Search found 25 matches
- Sun Jan 05, 2020 04:54
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2303
- Views: 494745
Re: [Mod] Advanced Trains [advtrains] [2.1.0]
Orwell - I just wanted to let you know I finally think I found the issue, which seems to have been a station node (with a reverse) placed too close to a junction. This was in the section immediately following the problematic section. I'm guessing what was happening was that train was stopping too cl...
- Mon Dec 30, 2019 03:17
- Forum: Modding Discussion
- Topic: Functional, updated friendly NPC mods?
- Replies: 6
- Views: 1178
Functional, updated friendly NPC mods?
Hello, all. Can anyone recommend some current, functional friendly NPC mods that work with the most recent versions of Minetest? I have a private server set up which I use with my son, and he has requested having "people" in our world. Obviously, I don't want to add a mod that will be unst...
- Sun Dec 08, 2019 22:36
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2303
- Views: 494745
Re: [Mod] Advanced Trains [advtrains] [2.1.0]
1. Have you ever used WorldEdit on any of the tracks? If so try running /at_sync_ndb near the place. (Could be useful in any case) I have never used WorldEdit on the tracks. But I just ran that command, which said it removed six "ghost nodes." As I mentioned, I did fiddle with some of the...
- Sun Dec 08, 2019 17:45
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2303
- Views: 494745
Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Right, MT doesn't really test for barriers when playing sounds. To make the sounds realistic, major effort would have to be spent. Additionally, I would like to make the sound calculations client-side since the server is already heavily loaded on multiplayer servers doing the train movement calcula...
- Mon Dec 02, 2019 03:49
- Forum: Mod Releases
- Topic: [Mod] Ropes and rope ladders [ropes]
- Replies: 17
- Views: 7304
Re: [Mod] Ropes and rope ladders [ropes]
I don't know much about how the mod repository through the new GUI interface for adding mods gets updated, but I just wanted to note that it seems very out-of-sync with the most recent version of this mod. I had some issues when upgrading an old version of this mod when it started replacing default ...
- Mon Dec 02, 2019 03:41
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2303
- Views: 494745
Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
You can always use the silent bullet trains ))) I might consider them, if I could craft them. I'd have to come up with crafting recipes. I tend to operate in a purely survival world (it's the way I've been playing with my son for years, and we appreciate the challenge of limited resources). I've al...
- Sat Nov 30, 2019 18:33
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2303
- Views: 494745
Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
First, thank you so much for this amazing mod. I've been experimenting with it over the past few months, finally took the time to figure out interlocking (with the help of the great video tutorial recently posted), and this mod is absolutely fantastic. I have one question: is there any convenient wa...
- Fri Jul 12, 2019 15:26
- Forum: Mod Releases
- Topic: [Mod] Street/Highway signs[git][street_signs]
- Replies: 11
- Views: 4309
Re: [Mod] Street/Highway signs[git][street_signs]
This is a great mod. I love the variety of signs. One question: I almost never work in creative mode. Unless I'm missing them in the code, I don't see crafting recipes for signs other than the generic large signs. Is it possible to either have some sort of crafting recipes or (since there are a lot ...
- Sun Jan 06, 2019 18:55
- Forum: Mod Releases
- Topic: [Modpack] Home Decor [git] [homedecor_modpack]
- Replies: 1036
- Views: 480417
Re: [Modpack] Home Decor [git] [homedecor_modpack]
Thank you for your quick response. As I said, I generally agree with the philosophy behind your changes (and I can understand the anti-Microsoft philosophy) -- it's just not very easy for someone to figure out what's going on unless they follow forums or IRC or whatever. I'm just trying to play a ga...
- Sun Jan 06, 2019 18:24
- Forum: Mod Releases
- Topic: [Mod] Digtron tunnel boring/building machine [digtron]
- Replies: 230
- Views: 77479
Re: [Mod] Digtron tunnel boring/building machine [digtron]
THANK YOU! I sincerely appreciate your taking a look at it so quickly. I first tried using extrusion a few months ago (I think) when I tried to design some more sophisticated machines, but I assumed I was doing something wrong. I guess I should have reported it here then. Anyhow, it seems to work no...
- Sun Jan 06, 2019 02:21
- Forum: Mod Releases
- Topic: [Mod] Digtron tunnel boring/building machine [digtron]
- Replies: 230
- Views: 77479
Re: [Mod] Digtron tunnel boring/building machine [digtron]
Am I the only one for whom the "extrusion" setting with builder modules seems to do nothing? I've tried all sorts of values, all sorts of orientations for the builders -- the builder only seems to output one block in the given direction. I'm running Minetest 0.4.17.1 (though I'm pretty sur...
- Sat Jan 05, 2019 21:47
- Forum: Mod Releases
- Topic: [Modpack] Home Decor [git] [homedecor_modpack]
- Replies: 1036
- Views: 480417
Re: [Modpack] Home Decor [git] [homedecor_modpack]
Vanessa - First off, I want to thank you sincerely for all the hard, hard work you've done on many elements and mods of Minetest. I sincerely appreciate it. However, I know this may not be the place to say this, but since you've replied here recently, I assume you monitor it -- I have been increasin...
- Fri Dec 28, 2018 21:48
- Forum: Modding Discussion
- Topic: Worldedit-like capabilities in "survival"?
- Replies: 2
- Views: 1008
Worldedit-like capabilities in "survival"?
Is there a recommended mod or another way to use Worldedit-like capabilities (copy/paste/autobuild structures, filling blocks of a specific type in shapes, etc.) or some subset of them while only using resources you have available or have crafted (items in your inventory, in chests, or whatever, etc...
- Mon Apr 23, 2018 20:34
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644169
Re: [Mod] Technic [0.4.16-dev] [technic]
I don't know if this is a useful place to note this, but gameplay in this mod has become significantly unbalanced with the modifications to the hydro generator last year, which has made it extremely powerful. Along with the customizable setting on the supply converter, it has completely changed surv...
- Sun Apr 01, 2018 19:48
- Forum: Mod Releases
- Topic: [Mod] Cave Realms Lite [caverealms_lite]
- Replies: 47
- Views: 31378
Re: [Mod] Cave Realms Lite [caverealms_lite]
Thanks so much for modifying this to avoid unnecessary cave generation. Quick question: does the modification affect frequency of lava underground? You mention that code was modified to avoid large lava spills, but does the presence of caverealms_lite affect how often you might find lava caves under...
- Fri Feb 03, 2017 13:57
- Forum: Mod Releases
- Topic: [mod] Underground Realms [0.8] [caverealms]
- Replies: 156
- Views: 72603
Re: [mod] Underground Realms [0.8] [caverealms]
Yes, I've experienced the same problem as JoshMars. If you accidentally (or deliberately) mine the fire in caverealms (or the skylands mod, for that matter), it will crash the server.
- Thu Feb 02, 2017 20:06
- Forum: Mod Releases
- Topic: [Mod] Drinks [1.0][drinks]
- Replies: 97
- Views: 20475
Re: Drinks[drinks]
This is a fun mod. I love the concept of presses and storage barrels. My kid and I are beginning to work on our own "drinks cellar" slightly underground with barrels and casks of different things. Quite fun. But I did notice a few (mostly minor) things that might use a little "polish....
- Wed Jan 25, 2017 07:18
- Forum: Mod Releases
- Topic: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
- Replies: 146
- Views: 105468
Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
Really terrific mod.
Is it my imagination, or does the "autorotate" feature no longer work in the newest Minetest release? (That is, when you arrive at your destination, you used to be rotated to face the exit of the elevator. That no longer seems to happen for me.)
Is it my imagination, or does the "autorotate" feature no longer work in the newest Minetest release? (That is, when you arrive at your destination, you used to be rotated to face the exit of the elevator. That no longer seems to happen for me.)
- Mon Jan 23, 2017 01:11
- Forum: Mod Releases
- Topic: [MOD] cannons with a lot of features! [2.5] [cannons]
- Replies: 87
- Views: 34300
Re: [MOD] cannons with a lot of features! [2.5] [cannons]
Thanks so much for the quick response! Very good mod.
- Sun Jan 15, 2017 22:01
- Forum: Mod Releases
- Topic: [MOD] cannons with a lot of features! [2.5] [cannons]
- Replies: 87
- Views: 34300
Re: [MOD] cannons with a lot of features! [2.5] [cannons]
I'm not sure if this mod is still being maintained, but I recently downloaded the last version and get some strange behavior when trying to craft a cannon. That is, when I attempt to craft a steel or bronze canon, it merely produces an "unknown item." I can successfully get a canon in crea...
- Mon Jan 09, 2017 22:06
- Forum: WIP Mods
- Topic: [Mod]mymonths[mymonths]
- Replies: 137
- Views: 25675
Re: [Mod]mymonths[mymonths]
Thanks for the quick reply. I agree that a simple solution (like just turning off the sound if player is below some Y value) isn't going to account for all cases. But it would at least cover scenarios where you're hundreds of blocks underground and it makes no sense at all to hear rain. By the way, ...
- Mon Jan 09, 2017 02:22
- Forum: WIP Mods
- Topic: [Mod]mymonths[mymonths]
- Replies: 137
- Views: 25675
Re: [Mod]mymonths[mymonths]
First off, this is a truly great idea and fantastic mod. I love what's implemented so far and look forward to further developments. I noticed that up this thread a bit someone mentioned the possibility of doing some sort of check so that you wouldn't hear rain (and presumably other weather) sounds f...
- Thu Oct 13, 2016 16:28
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644169
Re: [Mod] Technic [0.4.11] [technic]
The noise would be more like X_1 + 0.7 * X_2 + 0.7^2 * X_3, where X_1, X_2, X_3 are uniformly distributed on [-1,1], and with X_2 having a frequency double of that of X_1, X_3 one double of that of X_2 (that is: there are smaller-scale variations). Thus, a threshold of 0.55 is quite less that 50% c...
- Wed Oct 12, 2016 04:21
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644169
Re: [Mod] Technic [0.4.11] [technic]
First, I REALLY appreciate the reply. Well, these metals are *on average* common. However, you need to find "veins" of them, which will be areas where you can find high concentrations of them. Thus, the gameplay objective is to make you find those veins, and establish an zinc mine somewher...
- Tue Oct 11, 2016 18:31
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644169
Re: [Mod] Technic [0.4.11] [technic]
Apologies in advance for the long post, but I want to document the issues I had for future users, since I've seen a few other posts alluding to this. (FYI -- using default mapgen v6.) For the TL;DR version -- (1) Given the Perlin noise distribution of Technic metals, how far on average does one need...