Search found 77 matches
- Mon Jun 08, 2020 20:57
- Forum: Mod Releases
- Topic: [Mod] Goblins [goblins]
- Replies: 279
- Views: 64885
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 ...
- Mon Jun 08, 2020 13:14
- Forum: Mod Releases
- Topic: [Mod] Goblins [goblins]
- Replies: 279
- Views: 64885
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.
- Tue Jun 02, 2020 14:31
- Forum: Mod Releases
- Topic: [Mod] Stairs Redo [stairs]
- Replies: 14
- Views: 3241
Re: Stairs Redo [stairs]
That looks great!
Is it a drop-in replacement or would that cause weirdness?
Is it a drop-in replacement or would that cause weirdness?
- Mon Jun 01, 2020 22:24
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2502
- Views: 641664
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...
- Mon Jun 01, 2020 14:21
- Forum: Modding Discussion
- Topic: [Mod_request] Better_enchant
- Replies: 20
- Views: 3165
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...
- Thu May 28, 2020 12:10
- Forum: Problems
- Topic: I can't make permanent fire, the coal block is consumed
- Replies: 4
- Views: 847
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.
- Wed May 27, 2020 22:36
- Forum: Problems
- Topic: is minetest 5.3.0 getting a lot stricter with checks?
- Replies: 1
- Views: 455
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...
- Wed May 27, 2020 22:32
- Forum: Problems
- Topic: is minetest 5.3.0 getting a lot stricter with checks?
- Replies: 6
- Views: 870
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...
- Tue May 26, 2020 16:02
- Forum: Mod Releases
- Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
- Replies: 119
- Views: 39757
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 ...
- Mon May 25, 2020 18:01
- Forum: Mod Releases
- Topic: [MOD] Ethereal NG [1.31] [ethereal]
- Replies: 421
- Views: 163030
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.
- Sun May 24, 2020 14:49
- Forum: Mod Releases
- Topic: [MOD] Ethereal NG [1.31] [ethereal]
- Replies: 421
- Views: 163030
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.
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.
- Sun May 24, 2020 14:45
- Forum: General Discussion
- Topic: How do I deal with caves?
- Replies: 6
- Views: 957
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".
- Sat May 23, 2020 12:24
- Forum: Mod Releases
- Topic: [Mod] Unified Inventory [git][unified_inventory]
- Replies: 160
- Views: 68185
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...
- Thu May 21, 2020 18:56
- Forum: Mod Releases
- Topic: [Mod] Unified Inventory [git][unified_inventory]
- Replies: 160
- Views: 68185
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...
- 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
urgh *slaps head* of course, thank you.
- 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 ...
- Wed May 13, 2020 16:56
- Forum: Mod Releases
- Topic: [Mod] Petz [DEPRECATED] [petz]
- Replies: 1496
- Views: 245333
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...
- Tue May 12, 2020 12:03
- Forum: Mod Releases
- Topic: [Mod] Hunger NG: A next generation hunger mod (hunger_ng)
- Replies: 90
- Views: 20491
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...
- Tue May 12, 2020 10:05
- Forum: Mod Releases
- Topic: [Mod] Hunger NG: A next generation hunger mod (hunger_ng)
- Replies: 90
- Views: 20491
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...
- Sun May 10, 2020 23:38
- Forum: Mod Releases
- Topic: [MOD] Fireworkz [fireworkz] (z3)
- Replies: 30
- Views: 5031
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)
- Sun May 10, 2020 13:25
- Forum: Mod Releases
- Topic: [Mod] Pipeworks [git] [pipeworks]
- Replies: 760
- Views: 326607
- Wed May 06, 2020 22:17
- Forum: WIP Mods
- Topic: Mobkit - Entity API [mobkit][alpha]
- Replies: 570
- Views: 70117
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 ...
- Wed May 06, 2020 21:42
- Forum: WIP Mods
- Topic: [Mod] UFO wreck [ufowreck]
- Replies: 16
- Views: 4107
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
some of the items seem to have a dependency on tubelib which isn't called out in depends.txt
- Wed May 06, 2020 20:03
- Forum: Modding Discussion
- Topic: Post your mapgen questions here (modding or engine)
- Replies: 834
- Views: 151400
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...
- Wed May 06, 2020 18:39
- Forum: WIP Mods
- Topic: Mobkit - Entity API [mobkit][alpha]
- Replies: 570
- Views: 70117
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.
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.