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

TumeniNodes thank you for the great mod. The New Doors are absolutely great.
by Cage
Thu Sep 05, 2019 05:45
 
Forum: Mod Releases
Topic: [Modpack] pkarcs - with doors
Replies: 27
Views: 1633

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
Mon May 13, 2019 04:41
 
Forum: Problems
Topic: Weird Node
Replies: 1
Views: 238

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
Thu May 09, 2019 09:25
 
Forum: Problems
Topic: Weird Node
Replies: 1
Views: 238

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
Fri Mar 08, 2019 19:21
 
Forum: Mod Releases
Topic: [Mod] Tunnelmaker [2.0] [tunnelmaker]
Replies: 30
Views: 5686

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
Tue Dec 25, 2018 08:05
 
Forum: WIP Mods
Topic: [Mod] Horses [whinny]
Replies: 20
Views: 2424

Re: [Mod] Horses [whinny]

Really like the mod but one question...Why do the horses quit wandering around once you ride them?
by Cage
Sun Dec 23, 2018 08:12
 
Forum: WIP Mods
Topic: [Mod] Horses [whinny]
Replies: 20
Views: 2424

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
Wed Sep 26, 2018 05:30
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1282
Views: 168630

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
Tue Sep 25, 2018 20:33
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1282
Views: 168630

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
Mon Sep 24, 2018 20:27
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1282
Views: 168630

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
Wed Sep 12, 2018 04:40
 
Forum: WIP Mods
Topic: [Mod] Mese Portals [meseportals]
Replies: 26
Views: 2250

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
Tue Sep 11, 2018 20:20
 
Forum: WIP Mods
Topic: [Mod] Mese Portals [meseportals]
Replies: 26
Views: 2250

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
Mon Jun 18, 2018 06:19
 
Forum: Mod Releases
Topic: [Mod] Tunnelmaker [2.0] [tunnelmaker]
Replies: 30
Views: 5686

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 21:15
 
Forum: WIP Mods
Topic: [Mod]MineBricks [xlego]
Replies: 13
Views: 870

Re: [Mod] Tunneltest [tunneltest]

The name of the other tunnel mod is TunnelMaker.

https://forum.minetest.net/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
Sun Jun 17, 2018 21:00
 
Forum: WIP Mods
Topic: [Mod] Tunneltest [tunneltest]
Replies: 9
Views: 1210

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
Fri Jun 15, 2018 19:58
 
Forum: WIP Mods
Topic: [Mod] Tunneltest [tunneltest]
Replies: 9
Views: 1210

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
Wed May 23, 2018 04:38
 
Forum: Mod Releases
Topic: [Mod] Tunnelmaker [2.0] [tunnelmaker]
Replies: 30
Views: 5686

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
Fri Apr 06, 2018 03:43
 
Forum: Mod Releases
Topic: [Mod] Bridges [bridger]
Replies: 46
Views: 7516

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 ...
by Cage
Thu Apr 05, 2018 20:14
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1282
Views: 168630

Re: [Mod] Bridges [bridger]

v-rob seams that there is a conflict with home decor mod. Might be some of the nodes have the same names. What kind of conflict? Does it give an error message? I loaded them in the same world, and it seems fine to me. Yes it says that home decor is trying to load more then the max allowed node. If ...
by Cage
Thu Apr 05, 2018 03:21
 
Forum: Mod Releases
Topic: [Mod] Bridges [bridger]
Replies: 46
Views: 7516

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

Hopefully they won't be a "Honeytrap Express" trains like the S7. Not trying to be disrespectful but the S7 is still a one way train. On but not off unless you can drive the train from the passenger car. The problem all started when the look outside of the cab was implemented. Such a shame...
by Cage
Thu Apr 05, 2018 03:17
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1282
Views: 168630

Re: [Mod] Bridges [bridger]

v-rob seams that there is a conflict with home decor mod. Might be some of the nodes have the same names.
by Cage
Wed Mar 28, 2018 06:20
 
Forum: Mod Releases
Topic: [Mod] Bridges [bridger]
Replies: 46
Views: 7516

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

LOL voxelproof. Reminds me of my first train ride in Germany. I was told to get off the train at 5 pm because I would be at my destination. Sure enough the train stopped at 5 PM but by the time I realized I was at the right stop the train started to roll again. Had to get off at the next stop and ta...
by Cage
Fri Mar 23, 2018 02:19
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1282
Views: 168630

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

Mainote Cont

One more bug. Now you can not get off the train. Right clicking does not work. Doors open but you still can not get off the train. By the way that is one beautiful train to say the least.
by Cage
Thu Mar 22, 2018 19:36
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1282
Views: 168630

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

MBB did you take down your web site? If not it's been hijacked by a spam site.
by Cage
Mon Mar 19, 2018 03:11
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1282
Views: 168630

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

Hi,

I downloaded the latest zip-package of advtrains, and unzipped it into the .minetest/mods-folder - now there is a new folder "advtrains-master" inside the mods-folder.


ZehPunkt74 rename the folder to just advtrains, then it should work.
by Cage
Mon Jan 22, 2018 18:59
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1282
Views: 168630
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