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- Sat Oct 31, 2020 01:00
- Forum: Servers
- Topic: [Server] Mark Server - Survival
- Replies: 15
- Views: 5512
- Sun Oct 18, 2020 12:36
- Forum: Minetest-related projects
- Topic: MinetestMapperGui - Graphical userinterface for mtmapper
- Replies: 131
- Views: 58976
Re: MinetestMapperGui - Graphical userinterface for mtmapper
Are there any new color.txt files for (sub-)games? Seconded - I'm playing on a server that has a lot of mods that are not covered currently: * advancedtrains * bakedclay * caverealms * etherial * glass_stained * homedecor * infrastructure * more_fire * moreblocks * morelamps * moretrees * stairs * ...
- Sat Oct 17, 2020 19:02
- Forum: Servers
- Topic: [Server] Mark Server - Survival
- Replies: 15
- Views: 5512
- Sat Oct 17, 2020 18:33
- Forum: Mod Releases
- Topic: [Mod] basic_robot [basic_robot]
- Replies: 153
- Views: 38520
Re: [Mod] basic_robot [basic_robot]
i cant dig with it, i get this message "robot error:144: need 0.0008 energy to dig default:dirt. use machine.generate to get some energy" Just as the message says - the mod is configured so that the robot needs energy to dig. (Feature, not a bug :) On your own server, or singleplayer, you...
- Thu Apr 16, 2020 21:23
- Forum: WIP Games
- Topic: [Game] VoxeLibre (formerly known as MineClone2) [0.86]
- Replies: 3015
- Views: 833251
Re: [Game] MineClone 2 [0.63.0]
Apples appear when oak-leaves decay, but only rarely.Codesound wrote:Minetest 5.2, Mineclone 2 0.63.0
I tried your beautiful Mineclone 2 .. I don't find apples tree
I wrote about the Differences between MTG and MC2 on the wiki:
https://wiki.minetest.net/Games/MineClo ... etest_Game
- Thu Jan 09, 2020 01:48
- Forum: Minetest-related projects
- Topic: MinetestMapperGui - Graphical userinterface for mtmapper
- Replies: 131
- Views: 58976
Re: MinetestMapperGui - Graphical userinterface for mtmapper
Thanks! That was very helpful.bzt wrote:I've generated a colors.txt for the latest MCL2 version
- Wed Jan 08, 2020 10:34
- Forum: Minetest-related projects
- Topic: MinetestMapperGui - Graphical userinterface for mtmapper
- Replies: 131
- Views: 58976
Re: MinetestMapperGui - Graphical userinterface for mtmapper
Are there some bugs to fix? Not real bugs, but could be improved/documented: * "world.mt not found" when mapping from locally-saved data. Needs to be fixed with a dummy-file every time, eg. containing gameid = minetest backend = sqlite3 * "image to be created exceeds 4096 pixels"...
- Wed Jan 08, 2020 10:00
- Forum: WIP Games
- Topic: [Game] VoxeLibre (formerly known as MineClone2) [0.86]
- Replies: 3015
- Views: 833251
Re: [Game] MineClone 2 [0.57.0]
Is there a colors.txt to use with minetestmapper, for maps running MC2 ?
- Sun Nov 24, 2019 18:27
- Forum: Deutsch
- Topic: [Server] Adventskalender 2019
- Replies: 3
- Views: 1236
Re: [Server] Adventskalender 2019
Geht wohl nur mit v5.0+ ?thminer wrote:Schon zum dritten Mal starten wir den Minetest-Adventskalender. ..
Zugang: Server “185.233.106.172” / Port “30007” oder Suchfeld "Adventskalender"
- Sun Nov 17, 2019 21:53
- Forum: Deutsch
- Topic: [Server] *** Swiss survival server ***
- Replies: 17
- Views: 3711
Re: [Server] *** Swiss survival server ***
minetest.homelinux.net:30005 .. Farming Redo Mod Leider funktioniert das Rezept für Donuts nicht - das Rezept "4 Weizen --> Mehl" kommt wohl zuerst zum Zuge. Demzufolge kann man auch keine Schokokringel etc. backen. Auch Ratten lassen sich nicht kochen, wie es der Crafting-Guide anzeigt.....
- Sat Dec 08, 2018 01:36
- Forum: Mod Releases
- Topic: [Modpack] Home Decor [git] [homedecor_modpack]
- Replies: 1036
- Views: 480660
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...
- Wed Nov 07, 2018 19:45
- Forum: Mod Releases
- Topic: [Modpack] WorldEdit [worldedit]
- Replies: 862
- Views: 370487
Re: [Modpack] WorldEdit [worldedit]
That would make extra work for the author...babyBalrog wrote:send it to the author without messing with github, is that possible?
Doing code-changes / adding new code via github/pull-request
is the proper way, and much easier.
- Wed Sep 26, 2018 08:11
- Forum: Modding Discussion
- Topic: Post your mod requests/ideas here
- Replies: 2324
- Views: 443396
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...
- Sat Sep 22, 2018 09:50
- Forum: Modding Discussion
- Topic: [Solved] Drawing a box in a set location (with lua mapgen)
- Replies: 2
- Views: 710
Re: Drawing a box in a set location (with lua mapgen)
Did you have a look atChimneySwift wrote:lua mapgen to draw a hollow box with a pre-set "radius" around a set position
* SpawnBuilder
* SkyBlock, SkyBlock-Redo etc.
?
- Sun Aug 19, 2018 11:02
- Forum: Modding Discussion
- Topic: Python as a modding language
- Replies: 109
- Views: 14256
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...
- Sat Aug 04, 2018 23:34
- Forum: Mod Releases
- Topic: [Mod] basic_robot [basic_robot]
- Replies: 153
- Views: 38520
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...
- Sat Aug 04, 2018 06:37
- Forum: WIP Mods
- Topic: [Mod] Curtains
- Replies: 12
- Views: 1967
Re: [Mod] Curtains
It would be nice to have a short description, tellingbosapara wrote:main code from xdecor
what it does, and what is different from the xdecor-curtain.
Also, links to externally hosted pictures tend to go stale over time...
- Sat Aug 04, 2018 06:31
- Forum: Problems
- Topic: i need 0.4.16
- Replies: 5
- Views: 947
Re: i need 0.4.16
How about https://www.minetest.net/downloads ?judah.jtw wrote:i deleted the old 4.16
- Tue Jul 31, 2018 22:56
- Forum: Modding Discussion
- Topic: Post your mapgen questions here (modding or engine)
- Replies: 834
- Views: 151084
Re: Post your mapgen questions here (modding or engine)
What have you already done?StarNinjas wrote:i need help with a mod called FireRealm
Link for download / github ?
What already works, what is the problem ?
You need to be more specific then 'need help'.
- Sat Jul 21, 2018 21:00
- Forum: Modding Discussion
- Topic: Comparing of password hashes.
- Replies: 18
- Views: 2714
Re: Comparing of password hashes.
see wikipedia: Salt_(cryptography)LMD wrote:salt means nothing more than that white crystals to me .. please explain
- Sun Jul 15, 2018 08:25
- Forum: General Discussion
- Topic: Graphics vs content
- Replies: 53
- Views: 6776
Re: Graphics vs content
You mean No man's sky ?voxelproof wrote:It looks as though NMS was inspired by it.slopsbucket wrote:I
Freelancer. .. Released by Microsoft in 2003
Other games in that space-travelling / trading / fighting genre I know of
are Elite and EVE-Online.
- Sat Jul 14, 2018 21:03
- Forum: Modding Discussion
- Topic: Bread Maker Mod? (Mod suggestion)
- Replies: 5
- Views: 956
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...
- Fri Jul 13, 2018 00:44
- Forum: Mod Releases
- Topic: [Mod] Advanced area protection [areas]
- Replies: 218
- Views: 130476
Re: [Mod] Advanced area protection [areas]
Did you activate the mod ?frbitten wrote:I put the mod in the folder indicated. But the commands do not work.
Try /help to see what commands are available.
Also, look into debug.txt for errors / messages.
- Mon Jul 09, 2018 16:56
- Forum: Mod Releases
- Topic: [Mod] Item exchange shop [exchange_shop]
- Replies: 2
- Views: 1896
Re: [Mod] Item exchange shop [exchange_shop]
To sell complete sets of armor, I have set up some shopsKrock wrote:Exchange Shop .. improved ("currency" compatible) shop
* 4 buyer and 4 seller slots
that need all 6 slots of the 'standard' exchange shop,
What would happen to such an existing shop,
if this mod gets installed ?
- Sat Jul 07, 2018 13:57
- Forum: WIP Mods
- Topic: [Mod] Settlements [settlements]
- Replies: 94
- Views: 16833
Re: [Mod] Settlements [settlements]
Would it be possible to also have 'village-spawn-eggs',Rochambeau wrote:adds small settlements (7 - 20 buildings) during world generation.
ie. to make it easy to place such settlements manually ?