Search found 19 matches

by Azazel
Tue May 29, 2018 06:10
Forum: Mod Releases
Topic: [Abandoned] [Mod] Snow Walkers [0.3.0] [mobs_others]
Replies: 22
Views: 6386

Re: [Mod] Snow Walkers [0.1.2] [mobs_others]

Maybe a separate mod that gives a little more life to these biomes would be a good idea. Fish that live in cold water (that we can eat), predators, etc. not necessarily hostile creatures (or maybe yes) They are already available: Arctic life - https://forum.minetest.net/viewtopic.php?f=9&t=1607...
by Azazel
Fri May 25, 2018 18:29
Forum: Mod Releases
Topic: [Abandoned] [Mod] Snow Walkers [0.3.0] [mobs_others]
Replies: 22
Views: 6386

Re: [Mod] Snow Walkers [0.1.2] [mobs_others]

Granted that anyway, with this mod enabled snow biomes are deadly if you start playing there. A frozen hell. That would give some excitement to the snowy biomes. Maybe a separate mod that gives a little more life to these biomes would be a good idea. Fish that live in cold water (that we can eat), ...
by Azazel
Fri May 25, 2018 17:58
Forum: Mod Releases
Topic: [Mod] Voxelgarden doors [doors_modular]
Replies: 5
Views: 2671

Re: [Mod] Voxelgarden doors [doors_modular]

The recipe for steel bars creates steel doors. doors_modular:register_door("doors_modular:steel_bars", { description = "Steel Bars", inventory_image = "doors_modular_steel_bars.png", groups = {snappy=1, cracky=1, door=1}, tiles = {"doors_modular_steel_bars.png"...
by Azazel
Fri May 25, 2018 17:46
Forum: Mod Releases
Topic: [Mod] Above sea level pools [0.1.1] [highlandpools]
Replies: 14
Views: 13008

Re: [Mod] Above sea level pools [0.1.1] [highlandpools]

Also using river water to fill the lakes would be a good idea. This could generate specific types of mobs in lakes
by Azazel
Thu May 24, 2018 18:03
Forum: Mod Releases
Topic: [Abandoned] [Mod] Snow Walkers [0.3.0] [mobs_others]
Replies: 22
Views: 6386

Re: [Mod] Snow Walkers [0.1.2] [mobs_others]

quite nice. More mobs to come? Like variants of this one? Thank you :) If you mean Snow Walkers with a different look than the one in the screenshot, then it is already done: each snow walker's skin is chosen among 3 possible skins, the weapon can be a sword or an axe, helmet and shield are optiona...
by Azazel
Sun May 13, 2018 01:13
Forum: WIP Mods
Topic: [Mod] Unlockable Crafting [0.1.0] [crafting] - No craft grid
Replies: 23
Views: 6423

Re: [Mod] Unlockable Crafting [0.1.0] [crafting] - No craft

rubenwardy wrote:This mod isn't a craft guide or meant to be comparable to Minecraft at all. Please put any mod requests in the mod request topic
Thanks for the suggestion
by Azazel
Sun May 13, 2018 00:27
Forum: WIP Mods
Topic: [Mod] Unlockable Crafting [0.1.0] [crafting] - No craft grid
Replies: 23
Views: 6423

Re: [Mod] Unlockable Crafting [0.1.0] [crafting] - No craft

If you better make a craft table like minecraft xbox edition https://images.pocketgamer.co.uk/images/featimgs/minecraft-vitaguide-18.jpg Not a clone. That we can elaborate recipes more easily and that highlight the gradients that we need [img]https://i.ytimg.com/vi/BhcQi3-r1G8/maxresdefault.jpg[img]...
by Azazel
Wed Jan 10, 2018 22:30
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.61] [mobs]
Replies: 2502
Views: 640671

Re: [Mod] Mobs Redo [1.40] [mobs]

There's a problem with mobs. If you stay too long in one place, mobs start to accumulate and slow down the performance of the game.
by Azazel
Fri Jul 14, 2017 17:51
Forum: Mod Releases
Topic: [Mod] Alive AI V26.32 [aliveai]
Replies: 357
Views: 91054

Re: [Mod] Alive AI V7.6 [aliveai]

I like these npc mobs, but something I hate is that they are destructive. I think they should be engendered in small villages and that they sleep at night. That each npc has defined his house so that in the nights of shelter in them.
by Azazel
Sun Jun 18, 2017 22:40
Forum: WIP Mods
Topic: [Mod] Simple Sprint [sprint]
Replies: 10
Views: 3959

Re: [Mod] Simple Sprint [sprint]

What are the dependencies?
by Azazel
Mon Apr 17, 2017 16:04
Forum: WIP Mods
Topic: [Mod] Happy Weather API [0.1]
Replies: 3
Views: 2453

Re: [Mod] Happy Weather API [0.1]

This mod changes the color of the sky as does wheather_pack or change the time to darken the environment. Changing the time would be ideal for monsters spawning
by Azazel
Fri Mar 24, 2017 06:15
Forum: WIP Mods
Topic: Hovercraft Mod
Replies: 4
Views: 1215

Re: Hovercraft Mod

The round figures in a square world seem horrible to me. Why not use the model that created Stu for the mod "Simple Hovercraft"?

viewtopic.php?f=11&t=6722&hilit=hovercraft
by Azazel
Fri Mar 24, 2017 05:54
Forum: Mod Releases
Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
Replies: 446
Views: 129279

Re: [Mod] Not So Simple Mobs [3.0] [nssm]

Andrey01 wrote: Aquatic Horror really looks is horror
Image
Yes... masterly :)
Andrey01 wrote: Who is such Ahuizatl?
Image
https://en.wikipedia.org/wiki/Ahuizotl_(creature)
by Azazel
Thu Mar 09, 2017 16:16
Forum: WIP Games
Topic: [Game] Farlands [v1 - The Beginning]
Replies: 223
Views: 53739

Re: [Game] Farlands

D00Med. I can not see any screenshot of your post
by Azazel
Thu Mar 09, 2017 15:59
Forum: Mod Releases
Topic: [Mod] Alive AI V26.32 [aliveai]
Replies: 357
Views: 91054

Re: [Mod] Alive AI V3.938 [aliveai]

AiTechEye wrote:i replaced a lot of math.random, where it could be error, to aliveai.random, that will check for errors
and checked all for loops, if someone could mess up

try if it works better now

download/file.php?mode=view&id=9446
By far so good. Thanks for the last update
by Azazel
Wed Mar 08, 2017 00:12
Forum: Mod Releases
Topic: [Mod] Alive AI V26.32 [aliveai]
Replies: 357
Views: 91054

Re: [Mod] Alive AI V3.935 [aliveai]

ServerError: Lua: Runtime error from mod 'aliveai_threats' in callback luaentity_Step(): /home/****/.minetest/mods/aliveai/aliveai/items.lua:474: 'for' limit must be a number 2017-03-07 18:53:38: ERROR[Main]: stack traceback: 2017-03-07 18:53:38: ERROR[Main]: /home/****/.minetest/mods/aliveai/alive...
by Azazel
Mon Nov 21, 2016 20:56
Forum: WIP Mods
Topic: [Mod] Hell [hell]
Replies: 26
Views: 8676

Re: [Mod] Hell [hell]

2016-11-21 15:48:02: ERROR[Main]: /home/***/.minetest/mods/hell/init.lua:365: in function 'teleport_player' 2016-11-21 15:48:02: ERROR[Main]: /home/***/.minetest/mods/hell/init.lua:352: in function </home/***/.minetest/mods/hell/init.lua:348> 2016-11-21 15:48:02: ACTION[Server]: singleplayer leaves ...
by Azazel
Thu Dec 17, 2015 17:55
Forum: Mod Releases
Topic: [Mod] Elevators / Lifts [2.1.2] [elevator]
Replies: 26
Views: 8399

Re: [Mod] Elevators / Lifts [2.1.2] [elevator]

Not speak or write English so I apologize because I'm using the google translator. Are you Italian? Google's translation is confusing me, but "testura" seems to be an Italian word. I know someone who speaks Italian. Could you please post the first paragraph again in your language, I can't...
by Azazel
Sun Dec 13, 2015 21:40
Forum: Mod Releases
Topic: [Mod] Elevators / Lifts [2.1.2] [elevator]
Replies: 26
Views: 8399

Re: [Mod] Elevators / Lifts [2.1.2] [elevator]

Not speak or write English so I apologize because I'm using the google translator. I really like this mod, is certainly making really great job. But the height of this is very small highlights a lot when the doors open and the doors take up much space down having to leave a space puts a floor on the...