Search found 139 matches

by csirolli
Thu Dec 01, 2022 18:24
Forum: Mod Releases
Topic: [Abandoned] [Mod] Fallen Nodes [1.5.0] [fallen_nodes]
Replies: 19
Views: 14844

Re: [Abandoned] [Mod] Fallen Nodes [1.5.0] [fallen_nodes]

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.
by csirolli
Thu Dec 01, 2022 11:55
Forum: Mod Releases
Topic: [Mod] Pedology [3.1] [pedology]
Replies: 46
Views: 21158

Re: [Mod] Pedology [3.1] [pedology]

You still alive Germain?
by csirolli
Tue Nov 29, 2022 21:28
Forum: WIP Mods
Topic: [Mod] Thirsty [thirsty] (WIP)
Replies: 114
Views: 29482

Re: [Mod] Thirsty [thirsty] (WIP)

c56 wrote:
Thu Aug 04, 2022 05:12
pls add to contentdb
I would love for it to be on contentdb too
by csirolli
Fri Apr 29, 2022 15:15
Forum: Modding Discussion
Topic: Recycling broken tools
Replies: 15
Views: 1808

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...
by csirolli
Fri Sep 21, 2018 02:53
Forum: Servers
Topic: [Server] Must Test
Replies: 247
Views: 55604

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...
by csirolli
Sat Jul 07, 2018 12:16
Forum: Mod Releases
Topic: [Mod] bell that sounds each hour [bell]
Replies: 15
Views: 4601

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.
by csirolli
Sat Jul 07, 2018 12:12
Forum: Mod Releases
Topic: [Mod] Nuke Mod [2.2] [nuke]
Replies: 133
Views: 120146

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 I have a question: when we go beyond a large distance the entities are no longer updated ...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...
by csirolli
Sat Jul 07, 2018 12:01
Forum: News
Topic: Minetest 5.0.0 is on the road
Replies: 245
Views: 104887

Re: Minetest 5.0.0 is on the road

Guys this is not a PvP forum. Lol. You guys are crazy.
by csirolli
Thu Jul 05, 2018 20:26
Forum: General Discussion
Topic: Weak fire? (poll)
Replies: 13
Views: 1924

Re: Weak fire? (poll)

azekill_DIABLO wrote:well I did try to burn a whole forest: the fire almost didn't move, cuz the trees were spaced.
What kind of forest was it?
by csirolli
Thu Jul 05, 2018 15:40
Forum: General Discussion
Topic: Weak fire? (poll)
Replies: 13
Views: 1924

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...
by csirolli
Wed Jul 04, 2018 03:00
Forum: WIP Mods
Topic: [Mod] Liquid uprooting, liquid erosion [floodables]
Replies: 19
Views: 5776

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?
by csirolli
Mon Jul 02, 2018 13:49
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2324
Views: 442709

Re: Post your mod requests/ideas here

CWz wrote:I need to figure out how to make mod that removes excessive blank spaces. ie more than 1
What do you mean by blank spaces?
by csirolli
Mon Jul 02, 2018 13:48
Forum: WIP Mods
Topic: [mod] voxiedust
Replies: 6
Views: 1774

Re: [mod] voxiedust

Stix wrote:
csirolli wrote:It seems to not exist anymore. Where did it go?
You have a bad habit of reviving old threads.
lol yeah.
by csirolli
Mon Jul 02, 2018 03:06
Forum: WIP Mods
Topic: [mod] New-and-Improved Lava! [lavaplus]
Replies: 10
Views: 2813

Re: [mod] New-and-Improved Lava! [lavaplus]

The download link is broken btw.
by csirolli
Mon Jul 02, 2018 02:58
Forum: WIP Mods
Topic: [mod] voxiedust
Replies: 6
Views: 1774

Re: [mod] voxiedust

It seems to not exist anymore. Where did it go?
by csirolli
Wed Jun 27, 2018 05:37
Forum: WIP Mods
Topic: [WIP] Key labels
Replies: 3
Views: 743

Re: [WIP] Key labels

This is cool. A lot better than the ugly coordinates.
by csirolli
Wed Jun 27, 2018 01:54
Forum: Servers
Topic: [Server] Must Test
Replies: 247
Views: 55604

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 ...
by csirolli
Tue Jun 26, 2018 19:56
Forum: Servers
Topic: [Server] Must Test
Replies: 247
Views: 55604

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...
by csirolli
Tue Jun 26, 2018 14:44
Forum: Mod Releases
Topic: [Mod] Dinosaurs in Minetest! [1.0] [prehistoric_life]
Replies: 26
Views: 10917

Re: [Mod] Prehistoric Life [1.0] [prehistoric_life]

It looks like you removed some dinosaurs. Will you ever bring them back in?
by csirolli
Tue Jun 26, 2018 06:15
Forum: Feature Discussion
Topic: on_help
Replies: 16
Views: 2118

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?
by csirolli
Tue Jun 26, 2018 06:09
Forum: General Discussion
Topic: Is it possible to create mirror in Minetest?
Replies: 3
Views: 620

Re: Is it possible to create mirror in Minetest?

So is this an engine limitation?
by csirolli
Tue Jun 26, 2018 06:06
Forum: News
Topic: Minetest 5.0.0 is on the road
Replies: 245
Views: 104887

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...
by csirolli
Tue Jun 26, 2018 05:35
Forum: Mod Releases
Topic: [Mod] Protector Redo [3.4] [protector]
Replies: 331
Views: 92242

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 ...