Search found 183 matches

by theFox
Thu Apr 23, 2020 06:23
Forum: WIP Mods
Topic: [Mod] villages built up by villagers [working_villages]
Replies: 47
Views: 9306

Re: [Mod] villages built up by villagers [working_villages]

As the forums have recently become very slow and unstable I have created a Discord server for discussing about working_villages. You can ask me questions about how it will go on from now or make suggestions or just talk about anything related or unrelated to working_villages. Join via https://discor...
by theFox
Sun Mar 29, 2020 09:43
Forum: Mod Releases
Topic: [modpack] journal [journal]
Replies: 27
Views: 3602

Re: [modpack] journal [journal]

Hey guys,
I've written a wiki on how to add story using journal.
You can see it on GitHub.
I hope this helps all of you who want to use journal for their own story.
by theFox
Tue Mar 24, 2020 06:34
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.1.1]
Replies: 1346
Views: 207361

Re: [Mod] Advanced Trains [advtrains] [2.1.1]

Removing the minetest-mod-intllib package (and thus the corresponding mods) remove a lot of warning message, but I still have the next one: 2020-03-23 23:37:32: WARNING[Main]: Undeclared global variable "intllib" accessed at ...minetest/mods/advtrains/advtrains_luaautomation/init.lua:6 Is it that s...
by theFox
Sun Mar 15, 2020 15:02
Forum: WIP Mods
Topic: [Mod] villages built up by villagers [working_villages]
Replies: 47
Views: 9306

Re: [Mod] villages built up by villagers [working_villages]

Hey guys, I made a poll about creating a discord server for working_villages. In case you're new to discord you should check out the unofficial minetest discord https://discord.gg/Wr6eXU3 . I would create the discord for working_villages to have a place for debating what should be added to the worki...
by theFox
Sun Feb 23, 2020 08:53
Forum: WIP Mods
Topic: [Mod] mod utilities [modutil]
Replies: 5
Views: 783

Re: [Mod] mod utilities [modutil]

Hey everyone, I have added my VenusParser . If you are annoyed by "then" and "end" statements this is just the thing for you. Check out the syntax of venus files in the parser's readme . Also there have been braking changes: The module "log" was renamed to "logging". Some mods may have problems with...
by theFox
Tue Dec 17, 2019 15:18
Forum: WIP Mods
Topic: (request) flying mods!
Replies: 12
Views: 9501

Re: (request) flying mods!

As you can see from "attempt to index global 'privs' (a nil value)" the variable called privs is not initialized at that point. It is accessed in flyboy/init.lua on line 22 which is probably "privs.fly = true". It seems there is a line before the part you copied in the binoculars mod where privs is ...
by theFox
Mon Nov 25, 2019 08:04
Forum: General Discussion
Topic: Help I have no .desktop
Replies: 6
Views: 310

Re: Help I have no .desktop

I suppose you can create it yourself...
I think the executable can be found at share/minetest/bin/minetest.
by theFox
Mon Nov 25, 2019 07:56
Forum: General Discussion
Topic: Chest with permanent item(s)
Replies: 3
Views: 283

Re: Chest with permanent item(s)

Looking for a way or what to edit in the code of a mod(more chests, copy chest) to give a chest a permanent item that all can grab. Anyone ever done this?? Q: Can this be done? A: It's certainly possible. Q: Anyone ever done this?? A: I haven't done exactly that, but I have already worked with inve...
by theFox
Tue Nov 05, 2019 08:05
Forum: Mod Releases
Topic: [modpack] journal [journal]
Replies: 27
Views: 3602

Re: [modpack] journal [journal]

But I have a problem: The journal starts on day 1497919497... what can I do about that? I've run into that bug in a mod I'm developing. It has to do with minetest.get_day_count, I believe, and I have no idea what causes it. I know that bug and I also think it's a problem with `minetest.get_day_coun...
by theFox
Thu Oct 24, 2019 06:28
Forum: Mod Releases
Topic: [Mod] new Factory [factory]
Replies: 77
Views: 15357

Re: [Mod] new Factory [factory]

Conveyor belts can now move players
Deactivate this in the options if you use an earlier minetest version than 5.1!
Polls about this new feature are in the factory discord.

Conveyor belts item drop behavior is left unchanged.
The poll was moved to the factory discord for later decisions.
by theFox
Fri Oct 11, 2019 08:57
Forum: Mod Releases
Topic: [Mod] new Factory [factory]
Replies: 77
Views: 15357

Re: [Mod] new Factory [factory]

SFENCE wrote: A have to clone repository manually from git and call
git submodule update --init --recursive
to fix it.
Yes, either that or download and activate the modutil mod.
I haven't updated my descriptions and help documents yet, sorry.
by theFox
Tue Sep 17, 2019 15:22
Forum: WIP Mods
Topic: [Mod] villages built up by villagers [working_villages]
Replies: 47
Views: 9306

Re: [Mod] villages built up by villagers [working_villages]

untiltoday wrote:A question for mob developers (a currently short discussion, this mod is mentioned): viewtopic.php?p=357146#p357146
thanks for the hint :)
by theFox
Tue Sep 17, 2019 15:21
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.1.1]
Replies: 1346
Views: 207361

Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

About npc's riding trains: I was thinking of Followers in working_villages . they can run behind the train if they detect the player within... (edit: I mean they already can but the train will probably get too fast for them) I guess it would be easy to add, at least if the developers of both advtrai...
by theFox
Mon Aug 12, 2019 12:00
Forum: Mod Releases
Topic: [Mod] Weather (Snow, Rain) [weather]
Replies: 141
Views: 83847

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

When I try to use the "setweather" command, it says "Invalid command: setweather" I have granted myself all privileges. Even without granting yourself all privileges it shouldn't have said invalid command... Could clear out your log.txt, retry to run the command and send the contents of log.txt aft...
by theFox
Tue Aug 06, 2019 06:50
Forum: Mod Releases
Topic: [Mod] new Factory [factory]
Replies: 77
Views: 15357

Re: [Mod] new Factory [factory]

DoyleChris wrote:How do you get the items off the top of the digger. Do you use a fan.
Sure you can do that. The more effective way is putting conveyor belts on top of the digger. The items will then spawn on them.
^ Should I mention this in the manual?
by theFox
Sat Aug 03, 2019 11:49
Forum: Mod Releases
Topic: [Mod] new Factory [factory]
Replies: 77
Views: 15357

Re: [Mod] new Factory [factory]

srinivas wrote:The belt can drop the node to either side and then push the nodes subsequently.
Do you mean that the items should drop to the side?
Or do you mean that the items should push nodes away?
by theFox
Wed Jun 19, 2019 13:34
Forum: WIP Mods
Topic: [Mod] mod utilities [modutil]
Replies: 5
Views: 783

Re: [Mod] mod utilities [modutil]

Linuxdirk wrote:that they serve no other purpose than outsourcing the code from one of the authors mods into another.
Exactly right, but I'd be happy to add new utilities if you need anything.
by theFox
Sun Jun 16, 2019 15:25
Forum: WIP Mods
Topic: [Mod] mod utilities [modutil]
Replies: 5
Views: 783

Re: [Mod] mod utilities [modutil]

Hiding all behind spoilers isn't a good idea. I don't use JavaScript often. Thus, the spoiler cannot be unfolded. It's also documented on Github, and that at least is readable. But it'd be a lot nicer if the thread on the forum could be read as well. Well I've removed the spoiler now. Sorry for the...
by theFox
Sat Jun 08, 2019 11:47
Forum: WIP Mods
Topic: [Mod] mod utilities [modutil]
Replies: 5
Views: 783

[Mod] mod utilities [modutil]

A mod containing utilities I often use. The modules are be loaded on demand if another mod uses one of the components. license: MIT no dependencies code: https://github.com/theFox6/modutil download: https://github.com/theFox6/modutil/archive/master.zip features for a full list of features look at th...
by theFox
Mon Feb 25, 2019 07:23
Forum: WIP Mods
Topic: [Mod] villages built up by villagers [working_villages]
Replies: 47
Views: 9306

Re: [Mod] villages built up by villagers [working_villages]

Is there a possibility of...two villagers going into a hut and one day waking up with a third? That's exactly my idea and I would also have them spawning as Settlers to initialize the colony. With a possible genes? Not sure how hard that'd be for you. I could also take that in using a tree of combi...
by theFox
Mon Jan 21, 2019 09:10
Forum: WIP Mods
Topic: [Mod] villages built up by villagers [working_villages]
Replies: 47
Views: 9306

Re: [Mod] villages built up by villagers [working_villages]

First of all, they can't find a home marker. When I place a building marker and set it, they remains in place, even when I give them desired materials. Have you checked if the building marker has a button "resume build"? If it's there, it's paused. Then I try to set the marker's position for their ...
by theFox
Thu Jan 03, 2019 16:20
Forum: WIP Mods
Topic: Floating colored text
Replies: 10
Views: 651

Re: Floating colored text

I guess it's possible to create a gui element containing the text...
by theFox
Mon Dec 03, 2018 15:24
Forum: WIP Mods
Topic: [Mod] villages built up by villagers [working_villages]
Replies: 47
Views: 9306

Re: [Mod] villages built up by villagers [working_villages]

dawgdoc wrote: Last update was in October.
Sorry, I'm pretty busy with school at the moment. I'll be sure to continue soon...
by theFox
Sat Oct 27, 2018 15:03
Forum: Modding Discussion
Topic: Where are the tiles in a glasslike_framed node?
Replies: 7
Views: 476

Re: Where are the tiles in a glasslike_framed node?

was this found in the wiki? I didn't look in the wiki I scraped it together from all I could find in lua_api.txt. Framed glasslike only accepts 2 textures in 'tiles', you have specified 4. Correct and somehow that has an effect on the texture of the block. I would really like if it accepted the Y+ ...
by theFox
Sat Oct 20, 2018 14:29
Forum: Mod Releases
Topic: [Mod] Beware the Dark [bewarethedark]
Replies: 87
Views: 16254

Re: [Mod] Beware the Dark [bewarethedark]

There should be laughing and other creepy sounds the more you loose sanity.