Search found 65 matches
- Mon Oct 29, 2018 23:17
- Forum: WIP Games
- Topic: [Game] VoxeLibre (formerly known as MineClone2) [0.86]
- Replies: 3017
- Views: 837382
Re: [Game] MineClone 2 [0.42.1]
Hello, just gave adding a "absorbtion" effect for the gold apple(TODO: make it so it doesn't have infinite time for the effect), Gold Apple Code: -- TODO: Status effects(regeneration/better absorbtion) minetest.register_craftitem("mcl_core:apple_gold", { description = core.colori...
- Tue Oct 23, 2018 22:28
- Forum: WIP Games
- Topic: [Game] VoxeLibre (formerly known as MineClone2) [0.86]
- Replies: 3017
- Views: 837382
Re: [Game] MineClone 2 [0.42.1]
Hello, Noticed somewhere on this page "ambience" was mentioned, I gave a ambience modpack a go and I "Think" I have it all ready to go! Notice: the mod has not been tested! Notice: it Does still have MC sounds i used as placeholders, feel free to change that! Download Link: https...
- Mon Oct 22, 2018 21:26
- Forum: WIP Games
- Topic: [Game] VoxeLibre (formerly known as MineClone2) [0.86]
- Replies: 3017
- Views: 837382
Re: [Game] MineClone 2 [0.42.0]
Hello, I think I may have ran into a bug, Just noticed that the Villagers sometimes have a chance of crashing the server when you open their trading dialogue, I get this error message: 2018-10-23 07:23:51: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'mobs_mc' in...
- Wed Oct 03, 2018 23:39
- Forum: WIP Games
- Topic: [Game] VoxeLibre (formerly known as MineClone2) [0.86]
- Replies: 3017
- Views: 837382
Re: [Game] MineClone 2 [0.42.0]
I also need to know how to make the grass behave like in the Mineclone 2 subgame, so that it doesn't take too much hits to destroy it. And in the default minetest game, --Snip-- for the grass you need to add the "oddly_breakable_by_hand = 1" group, like this minetest.override_item("d...
- Sun Sep 23, 2018 08:34
- Forum: WIP Games
- Topic: [Game] VoxeLibre (formerly known as MineClone2) [0.86]
- Replies: 3017
- Views: 837382
Re: [Game] MineClone 2 [0.42.0]
Oops, sorry
Just tried it without mods and the end/nether worked just fine,
probably modded my version past it's limits...
Bye, zm78
Just tried it without mods and the end/nether worked just fine,
probably modded my version past it's limits...
Bye, zm78
- Sat Sep 22, 2018 02:31
- Forum: WIP Games
- Topic: [Game] VoxeLibre (formerly known as MineClone2) [0.86]
- Replies: 3017
- Views: 837382
Re: [Game] MineClone 2 [0.42.0]
I got the game a while ago, just noticed some bugs n' stuff. Bugs(might be on the to-do list.): 1. The Nether and the End have not been generating at all since 0.42.0 2. Nether portals have not been spawning in a nether cave, but in the netherrack or floating(Intentional?) 3. Tamed wolves will not f...
- Wed Sep 13, 2017 04:34
- Forum: Mod Releases
- Topic: [Mod]Xtraores - titanium is unbreakable[0.22][xtraores]
- Replies: 76
- Views: 35258
- Thu Jul 13, 2017 09:08
- Forum: Mod Releases
- Topic: [Mod] Minetest Game Plus [1.1.2] [mtg_plus]
- Replies: 45
- Views: 13865
- Thu Jul 13, 2017 09:01
- Forum: Mod Releases
- Topic: [Mod] Hyperloop [hyperloop]
- Replies: 59
- Views: 19629
Re: [Mod] Hyperloop [hyperloop]
My new approach for Hyperloop: Building of a Hyperloop network should only be able on one level. That means all stations have to be on the same height (Y-position). This seems to be more realistic. Otherwise the pods can’t reach their high speed. :-) To reach the station level I will add an elevato...
- Sat Jul 08, 2017 21:55
- Forum: Mod Releases
- Topic: [Mod] Hyperloop [hyperloop]
- Replies: 59
- Views: 19629
Re: [Mod] Hyperloop [hyperloop]
little typing error: when you try to get in while somebody is already in there it posts a message that is "the station is still blocked please try again in a veiw seconds" and it should be "the station is still blocked please try again in a few seconds"
- Fri Jul 07, 2017 23:56
- Forum: Mod Releases
- Topic: [Mod] Hyperloop [hyperloop]
- Replies: 59
- Views: 19629
Re: [Mod] Hyperloop [hyperloop]
i mean the left tube is not functional and the ticket machine ignores connections with the left side of the tube(the one that goes under the floor at the door) e.g ^ x L< J > v x = not functional tube, <>^v = tubes, L = lcd display and J = junction. So the tube that goes under the lcd is not functio...
- Fri Jul 07, 2017 22:15
- Forum: Mod Releases
- Topic: [Mod] Hyperloop [hyperloop]
- Replies: 59
- Views: 19629
Re: [Mod] Hyperloop [hyperloop]
@zm78: Thanks for your feedback. Error with hooking the stations up: The stations will not hook up if connected on the left side, But anywhere else is fine. Unclear for me. Can you explain what you mean with "The stations will not hook up..." The Booking Machine has an ABM with 10 sec cyc...
- Fri Jul 07, 2017 07:26
- Forum: Mod Releases
- Topic: [Mod] Hyperloop [hyperloop]
- Replies: 59
- Views: 19629
Re: [Mod] Hyperloop [hyperloop]
Error with hooking the stations up: The stations will not hook up if connected on the left side, But anywhere else is fine. Recipes: Junction Block: T = tube, M = mese crystal and _ = nothing _T_ TMT _T_ Tube Block: S = steel ingot and M = mese crystal SSS MMM SSS Wifi Tube Block: S = steel ingot, O...
- Thu Jul 06, 2017 06:46
- Forum: Mod Releases
- Topic: [Mod] Hyperloop [hyperloop]
- Replies: 59
- Views: 19629
Re: [Mod] Hyperloop [hyperloop]
[BUG] if going to a non existing station that was dug/grieved game crashes once door shuts on hyperloop.
Notice: this was found while playing on "joes miniwelt" server and was getting transported to "old spawn" station.
Also when you get back in it crashes again.
Notice: this was found while playing on "joes miniwelt" server and was getting transported to "old spawn" station.
Also when you get back in it crashes again.
- Fri Apr 21, 2017 20:58
- Forum: Modding Discussion
- Topic: Post your mod requests/ideas here
- Replies: 2325
- Views: 444504
Re: Post your mod requests/ideas here
well kinda but its got mob possesion not a expensive tool
(id make it myself but its the thing im the worst at... metadata :< )
(id make it myself but its the thing im the worst at... metadata :< )
- Fri Apr 21, 2017 20:44
- Forum: Modding Discussion
- Topic: Post your mod requests/ideas here
- Replies: 2325
- Views: 444504
Re: Post your mod requests/ideas here
is it possible to add a tool that can change the player into "mobs_redo" things e.g"player right clicks with tool. then selects rat "player turns into rat" and goes through tunnel then select's player." so its a form changing tool. --------------- ----EDIT---- ---------...
- Fri Apr 14, 2017 20:44
- Forum: WIP Mods
- Topic: [Mod] Lot a ores [lottaore]
- Replies: 9
- Views: 1959
Re: [Mod] Lot a ores [lottaore]
the green thingy is called "the unknown crystal"
- Thu Apr 13, 2017 05:26
- Forum: WIP Mods
- Topic: [Mod] Lot a ores [lottaore]
- Replies: 9
- Views: 1959
Re: [Mod] Xtra ores [xtraore]
fixed!
(sorry i forgot the screenshot :( )
----------------------
--------EDIT-------
----------------------
renamed from xtraore to lottaore ;)
(sorry i forgot the screenshot :( )
----------------------
--------EDIT-------
----------------------
renamed from xtraore to lottaore ;)
- Tue Apr 11, 2017 23:48
- Forum: WIP Mods
- Topic: [Mod] Lot a ores [lottaore]
- Replies: 9
- Views: 1959
Re: [Mod] Xtra ores [xtraore]
i did...
but that mod doesn't work on my server...
so i made my own!
but that mod doesn't work on my server...
so i made my own!
- Mon Apr 10, 2017 21:32
- Forum: WIP Mods
- Topic: [Mod] Lot a ores [lottaore]
- Replies: 9
- Views: 1959
[Mod] Lot a ores [lottaore]
Adds opal crystal and block, titanium sheet and block, extractor(gravel)(dirt)(sand), mercury and bucket (left click on grass to pour mercury out of bucket), rainbow crystal(craft to get nyan cat rainbow), electric orb and block, plags: opal, titanium, electric and unknown crystal. unknown crystal, ...
- Mon Apr 10, 2017 20:50
- Forum: Mod Releases
- Topic: [Mod] Alive AI V26.32 [aliveai]
- Replies: 357
- Views: 91357
Re: [Mod] Alive AI V4.95 [aliveai]
ok cool!
- Sun Apr 09, 2017 23:25
- Forum: Mod Releases
- Topic: [Mod] Alive AI V26.32 [aliveai]
- Replies: 357
- Views: 91357
Re: [Mod] Alive AI V4.95 [aliveai]
error when opening game
cool mod anyway!
Code: Select all
Couldn't convert UTF-8 string 0x756e65787065637465642073796d626f6c206e6561722027ef27 into wstring
- Sat Mar 18, 2017 04:07
- Forum: Mod Releases
- Topic: [Mod] Sabers [sabers]
- Replies: 2
- Views: 1382
Re: [Mod] Sabers [sabers]
yes they do
- Fri Mar 17, 2017 20:51
- Forum: WIP Mods
- Topic: [Mod] Mese Phaser [mheser]
- Replies: 5
- Views: 1607
- Thu Mar 16, 2017 20:34
- Forum: Modding Discussion
- Topic: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
- Replies: 47
- Views: 7927
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
hmm... searching... yup!> zm78 nice! but is it original?
[EDIT]
there are some light mods out there but this is an original light/decoration light