Search found 190 matches

by theFox
Mon Jan 25, 2021 19:38
Forum: WIP Mods
Topic: [Mod] villages built up by villagers [working_villages]
Replies: 67
Views: 28189

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

First of all: Thank you for your work SFENCE. I am very happy that you are helping me with this project.
I will try to test and merge your changes as soon as I get the time to.
Also: since you are using GitHub and properly forking and branching the project, why not create pull-requests there?
by theFox
Tue Jan 19, 2021 12:38
Forum: Mod Releases
Topic: [modpack] journal [journal]
Replies: 29
Views: 6404

Re: [modpack] journal [journal]

If you clone the mod you either need to install and activate the modutil mod or you need to clone it recursively. If modutil is not present you will get the "journal/modutil/portable.lua: No such file or directory" error. To get the submodules, if you have already cloned the repository, yo...
by theFox
Fri Jan 08, 2021 10:31
Forum: WIP Mods
Topic: [Mod] villages built up by villagers [working_villages]
Replies: 67
Views: 28189

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

Why working_villages.villager:dig(pos) method calls minetest.remove_node(pos) instead of minetest.dig_node(pos)? I used that because minetest.dig_node(pos) drops the items from the node. I have changed the dig behaviour to use minetest.dig_node(pos). Now it may happen that villagers occasionally le...
by theFox
Fri Oct 16, 2020 09:12
Forum: Mod Releases
Topic: [Mod] Weather (Snow, Rain) [weather]
Replies: 149
Views: 104526

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

Merak wrote:
Thu Oct 08, 2020 07:58
I had snow and freezing in a temperate biome and snow was falling inside a building. Those would be some meaningful things to improve.
I should add heat checks, that's a good idea.
by theFox
Wed Oct 07, 2020 05:45
Forum: Mod Releases
Topic: [Mod] Weather (Snow, Rain) [weather]
Replies: 149
Views: 104526

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

Edit: In fact I have just realized that this was caused by a fault I made. I think I have it fixed now. Try the latest release.
by theFox
Tue Oct 06, 2020 08:18
Forum: Mod Releases
Topic: [Mod] Weather (Snow, Rain) [weather]
Replies: 149
Views: 104526

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

Interesting bug, I think it occurs when there is no weather registered. I will fix this as soon as my computer is fixed.
However if no weather is registered, that would suggest that there is another bug.
by theFox
Wed Jul 15, 2020 14:32
Forum: Mod Releases
Topic: [Mod] new Factory [factory]
Replies: 84
Views: 25638

Re: [Mod] new Factory [factory]

Miners can now dig through liquids
by theFox
Thu Apr 23, 2020 06:23
Forum: WIP Mods
Topic: [Mod] villages built up by villagers [working_villages]
Replies: 67
Views: 28189

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: 29
Views: 6404

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] [2.4.3]
Replies: 2285
Views: 488075

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...
by theFox
Sun Mar 15, 2020 15:02
Forum: WIP Mods
Topic: [Mod] villages built up by villagers [working_villages]
Replies: 67
Views: 28189

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: 2004

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...
by theFox
Tue Dec 17, 2019 15:18
Forum: WIP Mods
Topic: (request) flying mods!
Replies: 12
Views: 10676

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...
by theFox
Mon Nov 25, 2019 08:04
Forum: General Discussion
Topic: Help I have no .desktop
Replies: 6
Views: 912

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: 794

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: 29
Views: 6404

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: 84
Views: 25638

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: 84
Views: 25638

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: 67
Views: 28189

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] [2.4.3]
Replies: 2285
Views: 488075

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: 149
Views: 104526

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 con...
by theFox
Tue Aug 06, 2019 06:50
Forum: Mod Releases
Topic: [Mod] new Factory [factory]
Replies: 84
Views: 25638

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: 84
Views: 25638

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: 2004

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: 2004

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...