Search found 116 matches
- Wed Sep 08, 2021 12:18
- Forum: Mod Releases
- Topic: [Mod] Farming Redo [1.48] [farming]
- Replies: 643
- Views: 286401
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.
- Sun Aug 01, 2021 07:39
- Forum: Mod Releases
- Topic: [Mod] Morelights [morelights]
- Replies: 16
- Views: 5907
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.
- Sat Jul 17, 2021 11:28
- Forum: Mod Releases
- Topic: [Mod] Mgv7 road / bridge / tunnel generator [0.1.5] [pathv7]
- Replies: 14
- Views: 4716
Re: [Mod] Mgv7 road / bridge / tunnel generator [0.1.5] [pathv7]
I tried it and see no effect, except for 'bridge wood' in the inventory. I was using MG7 in a newly created world.Emojiminetest wrote: ↑Sat Jul 17, 2021 04:27I Have an updated version that replaced some old calls:
Could we get a fly-through video of what we should be seeing?
- Thu Jul 08, 2021 08:39
- Forum: Mod Releases
- Topic: [Mod] HUD Bars [2.3.5] [hudbars]
- Replies: 246
- Views: 87347
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.
- Thu May 20, 2021 08:31
- Forum: Mod Releases
- Topic: [Mod] Equipment Examiner [equip_exam]
- Replies: 4
- Views: 989
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 ...
- Wed Apr 21, 2021 12:15
- Forum: Mod Releases
- Topic: [Mod] i3 [1.16] [i3]
- Replies: 174
- Views: 48133
Re: [Mod] i3 [1.1] [i3]
Checking the 'creative' privilege is better than nothing, but wouldn't the 'teleport' privilege correspond best?
- Tue Apr 20, 2021 14:06
- Forum: Mod Releases
- Topic: [Mod] i3 [1.16] [i3]
- Replies: 174
- Views: 48133
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.
- Sat Apr 10, 2021 15:06
- Forum: Mod Releases
- Topic: [Mod] [MTG/MCL2] Storage Drawers [0.6.2] [drawers]
- Replies: 110
- Views: 32914
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.
- Sat Apr 10, 2021 11:23
- Forum: Client-side modding
- Topic: Ouch (client side mod)
- Replies: 1
- Views: 1653
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.
- Fri Mar 19, 2021 16:26
- Forum: Mod Releases
- Topic: [Mod] Schematic Editor [1.8.0] [schemedit]
- Replies: 84
- Views: 24271
Re: [Mod] Schematic Editor [1.4.0] [schemedit]
If someone made a video guide, that would be welcome.
- Sat Jan 02, 2021 22:42
- Forum: Mod Releases
- Topic: [Mod] Trucraft Lib [trucraft]
- Replies: 39
- Views: 8354
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...
- Wed Dec 23, 2020 19:22
- Forum: Mod Releases
- Topic: [Mod] Extended Tooltips: Base [1.0.0] [tt_base]
- Replies: 5
- Views: 1471
Re: [Mod] Extended Tooltips: Base [1.0.0] [tt_base]
Me! Get notifications by the forum. ContentDB doesn't offer that. Have script which updates all git repositories.
- Wed Dec 23, 2020 04:32
- Forum: WIP Mods
- Topic: [Mod] Mesh Beds [beds]
- Replies: 16
- Views: 9528
Re: [Mod] Mesh Beds [beds]
Is this the default in Mintest Game now?
- Wed Dec 23, 2020 04:28
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1932
- Views: 691475
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Would you direct me to a circuit design for the registers or latches?
- Wed Dec 23, 2020 03:08
- Forum: Mod Releases
- Topic: [Mod] Light Tool [0.4] [light_tool]
- Replies: 41
- Views: 8950
Re: [Mod] Light Tool [0.4] [light_tool]
Yes. I like them better also.
- Tue Dec 22, 2020 15:03
- Forum: Mod Releases
- Topic: [Mod]Sponge[sponge]
- Replies: 12
- Views: 3702
Re: [Mod]Sponge[sponge]
Would be nice to be able to combine sponges to make larger sponges, which suck up more water.
- Tue Dec 22, 2020 14:45
- Forum: Mod Releases
- Topic: [Mod] Light Tool [0.4] [light_tool]
- Replies: 41
- Views: 8950
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.
- Sun Dec 20, 2020 10:17
- Forum: Mod Releases
- Topic: [Mod] No Fall Damage [1.0.0] [no_fall_damage]
- Replies: 7
- Views: 1708
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.
- Mon Dec 14, 2020 16:07
- Forum: Mod Releases
- Topic: [Mod] Digtron tunnel boring/building machine [digtron]
- Replies: 230
- Views: 77742
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.
- Sun Dec 13, 2020 10:06
- Forum: Mod Releases
- Topic: [Mod] Inventorybags [inventorybags]
- Replies: 38
- Views: 10570
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.
The items could then be 3D vector models -- which would be great.
- Thu Dec 03, 2020 17:42
- Forum: Client-side modding
- Topic: [Mod] My first mod newlights
- Replies: 6
- Views: 2696
Re: [Mod] My first mod newlights
What does it do?
- Wed Nov 18, 2020 13:16
- Forum: Mod Releases
- Topic: [mod] Stripped tree trunks [stripped_tree]
- Replies: 21
- Views: 4499
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.
- Mon Nov 16, 2020 11:16
- Forum: Mod Releases
- Topic: [Mod] Spears [3.1] [spears]
- Replies: 39
- Views: 11652
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.
- Fri Nov 06, 2020 09:36
- Forum: Game Releases
- Topic: [Game] Nucleus
- Replies: 9
- Views: 1966
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?
Much good stuff depends on unified dies. It is worth much.
How much of that functionality is your mod going to replace?
- Tue Nov 03, 2020 21:01
- Forum: Game Releases
- Topic: [Game] Nucleus
- Replies: 9
- Views: 1966
Re: [Game] Nucleus
Do you want reports of mods which do not work? One basic mod not loading is unified_dyes .