Search found 18 matches
- Tue Jun 02, 2020 01:41
- Forum: Game Releases
- Topic: [Game] Lord Of The Rings [Lord-of-the-Test] [1.2.0]
- Replies: 443
- Views: 198763
Re: [Game] Lord Of The Rings [Lord-of-the-Test] [1.2.0]
Sorry about that. Changes in Minetest 5.2.0 brought to light some bugs that were present in LOTT before, but didn't cause crashes. I've fixed them, and made a bugfix release: https://github.com/minetest-LOTR/Lord-of-the-Test/releases/tag/v1.2.2 Hopefully it should all work now! YES! Thanks! Now I s...
- Tue May 12, 2020 10:44
- Forum: Game Releases
- Topic: [Game] Lord Of The Rings [Lord-of-the-Test] [1.2.0]
- Replies: 443
- Views: 198763
Re: [Game] Lord Of The Rings [Lord-of-the-Test] [1.2.0]
I'm returning to minetest after a long time away, and get many errors trying to get your game to work. What combination of environment is needed to get it to work in the 'award winning' way, without needing to perform many manual patches. I followed a bunch of the manual patches on github issues, wh...
- Sun Sep 30, 2018 05:30
- Forum: Problems
- Topic: Nodes can not be placed on slabs
- Replies: 24
- Views: 2741
Re: Nodes can not be placed on slabs
Thanks everyone for the feedback.
- Fri Sep 28, 2018 11:50
- Forum: Problems
- Topic: Nodes can not be placed on slabs
- Replies: 24
- Views: 2741
Re: Nodes can not be placed on slabs
Thanks for clearing that up. Maybe Wuzzy will login and elaborate what he meant.Chiantos wrote:... I'm working on that ...
- Fri Sep 28, 2018 10:27
- Forum: Problems
- Topic: Nodes can not be placed on slabs
- Replies: 24
- Views: 2741
Re: Nodes can not be placed on slabs
That's not a useful or helpful response - How does one do that?Chiantos wrote:Not Problem ... :D
- Fri Sep 28, 2018 09:01
- Forum: Problems
- Topic: Nodes can not be placed on slabs
- Replies: 24
- Views: 2741
Re: Nodes can not be placed on slabs
You can actually place a slab on another slab (as long they are equal) to form a full block. How does one do that? With mintest v0.4.17, I've tried using both Vanessa's default dreambuilder modpack, and using the 'stackslabs' mod, and using the 'comboblock' mod. The actions I tried were to directly...
- Wed Sep 26, 2018 05:38
- Forum: Modding Discussion
- Topic: Post your mod requests/ideas here
- Replies: 2324
- Views: 443558
Child- and family-friendly mod / world
Hi. This is my second time looking at minetest. The first time, I immediately got distracted into writing a mod. This time, when I actually started building something, I was struck by the absence of child-friendliness anywhere in the minetest multi-verse. What I mean is that I don't see any mod for ...
- Thu Nov 30, 2017 12:01
- Forum: Modding Discussion
- Topic: Mod Storage from_table() doesn't save data
- Replies: 4
- Views: 783
Re: [TOPIC] mod_storage API: from_table
??? "when it needs to" ???sofar wrote: The storage then takes care of writing when it needs to, and not all the time.
??? "and not all the time" ???
That sounds weird.
So, what are the purposes of the public methods 'from_table' and 'to_table'?
- Thu Nov 30, 2017 04:33
- Forum: Mod Releases
- Topic: [Mod] Configurable Hud Clock [hud_clock]
- Replies: 9
- Views: 2307
Re: [Mod] Configurable Hud Clock [hud_clock]
Just a thought after looking at the clock image. Maybe you can have it say Next Sunrise 15m 24s or something like that, since it does look like 24 hour clock format the way it is, which may cause confusion to some players. :) Ooooooo! My thought exactly! And, already done, as well as a bunch of oth...
- Thu Nov 30, 2017 02:09
- Forum: Modding Discussion
- Topic: Mod Storage from_table() doesn't save data
- Replies: 4
- Views: 783
Mod Storage from_table() doesn't save data
Reason: I'm updating a mod that I have written, and would like to have per-user settings and data persistence across sessions, so the news of the 'mod_storage' API was quite welcome. However, when I try saving data to disk, I never see it updated to the file in the world's mod_storage directory. lo...
- Fri Nov 24, 2017 20:53
- Forum: Mod Releases
- Topic: [Mod] Configurable Hud Clock [hud_clock]
- Replies: 9
- Views: 2307
Re: [Mod] Configurable Hud Clock [hud_clock]
The Sunrise/sunset times seem to have the AM/PM mixed up. I don't think so. I think what you're seeing is that the next game sunrise will occur in 19 minutes, 25 seconds of real-life time, and the next game sunset will occur in 10 minutes, 58 seconds of real-life time. I haven't had a second coding...
- Fri Nov 24, 2017 18:44
- Forum: Mod Releases
- Topic: [Mod] Configurable Hud Clock [hud_clock]
- Replies: 9
- Views: 2307
Re: [Mod] Configurable Hud Clock [hud_clock]
Not visually amazing enough to need a screenshot. It just displays 1 -3 lines of text and an small icon, by default in the lower right corner of the display, so that it doesn't interfere with anything and isn't overwritten by anything.
- Tue Nov 07, 2017 16:54
- Forum: Mod Releases
- Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
- Replies: 1587
- Views: 736197
Re: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Guys, this mod hasn't been updated in years , it doesn't work anymore. Please use mobs_redo instead https://forum.minetest.net/viewtopic.php?t=9917 The github page indicates that the last commit was in March, 2017, so not years ago at all, and it is packaged for debian, so you can bet that the stab...
- Tue Nov 07, 2017 06:46
- Forum: Mod Releases
- Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
- Replies: 1587
- Views: 736197
BUG REPORT (fix included)
Hi. I'm using debian's version of minetest "0.4.16+repack-2~bpo9+1", which seems to be the up-to-date version as far as I can tell. I ran into a error when the program tried accessing mob_ghost/init.lua that seems to me to be because at some point the minetest developers changed global var...
- Mon Nov 06, 2017 17:59
- Forum: Mod Releases
- Topic: [Mod] Configurable Hud Clock [hud_clock]
- Replies: 9
- Views: 2307
[Mod] Configurable Hud Clock [hud_clock]
Although there already do exist TWO mods that offer a hud clock, neither met my needs so I wrote one, have tested it in singleplayer mode, and now am ready to share it. Of the two prior related mods, ' mthudclock ' was positioned in a hard-coded way to be obscured by the HUD map, and ' testclock was...
- Tue Oct 31, 2017 11:37
- Forum: Mod Releases
- Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
- Replies: 1587
- Views: 736197
Re: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
I've installed the development version, and after moving some folders around have got to a point where minetest is only complaining about two dependency problems: 1) 'mob_npc' seems to require 'quest_engine'. I found a similarly named mod, 'quests', at https://forum.minetest.net/viewtopic.php?f=11&a...
- Fri Oct 20, 2017 01:55
- Forum: Mod Releases
- Topic: [ModPack] hud_hunger fork featuring sprint [hud_hunger]
- Replies: 21
- Views: 6786
Re: [ModPack] hud_hunger fork featuring sprint [hud_hunger]
Looks good, but a few suggestions about integration into the game. For some reason, you register the modpack within the game under the name 'zombies' instead of something that someone would associate with either 'hud_hunger" or 'everamzah', or something similar to the download zip file name. Ma...
- Wed Oct 18, 2017 14:50
- Forum: Problems
- Topic: wiki access
- Replies: 1
- Views: 503
wiki access
Hi. New user. Just registered in order to add a note on the wiki, but am I correct that it needs a separate login? I don't see how to register there, and my forum login doesn't work. If I'm not eligible for wiki edit rights, the addition that I wanted to make was to note that enabling rollback requi...