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Re: [Modpack] Home Decor [git] [homedecor_modpack]

I am getting the following error in Minetest: 2018-12-06 18:09:23: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'default' in callback item_OnPlace(): .....\mods\Homedecor\homedecor/handlers/water_particles.lua:33: bad argument #2 to 'set_int' (number expected, g...
by hajo
Sat Dec 08, 2018 01:36
 
Forum: Mod Releases
Topic: [Modpack] Home Decor [git] [homedecor_modpack]
Replies: 926
Views: 311385

Re: [Modpack] WorldEdit [worldedit]

babyBalrog wrote:send it to the author without messing with github, is that possible?

That would make extra work for the author...

Doing code-changes / adding new code via github/pull-request
is the proper way, and much easier.
by hajo
Wed Nov 07, 2018 19:45
 
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 793
Views: 246135

Re: Child- and family-friendly mod / world

I don't see any mod for playground equipment (slides, swings, basketball hoops, etc) or children furniture (crib, high-chair, playpen, etc) Minetest is a voxel-game, so everyone and everything is both minimal and 'full-size", at the same time. It is possible to change the visuals, but things/p...
by hajo
Wed Sep 26, 2018 08:11
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1967
Views: 229865

Re: Drawing a box in a set location (with lua mapgen)

ChimneySwift wrote:lua mapgen to draw a hollow box with a pre-set "radius" around a set position

Did you have a look at
* SpawnBuilder
* SkyBlock, SkyBlock-Redo etc.
?
by hajo
Sat Sep 22, 2018 09:50
 
Forum: Modding Discussion
Topic: [Solved] Drawing a box in a set location (with lua mapgen)
Replies: 2
Views: 141

Re: Python as a modding language

a lot of effort should then be put again into the core C++ engine to make Python a true brother of Lua. There are many things on the todo-list of minetest that could use 'a lot of effort' more urgently, and/or for better end-user-effect. Also, how many (mod-)developers would we gain, who can't work...
by hajo
Sun Aug 19, 2018 11:02
 
Forum: Modding Discussion
Topic: Python as a modding language
Replies: 109
Views: 4297

Re: [Mod] basic_robot [robot_code]

if (i == nil) then ... Please use 'code' to format source code: if (i == nil) then i=0; self.label("RoadPaver") turn.left(); end move.forward() if read_node.down()=="default:desert_sand" then dig.down() end if read_node.down()=="air" then place.down("default:cobbl...
by hajo
Sat Aug 04, 2018 23:34
 
Forum: Mod Releases
Topic: [Mod] basic_robot [basic_robot]
Replies: 140
Views: 14857

Re: [Mod] Curtains

bosapara wrote:main code from xdecor

It would be nice to have a short description, telling
what it does, and what is different from the xdecor-curtain.

Also, links to externally hosted pictures tend to go stale over time...
by hajo
Sat Aug 04, 2018 06:37
 
Forum: WIP Mods
Topic: [Mod] Curtains
Replies: 8
Views: 484

Re: i need 0.4.16

judah.jtw wrote:i deleted the old 4.16

How about https://www.minetest.net/downloads ?
by hajo
Sat Aug 04, 2018 06:31
 
Forum: Problems
Topic: i need 0.4.16
Replies: 5
Views: 330

Re: Post your mapgen questions here (modding or engine)

StarNinjas wrote:i need help with a mod called FireRealm

What have you already done?
Link for download / github ?
What already works, what is the problem ?

You need to be more specific then 'need help'.
by hajo
Tue Jul 31, 2018 22:56
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 553
Views: 40231

Re: Comparing of password hashes.

LMD wrote:salt means nothing more than that white crystals to me .. please explain

see wikipedia: Salt_(cryptography)
by hajo
Sat Jul 21, 2018 21:00
 
Forum: Modding Discussion
Topic: Comparing of password hashes.
Replies: 15
Views: 500

Re: Graphics vs content

voxelproof wrote:
slopsbucket wrote:I
Freelancer. .. Released by Microsoft in 2003

It looks as though NMS was inspired by it.

You mean No man's sky ?

Other games in that space-travelling / trading / fighting genre I know of
are Elite and EVE-Online.
by hajo
Sun Jul 15, 2018 08:25
 
Forum: General Discussion
Topic: Graphics vs content
Replies: 53
Views: 2458

Re: Bread Maker Mod? (Mod suggestion)

it would be cool to make a bread maker for MT. Utility-wise, I see little need for such a mod. Even with hunger, it is more easy to get foodstuff with mods like * farming/farm-plus (several fruits/crops/cake/cookies) * animal-mobs/bbq/wine (meat, burgers / wine, beer.) * xdecor (honey, cauldron). B...
by hajo
Sat Jul 14, 2018 21:03
 
Forum: Modding Discussion
Topic: Bread Maker Mod? (Mod suggestion)
Replies: 5
Views: 271

Re: [Mod] Advanced area protection [areas]

frbitten wrote:I put the mod in the folder indicated. But the commands do not work.

Did you activate the mod ?
Try /help to see what commands are available.
Also, look into debug.txt for errors / messages.
by hajo
Fri Jul 13, 2018 00:44
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 189
Views: 70330

Re: [Mod] Item exchange shop [exchange_shop]

Krock wrote:Exchange Shop .. improved ("currency" compatible) shop
* 4 buyer and 4 seller slots

To sell complete sets of armor, I have set up some shops
that need all 6 slots of the 'standard' exchange shop,

What would happen to such an existing shop,
if this mod gets installed ?
by hajo
Mon Jul 09, 2018 16:56
 
Forum: Mod Releases
Topic: [Mod] Item exchange shop [exchange_shop]
Replies: 2
Views: 436

Re: [Mod] Settlements [settlements]

Rochambeau wrote:adds small settlements (7 - 20 buildings) during world generation.

Would it be possible to also have 'village-spawn-eggs',
ie. to make it easy to place such settlements manually ?
by hajo
Sat Jul 07, 2018 13:57
 
Forum: WIP Mods
Topic: [Mod] Settlements [settlements]
Replies: 34
Views: 2572

Re: [Mod] bell that sounds each hour [bell]

csirolli wrote:You can sorta avoid the time zone issue by using the UTC time..

My point is the low usefulness of bell-chimes telling the time from some other timezone.
by hajo
Sat Jul 07, 2018 13:49
 
Forum: Mod Releases
Topic: [Mod] bell that sounds each hour [bell]
Replies: 14
Views: 905

Re: How to use "get_player_by_name()"?

I've tried the example from wiki: local player = minetest.get_player_by_name("singleplayer") if not player then return -- Player is not online end player:set_pos({x=0, y=0, z=0}) debug.txt says: ..: attempt to index local 'player' (a nil value) If the above snippet is your whole script, i...
by hajo
Fri Jul 06, 2018 10:31
 
Forum: Modding Discussion
Topic: How to use "get_player_by_name()"?
Replies: 7
Views: 308

Re: Project Mountain City

in a deep mine without light, torches or anything useful, how can i kill myself? How did you get there ? Track back to the last torch you have seen... You might try some commands * /spawn * /home * /killme * /help (to see other available commands) Also, ask an admin/moderator, find water/lava, or w...
by hajo
Fri Jul 06, 2018 09:05
 
Forum: Maps
Topic: Mountain City 0.3
Replies: 30
Views: 2877

Re: How to use "get_player_by_name()"?

Chris wrote:I try to get the current player:
Code: Select all
local player = minetest.get_player_by_name(name)

See the developer-wiki (caution, infos may be outdated).
by hajo
Fri Jul 06, 2018 08:55
 
Forum: Modding Discussion
Topic: How to use "get_player_by_name()"?
Replies: 7
Views: 308

Re: [Mod] bell that sounds each hour [bell]

It sounds every 1 hour, mt or rl time? RL time... bad if the bell would sound each MT hour. An average MT day lasts 20 minutes Maybe a config-option for setting hours and number of chimes ? Eg. so you could have just 1 chime at 5:00, 12:00 and 17:00 MT-time. BTW, I assume the bell uses the timezone...
by hajo
Fri Jul 06, 2018 06:34
 
Forum: Mod Releases
Topic: [Mod] bell that sounds each hour [bell]
Replies: 14
Views: 905

Re: [Mod] Mobs Redo [1.43] [mobs]

cHyper wrote:I can not see any mobs on the map?
I used all mods from https://notabug.org/TenPlus1/!

Any errors in debug.txt?
When creative, do you find the spawn-eggs in the inventory ?
Can you use them to spawn animals ?
by hajo
Thu Jul 05, 2018 06:45
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.49] [mobs]
Replies: 1709
Views: 266577

Re: Furnace-like Formspec that repairs tools

Joseph13 wrote:put your damaged tool into the Formspec box and it repairs the tools HP over time

That's how the workbench from xdecor works (while gradually consuming a hammer).

Also, basic-robots can repair tools.
by hajo
Wed Jul 04, 2018 16:57
 
Forum: Modding Discussion
Topic: Furnace-like Formspec that repairs tools
Replies: 8
Views: 403

Re: Post your mod requests/ideas here

Sires wrote:digiline controlled pistons.. piston that pushes a node 2 meters away

Why use clumsy pistons, if you could use movers (from basic-machines),
or robots (from basic-robots) ?
by hajo
Wed Jul 04, 2018 15:10
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1967
Views: 229865

Re: [Mod] bell that sounds each hour [bell]

Hume2 wrote:+1 I think that the bell should cost only ingots, not blocks

There are churchbells that weight 50+ tons.
by hajo
Mon Jul 02, 2018 11:56
 
Forum: Mod Releases
Topic: [Mod] bell that sounds each hour [bell]
Replies: 14
Views: 905

Re: [Mod] bell that sounds each hour [bell]

Sokomine wrote:mod that adds a bell that tells you the hour.
You have to add your own sounds... bell_bell.ogg and bell_small.ogg

Idea: different bells (steel, copper ...) with different soundfiles for them.
by hajo
Mon Jul 02, 2018 07:32
 
Forum: Mod Releases
Topic: [Mod] bell that sounds each hour [bell]
Replies: 14
Views: 905
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