Search found 54 matches

by lonestar
Mon Nov 02, 2020 01:54
Forum: Mod Releases
Topic: [mod] PaleoTest [2.1.2] [paleotest]
Replies: 106
Views: 26254

Re: [mod] PaleoTest [2.0.1] [paleotest] (Updated to mobkit!)

Installed this and played it for a long time and no dinos spawned. So I grabbed an egg to spawn one and got this error 2020-11-01 19:50:29: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '??' in callback luaentity_Step(): ...minetest/stable/minetest/bin/../mods/mob...
by lonestar
Thu Sep 24, 2020 00:29
Forum: Mod Releases
Topic: [mod] WorldEditAdditions [1.14] [worldeditaddtions]
Replies: 13
Views: 4032

Re: [mod] WorldEditAdditions [1.9] [worldeditaddtions]

I'm getting this error: 2020-09-23 19:23:25: ERROR[Main]: ModError: Failed to load and run script from /home/lonestar/minetest/stable/minetest/bin/../mods/Minetest-WorldEditAdditions/worldeditadditions_commands/init.lua: 2020-09-23 19:23:25: ERROR[Main]: ...s/worldeditadditions_commands/commands/flo...
by lonestar
Sun Jun 09, 2019 22:09
Forum: Mod Releases
Topic: [mod] PaleoTest [2.1.2] [paleotest]
Replies: 106
Views: 26254

Re: [Mod] Dinosaurs in Minetest! [1.40] [paleotest]

The tyrannosaurus has a skin issue, it has a pink/black texture.

On line 77 of tyrannosaurus.lua, it has:

Code: Select all

textures = textures_awake,
I edited it to:

Code: Select all

textures = {
		{"paleotest_tyrannosaurus1.png"},
		{"paleotest_tyrannosaurus2.png"},
	},
Now skin shows up right.
by lonestar
Sat Mar 09, 2019 01:53
Forum: Feature Discussion
Topic: Header For MTG
Replies: 10
Views: 1762

Re: Header For MTG

If you mean MC 'looks good', MT can look good in a different way. Nice new font but i don't think that header suits MTG somehow, being hi-resolution. Personally, i'm tired of grass-on-dirt graphics, which is very much a MC copy. Where did you get the texture from, is it from a high-res MT texture p...
by lonestar
Sun Mar 03, 2019 00:50
Forum: Feature Discussion
Topic: Header For MTG
Replies: 10
Views: 1762

Re: Header For MTG

New font

Image
by lonestar
Sun Feb 24, 2019 03:55
Forum: Feature Discussion
Topic: Header For MTG
Replies: 10
Views: 1762

Re: Header For MTG

Textures were done by me from free to use images from the interwebs, just tweaked them a bit for contrast.
by lonestar
Sun Feb 24, 2019 03:19
Forum: Feature Discussion
Topic: Header For MTG
Replies: 10
Views: 1762

Re: Header For MTG

ok, added images back to op.
by lonestar
Mon Feb 18, 2019 23:30
Forum: Feature Discussion
Topic: Header For MTG
Replies: 10
Views: 1762

Header For MTG

Made some header images for MTG, wanted to see if Devs wanted to use them.

Image

Image

Image
by lonestar
Tue Feb 12, 2019 00:06
Forum: WIP Mods
Topic: [Mod] Gray Vinyl Flooring [1.1] [gray_vinyl]
Replies: 20
Views: 3816

Re: [Mod] Gray Vinyl Flooring [1.1] [gray_vinyl]

nri wrote: Do you have a license for this texture? How did you get minetest 5.0.0 dev?

Edit:
License is cc-by-sa. I build minetest from source.
by lonestar
Mon Feb 11, 2019 01:17
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1932
Views: 687569

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

Hybrid Dog wrote:You can make a mesecons transmitter node which sends a mesecons signal to three or more nodes in a specific direction. The default mesecons wire sends the signal only to the neighbouring nodes.
Can you point to any documentation/tutorial on a transmitter? Doesn't seem to be in mesecons mod pack.
by lonestar
Sun Feb 10, 2019 19:29
Forum: WIP Mods
Topic: [Mod] Gray Vinyl Flooring [1.1] [gray_vinyl]
Replies: 20
Views: 3816

Re: [Mod] Gray Vinyl Flooring [1.1] [gray_vinyl]

If you want to use this texture, you are free to do so, I created it for my floors mod. You could desaturate, darken or lighten to get a darker texture.


Image

Image
by lonestar
Sun Feb 10, 2019 02:56
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1932
Views: 687569

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

Is it possible for mese to transmit through three blocks? In Minecraft, redstone is able to transmit this way. For example, you have two sticky pistons stacked on top of each other under a stone block, when redstone is active on top of the stone block, it activate both pistons. Either that or have p...
by lonestar
Sat Feb 02, 2019 20:43
Forum: WIP Mods
Topic: [Mod] Floors [floors]
Replies: 3
Views: 731

Re: [Mod] Floors [floors]

Updated OP with screenshot.
by lonestar
Sat Feb 02, 2019 16:51
Forum: WIP Mods
Topic: [Mod] Floors [floors]
Replies: 3
Views: 731

[Mod] Floors [floors]

This is just a simple mod that has colored carpet from default wool. Also adds a wood walkway, stonebrick walkway and gravel walkway. May tweak it some more to add all varieties of wood for the walkway. I made this for my daughter, as she just wanted a basic Minetest without a lot of mods, but wante...
by lonestar
Thu Jan 17, 2019 00:04
Forum: WIP Games
Topic: [Game] MineClone2 [0.86]
Replies: 2999
Views: 826107

Re: [Game] MineClone 2 [0.43.0]

Been playing this off and on far a while, it's made some good progress. One thing that really annoys me, is when you put two door side by side, both doors open to the left when one should open left and the other to the right. Most other issues don't effect me much, just the doors.
by lonestar
Thu Dec 28, 2017 01:20
Forum: WIP Mods
Topic: [Mod] Restart Gift [restart_gift]
Replies: 12
Views: 1536

Re: [Mod] Restart Gift [restart_gift]

This is the type of mods that I like to see, along with your sendstack and temp_priv mods, as they actually give something unique to the game. Nothing wrong with the other mods here, but there are so many variations of the same type of mod or do basically the same thing. Good job and thank you for y...
by lonestar
Thu Dec 21, 2017 23:48
Forum: Mod Releases
Topic: [Mod] Simple Skins [1.0] [simple_skins]
Replies: 93
Views: 49282

Re: [Mod] Simple Skins [0.6] [simple_skins]

Can you add support for Unified Inventory?
by lonestar
Wed Nov 22, 2017 03:18
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 862
Views: 369614

Re: [Modpack] WorldEdit [worldedit]

If i have understood, there is no possibility to add an undo command ? How to do a cancellation after a manipulation error then ? This is a big problem. Also, is there a possibility to stock all shematics in directory mod rather than in maps directories ? I need to share my shematics with severals ...
by lonestar
Sun Sep 17, 2017 18:05
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 862
Views: 369614

Re: [Modpack] WorldEdit [worldedit]

Pretty much, the code for brush is already in world edit. Right now, all world edit commands are based on pos1/pos2, but you could set the brush to use punch with infinite reach and could bind it to any tool/item. So, instead of selecting pos1 with wand, just punch with item in hand and will create ...
by lonestar
Thu Sep 14, 2017 01:31
Forum: Mod Releases
Topic: [Mod] Save and import buildings [handle_schematics]
Replies: 60
Views: 26357

Re: Save and import buildings [handle_schematics]

Also an issue that started recently, handle_schematics disables itself every time i exit world/game. i have to re-enable before starting world. Minetest ver 0.4.16
by lonestar
Wed Aug 30, 2017 03:18
Forum: Mod Releases
Topic: [Mod] Save and import buildings [handle_schematics]
Replies: 60
Views: 26357

Re: Save and import buildings [handle_schematics]

Edit: nm , got it figured out
by lonestar
Sun Aug 27, 2017 22:56
Forum: Maps
Topic: Convert (parts of) Minecraft maps to WorldEdit schematics
Replies: 97
Views: 131189

Re: Convert Minecraft maps to Minetest WorldEdit schematics

Didn't noticed this mod before, thanks for pointing to it, i'll give it a try to see if it can convert the schematic into mts without losing several nodes. handle_schematics supports the .schematics format from MC as well. It doesn't support other formats and might not be the best idea for importin...
by lonestar
Sun Aug 27, 2017 03:32
Forum: Mod Releases
Topic: [Mod] Extended Fences [extended_fences]
Replies: 13
Views: 2681

Re: [mod] Extended Fences [extended_fences]

not sure it is possible with the code I used. if it is, it's beyond my scope of lua
by lonestar
Sat Aug 26, 2017 23:42
Forum: Mod Releases
Topic: [Mod] Extended Fences [extended_fences]
Replies: 13
Views: 2681

Re: [mod] Extended Fences [extended_fences]

Stix wrote:does this also extend the default gates???
yes
by lonestar
Sat Aug 26, 2017 21:14
Forum: Mod Releases
Topic: [Abandoned] [Mod] Hidden Doors [1.12.1] [hidden_doors]
Replies: 89
Views: 17484

Re: [Mod] Hidden Doors [1.7.1] [hidden_doors]

ok, from what I read: The reason is because the goto statement and its destination must reside in the same stack frame. The program context before and after the goto need to be the same otherwise the code being jumped to won't be running in its correct stack frame and its behavior will be undefined....