Search found 1667 matches
- Mon Jun 10, 2019 09:20
- Forum: Feature Discussion
- Topic: How do we make flowers reproduce is minetest 5.0?
- Replies: 15
- Views: 5217
Re: How do we make flowers reproduce is minetest 5.0?
Without modding or changing the minetest_game mods, remove all grasses and ferns from the area where you want to spread the flowers.
- Mon Aug 20, 2018 09:34
- Forum: Old Mods
- Topic: [Mod] Mud Slide [2.6] [mudslide]
- Replies: 43
- Views: 25365
- Sat Jul 28, 2018 23:03
- Forum: Mod Releases
- Topic: [Mod] Bags [bags] Attach bags to your inventory to increase
- Replies: 81
- Views: 60290
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.
- Tue Feb 02, 2016 09:49
- Forum: Mod Releases
- Topic: [Modpack] Sea [0.4.2] [sea]
- Replies: 178
- Views: 93262
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....
- Thu Apr 02, 2015 09:53
- Forum: General Discussion
- Topic: Quickest way in and out of a mine?
- Replies: 30
- Views: 6208
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?
- Wed Mar 25, 2015 17:51
- Forum: Feature Discussion
- Topic: Water too dense.
- Replies: 13
- Views: 2628
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...
- Tue Mar 24, 2015 08:58
- Forum: General Discussion
- Topic: Minecraft mods require iLivid malware installs? WT?
- Replies: 16
- Views: 8873
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...
- Mon Mar 23, 2015 01:05
- Forum: Problems
- Topic: Looking for answers
- Replies: 1
- Views: 681
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...
- Sun Mar 22, 2015 10:43
- Forum: Modding Discussion
- Topic: Trying to add more garden plants-need help
- Replies: 17
- Views: 2540
Re: Trying to add more garden plants-need help
Your flowers look great!
- Sun Mar 22, 2015 10:33
- Forum: Problems
- Topic: Multiple errors
- Replies: 6
- Views: 1255
Re: Multiple errors
Scroll down here for instructions: https://github.com/minetest/minetest how to build minetest on Linux.Ochotre wrote: but i dond find the way to install the 4.12... i have 4.09 in ubuntu studio...
- Fri Mar 20, 2015 10:01
- Forum: Old Mods
- Topic: [Mod] flatgen: 100% flat maps [flatgen]
- Replies: 49
- Views: 25603
Re: [Mod] flatgen [100% flat maps]
Go to post 1. Press: Browse code (to go to GitHub). Press: Download ZIPhuang11 wrote:why i cant download
- Wed Mar 04, 2015 22:07
- Forum: General Discussion
- Topic: Rename minetest_game
- Replies: 37
- Views: 6464
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' ...
Re: Free PIZZA Server
Sokomine's travelnet:TacoBella wrote:Thats what I ended up doing. The travelnet boxes are faster than typing in coords, anyway. What mod are the from?
viewtopic.php?id=4877#p72086
- Fri Feb 27, 2015 12:41
- Forum: Feature Discussion
- Topic: Apple trees with their own wood?
- Replies: 30
- Views: 5578
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.
- Tue Feb 24, 2015 10:09
- Forum: Mod Releases
- Topic: [Mod] Nuke Mod [2.2] [nuke]
- Replies: 133
- Views: 120002
Re: [Mod] Nuke Mod [1.6] [nuke]
In the first post (1) there's a download for 1.6 from dropbox (still working).csf2618 wrote:got an available source code?
- Sun Feb 22, 2015 21:54
- Forum: Mod Releases
- Topic: [Mod] Elevator [0.2] [fancy_elevator]
- Replies: 8
- Views: 4952
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
viewtopic.php?id=4587#p66234
- Tue Feb 03, 2015 09:46
- Forum: WIP Mods
- Topic: [Mod] Pathogen [0.3][pathogen]
- Replies: 30
- Views: 9636
Re: [Mod] Pathogen [0.2][pathogen]
*cough* very original, nice.
A sick mod.
A sick mod.
- Tue Feb 03, 2015 09:34
- Forum: News
- Topic: Minetest 0.4.11
- Replies: 67
- Views: 23005
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...
- Sun Feb 01, 2015 18:39
- Forum: Mod Releases
- Topic: [Mod] Hydroponics [git] [hydroponics]
- Replies: 19
- Views: 11268
Re: [Mod] Hydroponics [git] [hydroponics]
Great, thanks for making it possible :-)
- Sun Feb 01, 2015 18:33
- Forum: Mod Releases
- Topic: [Mod] More Ores [moreores]
- Replies: 340
- Views: 293854
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).
- Sun Feb 01, 2015 18:29
- Forum: Mod Releases
- Topic: [Modpack] Sea [0.4.2] [sea]
- Replies: 178
- Views: 93262
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...
- Sun Feb 01, 2015 13:19
- Forum: Mod Releases
- Topic: [Mod] Hydroponics [git] [hydroponics]
- Replies: 19
- Views: 11268
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.
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.
- Sun Feb 01, 2015 10:46
- Forum: Mod Releases
- Topic: [Modpack] Sea [0.4.2] [sea]
- Replies: 178
- Views: 93262
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. - ...
- Sat Jan 31, 2015 10:31
- Forum: Old Mods
- Topic: [Mod] MC-like Crafting [2.0.1] [crafting]
- Replies: 195
- Views: 120011
Re: [Mod] Crafting [2.0.1] [crafting]
recipe = {SAMIAMNOT wrote:No, I tried that but I couldnt seem to make them. Whats the recipe? Sticks?
{"group:wood", "group:wood"},
{"group:wood", "group:wood"}
- Sat Jan 31, 2015 10:25
- Forum: Mod Releases
- Topic: [Modpack] Sea [0.4.2] [sea]
- Replies: 178
- Views: 93262
Re: [Modpack] Sea [0.4.2] [sea]
@Minetestforfun
Thanks for reporting!
I'll 'dive' into it to find the cause.
Thanks for reporting!
I'll 'dive' into it to find the cause.