I'm picking up development here: https://gitlab.com/ChristianSirolli/fallen-nodes
Added a patch to fix the falling_node group being set incorrectly. Will be released as v1.5.1.
Search found 139 matches
- Thu Dec 01, 2022 18:24
- Forum: Mod Releases
- Topic: [Abandoned] [Mod] Fallen Nodes [1.5.0] [fallen_nodes]
- Replies: 19
- Views: 14875
- Thu Dec 01, 2022 11:55
- Forum: Mod Releases
- Topic: [Mod] Pedology [3.1] [pedology]
- Replies: 46
- Views: 21214
Re: [Mod] Pedology [3.1] [pedology]
You still alive Germain?
- Tue Nov 29, 2022 21:28
- Forum: WIP Mods
- Topic: [Mod] Thirsty [thirsty] (WIP)
- Replies: 114
- Views: 29707
- Fri Apr 29, 2022 15:15
- Forum: Modding Discussion
- Topic: Recycling broken tools
- Replies: 15
- Views: 1820
Re: Recycling broken tools
This is something's I've been wanting to do for quite some time. I have the skill, but I don't have much free time to do it. I'm thinking it would be best to create a new game from scratch, not using the default mods (but adding aliases to them later), and design it to be more of a simulation like y...
- Fri Sep 21, 2018 02:53
- Forum: Servers
- Topic: [Server] Must Test
- Replies: 247
- Views: 55815
Re: [Server] Must Test
Putney34 thinks he is all that. He scammed me in a trade recently. He wanted to buy 10 blue rackstone from me, which I then bought from yoloswag's shop for 30 gold ingots each (300 gold ingots). I asked if a stack of gold blocks (576 gold ingots) was a good amount and he agreed. I dropped the blue r...
- Sat Jul 07, 2018 12:16
- Forum: Mod Releases
- Topic: [Mod] bell that sounds each hour [bell]
- Replies: 15
- Views: 4610
Re: [Mod] bell that sounds each hour [bell]
You can sorta avoid the time zone issue by using the UTC time. Maybe that will work. IDK if it is possible to see what time zone the player is in. If so, you can add/subtract from UTC to show them the appropriate time. If not, UTC works fine.
- Sat Jul 07, 2018 12:12
- Forum: Mod Releases
- Topic: [Mod] Nuke Mod [2.2] [nuke]
- Replies: 133
- Views: 120385
Re: [Mod] Nuke Mod [2.1] [nuke]
I took the principle to make a vertical cannon ... so fun ! I have a question: when we go beyond a large distance the entities are no longer updated ... this is relative to the position of the player or the mapchunk (or other things)? Edit : obviously it's relative to the block (MapBlock) in Minete...
- Sat Jul 07, 2018 12:01
- Forum: News
- Topic: Minetest 5.0.0 is on the road
- Replies: 245
- Views: 105378
Re: Minetest 5.0.0 is on the road
Guys this is not a PvP forum. Lol. You guys are crazy.
- Thu Jul 05, 2018 20:26
- Forum: General Discussion
- Topic: Weak fire? (poll)
- Replies: 13
- Views: 1928
Re: Weak fire? (poll)
What kind of forest was it?azekill_DIABLO wrote:well I did try to burn a whole forest: the fire almost didn't move, cuz the trees were spaced.
- Thu Jul 05, 2018 15:40
- Forum: General Discussion
- Topic: Weak fire? (poll)
- Replies: 13
- Views: 1928
Re: Weak fire? (poll)
I am playing around with making a lava mod, and occasionally lava finds itself in a forest. I have seen fire burn down an entire forest. Before I was working on this lava mod idea, I had blown up tnt in a forest and the fire resulting from 1 blast was enough to do much clearing, a bit slowly but eff...
- Wed Jul 04, 2018 03:00
- Forum: WIP Mods
- Topic: [Mod] Liquid uprooting, liquid erosion [floodables]
- Replies: 19
- Views: 5787
Re: [Mod] Liquid uprooting, liquid erosion [floodables]
Careful adding group:sand to the list of floodables. That immediately dropped my fps down to 1. I had to use /clearobjects to fix it, multiple times. That was a pain. lol
I got a question, is it possible to have nodes that can be flooded only by certain liquids?
I got a question, is it possible to have nodes that can be flooded only by certain liquids?
- Mon Jul 02, 2018 13:49
- Forum: Modding Discussion
- Topic: Post your mod requests/ideas here
- Replies: 2325
- Views: 444338
Re: Post your mod requests/ideas here
What do you mean by blank spaces?CWz wrote:I need to figure out how to make mod that removes excessive blank spaces. ie more than 1
- Mon Jul 02, 2018 13:48
- Forum: WIP Mods
- Topic: [mod] voxiedust
- Replies: 6
- Views: 1778
Re: [mod] voxiedust
lol yeah.Stix wrote:You have a bad habit of reviving old threads.csirolli wrote:It seems to not exist anymore. Where did it go?
- Mon Jul 02, 2018 03:06
- Forum: WIP Mods
- Topic: [mod] New-and-Improved Lava! [lavaplus]
- Replies: 10
- Views: 2816
Re: [mod] New-and-Improved Lava! [lavaplus]
The download link is broken btw.
- Mon Jul 02, 2018 02:58
- Forum: WIP Mods
- Topic: [mod] voxiedust
- Replies: 6
- Views: 1778
Re: [mod] voxiedust
It seems to not exist anymore. Where did it go?
- Mon Jul 02, 2018 02:47
- Forum: WIP Mods
- Topic: [Abandoned] [Mod] Killer Nodes [0.7.0] [killer_nodes]
- Replies: 26
- Views: 4764
Re: [Mod] Killer Nodes [0.1.0] [killer_nodes]
Where did it go?
- Fri Jun 29, 2018 19:04
- Forum: Mod Releases
- Topic: [mod] 62 underground biomes! [1.2.2] [underch]
- Replies: 201
- Views: 38857
Re: [mod] Underground Challenge [underch]
Isn't prismarine from MC? https://minecraft.gamepedia.com/Prismarine
- Wed Jun 27, 2018 05:37
- Forum: WIP Mods
- Topic: [WIP] Key labels
- Replies: 3
- Views: 746
Re: [WIP] Key labels
This is cool. A lot better than the ugly coordinates.
- Wed Jun 27, 2018 01:54
- Forum: Servers
- Topic: [Server] Must Test
- Replies: 247
- Views: 55815
Re: [Server] Must Test
Tnt arrows don't normally destroy fresh bones. Just like you can't dig a chest with stuff in it. If I died inside a block, where would the items go? above the block or inside it? Tnt arrows can't destroy protected arrows; it digs them but the nodes are immediately replaced, like if you try to dig a ...
- Tue Jun 26, 2018 19:56
- Forum: Servers
- Topic: [Server] Must Test
- Replies: 247
- Views: 55815
Re: [Server] Must Test
I got a question. Twice now I have been killed by tnt arrows, which resulted in me dying beneath the surface. The server reported my bones being in places that while technically is where I died, the bones are no longer there. This has caused much loss of very good weapons and armor. I know that whe...
- Tue Jun 26, 2018 14:44
- Forum: Mod Releases
- Topic: [Mod] Dinosaurs in Minetest! [1.0] [prehistoric_life]
- Replies: 26
- Views: 10943
Re: [Mod] Prehistoric Life [1.0] [prehistoric_life]
It looks like you removed some dinosaurs. Will you ever bring them back in?
- Tue Jun 26, 2018 06:15
- Forum: Feature Discussion
- Topic: on_help
- Replies: 16
- Views: 2128
Re: on_help
The actual implementation of it may be a bit difficult. Have fun getting other mods to support this if/when this is implemented. MTE devs, does the engine support this idea?
- Tue Jun 26, 2018 06:09
- Forum: General Discussion
- Topic: Is it possible to create mirror in Minetest?
- Replies: 3
- Views: 626
Re: Is it possible to create mirror in Minetest?
So is this an engine limitation?
- Tue Jun 26, 2018 06:06
- Forum: News
- Topic: Minetest 5.0.0 is on the road
- Replies: 245
- Views: 105378
Re: Minetest 5.0.0 is on the road
Why does having a number higher than 0 mean that it is complete? This is open source stuff, it is never complete. It likely will never be complete until everyone gives up on it (which hopefully doesn't happen unless the world falls apart and WW3 happens or something apocalyptic like that, at which p...
- Tue Jun 26, 2018 05:35
- Forum: Mod Releases
- Topic: [Mod] Protector Redo [3.4] [protector]
- Replies: 331
- Views: 92702
Re: [Mod] Protector Redo [2.5] [protector]
@TenPlus1 It looks like the error is actually coming line 107. @Mardarth It may be possible that the LOTT game does not have default.gui_slots defined for whatever reason. Do you still get this error while in another world using MTG instead of LOTT? EDIT: I reviewed the code for the MTG default mod ...