Search found 116 matches

by Merak
Wed Sep 08, 2021 12:18
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.48] [farming]
Replies: 643
Views: 284850

Re: [Mod] Farming Redo [1.46] [farming]

As it is, I only find the scythe worth using when I have a plant which I only have 1 or a few seeds of and it usually does not give more than 1 seed when I pick it. IIRC, with the scythe you can get 1 more seed out of it. After I have many seeds, it is never worthwhile to use the scythe.
by Merak
Sun Aug 01, 2021 07:39
Forum: Mod Releases
Topic: [Mod] Morelights [morelights]
Replies: 16
Views: 5854

Re: [Mod] Morelights [mp_morelights]

Or a Dirt Light able to grow anything dirt does. If it could be made farming soil, as is done with a hoe, even better.
by Merak
Sat Jul 17, 2021 11:28
Forum: Mod Releases
Topic: [Mod] Mgv7 road / bridge / tunnel generator [0.1.5] [pathv7]
Replies: 14
Views: 4687

Re: [Mod] Mgv7 road / bridge / tunnel generator [0.1.5] [pathv7]

Emojiminetest wrote:
Sat Jul 17, 2021 04:27
I Have an updated version that replaced some old calls:
I tried it and see no effect, except for 'bridge wood' in the inventory. I was using MG7 in a newly created world.

Could we get a fly-through video of what we should be seeing?
by Merak
Thu Jul 08, 2021 08:39
Forum: Mod Releases
Topic: [Mod] HUD Bars [2.3.5] [hudbars]
Replies: 246
Views: 86950

Re: [Mod] HUD bars [2.3.2] [hudbars]

How would it be to make hudbars a client side mod? Or split it into 2 parts: 1 server side, 1 client side. That should solve the update packet problem also.
by Merak
Thu May 20, 2021 08:31
Forum: Mod Releases
Topic: [Mod] Equipment Examiner [equip_exam]
Replies: 4
Views: 974

Re: [Mod] Equipment Examiner [equip_exam] (v1.2)

For players of high resolution texture packs, high resolution textures would be nice. Some things which Examiner could print are - Doc https://repo.or.cz/minetest_doc.git/ - Flammability. Fuel value for burnables - spawn time for seedlings or multiplication for flowers - What can be tamed or healed ...
by Merak
Wed Apr 21, 2021 12:15
Forum: Mod Releases
Topic: [Mod] i3 [1.16] [i3]
Replies: 174
Views: 47449

Re: [Mod] i3 [1.1] [i3]

Checking the 'creative' privilege is better than nothing, but wouldn't the 'teleport' privilege correspond best?
by Merak
Tue Apr 20, 2021 14:06
Forum: Mod Releases
Topic: [Mod] i3 [1.16] [i3]
Replies: 174
Views: 47449

Re: [Mod] i3 [1.1] [i3]

It is letting the player teleport, even if he does not have the teleport privilege. I don't want players to be able to teleport. It would be nice to be able to deny teleportation.
by Merak
Sat Apr 10, 2021 15:06
Forum: Mod Releases
Topic: [Mod] [MTG/MCL2] Storage Drawers [0.6.2] [drawers]
Replies: 110
Views: 32718

Re: [Mod] [MTG/MCL2] Storage Drawers [0.6.0] [drawers]

IIRC, i have seen the error message "suspiciously large amount of objects detected" without having a drawer crafted.
by Merak
Sat Apr 10, 2021 11:23
Forum: Client-side modding
Topic: Ouch (client side mod)
Replies: 1
Views: 1619

Re: Ouch (client side mod)

It was not playing sounds when I put them in what should be the system Minetest directory, but after I put them in the user's directory, it did.
by Merak
Fri Mar 19, 2021 16:26
Forum: Mod Releases
Topic: [Mod] Schematic Editor [1.8.0] [schemedit]
Replies: 84
Views: 24047

Re: [Mod] Schematic Editor [1.4.0] [schemedit]

If someone made a video guide, that would be welcome.
by Merak
Sat Jan 02, 2021 22:42
Forum: Mod Releases
Topic: [Mod] Trucraft Lib [trucraft]
Replies: 39
Views: 8266

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: Mod Releases
Topic: [Mod] Extended Tooltips: Base [1.0.0] [tt_base]
Replies: 5
Views: 1457

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: 16
Views: 9485

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: 1932
Views: 687701

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: 8873

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: 12
Views: 3675

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: 8873

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: 1668

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: 230
Views: 77085

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: 38
Views: 10512

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: 6
Views: 2667

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: 21
Views: 4436

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 [3.1] [spears]
Replies: 39
Views: 11539

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: Game Releases
Topic: [Game] Nucleus
Replies: 9
Views: 1948

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: Game Releases
Topic: [Game] Nucleus
Replies: 9
Views: 1948

Re: [Game] Nucleus

Do you want reports of mods which do not work? One basic mod not loading is unified_dyes .