Search found 77 matches

by acidzebra
Mon Jun 08, 2020 20:57
Forum: Mod Releases
Topic: [Mod] Goblins [goblins]
Replies: 279
Views: 64441

Re: [Mod] Goblins [goblins] [WIP]

Edit: Are these some of the modifications you mentioned? I can add these to the settings so they do not get reverted every time there is an update. appreciate it but I don't know if there's much demand for that - when setting up the server I had specific ideas about both sky layers and underground ...
by acidzebra
Mon Jun 08, 2020 13:14
Forum: Mod Releases
Topic: [Mod] Goblins [goblins]
Replies: 279
Views: 64441

Re: [Mod] Goblins [goblins] [WIP]

It's one of my favorite mods, though I'm on a modified fork of an old fork with no hope to bring it back inline without a lot of work. It's also running on a MP server so I have to weigh any new functionality vs performance carefully.
by acidzebra
Tue Jun 02, 2020 14:31
Forum: Mod Releases
Topic: [Mod] Stairs Redo [stairs]
Replies: 14
Views: 3204

Re: Stairs Redo [stairs]

That looks great!

Is it a drop-in replacement or would that cause weirdness?
by acidzebra
Mon Jun 01, 2020 22:24
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.61] [mobs]
Replies: 2494
Views: 635702

Re: Updated to Version 1.52

- Added 'mob_active_limit' setting to limit number of mobs in-game (default is 0 for unlimited) - Removed {immortal} group from mob armor so mobs flash when hit - Added 'texture_mods' to add overlay textures onto mob (mob_horse uses this for horseshoes) - The usual code tidy :) bold this is why the...
by acidzebra
Mon Jun 01, 2020 14:21
Forum: Modding Discussion
Topic: [Mod_request] Better_enchant
Replies: 20
Views: 3145

Re: [Mod_request] Better_enchant

There is only 1 enchantment I want presently: to add light to a tool so that I don't need to switch between carrying a torch and a tool constantly. How about it? I use HDX textures, so I would rather it did not cause the tool to become low resolution. Titanium mods adds a "google glass" t...
by acidzebra
Thu May 28, 2020 12:10
Forum: Problems
Topic: I can't make permanent fire, the coal block is consumed
Replies: 4
Views: 845

Re: I can't make permanent fire, the coal block is consumed

just modify the code; all you need is a text editor. The code in dftrees is in torchspine.lua lines 260-268; you can comment out this section entirely if you like. It might have an effect on the rest of dfcaverns, I have not looked into it deeply.
by acidzebra
Wed May 27, 2020 22:36
Forum: Problems
Topic: is minetest 5.3.0 getting a lot stricter with checks?
Replies: 1
Views: 452

is minetest 5.3.0 getting a lot stricter with checks?

I'm testing 5.3.0 and unlike previous upgrades it's causing a bunch of crashes and errors for existing mods. 1. Invalid field "inventory_image" (expected string got table). the offending line is inventory_image = {"someimage.png"}, I guess this is technically incorrect and should...
by acidzebra
Wed May 27, 2020 22:32
Forum: Problems
Topic: is minetest 5.3.0 getting a lot stricter with checks?
Replies: 6
Views: 869

is minetest 5.3.0 getting a lot stricter with checks?

I'm testing 5.3.0 and unlike previous upgrades it's causing a bunch of crashes and errors. 1. Invalid field "inventory_image" (expected string got table). the offending line is inventory_image = {"someimage.png"}, I guess this is technically incorrect and should be inventory_imag...
by acidzebra
Tue May 26, 2020 16:02
Forum: Mod Releases
Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
Replies: 119
Views: 39154

Re: [Mod] Dwarf Fortress style caverns [dfcaverns]

Oh, MisterE, did my hint help? Should I give more? It's always difficult figuring out how hard a puzzle is when you're designing it from the inside, I was worried I might have made this one too tough. I didn't want it to be a walk in the park either, though - on the journey through life one should ...
by acidzebra
Mon May 25, 2020 18:01
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.31] [ethereal]
Replies: 420
Views: 161282

Re: [MOD] Ethereal NG [1.27] [ethereal]

I would really install everything from github/source/notabug, no idea how well maintained or fresh those packages are.
by acidzebra
Sun May 24, 2020 14:49
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.31] [ethereal]
Replies: 420
Views: 161282

Re: [MOD] Ethereal NG [1.27] [ethereal]

I think you'll want to install farming redo by the same author for recipes.

Don't think there is an instruction manual other than looking ingame at crafting recipes (add a mod like unified inventory or craftguide) or at the code directly.
by acidzebra
Sun May 24, 2020 14:45
Forum: General Discussion
Topic: How do I deal with caves?
Replies: 6
Views: 952

Re: How do I deal with caves?

rope box mods, jetpack mods, scaffolding mods, technic mod with lasers and drills, hangglider mods... no end to solutions. Or just the good old "dig around it".
by acidzebra
Sat May 23, 2020 12:24
Forum: Mod Releases
Topic: [Mod] Unified Inventory [git][unified_inventory]
Replies: 159
Views: 67799

Re: [Mod] Unified Inventory [git][unified_inventory]

You don't need to make any change to the mod to disable those buttons. If you remove the user privileges, then Unified Inventory is smart enough to disable the button. I haven't seen that happen; even with no privs to set time the buttons still show. You can see it in the screenshot technowolf post...
by acidzebra
Thu May 21, 2020 18:56
Forum: Mod Releases
Topic: [Mod] Unified Inventory [git][unified_inventory]
Replies: 159
Views: 67799

Re: [Mod] Unified Inventory [git][unified_inventory]

Is there any way to remedy this? Perhaps a way I could "scoot" all buttons one slot to the left, to have all fully in view? Thanks for any assistance or suggestions! simply too many buttons; I wish unified inventory would hide the greyed-out functions (or maybe it does and I don't know) b...
by acidzebra
Thu May 14, 2020 20:08
Forum: General Discussion
Topic: [SOLVED] Minetest, Ubuntu server, and syslog
Replies: 2
Views: 564

Re: [SOLVED] Minetest, Ubuntu server, and syslog

sfan5 wrote:
Thu May 14, 2020 10:14
The debug_log_level applies to messages logged to the logfile you specified, the server additionally logs everything to stdout (or stderr?) too.
You can fix that by redirecting stdout or stderr to /dev/null when you start the process.
urgh *slaps head* of course, thank you.
by acidzebra
Wed May 13, 2020 23:20
Forum: General Discussion
Topic: [SOLVED] Minetest, Ubuntu server, and syslog
Replies: 2
Views: 564

[SOLVED] Minetest, Ubuntu server, and syslog

I run minetest like this /minetest/bin/minetestserver --gameid mygame--config /minetest/minetest.conf --logfile /minetest/minetest.log minetest.conf contains debug_log_level = warning This all works as expected, except I saw my /var/log/syslog getting fairly large and it appears to be logging every ...
by acidzebra
Wed May 13, 2020 16:56
Forum: Mod Releases
Topic: [Mod] Petz [DEPRECATED] [petz]
Replies: 1496
Views: 242736

Re: [Mod] Petz [v13.2] [petz]

running petz on a server, I've been trying to bring down the system load of the mod. It's fine in singleplayer. I see two main bottlenecks, in api_spawn.lua you register_globalstep and then check for a node to spawn a mob on every step; I think this could be toned down a little by adding a timer lik...
by acidzebra
Tue May 12, 2020 12:03
Forum: Mod Releases
Topic: [Mod] Hunger NG: A next generation hunger mod (hunger_ng)
Replies: 90
Views: 20278

Re: [Mod] Hunger NG: A next generation hunger mod (hunger_ng)

I was able to repair tools on the anvil inside and outside an area just fine (i.e. the green/red anvil repair status bar appeared and the hunger bar and the area information were not weirdly changed. It's not consistent in when this 'overwrite' happens (and the functionality of any of the three mod...
by acidzebra
Tue May 12, 2020 10:05
Forum: Mod Releases
Topic: [Mod] Hunger NG: A next generation hunger mod (hunger_ng)
Replies: 90
Views: 20278

Re: [Mod] Hunger NG: A next generation hunger mod (hunger_ng)

The mod's great - I have this weird thing that doesn't happen when not running the mod but I can't track down what's going on exactly. It happens specifically when ran in conjunction with areas https://github.com/minetest-mods/areas and anvil https://github.com/minetest-mods/anvil the anvil repair b...
by acidzebra
Sun May 10, 2020 23:38
Forum: Mod Releases
Topic: [MOD] Fireworkz [fireworkz] (z3)
Replies: 30
Views: 4992

Re: [MOD] Fireworkz [fireworkz] (v1.0)

looks and works great - but if you launch two fireworks at the same time, only one effect will show (of whatever one was lit last)
by acidzebra
Sun May 10, 2020 13:25
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 760
Views: 325291

Re: [Mod] Pipeworks [git] [pipeworks]

auouymous wrote:
Sun May 10, 2020 12:58
Click the green checkbox (you want it to be red) on the white side to prevent items from exiting the sorter via white.
the point is, it's not intended expected behavior. It should not bounce given the rules that are configured.
by acidzebra
Wed May 06, 2020 22:17
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 570
Views: 69504

Re: Mobkit - Entity API [mobkit][alpha]

Mobkit is pretty fun to play around with, the queue functions are interesting. Is there any way to restrict spawns to certain slices like min_height and max_height? I poked around the API doc but couldn't find anything offhand. Yes, see my api_spawn.lua in Petz. Not in mobkit itself but out. Ah, I ...
by acidzebra
Wed May 06, 2020 21:42
Forum: WIP Mods
Topic: [Mod] UFO wreck [ufowreck]
Replies: 16
Views: 4058

Re: [Mod] UFO wreck [ufowreck]

ha, this is awesome to play around with.

some of the items seem to have a dependency on tubelib which isn't called out in depends.txt
by acidzebra
Wed May 06, 2020 20:03
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 834
Views: 150339

Re: Post your mapgen questions here (modding or engine)

Just to make sure, but are you calling 'minetest.generate_decorations()' as described here: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4789 And just like that, you hand me the answer I didn't know existed, thanks :) minetest.register_on_generated(function(minp, maxp, seed) lo...
by acidzebra
Wed May 06, 2020 18:39
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 570
Views: 69504

Re: Mobkit - Entity API [mobkit][alpha]

Mobkit is pretty fun to play around with, the queue functions are interesting.

Is there any way to restrict spawns to certain slices like min_height and max_height? I poked around the API doc but couldn't find anything offhand.