] [mobs]
Not being able to jump fences works on any fence that has the word 'fence' in it's node name... Works well with Ethereal fences also. I see now. I tested a little, and I saw that they don't jump over fences, but somehow escaping at the corners. Actually I found some bugs in that mod (sometimes not ...
- Sat Feb 27, 2016 06:36
- Forum: Servers
- Topic: #ThePixelShadow Creative and Survival World
- Replies: 18
- Views: 6312
Re: #ThePixelShadow Creative and Survival World
Oh OK, so it's like a work in progress. Actually fly is very useful at the beginning, people can build the world much faster. I use it when I play on the server. I'm planning to build nice buildings in the future, maybe some mazes and parkour challenge stuff :) By the way I like the idea of flying c...
- Sat Feb 27, 2016 03:42
- Forum: Servers
- Topic: #ThePixelShadow Creative and Survival World
- Replies: 18
- Views: 6312
Re: #ThePixelShadow Creative and Survival World
Nice server with lots of mods :) Although I wouldn't call this server survival. I know there is hunger, but the fly and fast privs make things easy. And i didn't met any hostile mobs. Are there any? I like this server, I think it's good for building and have fun, but I don't think it's survival (but...
- Sat Feb 27, 2016 02:51
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2502
- Views: 641836
Re: [Mod] Mobs Redo [1.26] [mobs]
It's great that animals cannot jump fences, but I suppose this applies to only the default fences (in Minetest Game). I want to use Blockmen's fences mod (they connect to nodes, players cant jump), but the animals escape all the time. Any solution for this?