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Re: [Mod] Bags [bags] Attach bags to your inventory to incre

Hi. Link does not work. New Downloadlink: https://www.dropbox.com/s/32gx5tbnxswayl2/bags%20%28%2B%2032%20slots%20trolley%29.zip?dl=0 + I've accepted your pull request, and altered line 35 to read: .."list[current_player;bag"..i.."contents;0,1;8,4;] so that it shows 4 rows properly.
by Topywo
Sat Jul 28, 2018 23:03
 
Forum: Mod Releases
Topic: [Mod] Bags [bags] Attach bags to your inventory to increase
Replies: 70
Views: 41126

Re: [Modpack] Sea [0.4.2] [sea]

Right now, the ships are spawned using a function that places them block by block. It would be great if the shipwreck part could use the mapgen mechanism of spawning schematics. It has been long time ago, so relying on my memories of my last work on this mod. Schematics don't work well under water....
by Topywo
Tue Feb 02, 2016 09:49
 
Forum: Mod Releases
Topic: [Modpack] Sea [0.4.2] [sea]
Replies: 177
Views: 66845

Re: Quickest way in and out of a mine?

Anyone tried making a pile of TNT, sitting on top it, lit it, to get blown out of the mine?
by Topywo
Thu Apr 02, 2015 09:53
 
Forum: General Discussion
Topic: Quickest way in and out of a mine?
Replies: 30
Views: 3033

Re: Water too dense.

Hello, am I the only one to think that when a player is in the water "it feel too dense", like jelly/quicksand and not like actual water? Is it possible to change it? Sometimes and Yes: minetest/games/minetest_game/mods/default/nodes.lua --> Viscosity of water is 1 (to compare, lava's vis...
by Topywo
Wed Mar 25, 2015 17:51
 
Forum: Feature Discussion
Topic: Water too dense.
Replies: 13
Views: 1221

Re: Minecraft mods require iLivid malware installs? WT?

how do I get rid of iLivid and download my mod? This is how I've done it (as a noob) several times with likewise problems: 1. I look for 'how to remove', in this case iLivid) on the internet. Most of the times there are sites that show you some standard, usefull advice and examples to start with. I...
by Topywo
Tue Mar 24, 2015 08:58
 
Forum: General Discussion
Topic: Minecraft mods require iLivid malware installs? WT?
Replies: 16
Views: 6955

Re: Looking for answers

Put this line in your "minetest.conf" file: time_speed = 72 There are a lot of things you can change in your minetest.conf-file. Look for the possibilities in the file called minetest.conf.example. Copy/paste without the # to use them. The second problem idk, I hardly play singleplayer, on...
by Topywo
Mon Mar 23, 2015 01:05
 
Forum: Problems
Topic: Looking for answers
Replies: 1
Views: 281

Re: Trying to add more garden plants-need help

Your flowers look great!
by Topywo
Sun Mar 22, 2015 10:43
 
Forum: Modding Discussion
Topic: Trying to add more garden plants-need help
Replies: 17
Views: 1488

Re: Multiple errors

Ochotre wrote: but i dond find the way to install the 4.12... i have 4.09 in ubuntu studio...


Scroll down here for instructions: https://github.com/minetest/minetest how to build minetest on Linux.
by Topywo
Sun Mar 22, 2015 10:33
 
Forum: Problems
Topic: Multiple errors
Replies: 6
Views: 548

Re: [Mod] flatgen [100% flat maps]

huang11 wrote:why i cant download


Go to post 1. Press: Browse code (to go to GitHub). Press: Download ZIP
by Topywo
Fri Mar 20, 2015 10:01
 
Forum: Old Mods
Topic: [Mod] flatgen: 100% flat maps [flatgen]
Replies: 49
Views: 13686

Re: Rename minetest_game

@Magz_builder I'll try to explain it keeping it readable for you without making too much 'technical' mistakes. There is far more, but one needs to start somewhere. Use your folders as a 'picture' Following the minetest build instructions, you build 'minetest' consisting out of the 'minetest-engine' ...
by Topywo
Wed Mar 04, 2015 22:07
 
Forum: General Discussion
Topic: Rename minetest_game
Replies: 37
Views: 3666

Re: Free PIZZA Server

TacoBella wrote:Thats what I ended up doing. The travelnet boxes are faster than typing in coords, anyway. What mod are the from?


Sokomine's travelnet:
viewtopic.php?id=4877#p72086
by Topywo
Wed Mar 04, 2015 21:43
 
Forum: Servers
Topic: .
Replies: 126
Views: 16036

Re: Appletrees with their own wood?

The idea is nice, but indeed it would clutter inventory. Iirc there's an apple tree in the moretrees mod with it's own wood.
by Topywo
Fri Feb 27, 2015 12:41
 
Forum: Feature Discussion
Topic: Apple trees with their own wood?
Replies: 30
Views: 3311

Re: [Mod] Nuke Mod [1.6] [nuke]

csf2618 wrote:got an available source code?


In the first post (1) there's a download for 1.6 from dropbox (still working).
by Topywo
Tue Feb 24, 2015 10:09
 
Forum: Mod Releases
Topic: [Mod] Nuke Mod [2.1] [nuke]
Replies: 130
Views: 93825

Re: [Mod] Elevator [0.1] [elevator]

You might want to change the name of your mod (a bit), since there exists a mod with the name elevator)

viewtopic.php?id=4587#p66234
by Topywo
Sun Feb 22, 2015 21:54
 
Forum: Mod Releases
Topic: [Mod] Elevator [0.2] [fancy_elevator]
Replies: 8
Views: 3128

Re: [Mod] Pathogen [0.2][pathogen]

*cough* very original, nice.

A sick mod.
by Topywo
Tue Feb 03, 2015 09:46
 
Forum: WIP Mods
Topic: [Mod] Pathogen [0.3][pathogen]
Replies: 30
Views: 4644

Re: Minetest 0.4.11

Just a thought, is there any way of installing .10 and .11 on the same Ubuntu system, that way I can have the stable version to play with and still test .11 [EDIT] I just had a really horrible thought, I have no idea how to get back to .10 Can anyone please help with this? I'm sorry if I misunderst...
by Topywo
Tue Feb 03, 2015 09:34
 
Forum: News
Topic: Minetest 0.4.11
Replies: 67
Views: 14812

Re: [Mod] Hydroponics [git] [hydroponics]

Great, thanks for making it possible :-)
by Topywo
Sun Feb 01, 2015 18:39
 
Forum: Mod Releases
Topic: [Mod] Hydroponics [git] [hydroponics]
Replies: 18
Views: 5551

Re: [Mod] More Ores [moreores]

I agree with Hybrid Dog. With such an amount of ores it might be interesting to use different heigths (minetest has +- 30000 layers underground).
by Topywo
Sun Feb 01, 2015 18:33
 
Forum: Mod Releases
Topic: [Mod] More Ores [moreores]
Replies: 322
Views: 215519

Re: [Modpack] Sea [0.4.2] [sea]

@Hybrid Dog Thanks for the suggestion. I only tried the options one at a time, no combinations. I just tried with Bumpmapping and Generated Normalmaps and everything seems to work fine. No airbubbles as in the screenshot. My standard settings are the standard settings: - Smoothlightning - Enable Par...
by Topywo
Sun Feb 01, 2015 18:29
 
Forum: Mod Releases
Topic: [Modpack] Sea [0.4.2] [sea]
Replies: 177
Views: 66845

Re: [Mod] Hydroponics [git] [hydroponics]

Nice!

Iirc in mauvebic's hydro mod, there were 4 spaces between the earth and lightsource. You might want to consider that distance too for crops that grow higher than 1 node.
by Topywo
Sun Feb 01, 2015 13:19
 
Forum: Mod Releases
Topic: [Mod] Hydroponics [git] [hydroponics]
Replies: 18
Views: 5551

Re: [Modpack] Sea [0.4.2] [sea]

@Minetestforfun First notices: - I build the leatest minetest (Linux/Lubuntu), installed Sea and Unified dyes. Everything seemed to work fine for me, also with different settings. - I visited your server, 2 times I got on. I saw no air bubbles around the corals and seaplant around 400 from spawn. - ...
by Topywo
Sun Feb 01, 2015 10:46
 
Forum: Mod Releases
Topic: [Modpack] Sea [0.4.2] [sea]
Replies: 177
Views: 66845

Re: [Mod] Crafting [2.0.1] [crafting]

SAMIAMNOT wrote:No, I tried that but I couldnt seem to make them. Whats the recipe? Sticks?


recipe = {
{"group:wood", "group:wood"},
{"group:wood", "group:wood"}
by Topywo
Sat Jan 31, 2015 10:31
 
Forum: Old Mods
Topic: [Mod] MC-like Crafting [2.0.1] [crafting]
Replies: 195
Views: 93434

Re: [Modpack] Sea [0.4.2] [sea]

@Minetestforfun


Thanks for reporting!

I'll 'dive' into it to find the cause.
by Topywo
Sat Jan 31, 2015 10:25
 
Forum: Mod Releases
Topic: [Modpack] Sea [0.4.2] [sea]
Replies: 177
Views: 66845

Re: Rooms of fire_MapGen6

@Napiophelios
Maybe this post of leetelate can help you/someone further:

viewtopic.php?f=9&t=7383
by Topywo
Wed Jan 14, 2015 17:32
 
Forum: Problems
Topic: Rooms of fire_MapGen6
Replies: 4
Views: 675
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