Search found 596 matches

by bell07
Sat Sep 05, 2020 12:17
Forum: WIP Mods
Topic: [modpack]Player API skins enhancements modpack
Replies: 9
Views: 1373

Re: [modpack]Player API skins enhancements modpack

Found some time for Minetest hacking and did the next changes to this Modpack: - Updated 3d_armor to the mintetest-mods version - Added new mod fensta_skins, with downloader python script from skinsdb - Splitted out the skins preview from skinsdb5 to new mod skins_preview - New mod newhand to show t...
by bell07
Sat Aug 29, 2020 06:19
Forum: Game Releases
Topic: [Game] Wynot Subgame [whynot]
Replies: 67
Views: 16075

Re: [Game] Wynot Subgame [whynot]

@Xum, nice! Can you post a link to your game? What is the difference to Whynot? Do you use the buildscripts or is it just a fork of the game as of 26.08.?
by bell07
Mon Aug 24, 2020 15:12
Forum: Mod Releases
Topic: [Mod] Skinsdb [skinsdb]
Replies: 95
Views: 15978

Re: [Mod] Skinsdb [skinsdb]

@cronvel, I was not able to get the same issue. All private skin namings does work for me $ ls textures/player_* textures/player_1.png textures/player_Alex.png textures/player_Alex_1.png textures/player_Alex_TEST.png The player_1.png is faulty, there is no player with name "1". But there is no issue...
by bell07
Mon Aug 17, 2020 18:34
Forum: Game Releases
Topic: [Game] Wynot Subgame [whynot]
Replies: 67
Views: 16075

Re: [Game] Wynot Subgame [whynot]

There are no mobs mods in whynot, mosters only. The reason is if I add the mobs_animal mod to the game, the mobs take over the world. It is not possible to get mobs-free natural areas because of the permanent spawning. Monsters are in game because it is possible to get monsters-free area by illumina...
by bell07
Fri Aug 14, 2020 05:23
Forum: Mod Releases
Topic: [Mod] Minetest Game Plus [1.1.0] [mtg_plus]
Replies: 42
Views: 7298

Re: [Mod] Minetest Game Plus [1.1.0] [mtg_plus]

My understanding is: the recipe from default mod minetest.register_craft({ type = "fuel", recipe = "group:wood", burntime = 7, }) is cleared because this recipe makes "mtg_plus:goldwood" burneable. It matches the recipe = "mtg_plus:goldwood" condition. Please remove the wood group from "mtg_plus:gol...
by bell07
Thu Aug 13, 2020 06:19
Forum: Mod Releases
Topic: [Mod] Minetest Game Plus [1.1.0] [mtg_plus]
Replies: 42
Views: 7298

Re: [Mod] Minetest Game Plus [1.1.0] [mtg_plus]

Found the bug the mtg_plus breaks the burning recipe for default:wood. For any reason the

Code: Select all

minetest.clear_craft({
	type = "fuel",
	recipe = "mtg_plus:goldwood",
})
clears the default:wood recipe too :-(
by bell07
Tue Jul 21, 2020 08:16
Forum: Game Releases
Topic: [Game] Wynot Subgame [whynot]
Replies: 67
Views: 16075

Re: [Game] Wynot Subgame [whynot]

Pushed the fixed version to contentdb. Just the quickfix on playeranim, till the issue is solved in proper way. About Loading Maple: The message is caused by Maple mod and should just go to the debug.txt using minetest.log(). Do you have the qa-block enabled that redirects messages to chat or someth...
by bell07
Mon Jul 20, 2020 16:22
Forum: Game Releases
Topic: [Game] Wynot Subgame [whynot]
Replies: 67
Views: 16075

Re: [Game] Wynot Subgame [whynot]

Quickfix for animation issue is --- a/mods/player/playeranim/init.lua +++ b/mods/player/playeranim/init.lua @@ -22,7 +22,7 @@ end -- stop player_api from messing stuff up (since 5.3) if minetest.global_exists("player_api") then - for _, v in pairs(player_api.registered_models["character.b3d"].animat...
by bell07
Mon Jul 20, 2020 08:19
Forum: Game Releases
Topic: [Game] Wynot Subgame [whynot]
Replies: 67
Views: 16075

Re: [Game] Wynot Subgame [whynot]

Hi @bell07, I wouldn't mind contributing to the game. I'm a software developer; familiar with C++ and Git. Not so much Lua, but I could get used to it. My current world has a few other mods added: Halleluja mountains (https://github.com/Treer/cloudlands) Nether (https://github.com/Treer/nether) Net...
by bell07
Mon Jul 20, 2020 07:36
Forum: Game Releases
Topic: [Game] Wynot Subgame [whynot]
Replies: 67
Views: 16075

Re: [Game] Wynot Subgame [whynot]

Are you sure it is not caused by playeranim mod? This is my first suspect

EDIT: please try without playeranim mod. No other mods should depends on them. Created new issue on github: https://github.com/bell07/minetest-game ... /issues/24
by bell07
Thu Jul 16, 2020 08:03
Forum: Game Releases
Topic: [Game] Wynot Subgame [whynot]
Replies: 67
Views: 16075

Re: [Game] Wynot Subgame [whynot]

@Duvalon, many thanks for the nice words. You are right, the game is in maintenance mode, just because I do not play minetest anymore. That means I do not consider new mods for whynot criteria. But if you have new mod candidates of other improvements, feel free to propose, in forum, on github or in ...
by bell07
Thu May 21, 2020 06:02
Forum: WIP Mods
Topic: [Mod] Laptop (WIP) (V. 0.39)
Replies: 239
Views: 21061

Re: [Mod] Laptop (WIP) (V. 0.39)

@FreeGamers, the formspec_func needs to return any formspec string (or false). Try something like local market = commoditymarket.registered_markets["kings"] if market == nil then return end local formspec = market:get_formspec(market:get_account(player_name)) return formspec or false Code taken from...
by bell07
Wed May 20, 2020 07:43
Forum: WIP Mods
Topic: [Mod] Laptop (WIP) (V. 0.39)
Replies: 239
Views: 21061

Re: [Mod] Laptop (WIP) (V. 0.39)

@FreeGamers. You forgotten the formspec_func parameters formspec_func = function(app, mtos) In case no current agent assigned you need to handle the mtos.sysram.current_player is empty. You can look into the mail_app how I did it if not mtos.sysram.current_player then mtos:set_app() -- no player. Ba...
by bell07
Fri May 01, 2020 06:21
Forum: Game Releases
Topic: [Game] Wynot Subgame [whynot]
Replies: 67
Views: 16075

Re: [Game] Wynot Subgame [whynot]

@macabre222, there is no setting to disable the progressive mode. You need to remove the mod /mods/libs/craftguide_reveal from the game.
by bell07
Wed Mar 25, 2020 06:38
Forum: Mod Releases
Topic: [Mod] Smart Inventory [smart_inventory]
Replies: 156
Views: 38599

Re: [Mod] Smart Inventory [smart_inventory]

Thank you @daret for the textures. I added an link to the file in first post.
by bell07
Sun Feb 09, 2020 08:12
Forum: Mod Releases
Topic: [Mod] Skinsdb [skinsdb]
Replies: 95
Views: 15978

Re: [Mod] Skinsdb [skinsdb]

New noteworhy update appears on github: The skinsdb can now generate the preview textures for skins, so no *_preview.png files are required anymore. The support for preview files is still there for the case of any performance issues with generation. Thanks again to @GreenXenith, which implementation...
by bell07
Wed Jan 15, 2020 16:36
Forum: Mod Releases
Topic: [Mod] Smart Inventory [smart_inventory]
Replies: 156
Views: 38599

Re: [Mod] Smart Inventory [smart_inventory]

The mod is available on contentdb for now, since compatibility to MT-5 is given with last changes
by bell07
Thu Jan 09, 2020 07:32
Forum: Game Releases
Topic: [Game] Wynot Subgame [whynot]
Replies: 67
Views: 16075

Re: [Game] Wynot Subgame [whynot]

@diceLibrarian
What do you mean with "Farming is borked"?
Which mods do you usually use and does not work with Whynot?
Which Minetest version do you use? I test with current stable 5.1.0

intllib is deprecated and will be removed in feature if all mods are moved to the new translation infrastructure.
by bell07
Tue Dec 31, 2019 17:46
Forum: Mod Releases
Topic: [Mod] Smart Inventory [smart_inventory]
Replies: 156
Views: 38599

Re: [Mod] Smart Inventory [smart_inventory]

Thanks for the feedback! The file was wrong for the fix. fix Moved to init.lua, and do cleanup the lookup-inventory field that was affected by the issue too. Please checkout new github version
by bell07
Mon Dec 30, 2019 21:00
Forum: Mod Releases
Topic: [Mod] Smart Inventory [smart_inventory]
Replies: 156
Views: 38599

Re: [Mod] Smart Inventory [smart_inventory]

@not2stressed, thank you for the bug report. Issue with the trash is fixed now on github
by bell07
Mon Dec 30, 2019 20:31
Forum: Mod Releases
Topic: [Mod] Smart Inventory [smart_inventory]
Replies: 156
Views: 38599

Re: [Mod] Smart Inventory [smart_inventory]

I given the smart inventory up in favor of smart_sfinv modpack some times ago. Last "supported" version was 0.4.17. But the smart inventory is still in maintenance mode and may we should get it ready for MT-5. At the first the https://github.com/minetest-mods/smart_ ... y/issues/6, @Stix (or any oth...
by bell07
Tue Dec 03, 2019 07:26
Forum: Game Releases
Topic: [Game] Wynot Subgame [whynot]
Replies: 67
Views: 16075

Re: [Game] Wynot Subgame [whynot]

Finally fixed the silicon lump issue in craftguide. Pushed update to github and ContentDB
by bell07
Fri Nov 29, 2019 07:20
Forum: Mod Releases
Topic: [Mod] Skinsdb [skinsdb]
Replies: 95
Views: 15978

Re: [Mod] Skinsdb [skinsdb]

You can try the GreenXenith fork: https://github.com/GreenXenith/skinsdb But beware the hint ### WARNING: **Cannot guarantee compatibillity with anything other than unified_inventory. Not tested without character_creator.** If the change does work with sfinv, I can consolidate to merge the changes t...
by bell07
Wed Nov 20, 2019 06:45
Forum: Mod Releases
Topic: [Mod] Skinsdb [skinsdb]
Replies: 95
Views: 15978

Re: [Mod] Skinsdb [skinsdb]

@vtwindsurfer I tried to reproduce the issue today again, but it does not appear for me. Can you please provide the files list how the files are called in textures and meta folder? Or maybe just zip your skinsdb mod folder with the issue and provide it to me so I can look for the reason.
by bell07
Sat Nov 09, 2019 21:56
Forum: Game Releases
Topic: [Game] Wynot Subgame [whynot]
Replies: 67
Views: 16075

Re: [Game] Wynot Subgame [whynot]

Updated the Minetest Game mods to 5.1.0 and other mods. Created new release in contentdb for 5.1.0.

Unfortunately the craftguide mod still (or again) have the issue with some recipes like silicon lump.

Other issue findings or improvement proposals still welcome.