Afaik no, there is also no server using it. But it might become alive again, who knows :)
maybe i could send you an updated beta version of the rework i do atm, but i can't guarantee, that i finish it in the next few month..
Search found 215 matches
- Sat Jul 16, 2022 21:46
- Forum: Mod Releases
- Topic: [Mod] Mars Survive 9 [marssurvive]
- Replies: 116
- Views: 38112
- Tue Apr 12, 2022 08:30
- Forum: Mod Releases
- Topic: [Mod] HUD Bars [2.3.5] [hudbars]
- Replies: 246
- Views: 87212
Re: [Mod] HUD bars [2.3.3] [hudbars]
Hi can you add if hudtable == nil then return false end in init.lua L.303 in function change_hudbar ? That line is also in hide and unhide_hudbar. This would make it possible to unregister a hudbar. Because else the line if not hudtable.hudstate[name] will raise an index error. In my case i have to ...
- Thu Mar 25, 2021 08:24
- Forum: WIP Mods
- Topic: [mod] Ant and Giant [ant_giant]
- Replies: 1
- Views: 501
[mod] Ant and Giant [ant_giant]
I don't know if somebody created a mod like this before, but i couldn't find any. If yes just tell me :) https://forum.minetest.net/download/file.php?id=24103 Oh where did Sam go? Huh he is so tiny ... https://forum.minetest.net/download/file.php?id=24104 Oh no will he eat me? RUUNN!!! https://forum...
- Sat Feb 22, 2020 15:26
- Forum: Mod Releases
- Topic: [Mod] Petz [DEPRECATED] [petz]
- Replies: 1496
- Views: 244366
Re: [MOD] Petz (petz) (v8.4)
great, thank you!
- Sat Feb 22, 2020 09:51
- Forum: Mod Releases
- Topic: [Mod] Petz [DEPRECATED] [petz]
- Replies: 1496
- Views: 244366
Re: [MOD] Petz (petz) (v8.4)
I'am currently reworking a completely new Mars-game, i have there only some old mobs, which i changed so that they die in "vacuum" and can live in "oxygen". Can you add also settings, which make it possible to let them die in default:air and let the stay alive in a user-configure...
- Fri Feb 21, 2020 16:18
- Forum: WIP Mods
- Topic: [Mod] Concrete [0.2][concrete]
- Replies: 6
- Views: 1670
Re: [Mod] Concrete [0.1][concrete]
Realy cool mod, (the viedeo could be in better quality ;) ) I'am going to test it now. Maybe you could add something like that: https://en.wikipedia.org/wiki/Formwork And for my feelings it could take a bit longer until the concrete hardens. EDIT: i have tested it, it did realy well here some images...
- Thu Feb 20, 2020 22:02
- Forum: Mod Releases
- Topic: [Mod] Crafting Guide [2.0] [craftguide]
- Replies: 246
- Views: 157808
Re: [Mod] Crafting Guide [1.11.4] [craftguide]
Yes sure, but you could make it optional or add an ingame reload command for the admin.jp wrote:you have to delete it everytime a mod, an item or a recipe is added/deleted.
- Thu Feb 20, 2020 11:45
- Forum: Mod Releases
- Topic: [Mod] Crafting Guide [2.0] [craftguide]
- Replies: 246
- Views: 157808
Re: [Mod] Crafting Guide [1.11.4] [craftguide]
I have changed a bit of the code for my server, so that it uses a cachefile for loading the cache, if i remove that file it is regenerated by the mod. My problem has been the long time it takes to cache that all, which made the server start just to long. Can you add something like that to your mod? ...
- Thu Feb 20, 2020 06:57
- Forum: WIP Mods
- Topic: [mod] Crater MG [cratermg] [mapgen]
- Replies: 40
- Views: 7101
Re: [mod] Crater MG [cratermg] [mapgen]
can you add the groups
stone = 1 to cratermg:stone
and
stone = 2 to cratermg:sediment
like default:stone and default:cobble has?
Then it would be more simple to craft things using it
stone = 1 to cratermg:stone
and
stone = 2 to cratermg:sediment
like default:stone and default:cobble has?
Then it would be more simple to craft things using it
- Fri Jul 05, 2019 16:22
- Forum: WIP Mods
- Topic: [mod] Crater MG [cratermg] [mapgen]
- Replies: 40
- Views: 7101
Re: [mod] Crater MG [cratermg] [experimental] [mapgen]
that sounds pretty nice (i think that is just more realistic then normal ores and caves)! go one with this nice work :) Just one idea which came in my mind: maybe you can add Canyons if u have much time? like this: https://en.wikipedia.org/wiki/Valles_Marineris https://upload.wikimedia.org/wikipedia...
- Fri Jul 05, 2019 14:45
- Forum: WIP Mods
- Topic: [mod] Crater MG [cratermg] [mapgen]
- Replies: 40
- Views: 7101
Re: [mod] Crater MG [cratermg] [experimental] [mapgen]
yes i know ... i know marssurvive has some issues but maybe i'll take some time to fix some things or so.
But a question: Can i find ores in underground if i use this mapgen? It looks not that there are no caves yet, but that would be maybe no Problem ...
But a question: Can i find ores in underground if i use this mapgen? It looks not that there are no caves yet, but that would be maybe no Problem ...
- Fri Jul 05, 2019 08:17
- Forum: WIP Mods
- Topic: [mod] Crater MG [cratermg] [mapgen]
- Replies: 40
- Views: 7101
Re: [mod] Crater MG [cratermg] [experimental] [mapgen]
Ok, I found the reason why it worked for me... the problem is present only when technic is not enabled. So the "stone everywhere" issue is fixed. Juli, I use MT 5.0.1 but I don't have this 'random' error. Can you test again with last commit ? Technic is a dependency? it seems not anymore ;)
- Fri Jul 05, 2019 08:15
- Forum: WIP Mods
- Topic: [mod] Crater MG [cratermg] [mapgen]
- Replies: 40
- Views: 7101
Re: [mod] Crater MG [cratermg] [experimental] [mapgen]
Now it works well!
- Thu Jul 04, 2019 15:51
- Forum: WIP Mods
- Topic: [mod] Crater MG [cratermg] [mapgen]
- Replies: 40
- Views: 7101
Re: [mod] Crater MG [cratermg] [experimental] [mapgen]
which version of minetest does it need? i have similar problems with the mapgen atm. at first it said: 2019-07-04 17:47:27: ERROR[Main]: ServerError: AsyncErr: Lua: finishGenRuntime error from mod 'cratermg' in callback environment_OnGenerated(): /home//.minetest/mods/cratermg/mapgen.lua:230: bad ar...
- Thu Mar 29, 2018 13:48
- Forum: Servers
- Topic: [Server] Minetest_MarsSurvival
- Replies: 554
- Views: 75765
Re: [Server] Minetest_MarsSurvival
ok I will add this two things in maybe 5 days or so, because i'am not here over easter time.
- Thu Mar 29, 2018 08:24
- Forum: Mod Releases
- Topic: [Modpack] TechPack [techpack]
- Replies: 176
- Views: 59312
Re: [Modpack] TechPack [techpack]
at which time does the harvester harvest again? If i start it it harvests one time, but if the tree growed again it does it not again
(or it does take just to much time until it repeats it)
(or it does take just to much time until it repeats it)
- Thu Mar 29, 2018 08:21
- Forum: WIP Mods
- Topic: [Mod] Tubelib Switching/Controlling Nodes [tubelib_addons2]
- Replies: 3
- Views: 1412
Re: [Mod] Tubelib Switching/Controlling Nodes [tubelib_addon
can u please explain how to use the timer?
- Wed Mar 28, 2018 05:17
- Forum: Servers
- Topic: [Server] Minetest_MarsSurvival
- Replies: 554
- Views: 75765
Re: [Server] Minetest_MarsSurvival
paper cups same recipe as cups but with paper instead of glass. The main difference is the paper cups disappear after consumption Ok i can add a paper cup, but i don't realy understand why this is need. alternative crafting coffee with water sources which can be stacked as oppose to having to have ...
- Thu Mar 22, 2018 22:31
- Forum: Servers
- Topic: [Server] Minetest_MarsSurvival
- Replies: 554
- Views: 75765
Re: [Server] Minetest_MarsSurvival
I did take a bit time to do that simply right now :) And i replaced finally the torch with another node (because a torch would not burn on mars) the LED its still craftable like a torch, but there is a new receipe too. The airgen and airmaker receipes changed to make them more real and not so resour...
- Tue Mar 20, 2018 07:41
- Forum: Servers
- Topic: [Server] Minetest_MarsSurvival
- Replies: 554
- Views: 75765
Re: [Server] Minetest_MarsSurvival
Due too this: https://forum.minetest.net/viewtopic.php?f=18&t=18349&hilit=mod+translation+client i think i will not translate the quests for now, maybe i write a note in the wiki in multiple languages, where the way to do the quests is written. But If 5.0 is stable i think we will change to ...
- Wed Mar 14, 2018 14:14
- Forum: Servers
- Topic: [Server] Minetest_MarsSurvival
- Replies: 554
- Views: 75765
Re: [Server] Minetest_MarsSurvival
Server is back idk how it happened ...
15:11 -!- MarsServer [~Minetest@139.59.238.211] has joined #marsserver
- Tue Mar 13, 2018 06:43
- Forum: Servers
- Topic: [Server] Minetest_MarsSurvival
- Replies: 554
- Views: 75765
Re: [Server] Minetest_MarsSurvival
As we discuss on the server, air should have a cost to maintain the air space. Otherwise continuely generating air has no purpose. 8 to start, 8 to keep stable every hour or two. You don't want air production and checking to weight down the server. Yes normaly it should be already like this, but i ...
- Mon Mar 12, 2018 20:58
- Forum: Servers
- Topic: [Server] Minetest_MarsSurvival
- Replies: 554
- Views: 75765
Re: [Server] Minetest_MarsSurvival
Air generation by flowers on the other hand has gone crazy. The 7 generators for one room had generated 1000s of unstable air blocks and was bouncing in the tubes. The other with 5 gens wasn't any better. Hooked up a silver chest to deal with the fallout. I agree and maybe i'll reduce it soon. I wo...
- Mon Mar 12, 2018 15:38
- Forum: WIP Mods
- Topic: [modpack] mars_pack [0.0.1][first test release]
- Replies: 26
- Views: 7105
Re: [modpack] mars_pack [0.0.1][first test release]
if u need a modpack look here:
https://github.com/linushsao/marsu_game-linus-v0.2
That is the subgame we use on marsserver, based on default and mars_pack, but also many other mods.
https://github.com/linushsao/marsu_game-linus-v0.2
That is the subgame we use on marsserver, based on default and mars_pack, but also many other mods.
- Mon Mar 12, 2018 10:03
- Forum: WIP Mods
- Topic: [modpack] mars_pack [0.0.1][first test release]
- Replies: 26
- Views: 7105
Re: [modpack] mars_pack [0.0.1][first test release]
hmm i hope it will work now, i have now pulled the mars_pack version we use on mars server over it, because the bugfixes etc are at first there done most times. It should work with 4.16 stable well ... tested today. Also some mapgen changes are added, like different sand colors. For the air generati...