Search found 46 matches

by LouisCyfer
Fri Jul 06, 2018 15:44
Forum: WIP Mods
Topic: [mod][hud]nodeinfo[v0.6.2b]
Replies: 28
Views: 2842

Re: [mod][hud]nodeinfo[v0.6.2a]

Hi, after some more playing now I get this error 2018-07-06 13:55:26: [Server]: aliveai:3SQHo3EBFq uses aliveai_massdestruction:core 2018-07-06 13:55:26: ACTION[Server]: Player singleplayer punched by player singleplayer, damage 16 HP 2018-07-06 13:55:26: ACTION[Server]: LuaEntitySAO at (-115.342,-...
by LouisCyfer
Wed Jul 04, 2018 18:04
Forum: WIP Mods
Topic: [mod][hud]nodeinfo[v0.6.2b]
Replies: 28
Views: 2842

Re: [mod][hud]nodeinfo[v0.6.2a]

YAY! I hope I can improve debugging without having crashes for future releases.
by LouisCyfer
Mon Jul 02, 2018 06:10
Forum: WIP Mods
Topic: [mod][hud]nodeinfo[v0.6.2b]
Replies: 28
Views: 2842

Re: [mod][hud]nodeinfo[v0.6.2]

W.A.I.L.A. = What.Am.I.Looking.At. awesome, ty :) hopefully this update fixes this one: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'nodeinfo' in callback environment_Step(): ...minetest_backport/minetest/bin/../mods/nodeinfo/init.lua:588: attempt to concatenate a n...
by LouisCyfer
Mon Jul 02, 2018 01:03
Forum: WIP Mods
Topic: [mod][hud]nodeinfo[v0.6.2b]
Replies: 28
Views: 2842

Re: [mod][hud]nodeinfo[v0.6.2]

so it seems i forgot some vanilla game nodes to implent, maybe some new blocks i did not see coming yet. it would help if you enable debug in my init.lua right in the top and a green info menu on the right top area occours. I might just need the respective node names to adress them in nodeinfo which...
by LouisCyfer
Sun Jul 01, 2018 09:18
Forum: WIP Mods
Topic: [Mod] Iron Age [ironage]
Replies: 20
Views: 3099

Re: [Mod] Iron Age [ironage]

Ok, please do so. He did and the nodeinfo part is fixed. .. to answer your question in the issue in github: In your special case your function "ironage.keep_running_burner(pos)" seeks for a stop hook for abortion of the animation burning function or reset where you might not need nil but zero. beca...
by LouisCyfer
Sun Jul 01, 2018 02:11
Forum: WIP Mods
Topic: [Mod] Iron Age [ironage]
Replies: 20
Views: 3099

Re: [Mod] Iron Age [ironage]

@Vindelle_Pounze @joe7575
check out this Issue at Github: #1

rudimentary fix and ironage mod support for nodeinfo is out aswell!
regards!
by LouisCyfer
Sat Jun 30, 2018 23:04
Forum: WIP Mods
Topic: [mod][hud]nodeinfo[v0.6.2b]
Replies: 28
Views: 2842

Re: [mod][hud]nodeinfo[v0.6.1]

Just for letting you know, my game crashed with both this mod and ironage (https://forum.minetest.net/viewtopic.php?f=9&t=20198) installed. This is the error I got when using the melting pot of ironage to produce steel: 2018-07-01 00:09:08: ACTION[Server]: singleplayer places node ironage:meltingpo...
by LouisCyfer
Mon Jun 11, 2018 20:39
Forum: WIP Mods
Topic: [mod][hud]nodeinfo[v0.6.2b]
Replies: 28
Views: 2842

Re: [mod][hud]nodeinfo[v0.6.1]

What is the relation of this mod to the Help modpack (https://forum.minetest.net/viewtopic.php?f=9&t=15912&p=240152)? well I quite enjoy seeing other mods that give helpful stuff to users back, this mod is just for quick info purposes for everyone. Where do the help texts for the nodes come from? H...
by LouisCyfer
Fri Aug 25, 2017 04:01
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 159
Views: 23868

Re: [Mod] Villagers for Minetest [villagers][v0.17]

no problem, the debug is just for debug purposes >.< and only ment for that hehe By any means, I respect the way you design your mod also will follow with whatever your vision floats you! For me this ogg file sort of sounds like paper to me, maybe another sound would be more appropiate but I would n...
by LouisCyfer
Thu Aug 24, 2017 19:09
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 159
Views: 23868

Re: [Mod] Villagers for Minetest [villagers][v0.17]

YAY!! I'm lad your excited about the PR and how it works .. let me know if there are any issues or something i might need to know anyways. The sound might just be a function hook while item pickup .. no biggie! As far I heard the "coins.ogg" does not really sound like a "super mario coin pickup" .. ...
by LouisCyfer
Tue Aug 22, 2017 05:29
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 159
Views: 23868

Re: [Mod] Villagers for Minetest [villagers][v0.17]

the ethereal mod is one i'd like to support, won't be until later down the line. but i may just throw in the bonemeal mod in sooner along with the other food mods i'm adding now. very awesome! (I love the mushroom biome :D) Ok this is cool. didn't get a chance to look through it yet, but will do in...
by LouisCyfer
Fri Aug 18, 2017 18:19
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.27] [ethereal]
Replies: 197
Views: 74983

Re: [MOD] Ethereal NG [1.23] [ethereal]

Dry dirt isn't exactly dirt, it has been baked by heat and drops itself when dug, to turn into normal dirt you place water nearby. that is very awesome and works perfectly. what I meant was something different. sometimes nodes come with the alternate drop flag, ethereal:dry_dirt works perfectly wit...
by LouisCyfer
Fri Aug 18, 2017 12:59
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.27] [ethereal]
Replies: 197
Views: 74983

Re: [MOD] Ethereal NG [1.23] [ethereal]

mind I ask: did you forgot to define the drop of "ethereal:dry_dirt" or was this on purpose? I mean it works anyways but I'm currently writing a coin routine for another mod (villagers) which shall include different dirts and possible hidden coins so the table of that node doesn't have a drop="ether...
by LouisCyfer
Fri Aug 18, 2017 07:08
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 159
Views: 23868

Re: [Mod] Villagers for Minetest [villagers][v0.17]

@your sidenote: ethereal already adds bones to default:dirt via bonemeal.lua maybe a routine to read out current drop and add the new drop with rarity would be a great idea! .. like having additional drop on demand. I assume 0 or 1 is very often, 100 is far rare, but haven't found any documentation ...
by LouisCyfer
Thu Aug 17, 2017 14:50
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 159
Views: 23868

Re: [Mod] Villagers for Minetest [villagers][v0.17]

love the updates!! I know there's always the option to use this commands "/giveme villagers:coins xxx" and "/giveme villagers:coins_gold xxx" (or via unified inventory search etc :P) Also the trader hunting you mentioned earlier, I came up with an idea! What you think of a reasonable coin production...
by LouisCyfer
Thu Aug 03, 2017 18:11
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 159
Views: 23868

Re: [Mod] Villagers for Minetest [villagers][v0.17]

I haz a question because I'm either too dump to see or just didn't recognised yet .. hope you mind I ask.How to get coins? Hi LouisCyfer - the latest v0.17 adds a few silver and gold coins to a new player at the start of a new map. Also, if you are the server admin you can use normal Minetest chat ...
by LouisCyfer
Thu Aug 03, 2017 14:17
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 159
Views: 23868

Re: [Mod] Villagers for Minetest [villagers][v0.17]

I haz a question because I'm either too dump to see or just didn't recognised yet .. hope you mind I ask.
How to get coins?
by LouisCyfer
Wed Aug 02, 2017 11:38
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1550
Views: 518672

Re: [Mod] Technic [0.4.16-dev] [technic]

exactly! technic's performance has increased already.

slightly OT but most mods that cause lags are mods that use ABM's .. (eg. mobs)
by LouisCyfer
Wed Aug 02, 2017 08:28
Forum: Mod Releases
Topic: [Mod] Item magnet and in-world node drops [item_drop]
Replies: 56
Views: 22466

Re: [Mod] Maintained item_drop, key-triggered pickup [item_d

sent you a PR via github, hope you like and agree to the updates

greets :)
by LouisCyfer
Tue Aug 01, 2017 12:10
Forum: WIP Mods
Topic: [mod][hud]nodeinfo[v0.6.2b]
Replies: 28
Views: 2842

Re: [mod][hud]nodeinfo[v0.6]

UPDATE!! v0.6 - added official support for basic_machines, pipeworks, drawers & mobs (codewise, mobs is NOT finnished yet) - experimental implention of minetest.inventorycube EDIT: v0.6.1 - drawers now properly implented with [drawer-info] - limited minetest.globalstep to 0.1 feedback is always welc...
by LouisCyfer
Sat Jul 22, 2017 03:14
Forum: Mod Releases
Topic: [Mod] Drinks [1.0][drinks]
Replies: 97
Views: 12898

Re: [Mod] Drinks [1.0][drinks]

Nathan.S wrote:I just added support for D00med's fruit mod, so now those fruits can be made into delicious and nutritious drinks.
WOOT WOOT! ty for that update!
by LouisCyfer
Thu Jul 20, 2017 06:50
Forum: Mod Releases
Topic: [Mod] Drinks [1.0][drinks]
Replies: 97
Views: 12898

Re: [Mod] Drinks [1.0][drinks]

Maybe check that you have the latest version of the drinks mod. I just tested it, and the press said juicing.. when it was juicing and had the barrel under it, and papyrus in the container slot. mind I ask out of curiousity: is it yet possible to press some juice and let some barrel or silo under o...
by LouisCyfer
Thu Jul 20, 2017 02:55
Forum: Mod Releases
Topic: [Mod] Drinks [1.0][drinks]
Replies: 97
Views: 12898

Re: [Mod] Drinks [1.0][drinks]

I will look into the press not saying it's juicing when on a barrel, that would be a problem with my mod. The error that you included here doesn't mention anything about the drinks mod. I'd report this on the mapp forum topic, as it looks to be a problem with that mod. Edit: Maybe check that you ha...
by LouisCyfer
Tue Jul 18, 2017 15:41
Forum: Mod Releases
Topic: [Mod] Nether [nether]
Replies: 317
Views: 156909

Re: [Mod] Nether [nether]

hi there! just wanted to state, there is something I did to eliminate spam (hopefully). It seems the code has not been updated against the depreciated call of "minetest.add_particlespawner". if you change in "init.lua" - line 249 - 264: minetest.add_particlespawner({ amount = 32, --amount time = 4, ...
by LouisCyfer
Mon Jul 17, 2017 21:17
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1550
Views: 518672

Re: [Mod] Technic [0.4.16-dev] [technic]

first of all, I enjoy having technic in MT at all, add so much diversity etc. secondly .. is uranium sort of disabled in world generation or do I miss something? I've tried digging a tunnel at about -120 deph, its a kilometers long tunnel tho. I'm using v7 world gen, sadly no ore findings yet. Thank...