Search found 89 matches

by Merak
Sun Oct 25, 2020 14:25
Forum: Old Mods
Topic: [Modpack] Food [2.3] [food][food_basic]
Replies: 123
Views: 63144

Re: [Modpack] Food [2.3] [food][food_basic]

I have cows in the game from mod mobs_animal, I think of Mobs Redo. From food_basic, I have a recipe for milk made from sand and water bucket. How about having food_basic disable that recipe, when there are cows in the game from mobs_animal? From food_sweet, I have walnuts from sand, but I suppose I...
by Merak
Tue Oct 20, 2020 15:01
Forum: Feature Discussion
Topic: Player rotating nodes
Replies: 1
Views: 93

Player rotating nodes

I find both the screwdriver and wrench difficult to use. I haven't figured out how to use the screwdriver well. Something which I think would be easier, would be to make it so that nodes are rotated along an axis of the world, in a constant direction relative to only the world's space. Where you cli...
by Merak
Mon Oct 19, 2020 10:20
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.1.1]
Replies: 1418
Views: 228147

Re: Advanced Trains, Digtron

Digtron is buggy. Work began on Digtron 2, but it was never released. A pity because Digtron was a fun idea.
by Merak
Wed Oct 14, 2020 09:49
Forum: Mod Releases
Topic: [mod] Tomb Stones [tombs]
Replies: 43
Views: 3190

Re: [mod] Tomb Stones [tombs]

I think I would like it if tombstones spawned automatically either at death, above the bones, or when bones are mined.
by Merak
Sat Oct 10, 2020 16:11
Forum: Old Mods
Topic: [Mod] Mud Slide [2.6] [mudslide]
Replies: 43
Views: 17368

Re: [Mod] Mud Slide [2.6] [mudslide]

DropBox: "There was an error downloading your file."
by Merak
Fri Oct 09, 2020 17:26
Forum: Mod Releases
Topic: [Mod] Real Terrain [0.1.0] [realterrain]
Replies: 71
Views: 24780

Re: [Mod] Real Terrain [0.1.0] [realterrain]

Looks nice. Is there river water in those canyons? Are they ready to be played?
by Merak
Fri Oct 09, 2020 10:47
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.53] [mobs]
Replies: 2123
Views: 388340

Re: [Mod] Mobs Redo [1.47] [mobs]

TenPlus1 wrote:
Tue Sep 18, 2018 13:24
as for mob fences and tops, those are a stop gap measure until the engine issue for entities going through solid walls is fixed.
Has that been fixed yet? If not, is there a bug report for it we can track? I have some bunnies encased in a glass cube without a mob fence. They haven't escaped yet.
by Merak
Thu Oct 08, 2020 07:58
Forum: Mod Releases
Topic: [Mod] Weather (Snow, Rain) [weather]
Replies: 148
Views: 86526

Re: [Mod] Weather (Snow, Rain) [weather]

I had snow and freezing in a temperate biome and snow was falling inside a building. Those would be some meaningful things to improve.
by Merak
Mon Oct 05, 2020 12:43
Forum: WIP Mods
Topic: [Mod] Cloud Items [0.1] [cloud_items]
Replies: 12
Views: 991

Re: [Mod] Cloud Items [0.1] [cloud_items]

What happens to the sky if you uninstall the mod? Do unknown objects remain in the sky?
by Merak
Sat Oct 03, 2020 09:53
Forum: Mod Releases
Topic: [Mod] Stained Glass [1.2] [stained_glass] - new alpha suppor
Replies: 93
Views: 30890

Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha suppor

With the recipe of 1 dye, 1 super glow glass, stained glass is created.
It still does not show in the Craft Guide book of that mod or the craft guide of Universal Inventory.
by Merak
Fri Oct 02, 2020 07:53
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1872
Views: 542126

Dirt recipe

The recipe to make dirt is too tedious because water buckets do not stack. So a large amount of dirt can not be made that way. How about changing the recipe or how dirt is made?
DS-minetest wrote:
Tue Sep 29, 2020 16:32
Mesecons has no TimeGate
Thanks for pointing that out. I now reported it to
MoreMesecons
by Merak
Fri Oct 02, 2020 07:36
Forum: Mod Releases
Topic: [Mod] MoreMesecons [moremesecons]
Replies: 81
Views: 15412

Re: [Mod] MoreMesecons [moremesecons]

TimeGate is getting stuck as on when I leave and return. In order to get it to change states again, I must dig it and re-enter the time.
by Merak
Thu Oct 01, 2020 09:26
Forum: Mod Releases
Topic: [Mod] Stained Glass [1.2] [stained_glass] - new alpha suppor
Replies: 93
Views: 30890

Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha suppor

I tried this mod. There is no 'stained' found in Unified Inventory.
Using the recipe in the documentation of 1 dye + 3 super glow glass produces nothing. I had the dependencies installed.
by Merak
Mon Sep 28, 2020 12:13
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1872
Views: 542126

Mesecons TimeGate , LightStone

The TimeGate is getting stuck when I leave and return. It won't work until it is dug and placed again and the time is re-entered.

How about making LightStone conduct? I imagine it would be rare that it would be undesirable behavior.
by Merak
Mon Sep 28, 2020 10:59
Forum: Mod Releases
Topic: [Mod] Morelights [mp_morelights]
Replies: 11
Views: 1905

Re: [Mod] Morelights [mp_morelights]

If you could make the Grass Light able to grow things which grow on normal grass when you plant them on it, that would be worth something. It would need to give off more light in order to make them grow. I am not able to place the stair light -- neither on stairs nor on a flat surface. Perhaps I don...
by Merak
Sat Sep 12, 2020 20:34
Forum: WIP Mods
Topic: [mod] more coral [more_coral]
Replies: 8
Views: 528

Re: spawning [more_coral]

What is the difference to how they are spawning without the mod?

It would be nice to be able to grow more somehow.
Maybe with the compost mod or making some sort of special soil.
by Merak
Wed Sep 02, 2020 18:19
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.45] [farming]
Replies: 489
Views: 192385

Re: [Mod] Farming Redo [1.45] [farming]

Why not have the farming bush give the same default:blueberries? Seems to me that would work well.
by Merak
Wed Sep 02, 2020 18:18
Forum: WIP Mods
Topic: [Mod] Technic Addons [technic_addons]
Replies: 3
Views: 226

Re: [Mod] Technic Addons [technic_addons]

The source code repository is no longer present. I don't see your account either @Mineminer.
by Merak
Wed Aug 19, 2020 18:11
Forum: WIP Mods
Topic: [Mod] Technic Addons [technic_addons]
Replies: 3
Views: 226

Re: [Mod] Technic Addons [technic_addons]

The vacuums are mk2 and mk3. Is there a basic vacuum some place? I tried one from HomeDecor, but it didn't do anything or I couldn't figure out how to operate it.
by Merak
Mon Aug 17, 2020 08:00
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2107
Views: 293761

Re: Post your mod requests/ideas here

Smart explosions or TNT which does not destroy any drops or
only destroys commonly unwanted types such as stone, earth, gravel, sand, trees, leaves, etc.
by Merak
Wed Aug 12, 2020 14:43
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.53] [mobs]
Replies: 2123
Views: 388340

Re: [Mod] Mobs Redo [1.52] [mobs]

If that was addressed to me, @TenPlus1 , I think that you misunderstood me. I have only been interested with enabling or disabling mobs or spawning of mobs -- not different versions and changes of name.
by Merak
Wed Aug 12, 2020 05:18
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.53] [mobs]
Replies: 2123
Views: 388340

Re: [Mod] Mobs Redo [1.52] [mobs]

Deleting mobs at shut-down would achieve the same effect. It sounds good to me.
by Merak
Tue Aug 11, 2020 17:07
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.53] [mobs]
Replies: 2123
Views: 388340

Re: [Mod] Mobs Redo [1.52] [mobs]

Current situation, a user: Installs a mod which spawns mobs. Decides he no longer wants the mobs and configures the mod not to spawn them or uninstalls the mod. The player sees warnings about unknown mobs. Future situation. A user: Installs a mod which spawns mobs. Decides he no longer wants the mob...
by Merak
Tue Aug 11, 2020 09:36
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.53] [mobs]
Replies: 2123
Views: 388340

[mobs] Elimination

Could the framework be made to remove any mobs objects which are no longer defined?

If not, it would be good practice for module makers to let you disable spawning of the mob but let it continue to exist or to remove instances of the mob.
by Merak
Tue Aug 11, 2020 08:48
Forum: WIP Mods
Topic: [Mod]Fire Realism[fire_realism]
Replies: 1
Views: 274

Re: [Mod]Fire Realism[fire_realism]

I don't know what the consequences are of your 'ToDo' of making the fire extinguisher a tool type.
How about being able to reload the fire extinguisher by clicking on water or crafting with a water bucket?