Search found 19 matches
- Tue May 29, 2018 06:10
- Forum: Mod Releases
- Topic: [Abandoned] [Mod] Snow Walkers [0.3.0] [mobs_others]
- Replies: 22
- Views: 6390
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...
- Fri May 25, 2018 18:29
- Forum: Mod Releases
- Topic: [Abandoned] [Mod] Snow Walkers [0.3.0] [mobs_others]
- Replies: 22
- Views: 6390
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), ...
- Fri May 25, 2018 17:58
- Forum: Mod Releases
- Topic: [Mod] Voxelgarden doors [doors_modular]
- Replies: 5
- Views: 2675
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"...
- Fri May 25, 2018 17:46
- Forum: Mod Releases
- Topic: [Mod] Above sea level pools [0.1.1] [highlandpools]
- Replies: 14
- Views: 13013
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
- Thu May 24, 2018 18:03
- Forum: Mod Releases
- Topic: [Abandoned] [Mod] Snow Walkers [0.3.0] [mobs_others]
- Replies: 22
- Views: 6390
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...
- Sun May 13, 2018 01:13
- Forum: WIP Mods
- Topic: [Mod] Unlockable Crafting [0.1.0] [crafting] - No craft grid
- Replies: 23
- Views: 6436
Re: [Mod] Unlockable Crafting [0.1.0] [crafting] - No craft
Thanks for the suggestionrubenwardy 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
- Sun May 13, 2018 00:27
- Forum: WIP Mods
- Topic: [Mod] Unlockable Crafting [0.1.0] [crafting] - No craft grid
- Replies: 23
- Views: 6436
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]...
- Wed Jan 10, 2018 22:30
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2502
- Views: 641981
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.
- Fri Jul 14, 2017 17:51
- Forum: Mod Releases
- Topic: [Mod] Alive AI V26.32 [aliveai]
- Replies: 357
- Views: 91336
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.
- Sun Jun 18, 2017 22:40
- Forum: WIP Mods
- Topic: [Mod] Simple Sprint [sprint]
- Replies: 10
- Views: 3967
Re: [Mod] Simple Sprint [sprint]
What are the dependencies?
- Mon Apr 17, 2017 16:04
- Forum: WIP Mods
- Topic: [Mod] Happy Weather API [0.1]
- Replies: 3
- Views: 2456
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
- Fri Mar 24, 2017 06:15
- Forum: WIP Mods
- Topic: Hovercraft Mod
- Replies: 4
- Views: 1216
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
viewtopic.php?f=11&t=6722&hilit=hovercraft
- Fri Mar 24, 2017 05:54
- Forum: Mod Releases
- Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
- Replies: 449
- Views: 129771
- Thu Mar 09, 2017 16:16
- Forum: WIP Games
- Topic: [Game] Farlands [v1 - The Beginning]
- Replies: 223
- Views: 53922
Re: [Game] Farlands
D00Med. I can not see any screenshot of your post
- Thu Mar 09, 2017 15:59
- Forum: Mod Releases
- Topic: [Mod] Alive AI V26.32 [aliveai]
- Replies: 357
- Views: 91336
Re: [Mod] Alive AI V3.938 [aliveai]
By far so good. Thanks for the last updateAiTechEye 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
- Wed Mar 08, 2017 00:12
- Forum: Mod Releases
- Topic: [Mod] Alive AI V26.32 [aliveai]
- Replies: 357
- Views: 91336
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...
- Mon Nov 21, 2016 20:56
- Forum: WIP Mods
- Topic: [Mod] Hell [hell]
- Replies: 26
- Views: 8682
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 ...
- Thu Dec 17, 2015 17:55
- Forum: Mod Releases
- Topic: [Mod] Elevators / Lifts [2.1.2] [elevator]
- Replies: 26
- Views: 8407
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...
- Sun Dec 13, 2015 21:40
- Forum: Mod Releases
- Topic: [Mod] Elevators / Lifts [2.1.2] [elevator]
- Replies: 26
- Views: 8407
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...