Search found 72 matches

by Cage
Mon May 11, 2020 05:31
Forum: Problems
Topic: Real Problems Since Update
Replies: 8
Views: 381

Re: Real Problems Since Update

Thank you cuthbertdoublebarrel for the suggestion, that was the problem as least so far. I let the game run for three hours and the never ending night never occurred. That mod is a rather old mod that is no longer being supported.
by Cage
Sat May 09, 2020 06:53
Forum: Problems
Topic: Real Problems Since Update
Replies: 8
Views: 381

Re: Real Problems Since Update

Okay problem still persists, but only when I am doing deep mining operations. Here is a screen shot of the empty skies where there is no night or day. https://i.postimg.cc/dtVL2FhB/No-Stars-2020-05-08-23-12-37.png' border='0' alt='No-Stars-2020-05-08-23-12-37'/></a> Here is the list of mods in the g...
by Cage
Fri May 08, 2020 18:24
Forum: Problems
Topic: Real Problems Since Update
Replies: 8
Views: 381

Re: Real Problems Since Update

It seems that that maps I was using before the update had a problem with the latest version of MT. I created a new map with all mods enabled and all works as it should. I think the problem was coming from a mod call geomoria. Still one mod that is broken is the Handle_Schematics. An older version I ...
by Cage
Thu May 07, 2020 05:15
Forum: Problems
Topic: Real Problems Since Update
Replies: 8
Views: 381

Real Problems Since Update

Some mods are broken with the new update. However the real problem now is that after an hour of game play the game slows down so much that things get jerky. When that happens when on the surface there is only eternal night. No stars, no moon, and if I set the time to day it only gives me day in a 10...
by Cage
Wed Apr 22, 2020 02:43
Forum: Mod Releases
Topic: [Mod] Save and import buildings [handle_schematics]
Replies: 59
Views: 17870

Re: [Mod] Save and import buildings [handle_schematics]

I found an updated mod and installed it. Now it does not crash the game on startup now. How ever now it does not build the .we file only partially with 80-90% of the building missing. Anyone with any ideas how to fix this problem?
by Cage
Sat Apr 18, 2020 08:46
Forum: Mod Releases
Topic: [Mod] Save and import buildings [handle_schematics]
Replies: 59
Views: 17870

Re: [Mod] Save and import buildings [handle_schematics]

Latest update to Minetest has broken Handle Schematics and received the following error... 2020-04-18 01:37:22: ERROR[Main]: ModError: Failed to load and run script from minetest/mods/handle_schematics/init.lua: 2020-04-18 01:37:22: ERROR[Main]: Unknown node: doors:door_wood_b_1 2020-04-18 01:37:22:...
by Cage
Sat Mar 14, 2020 03:11
Forum: WIP Mods
Topic: [Mod] Concrete [0.2][concrete]
Replies: 6
Views: 864

Re: [Mod] Concrete [0.1][concrete]

Really good mod. I have found this a very useful mode for more then just making buildings. Keep up the good work.
by Cage
Thu Sep 05, 2019 05:45
Forum: Mod Releases
Topic: [Modpack] pkarcs - with doors
Replies: 29
Views: 3324

Re: [Modpack]pkarcs-with doors[modpack]

TumeniNodes thank you for the great mod. The New Doors are absolutely great.
by Cage
Mon May 13, 2019 04:41
Forum: Problems
Topic: Weird Node
Replies: 1
Views: 342

Re: Weird Node

I found what was causing the weird nodes. Turns out the luxury furniture mod was the culprit. It has oil that flows causing the thousands of nodes. I removed that part of the mod and all is well again.
by Cage
Thu May 09, 2019 09:25
Forum: Problems
Topic: Weird Node
Replies: 1
Views: 342

Weird Node

I have noticed in MT5 that starting at -29 there are thousands of single nodes filled with water. Here is the weird part, when caves and caverns are created and one or more of those blocks is open a black semi-transparent pours out of that node. The black substance runs like water but does not regis...
by Cage
Fri Mar 08, 2019 19:21
Forum: Mod Releases
Topic: [Mod] Tunnelmaker [2.0] [tunnelmaker]
Replies: 31
Views: 7760

Re: [Mod] Tunnelmaker [2.0] [tunnelmaker]

kestral the new controls are in conflict with Digall. Digall uses the Shift-Left-Click for digging.
by Cage
Tue Dec 25, 2018 08:05
Forum: WIP Mods
Topic: [Mod] Horses [whinny]
Replies: 30
Views: 4176

Re: [Mod] Horses [whinny]

LOL Lone_Wolf. Wouldn't be a problem if they are kept in a fenced in area or a barn. Plus the hoses seem to have a habit of following you around. I have capture many horses that way plus they wander around the corral like real horses do. Once ridden then they just stand there.
by Cage
Sun Dec 23, 2018 08:12
Forum: WIP Mods
Topic: [Mod] Horses [whinny]
Replies: 30
Views: 4176

Re: [Mod] Horses [whinny]

Really like the mod but one question...Why do the horses quit wandering around once you ride them?
by Cage
Wed Sep 26, 2018 05:30
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.1.4]
Replies: 1425
Views: 233746

Re: [Mod] Advanced Trains [advtrains] [1.13]

When "right-click" is written somewhere, it usually means right-clicking the bounding box of the wagon. So if you are not pointing at the engine`s bounding box (which may be the case when the view offset is set too high), you won`t open the formspec. To get off, holding Sneak and pressing...
by Cage
Tue Sep 25, 2018 20:33
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.1.4]
Replies: 1425
Views: 233746

Re: [Mod] Advanced Trains [advtrains] [1.13]

orwell wrote:Sounds like you don't have train_operator privs
i don't see anything wrong in smacker's code
That weird since I do on all the other trains. I will check it out and see what I find.
by Cage
Mon Sep 24, 2018 20:27
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.1.4]
Replies: 1425
Views: 233746

Re: [Mod] Advanced Trains [advtrains] [1.13]

One question, how do you get off the locomotive? If you right click it, it creates another train and not a form speck to get off the train.
by Cage
Wed Sep 12, 2018 04:40
Forum: WIP Mods
Topic: [Mod] Mese Portals [meseportals]
Replies: 26
Views: 3285

Re: [Mod] Mese Portals [meseportals]

Okay it was changing the description but I found the problem which was on my end and not your mod. So it works perfect now.
by Cage
Tue Sep 11, 2018 20:20
Forum: WIP Mods
Topic: [Mod] Mese Portals [meseportals]
Replies: 26
Views: 3285

Re: [Mod] Mese Portals [meseportals]

Looks good but have found another bug. When I try to change the default name of the portal the game crashes. I don't have that problem with RealBadAngel's Star Gate portal.
by Cage
Mon Jun 18, 2018 06:19
Forum: Mod Releases
Topic: [Mod] Tunnelmaker [2.0] [tunnelmaker]
Replies: 31
Views: 7760

Re: Tunnelmaker

kestral I am really liking this mod. By the way I found that is plays nice with DigAll and haven't had to disable DigAll. Just have to be careful not to use the sneak key when using Tunnelmaker. I have found many uses for this mod other then just digging tunnels. Thank you for all your hard work on ...
by Cage
Sun Jun 17, 2018 21:15
Forum: WIP Mods
Topic: [Mod]MineBricks [xlego]
Replies: 13
Views: 1517

Re: [Mod]LEGO [xlego]

A patent gives an inventor the right for a limited period to stop others from making, using or selling an invention without the permission of the inventor. In return for the disclosure of his invention the inventor is given a short term monopoly in the use of it for a period of 20 years after which...
by Cage
Sun Jun 17, 2018 21:00
Forum: WIP Mods
Topic: [Mod] Tunneltest [tunneltest]
Replies: 9
Views: 1588

Re: [Mod] Tunneltest [tunneltest]

The name of the other tunnel mod is TunnelMaker.

viewtopic.php?f=9&t=20159#p319255

That mod works really well and your mod has great potential because of the different types of digging that can be done with your mod.
by Cage
Fri Jun 15, 2018 19:58
Forum: WIP Mods
Topic: [Mod] Tunneltest [tunneltest]
Replies: 9
Views: 1588

Re: [Mod] Tunneltest [tunneltest]

I can confirm the falling block problem. It's kind of a random problem with falling blocks and when it happens game crashes. You might want to get with the author of the other tunneling mod for the cure. AsyncErr: ServerThread::run Lua: Runtime error from 'default' in callback luaentity_Step():/.Min...
by Cage
Wed May 23, 2018 04:38
Forum: Mod Releases
Topic: [Mod] Tunnelmaker [2.0] [tunnelmaker]
Replies: 31
Views: 7760

Re: Tunnelmaker

I really like this mod. Been wanting a mod that would do this although I was using DigAll to do the same thing. Now with this mod it makes it easy to dig tunnels. Only problem I found is that it doesn't play nice with DigAll. Seems to be a conflict between the two. So I just disable one or the other...
by Cage
Fri Apr 06, 2018 03:43
Forum: Mod Releases
Topic: [Mod] Bridges [bridger]
Replies: 46
Views: 9651

Re: [Mod] Bridges [bridger]

No it isn't the max number of nodes in the game but rather the max allow nodes for a mod which is just over 32k nodes. I have down loaded Home Decor again and will see if this version cures the problem. It could be a version problem but not sure. I do know by disabling the home decor 18n mod bridger...
by Cage
Thu Apr 05, 2018 20:14
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.1.4]
Replies: 1425
Views: 233746

Re: [Mod] Advanced Trains [advtrains] [1.13]

Cage have you tried getting a more recent copy of the s7? I haven't had any problem getting off from passenger or driver side Yes I have the latest copy of S7, but the right click command does not work with the train only the passenger car. I can drive the train but not connect cars because of the ...