Search found 81 matches

by Cage
Sun Jan 21, 2024 02:11
Forum: Problems
Topic: Development Mode Only
Replies: 7
Views: 638

Re: Development Mode Only

"Just wondering, how did you get Minetest?"

I reinstalled the game from the Arch repository, then reinstalled everything from my archive of the game. Not sure why you were wondering where I got it from.
by Cage
Sat Jan 20, 2024 18:30
Forum: Problems
Topic: Development Mode Only
Replies: 7
Views: 638

Re: Development Mode Only

Thanks guys for the help. Have it up and running again. I knew they were decoupling the game but didn't understand completely what they meant. Thanks again for the help.
by Cage
Sat Jan 20, 2024 02:29
Forum: Problems
Topic: Development Mode Only
Replies: 7
Views: 638

Development Mode Only

Yesterday Minetest worked fine, although today I started the game and was in the Development Mode with no way to get out of it. I even remove the game and did a fresh install but it only opens up in the Development mode. How can I get it to return to the normal game mode?
by Cage
Thu Nov 09, 2023 02:30
Forum: WIP Mods
Topic: [ModPack] MultiDecor [1.3.0] [multidecor]
Replies: 47
Views: 9154

Re: [ModPack] MultiDecor [1.2.5] [multidecor]

How and where do you place them? Or might be just in some protected area and didn't you notice that? Also which a couple of other items does behave similar? I will have to recheck the mod to let you know what the others are. However I try to attach those light to ceilings and it doesn't matter wher...
by Cage
Wed Nov 08, 2023 18:30
Forum: WIP Mods
Topic: [ModPack] MultiDecor [1.3.0] [multidecor]
Replies: 47
Views: 9154

Re: [ModPack] MultiDecor [1.2.5] [multidecor]

Still having disappearing round and wooden lights. You place them and 3 seconds later they disappear. A couple of other items have the same problem.
by Cage
Fri Sep 01, 2023 17:44
Forum: WIP Mods
Topic: [ModPack] MultiDecor [1.3.0] [multidecor]
Replies: 47
Views: 9154

Re: [ModPack] MultiDecor [1.2.0] [multidecor]

I updated MultiDecor recently and maybe found a bug. Seems the lamp, circular light, and wooden light can be set but disappears within seconds. I haven't tested other new stuff yet just the lights.
by Cage
Mon Jun 05, 2023 19:25
Forum: WIP Mods
Topic: [MOD] Stargate mod [StarGate]
Replies: 26
Views: 11809

Re: [MOD] Stargate mod [StarGate]

If your looking for a Stargate type mod, try looking at Meseportals mod. It works really well with the latest Minetest
by Cage
Mon Mar 06, 2023 21:28
Forum: WIP Mods
Topic: [Mod] AP Airship [ap_airship]
Replies: 23
Views: 3227

Re: [Mod] AP Airship [ap_airship]

Nice work on the airship but I have found a small problem. When I go to land the airship and set the engines to idle the ship goes automatically in reverse. This happens even when I shut down the engines.
by Cage
Fri Aug 13, 2021 02:45
Forum: Mod Releases
Topic: [Mod] ClimaZ [climaz]
Replies: 101
Views: 16671

Re: Climatez [climatez] (v1.18)

I really like this mod but I have to disable thunder and lightning because when I am deep under ground and a storm happens, I see the lightning and hear the thunder down there.
by Cage
Mon May 11, 2020 05:31
Forum: Problems
Topic: Real Problems Since Update
Replies: 7
Views: 1080

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: 7
Views: 1080

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: 7
Views: 1080

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: 7
Views: 1080

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: 60
Views: 26394

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: 60
Views: 26394

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: 1666

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: 6702

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: 735

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: 735

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: 33
Views: 16290

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: 32
Views: 8472

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: 32
Views: 8472

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] [2.4.3]
Replies: 2303
Views: 494293

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] [2.4.3]
Replies: 2303
Views: 494293

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] [2.4.3]
Replies: 2303
Views: 494293

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.