Search found 21 matches

by Germain
Fri Feb 07, 2020 22:01
Forum: WIP Mods
Topic: [Mod] Realistic woodcut
Replies: 12
Views: 1135

Re: [Mod] Realistic woodcut

ErrorNull wrote:this is a great mod. i would love to see an option that we can enable/disable for players to take health damage if a wood block falls on them? ...but no damage for the leaves.
[...]
There is a mod about this Falling item : https://notabug.org/TenPlus1/falling_item
by Germain
Fri Feb 07, 2020 18:42
Forum: WIP Mods
Topic: [Mod] # Eagle - King of the sky # mob for mobkit [aerotest]
Replies: 38
Views: 2155

Re: [Mod] aerotest ## Eagle - King of the sky ## [aerotest]

So interesting!
I always dreamed for this.
I will test on my server later (too busy now)..

Thanks!
by Germain
Thu Jan 30, 2020 23:35
Forum: WIP Mods
Topic: [Mod] simple block physics [block_physics][WIP][2.2]
Replies: 29
Views: 4348

Re: [Mod] simple block physics [block_physics][WIP][2.2]

Nice idea, don't abandon this!
Please
by Germain
Thu Jan 30, 2020 23:30
Forum: WIP Mods
Topic: [Mod]Smoke [WIP]
Replies: 57
Views: 4225

Re: [Mod]Smoke [WIP]

I keep the smoke with lava. It's funny, and I didn't see any lag, but was only two players.
by Germain
Sat Dec 28, 2019 23:21
Forum: Français
Topic: Problèmes de lags
Replies: 5
Views: 1068

Re: Problèmes de lags

Minetest tourne bien sur de petites configs... Il y a dans la config une option pour le multi-threading, que tu devrais activer, c'est pas normal qu'il n'y en ait qu'une seul qui soit sollicité. Et, la version 5 de Minetest se charge bien plus vite, donc si tu touches à la config, passe à la version...
by Germain
Thu Dec 05, 2019 11:23
Forum: Mod Releases
Topic: [Mod] Hoppers, chutes and sorters [hopper]
Replies: 5
Views: 2000

Re: [Mod] Hoppers, chutes and sorters [hopper]

I tested this hopper, in replacement with the older.
Works fine with Minetest V5 (I not yet tested the sorter and chute)
by Germain
Fri Nov 08, 2019 10:50
Forum: Mod Releases
Topic: [Mod] Sedimentology [sedimentology]
Replies: 35
Views: 8800

Re: [Mod] Sedimentology [sedimentology]

This mod works fine with Minetest 5.

I'm adding Pedology blocks now...
I will publish my works.

Pedology mod : viewtopic.php?f=11&t=9429
by Germain
Fri Nov 08, 2019 10:43
Forum: Mod Releases
Topic: [Mod] Pedology [3.1] [pedology]
Replies: 42
Views: 12222

Re: [Mod] Pedology [3.1] [pedology]

Hi! I modified the dynamicliquid to make the water_fresh, water_ponding, clay_4 and clay_5, silt_4 and silt_5 and silt_medium_4 like a liquid (finite, of course). It's easy, I will publish what I did of course. In the init.lua, I made some modifications, works fine, I will publish these too. I'm wor...
by Germain
Sun Oct 20, 2019 13:23
Forum: WIP Mods
Topic: [Mod] Iron Age [ironage]
Replies: 20
Views: 2940

Re: [Mod] Iron Age [ironage]

I think that the meltingpot should be at the bottom place (just under the lighter).
I'm working about this, but this need more modifications.
by Germain
Sun Oct 20, 2019 12:45
Forum: WIP Mods
Topic: [Mod] Iron Age [ironage]
Replies: 20
Views: 2940

Re: [Mod] Iron Age [ironage]

If you have the mod " natural slopes ", you can add the group "group:natural_slope" in the function (see bellow), so, this mod won't disturb your charcoal pile. charcoalpile.lua -- determine the number of nodes nodes (around wood) local function num_dirt(pos) local pos1 = {x=pos.x-2, y=pos.y-1, z=po...
by Germain
Sat Mar 02, 2019 18:49
Forum: Mod Releases
Topic: [Modpack] TechPack [techpack]
Replies: 98
Views: 16301

Re: [Modpack] TechPack [techpack]

I updated, it's works!

Thanks a lot!
by Germain
Sat Mar 02, 2019 18:26
Forum: Mod Releases
Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
Replies: 52
Views: 11717

Re: [Mod] Dwarf Fortress style caverns [dfcaverns]

Hi!

I installed the mod subterragen refactor, and uncommented my lines, and all seems works fine!
https://github.com/minetest-mods/subter ... e/refactor
by Germain
Sat Mar 02, 2019 11:08
Forum: Mod Releases
Topic: [Modpack] TechPack [techpack]
Replies: 98
Views: 16301

Re: [Modpack] TechPack [techpack]

Oki, I'm late : V2.02.02 (2019-02-216)

Il will update, thanks.

I will test this tomorrow
See you later
by Germain
Sat Mar 02, 2019 11:06
Forum: Mod Releases
Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
Replies: 52
Views: 11717

Re: [Mod] Dwarf Fortress style caverns [dfcaverns]

Don't waste your time. I will try again.

I ever had subterannée mod.

So, il will reinstall this, and mapgen_helper.

Thanks for these indications.
I will try tomorow.

See you later
by Germain
Fri Mar 01, 2019 17:20
Forum: Mod Releases
Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
Replies: 52
Views: 11717

Re: [Mod] Dwarf Fortress style caverns [dfcaverns]

Hi! I encounter some error (with Minetest 0.4.17.1) : ERROR[Main]: ModError: Failed to load and run script from /usr/share/games/minetest/mods/dfcaverns/df_caverns/init.lua: ERROR[Main]: ...games/minetest/mods/dfcaverns/df_caverns/sunless_sea.lua:373: attempt to call field 'register_layer' (a nil va...
by Germain
Fri Mar 01, 2019 11:39
Forum: Mod Releases
Topic: [Modpack] TechPack [techpack]
Replies: 98
Views: 16301

Re: [Modpack] TechPack [techpack]

Hi Joe7575, I don't know how to have the version number of mods. I added the mods from the repository, and moved outside the same mode was in the pack Dreambuilder, to be sure there is only one mods techpack active. I checked the source code, there is a test that verify if the node is in the group "...
by Germain
Tue Feb 26, 2019 18:06
Forum: Mod Releases
Topic: [Modpack] TechPack [techpack]
Replies: 98
Views: 16301

Re: [Modpack] TechPack [techpack]

Thanks a lot. I use this mod with moretrees, and only few type of leaves can be processed in the Fermenter (no one from moretrees). I think, all vegetable, leaves, grass should be accepted in the fermenter too. The wood and wood sticks should be processed by the grinder to sawdust, and be accepted i...
by Germain
Sun Sep 06, 2015 17:46
Forum: Servers
Topic: [OFFLINE] [0.4.13] GunshipPenguin's PvE server
Replies: 44
Views: 7525

Re: [0.4.13] GunshipPenguin's PvE server

I confirm, I needed less 5 minutes to reach my last emplacement. I can only found stuff I prepare to craft iron pics (iron and stick). All other was disappeared. No bones, no helmet, boots...

Or, may be the fire from monster can burn bones? So, why there is iron and stick?
by Germain
Sat Aug 15, 2015 21:17
Forum: Servers
Topic: [OFFLINE] [0.4.13] GunshipPenguin's PvE server
Replies: 44
Views: 7525

Re: [0.4.12] GunshipPenguin's PvE server

Thanks for all. Yes, I read that there no fire and no tnt. There is no lava on bucket, it's better. Some suggestion for the next map : - Can you copy some interesting building? - For the first login, can you replace the given wood by some different sapling? (sapling and pine sapling for example). I ...
by Germain
Thu Aug 13, 2015 10:40
Forum: Servers
Topic: [OFFLINE] [0.4.13] GunshipPenguin's PvE server
Replies: 44
Views: 7525

Re: [0.4.12] GunshipPenguin's PvE server

Hi!

can we use lava in bucket?
When I try to put lava in bucket, I obtained a "unknow item".
It's normal or not?

Some part of land looks like lava on water.

Thanks
G
by Germain
Thu Aug 13, 2015 10:32
Forum: Servers
Topic: [OFFLINE] [0.4.13] GunshipPenguin's PvE server
Replies: 44
Views: 7525

Re: [0.4.12] GunshipPenguin's PvE server

Hi everyone! Thanks for this beautiful land. It's not easy to found some metal, because every where from spawn point was ever visited, almost. I go down until -500 and I found a cave, with torch... I'm one guy (I'm not alone) who put some tree. Tree are important, there is some monster spawn under t...