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Re: [Mod] Farming Redo [1.40] [farming]

I wonder where these fruits belong to. When I disable farming redo, there are no more strawberries available.
You are right, I cannot find any strawberries in the code of farming redo.
by mase
Mon Mar 11, 2019 13:50
 
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.42] [farming]
Replies: 451
Views: 168926

Re: [Mod] Farming Redo [1.40] [farming]

Yes, I have strawberries and other fruits.
by mase
Sun Mar 10, 2019 22:50
 
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.42] [farming]
Replies: 451
Views: 168926

Re: [Mod] Farming Redo [1.40] [farming]

Is this mod for use with minetest 5.0.0?
I am unable to plant strawberries and some other stuff.
by mase
Sun Mar 10, 2019 21:05
 
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.42] [farming]
Replies: 451
Views: 168926

Re: [Mod] Cleaner [0.4] [cleaner]

Does this mod remove all unknown objects on server start, or only when a player is near?
by mase
Mon Dec 31, 2018 14:11
 
Forum: Mod Releases
Topic: [Mod] Cleaner [0.4] [cleaner]
Replies: 10
Views: 2844

Re: [Mod] Delete unknown blocks and objects [1] [clean]

I think, Minetest should have a delete-unknown-things feature built in.
by mase
Mon Dec 31, 2018 13:44
 
Forum: Mod Releases
Topic: [Mod] Delete unknown blocks and objects [1] [clean]
Replies: 50
Views: 21840

Re: [Mod] Mobs Redo [1.49] [mobs]

I cannot craft a beehive. I have 3 tamed bees in a row, but nothing happens.
by mase
Tue Dec 25, 2018 18:51
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.50] [mobs]
Replies: 1835
Views: 308748

Re: Keyring mod?

How about locked chests?
by mase
Mon Dec 24, 2018 15:18
 
Forum: Feature Discussion
Topic: Keyring mod?
Replies: 4
Views: 405

Keyring mod?

Hi! As a key can only open one locked item, it would be useful to have a keyring, where you could add all the keys you have, instead of carrying a lot of keys. When trying to open a lock, you could wield the keyring, and it would be checked, if the correct key is present. What do you think? Can anyb...
by mase
Mon Dec 24, 2018 14:04
 
Forum: Feature Discussion
Topic: Keyring mod?
Replies: 4
Views: 405

Re: [Mod] Advanced area protection [areas]

No, they only have the interact and the areas_high_limit privilege. Self protection is enabled. Only the admin has the areas privilege.
by mase
Wed Dec 05, 2018 10:04
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 200
Views: 78102

Re: [Mod] Advanced area protection [areas]

I have self protected an area, but other users still can build and remove blocks.
by mase
Tue Dec 04, 2018 17:11
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 200
Views: 78102

Re: [Mod] Cleaner [0.4] [cleaner]

How can I get rid of whole node or entity groups, for example all zombies,
or all kind of trails from the trails mod?
by mase
Sun Jan 07, 2018 11:41
 
Forum: Mod Releases
Topic: [Mod] Cleaner [0.4] [cleaner]
Replies: 10
Views: 2844

Re: [mod] MC Like Mobs [mobs_mc]

I would find a simple override better to enable / disable specific mobs.

Can I override the spawn chance?
by mase
Thu Dec 28, 2017 13:48
 
Forum: WIP Mods
Topic: [mod] MC Like Mobs [mobs_mc]
Replies: 99
Views: 15144

Re: [Mod] Boost cart [boost_cart]

Hi! I have built a long even railway circle with a power rail every 10 rails. When I sit in a cart, it runs the whole track without any punching. But when I punch an empty cart, it drives away and never returns. I have to walk towards the cart until it is in sight again.Then it continues. One time t...
by mase
Mon Aug 14, 2017 15:13
 
Forum: Mod Releases
Topic: [Mod] Boost cart [boost_cart]
Replies: 134
Views: 32733

Re: [Mod] Pipeworks [20131128] [pipeworks]

Only the server is affected, not the client. I files a bug on github:
https://github.com/minetest-mods/pipeworks/issues/189

Edit: My minetest game checkout wasn't constistent. It works now!
by mase
Tue Jul 04, 2017 12:50
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 665
Views: 212389

Re: [Mod] Pipeworks [20131128] [pipeworks]

I get this error with minetest 0.4.16 and pipeworks git on Debian Stretch: ERROR[Main]: ModError: Failed to load and run script from /usr/share/games/minetest/games/myworld/mods/pipeworks/init.lua: ERROR[Main]: /usr/share/games/minetest/builtin/common/misc_helpers.lua:590: table index is nil ERROR[M...
by mase
Sat Jul 01, 2017 21:39
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 665
Views: 212389

Re: [Mod] cottages [cottages] (medieval, farming, country li

Too bad, that the cottages hammer conflicts with the metal sign of signs_lib.
by mase
Tue Mar 28, 2017 16:34
 
Forum: Mod Releases
Topic: [Mod] cottages [cottages] (medieval, farming, country life)
Replies: 108
Views: 39651

Re: Cannot move

After saving the current world and creating a new one, i also could not move.
The problem is one of the last commits of the 3d armor mod.
by mase
Mon Mar 27, 2017 20:03
 
Forum: Problems
Topic: Cannot move
Replies: 1
Views: 197

Cannot move

Hi! I logged in today to my minetest server on Debian Jessie. I changed neither the game, not the mod set. But now, all logged in players are unable to move. The players move arms and legs, but don't change their position. Also jumping is not possible. Created a single player game, everything works ...
by mase
Mon Mar 27, 2017 19:25
 
Forum: Problems
Topic: Cannot move
Replies: 1
Views: 197

Re: [Mod] Zombies Mashup [zombies]

I changed mine to a walk velocity of 1, a run velocity of 1.25 and a light damage of 5.
The 0.5 slow zombies aren't a big challenge, even when spawning a lot of them.
by mase
Mon Mar 27, 2017 18:40
 
Forum: WIP Mods
Topic: [Mod] Zombies Mashup [zombies]
Replies: 15
Views: 2129

Re: [Mod] Zombies Mashup [zombies]

Maybe the zombies should move faster to make it harder to deal with them. And I think, they should
die by daylight like BlockMen's zombies.
by mase
Mon Mar 27, 2017 12:59
 
Forum: WIP Mods
Topic: [Mod] Zombies Mashup [zombies]
Replies: 15
Views: 2129

Re: [Mod] Lifters [0.2] [lifter]

Since the latest git changes to the default doors in the minetest game, the lift doors don't
work any more.
https://github.com/minetest/minetest_ga ... 17d60a2203
by mase
Thu Mar 23, 2017 14:49
 
Forum: Mod Releases
Topic: [Mod] Lifters [0.2] [lifter]
Replies: 30
Views: 7364

Re: [Mod] Boost cart [boost_cart]

I have a similar problem to Damned's one. I have a deep mine with a permanent climb rate of 45 degrees. Even when I place a powered rail every 2 rails, there is not enough power to reach the top. So it is not possible to transport minerals to the daylight without sitting in the cart and do permanent...
by mase
Mon Mar 20, 2017 15:27
 
Forum: Mod Releases
Topic: [Mod] Boost cart [boost_cart]
Replies: 134
Views: 32733

Re: Cannot open doors

Thx!
The bug is fixed!
by mase
Sun Mar 19, 2017 11:50
 
Forum: Problems
Topic: Cannot open doors
Replies: 2
Views: 246

Cannot open doors

Hi!
Since one of the latest minetest subgame git changes, I am not able to open my wooden
doors. I can remove them and build again, but they do not open.
by mase
Sat Mar 18, 2017 14:43
 
Forum: Problems
Topic: Cannot open doors
Replies: 2
Views: 246

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

DS-minetest wrote:There is insulated mesecon wire.

But no vertical one.
by mase
Fri Mar 03, 2017 15:59
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1827
Views: 501679
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