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Re: [Mod] Villagers for Minetest [villagers][v0.17]

Hello and thank you for the awesome mod! I have, perhaps silly, question: when I enable only mg_villlages, handle_schematics, and villagers on 5.0.1, all works fine except the fact that villagers do not move. They stand still near the buildings, turn around every 3-4 seconds but does not walk. The ...
by ErrorNull
Thu May 16, 2019 15:25
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 156
Views: 17680

Re: [Mod] Villagers for Minetest [villagers][v0.17]

hey guys, thanks for the kind words. it's been a while for sure.. and glad to see my mod is still being poked and prodded around here. i've just been busy with real life stuff. since it appears there's still mild interest in this mod, i'll plan to continue improving my villagers mod soon. I have a q...
by ErrorNull
Sat Feb 02, 2019 16:09
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 156
Views: 17680

Re: [Mod] Villagers for Minetest [villagers][v0.17]

let me know if there are any issues or something i might need to know anyways. On line 46 of coins.lua I tweaked the variable declaration to empty string. Otherwise there would be error if it stays nil later in the code... local debug = "" ehh.. i wouldn't want something like the super ma...
by ErrorNull
Fri Aug 25, 2017 00:46
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 156
Views: 17680

Re: [Mod] Villagers for Minetest [villagers][v0.17]

Hey LouisCyfer - I've merged in your pull request. Players now will find coins on rare occasions when digging dirt type nodes. After testing a bit i can see the silver and gold coins count in the player inventory occasionally increase while digging the dirt. I also like how we can enable/disable the...
by ErrorNull
Thu Aug 24, 2017 14:10
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 156
Views: 17680

Re: [Mod] Villagers for Minetest [villagers][v0.17]

ethereal already adds bones to default:dirt via bonemeal.lua the ethereal mod is one i'd like to support, won't be until later down the line. but i may just throw in the bonemeal mod in sooner along with the other food mods i'm adding now. I put everything in a PR, hope you like it! Ok this is cool...
by ErrorNull
Tue Aug 22, 2017 00:56
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 156
Views: 17680

Re: [Mod] Villagers for Minetest [villagers][v0.17]

love the priest! Thanks... and the priest loves you too! :p love the updates!! I know there's always the option to use this commands "/giveme villagers:coins xxx" and "/giveme villagers:coins_gold xxx" (or via unified inventory search etc :P) Also the trader hunting you mentione...
by ErrorNull
Fri Aug 18, 2017 00:13
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 156
Views: 17680

Re: [mod] Extended Fences

that is perfect. does this also extend walls too? i get tired of my animals from Mobs Redo jumping over my fences and escaping.
by ErrorNull
Mon Aug 14, 2017 08:14
 
Forum: Mod Releases
Topic: [Mod] Extended Fences [extended_fences]
Replies: 13
Views: 1172

Re: Request for donations for my development work

hi paramat, i'd still recommend patreon at some point. i'm sure there's many grateful members here and would love to donate on regular basis like myself. i'd rather have my funds auto transferred to you every month then have to mentally remember and manually click through a paypal link every month t...
by ErrorNull
Sat Aug 12, 2017 04:02
 
Forum: General Discussion
Topic: Request for donations for my development work
Replies: 64
Views: 11642

Re: [Mod] Villagers for Minetest [villagers][v0.17]

Just a little issue here, very specific case so don't pay too much attention : when you blow up the surroundings with says... the nuke mod, the villagers will stay in place, flying where the ground used to be and acting like nothing happened (protection removed, ofc) Perfectly correct behaviour of ...
by ErrorNull
Thu Aug 10, 2017 00:18
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 156
Views: 17680

Re: [Mod] Villages for Minetest [mg_villages]

hi sokomine, would you mind listing all the possible job titles that your inhabitants can have? unless you have a table that already contains all?

also is there a way to disable spawning in a village and just have player spawn in the wilderness again? thanks!
by ErrorNull
Wed Aug 09, 2017 05:42
 
Forum: Mod Releases
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 138
Views: 28693

Re: [Mod] Villagers for Minetest [villagers][v0.17]

KCoombes - the screenshot shows a job title i didn't anticipate called "soldier". i have added that in now. go ahead and grab the latest from github or just grab the traders.lua which is the only file i altered in this case. regarding the stock item counts seemingly being updated globally ...
by ErrorNull
Wed Aug 09, 2017 05:26
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 156
Views: 17680

Re: [Mod] Villagers for Minetest [villagers][v0.17]

if you right click on the node located at the village position, does the formspec that pops up show any errors? you can use /villages command to verify what the village position is for the village you're currently in.. then go to that position and right click on it. note: the next update coming up h...
by ErrorNull
Tue Aug 08, 2017 05:30
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 156
Views: 17680

Re: [Mod] Villagers for Minetest [villagers][v0.17]

is it enough stable to be put in voxellar? Well, i think you will need to try and judge for yourself. I haven't received much error/crashe reports lately. Just be sure to use a new map. I would be curious to find out if any multi player interaction with the villagers will arise any new errors and c...
by ErrorNull
Mon Aug 07, 2017 19:55
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 156
Views: 17680

Re: [Mod] Villagers for Minetest [villagers][v0.17]

Hotfix! Updated to adjust for new hitbox and player offsets. Another formal update is coming soon which will have villagers offer trades that include items from farming redo and 3d armor. I have been occupied lately with another minor project. But minetest is still my primary one! Stay tuned... Wel...
by ErrorNull
Mon Aug 07, 2017 17:15
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 156
Views: 17680

Re: [Mod] Advanced NPC (WIP) [advanced_npc]

From what i gather by browsing through npc.lua .. the code on line 953-957 refer to textures npc_male1.png through npc_male6.png . However, the mod's texture folder only contains npc_male1.png. It seems the texture folder is just missing textures npc_male2 through npc_male6. Removing the lines in np...
by ErrorNull
Fri Aug 04, 2017 04:49
 
Forum: WIP Mods
Topic: [Mod] Advanced NPC (WIP) [advanced_npc]
Replies: 84
Views: 13334

Re: [Mod] Villagers for Minetest [villagers][v0.17]

Another question from another person : How do you kill a villager ? If there is none, could you make a way ? Also, robbing villagers could be fun. Right now all villagers are invincible when you punch them. But I will consider adding more realism in a future update by allowing players to knock out ...
by ErrorNull
Thu Aug 03, 2017 17:49
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 156
Views: 17680

Re: [Mod] Villagers for Minetest [villagers][v0.17]

I haz a question because I'm either too dump to see or just didn't recognised yet .. hope you mind I ask.How to get coins? Hi LouisCyfer - the latest v0.17 adds a few silver and gold coins to a new player at the start of a new map. Also, if you are the server admin you can use normal Minetest chat ...
by ErrorNull
Thu Aug 03, 2017 17:44
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 156
Views: 17680

Re: [Mod] Villagers for Minetest [villagers][v0.17]

First run-through detected only an issue with a trader requesting cotton, but not recognizing the cotton in my inventory. I think it might have something to do with how the default farming mod just aliases all farming:string into farming:cotton ... and uses the same texture. Currently villagers wit...
by ErrorNull
Mon Jul 31, 2017 01:29
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 156
Views: 17680

Re: [Mod] Villagers for Minetest [villagers][v0.17]

Another hotfix! Aligning with sokomine's latest updates to mg_villages mod. Download latest from github from main page, and if not already, update to the latest mg_villages by sokomine as well as the latest optional mods you're using. - Updated villager spawn position to use y-pos of village and no...
by ErrorNull
Sat Jul 29, 2017 23:43
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 156
Views: 17680

Re: [Mod] Villages for Minetest [mg_villages]

wow that is a huge update. very awesome! the plotmarker formspec provides so much info now.. especially about the villagers. it's also very convenient for me to test and jump around different villages by using the /villages command to click into the inhabitant info and just click on the 'visit' butt...
by ErrorNull
Sat Jul 29, 2017 23:25
 
Forum: Mod Releases
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 138
Views: 28693

Re: [Mod] Villagers for Minetest [villagers][v0.17]

Success! I have scavenged empty glasses from the start village and sold them to servants at the Chateau without error. Now the only issue is the /villagers list is so long I cannot see the whole thing (needs pages or scrollbar). screenshot_20170729_112222.png Woohoo! I will celebrate by going to be...
by ErrorNull
Sat Jul 29, 2017 15:43
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 156
Views: 17680

Re: [Mod] Villagers for Minetest [villagers][v0.17]

Another hotfix uploaded - to better handle unregistered or misspelled items for trading. I named one item 'flowers:straw' as a possible trade item for farmers when it should have been 'farming:straw'. Blah. Ok, KCoombes, should be much better now. Hit me with another one! Hopefully takes longer tha...
by ErrorNull
Sat Jul 29, 2017 14:33
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 156
Views: 17680

Re: [Mod] Villagers for Minetest [villagers][v0.17]

Uploaded hotfix to github. Should be fine now. It turns out the item bucket:bucket_empty was crashing minetest. Villagers that are 'servants' have a chance of requesting buckets from the player to trade for coins. I did some further tests and 'bucket:bucket_empty' doesn't even come up as a register...
by ErrorNull
Sat Jul 29, 2017 13:31
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 156
Views: 17680

Re: [Mod] Villagers for Minetest [villagers][v0.17]

I began checking the trading formspec for different traders and eventually got this: 2017-07-29 08:29:43: ACTION[Server]: singleplayer right-clicks object 214: LuaEntitySAO at (90,2.55,55) 2017-07-29 08:29:43: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'villag...
by ErrorNull
Sat Jul 29, 2017 12:49
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 156
Views: 17680

Re: [Mod] Villagers for Minetest [villagers][v0.16]

Did you ever look into the chateau and check if the beds are there? I see... I checked and there are no beds inside the cottage-less chateau. Thanks for clearing that up sokomine! @ KCoombes - That explains the issue - even though a building may have mob spawners outside, if there are no beds insid...
by ErrorNull
Fri Jul 28, 2017 23:36
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 156
Views: 17680
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