Search found 106 matches

by Merak
Sat Jan 02, 2021 22:42
Forum: Mod Releases
Topic: [Mod] Trucraft Lib [trucraft]
Replies: 31
Views: 3024

Re: [Mod] Trucraft Lib [trucraft]

This could use more description or a video. Mod follows guidelines and was hence moved. Used in this context, "hence" is ambiguous. Someone can read "was hence moved" the same as "was moved hence" which means "was moved away from this place" where 'place' coul...
by Merak
Wed Dec 23, 2020 19:22
Forum: WIP Mods
Topic: [Mod] Extended Tooltips: Base [1.0.0] [tt_base]
Replies: 4
Views: 305

Re: [Mod] Extended Tooltips: Base [1.0.0] [tt_base]

ShadMOrdre wrote:
Thu Sep 10, 2020 19:55
Some of us simply don't use ContentDB
Me! Get notifications by the forum. ContentDB doesn't offer that. Have script which updates all git repositories.
by Merak
Wed Dec 23, 2020 04:32
Forum: WIP Mods
Topic: [Mod] Mesh Beds [beds]
Replies: 10
Views: 3179

Re: [Mod] Mesh Beds [beds]

Is this the default in Mintest Game now?
by Merak
Wed Dec 23, 2020 04:28
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1888
Views: 556171

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]

Would you direct me to a circuit design for the registers or latches?
by Merak
Wed Dec 23, 2020 03:08
Forum: Mod Releases
Topic: [Mod] Light Tool [0.4] [light_tool]
Replies: 41
Views: 4194

Re: [Mod] Light Tool [0.4] [light_tool]

doxygen_spammer wrote:
Tue Dec 22, 2020 18:58
Do they look more modern now?
Yes. I like them better also.
by Merak
Tue Dec 22, 2020 15:03
Forum: Mod Releases
Topic: [Mod]Sponge[sponge]
Replies: 11
Views: 1371

Re: [Mod]Sponge[sponge]

Would be nice to be able to combine sponges to make larger sponges, which suck up more water.
by Merak
Tue Dec 22, 2020 14:45
Forum: Mod Releases
Topic: [Mod] Light Tool [0.4] [light_tool]
Replies: 41
Views: 4194

Re: [Mod] Light Tool [0.4] [light_tool]

Being mainly blue is better because it shows something modern. Brown staff with lighter head could be something else on a wooden staff. I run with HDX textures, so high res is better to me.
by Merak
Sun Dec 20, 2020 10:17
Forum: Mod Releases
Topic: [Mod] No Fall Damage [1.0.0] [no_fall_damage]
Replies: 7
Views: 263

Re: [Mod] No Fall Damage [1.0.0] [no_fall_damage]

If you want to consider adding features, it would be nice to be able to remove fall damage when you fall on user specified blocks. I would use it to remove fall damage when one falls on wool or maybe beds. The block types could be specified in minetest.conf.
by Merak
Mon Dec 14, 2020 16:07
Forum: Mod Releases
Topic: [Mod] Digtron tunnel boring/building machine [digtron]
Replies: 219
Views: 39509

Re: [Mod] Digtron tunnel boring/building machine [digtron]

Is something going to be done about Digtron crashing in recent Minetest builds? -- either by fixing it or releasing Digtron 2? It would be good to make Digtron2 easier to find for people who want to check up on progress.
by Merak
Sun Dec 13, 2020 10:06
Forum: Mod Releases
Topic: [Mod] Inventorybags [inventorybags]
Replies: 37
Views: 5919

Re: [Mod] Inventorybags [inventorybags]

As for me, if it needs to be put on the hot bar to use, you may as well make it a placeable node. It would then be a container which you can pick up while it contained items. Sorting wands may function on them then.
The items could then be 3D vector models -- which would be great.
by Merak
Thu Dec 03, 2020 17:42
Forum: Client-side modding
Topic: [Mod] My first mod newlights
Replies: 2
Views: 548

Re: [Mod] My first mod newlights

What does it do?
by Merak
Wed Nov 18, 2020 13:16
Forum: Mod Releases
Topic: [mod] Stripped tree trunks [stripped_tree]
Replies: 18
Views: 1083

Re: [mod] Stripped tree trunks [stripped_tree]

I play with HDX textures. This won't do for me or people with texture packs other than default.I guess it would be possible to generate textures at run time, but that would be much work.
by Merak
Mon Nov 16, 2020 11:16
Forum: Mod Releases
Topic: [Mod] Spears [2.2] [spears]
Replies: 31
Views: 6296

Re: [Mod] Spears [2.2] [spears]

Here, they mine stone slower than a stone pickaxe does. -- which is good, if they should be able to mine at all.
by Merak
Fri Nov 06, 2020 09:36
Forum: WIP Games
Topic: [Game] Nucleus
Replies: 9
Views: 493

Re: [Game] Nucleus

ootb? -otb = -on the bat. ootb=out of the box

Much good stuff depends on unified dies. It is worth much.
How much of that functionality is your mod going to replace?
by Merak
Tue Nov 03, 2020 21:01
Forum: WIP Games
Topic: [Game] Nucleus
Replies: 9
Views: 493

Re: [Game] Nucleus

Do you want reports of mods which do not work? One basic mod not loading is unified_dyes .
by Merak
Tue Nov 03, 2020 20:17
Forum: WIP Games
Topic: [Game] Nucleus
Replies: 9
Views: 493

Re: [Game] Nucleus

I did a clone from your GitHub link.

I didn't have my paths set up as I thought, so it was not being found by Minetest. Now it is and I was able to create a Nucleus game.

Your refactoring sounds good. I hope works so well and becomes the primary basis.
by Merak
Tue Nov 03, 2020 11:04
Forum: WIP Games
Topic: [Game] Nucleus
Replies: 9
Views: 493

Re: [Game] Nucleus

Trying to play it, there is no game named Nucleus, only multiple ones of 'Development Test'. An identifiable name would be a helpful start.
by Merak
Sun Oct 25, 2020 14:25
Forum: Old Mods
Topic: [Modpack] Food [2.3] [food][food_basic]
Replies: 123
Views: 65037

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: 322

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] [2.2.1]
Replies: 1495
Views: 273238

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: 3720

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: 17941

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: 25806

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 [1.55] [mobs]
Replies: 2212
Views: 415774

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: 89010

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.