Search found 47 matches
- Sun Mar 24, 2024 14:10
- Forum: WIP Mods
- Topic: [Mod] Melterns - Tinkers in Minetest [melterns]
- Replies: 31
- Views: 8486
Re: [Mod] Melterns - Tinkers in Minetest [melterns]
I got this error from putting a bucket of molten metal into the metal caster: AsyncErr: Lua: Runtime error from mod '??' in callback node_on_timer(): .../username/.minetest/mods/melterns/metal_melter/caster.lua:266: attempt to call field 'get_liquid_for_bucket' (a nil value) stack traceback: .../use...
- Sun Feb 18, 2024 18:12
- Forum: Problems
- Topic: Diamond Hoe missing from game
- Replies: 7
- Views: 962
Re: Diamond Hoe missing from game
The bronze, mese and diamond hoes were removed to better retune the current one's. The steel hoe was given 500 uses just like the previous diamond version to compensate. Note: using lucky_blocks mod can still drop the missing hoes and if removed from minetest, Farming Redo will always have them in ...
- Mon Jan 08, 2024 04:34
- Forum: Mod Releases
- Topic: [Mod] Instant Buildings [V 5.0] [instabuild]
- Replies: 45
- Views: 29214
Re: [Mod] Instant Buildings [V 5.0] [instabuild]
Is this mod still being maintained? If not, is there a newer, updated mod that would be good alternative to this? Perhaps MT_Village_set might be of intrest to you. Those houses there can be placed with a single block. My handle_schematics mod can also spawn structures. There may be other, similar ...
- Thu Dec 28, 2023 03:00
- Forum: WIP Mods
- Topic: [Mod] Backpacks [backpacks]
- Replies: 45
- Views: 11640
Re: [Mod] Backpacks [backpacks]
The link for the newer version of the backpacks mod takes me to what looks like a deleted GitHub page. Is there another page where I can find the newer backpacks mod?
- Tue Dec 12, 2023 04:15
- Forum: WIP Mods
- Topic: [Mod] Terumetal [v2.4] (Armor, doors & more new)
- Replies: 141
- Views: 25370
Re: [Mod] Terumetal [v2.4] (Armor, doors & more new)
Version 3.5a * Added nodes from some other mods as heat sources for EEE Heater * Reduced dig times for coreglass tools * Increased High-temperature Furnace heat use to 150 * Added API methods for registering Expansion Crusher and Lava Melter recipes Link: https://gitlab.com/alerikaisattera/terumet ...
- Sun Dec 03, 2023 03:46
- Forum: Mod Releases
- Topic: [Mod] Fancy Cars [cars]
- Replies: 11
- Views: 2758
Re: [Mod] Fancy Cars [cars]
When I try to enter any of the cars, the world crashes. Is there an updated or forked version of this mod I could use? The closest I can get is vehicle mash, but I want to find a mod with just these cars that works in 5.7.0 and the upcoming 5.8.0. I remember using these cars years ago in my world an...
- Sat Dec 02, 2023 20:18
- Forum: WIP Mods
- Topic: [Mod] Settlements [settlements]
- Replies: 94
- Views: 16870
Re: [Mod] Settlements [settlements]
I got these errors when trying to use the settlements mods in 5.7.0: ModError: Failed to load and run script from /home/nissiel/.minetest/mods/settlements_fantasy/settlements_ruins/init.lua: ...test/mods/settlements_fantasy/settlements_ruins/init.lua:67: attempt to call field 'register_settlement' (...
- Sun Jan 29, 2023 17:32
- Forum: Mod Releases
- Topic: [Mod] Chakram 4.2 (throw & damage/pick up stuff) [chakram]
- Replies: 19
- Views: 5869
Re: [Mod] Chakram 4.2 (throw & damage/pick up stuff) [chakram]
Got this error when mese and steel chakrams hit a block: AsyncErr: Lua: Runtime error from mod 'default' in callback luaentity_Step(): /usr/share/minetest/builtin/game/item_entity.lua:204: Collision info missing, this is caused by an out-of-date/buggy mod or game stack traceback: [C]: in function 'a...
- Fri Sep 30, 2022 02:12
- Forum: Feature Discussion
- Topic: Let's talk about combat
- Replies: 38
- Views: 7519
Re: Let's talk about combat
I found that combat in Minetest is a bit confusing and might use some improvements. Have you noticed that when you are attacked by a few monsters at once, you are hopeless with a stone sword? Also in 5.0, it's planned that iron ore will occur deeper, which will make you even more hopeless. The full...
- Sat Feb 05, 2022 20:26
- Forum: News
- Topic: MTGame: 3 hoe types deprecated for eventual removal
- Replies: 30
- Views: 22175
Re: MTGame: 3 hoe types deprecated for eventual removal
my subgame *game :) Bronze had a very notable presense in the history of man, before steel or iron. You don't really get this in Minetest Game, as iron is very accessable and immediately gets you steel. A game I'm working on have proper unlocking of recipes and different qualities of furnace - iron...
- Tue Mar 02, 2021 00:12
- Forum: WIP Mods
- Topic: [mod] Motorboat [motorboat]
- Replies: 21
- Views: 3760
Re: [mod] Motorboat [motorboat]
I don't know how to apply fuel. Same with the newer helicopter mod.
- Wed Feb 24, 2021 21:20
- Forum: Mod Releases
- Topic: [Mod] Instant Buildings [V 5.0] [instabuild]
- Replies: 45
- Views: 29214
Re: [Mod] Instant Buildings [V 5.0] [instabuild]
Is this mod still being maintained? If not, is there a newer, updated mod that would be good alternative to this?
- Mon Feb 22, 2021 23:12
- Forum: Mod Releases
- Topic: [Mod] Car that drifts and skids [driftcar]
- Replies: 7
- Views: 3932
Re: [Mod] Car that drifts and skids [driftcar]
This game makes me wish i appreciated the mod before. Now i want an updated stand-alone mod with more cars and colors. I can easily see myself drifting on streets with this.
- Tue Feb 09, 2021 00:34
- Forum: Mod Releases
- Topic: [Mod] Villages for Minetest [mg_villages]
- Replies: 175
- Views: 76046
Re: [Mod] Villages for Minetest [mg_villages]
I got this error: AsyncErr: Lua: finishGenRuntime error from mod 'mg_villages' in callback environment_OnGenerated(): /home/user/.minetest/mods/village_sandcity/init.lua:13: attempt to call field 'replace_tree_trunk' (a nil value) stack traceback: /home/user/.minetest/mods/village_sandcity/init.lua:...
- Tue Feb 09, 2021 00:16
- Forum: Old Mods
- Topic: [Mod] Nodebox Utility [20120810] [nbu]
- Replies: 9
- Views: 15496
Re: [Mod] Nodebox Utility [20120810] [nbu]
No download link?
- Mon Feb 08, 2021 16:43
- Forum: Mod Releases
- Topic: [Mod] Snow and wool for stairs etc [moresnow]
- Replies: 21
- Views: 10818
Re: [Mod] Snow and wool for stairs etc [moresnow]
I keep getting this: ModError: Failed to load and run script from /home/nissiel/.minetest/mods/villages_modpack/moresnow/init.lua: Unknown node: moresnow:snow_panel_top stack traceback: [C]: in function 'get_content_id' ...est/mods/villages_modpack/moresnow/snow_on_construct.lua:15: in function 'bui...
- Mon Feb 08, 2021 16:22
- Forum: WIP Mods
- Topic: [MOD]extra_mele_weapons (v 0.4) 2021-02-09
- Replies: 41
- Views: 6770
Re: [MOD]extra_mele_weapons (v 0.3) 2018-01-24
I got this error: ModError: Failed to load and run script from /home/nissiel/.minetest/mods/extra_mele_weapons/init.lua: /home/nissiel/.minetest/mods/extra_mele_weapons/init.lua:1230: Attempt to override non-existent item vessels:glass_bottle stack traceback: [C]: in function 'error' /usr/share/min...
- Mon Feb 08, 2021 15:36
- Forum: Mod Releases
- Topic: [Mod] Villages for Minetest [mg_villages]
- Replies: 175
- Views: 76046
Re: [Mod] Villages for Minetest [mg_villages]
Can you tell me where I can find the code for the amount and types of items found in village chests? Every chest seems to be filled with as many items as can possibly fit in the box.
- Thu Jan 07, 2021 20:20
- Forum: Modding Discussion
- Topic: [Help] Identify this mod
- Replies: 9
- Views: 954
Re: [Help] Identify this mod
If you're willing to take suggestions for similar mods, there is Points of Interest which works with unified inventory, though I'm unfortunately unable to identify the particular one used in the screenshot.
- Thu Jan 07, 2021 15:26
- Forum: WIP Mods
- Topic: [MOD]extra_mele_weapons (v 0.4) 2021-02-09
- Replies: 41
- Views: 6770
Re: [MOD]extra_mele_weapons (v 0.3) 2018-01-24
I got this error: ModError: Failed to load and run script from /home/nissiel/.minetest/mods/extra_mele_weapons/init.lua: /home/n******/.minetest/mods/extra_mele_weapons/init.lua:1230: Attempt to override non-existent item vessels:glass_bottle stack traceback: [C]: in function 'error' /usr/share/mine...
- Fri Dec 25, 2020 01:22
- Forum: Mod Releases
- Topic: [Mod] Nuclear Material [nuclear_material]
- Replies: 17
- Views: 7759
Re: Mod Idea
Sorry to do this but I don't know how to make a page of my own to do this. So, Click on the link below to view and download a mod that I have improved! Link: https://www.dropbox.com/sh/59f648bm7zhqcsz/AABqWePC60S1DNib0jGaZiu5a?dl=0 Hope this link even works. What you must do to make this work. 1. D...
- Thu Dec 24, 2020 23:20
- Forum: Maps
- Topic: [v2.1] New York City with paramat's mapgen
- Replies: 70
- Views: 41641
Re: [v2.1] New York City with paramat's mapgen
The doors are displayed as unknown nodes an there are a lot of unknown nodes by the name of 'nature:blossom', of which I cannot find the nature mod used here. Do you know where I can find it? Never mind, I dealt with the nature mod but the doors are still a problem. Also, will there ever be an updat...
- Mon Dec 21, 2020 03:15
- Forum: Mod Releases
- Topic: [Mod] MapIt [1.2] [mapit] – another mapping mod
- Replies: 51
- Views: 22786
Re: [Mod] MapIt [1.2] [mapit] – another mapping mod
I recently downloaded this mod and got this error: ModError: Failed to load and run script from /home/[my name]/.minetest/mods/mapit/init.lua: /home/[my name]/.minetest/mods/mapit/init.lua:105: attempt to call field 'execute' (a nil value) stack traceback: /home/[my name]/.minetest/mods/mapit/init.l...
- Tue Aug 04, 2020 16:12
- Forum: WIP Mods
- Topic: [Mod] Aviation [aviation_mp]
- Replies: 3
- Views: 3968
Re: [Mod] Aviation [aviation_mp]
The download link doesn't work. And has there been any updates recently?
- Sat Jul 25, 2020 22:48
- Forum: Mod Releases
- Topic: [Mod] Timespeed [timespeed]
- Replies: 22
- Views: 6577
Re: [Mod] Timespeed [timespeed]
How do I change the speed? This is set in minetest.conf . You can either set the values directly or use the advanced configuration within the client. Daytime is unchanged (72 is the default value) and nighttime is changed to 360 (72 also is the default value here). You can also define when the spee...