Search found 13 matches
- Fri Nov 02, 2018 16:47
- Forum: Feature Discussion
- Topic: lua recipe to ingame book parser
- Replies: 2
- Views: 805
lua recipe to ingame book parser
It should be possible to filter all the lua files for crafting recipes and put that text snippet in a file thats ingame available as a book in the bookshelf.
- Tue Sep 04, 2018 11:31
- Forum: Feature Discussion
- Topic: Minimap enhancement
- Replies: 1
- Views: 874
Minimap enhancement
I have a sugestion for an enhanced radar: show air nodes below the player in shades red, and the ones above in blue, mixed respectively for combinations. Is there a way for the client to keep a backup of the minimap on his side? So when re-entering a world that could be used instead of the black bac...
- Tue Sep 04, 2018 11:27
- Forum: Servers
- Topic: The Minimap
- Replies: 7
- Views: 1866
Re: The Minimap
I think radar shows +-32blocks in height.
[EDIT] Moved suggestions to viewtopic.php?f=5&t=20762#p330083
[EDIT] Moved suggestions to viewtopic.php?f=5&t=20762#p330083
- Mon Sep 03, 2018 15:37
- Forum: Feature Discussion
- Topic: Advanced Furnace Idea
- Replies: 11
- Views: 2504
Re: Advanced Furnace Idea
+1
how about flint+iron ore as a one shot igniter that returns only flint and fire
how about flint+iron ore as a one shot igniter that returns only flint and fire
- Mon Sep 03, 2018 13:59
- Forum: Mod Releases
- Topic: [Mod] Snow, rain, clouds (with sound) [snowdrift]
- Replies: 162
- Views: 69339
Re: [Mod] Snow, rain, clouds (with sound) [snowdrift]
Raindrops disappear at -1 height, so in an open pit that goes below 0 the ground "stays dry"?
- Sun Sep 02, 2018 11:34
- Forum: Mod Releases
- Topic: [Mod] Farming Redo [1.48] [farming]
- Replies: 643
- Views: 286287
Re: [Mod] Farming Redo [1.37] [farming]
This maybe Material for a seperate mod but will be connected to farming: when harvesting corn or potatoes, beans etc. they could produce excess material/remains (which would form a new group of nodes) that should be able to be crafted into a compost block. Leaves from a Tree and Grass would belong t...
- Sun Jul 15, 2018 10:45
- Forum: Mod Releases
- Topic: [Mod] Real Torch [1.0] [real_torch]
- Replies: 26
- Views: 10887
Re: [Mod] Real Torch [0.2][real_torch]
+1 here too for the wield lightektor wrote: +1 It would be nice to have the wield torch witch ligntening in dark and unlit after few time
and is there a max value for the max_burntime or somathing like -1 to switch them back to permalight "just in case"?
- Fri Jun 29, 2018 03:38
- Forum: News
- Topic: Minetest 0.4.17.1 (Bugfix release)
- Replies: 65
- Views: 40787
Re: Minetest 0.4.17.1 (Bugfix release)
@TenPlus1: farming redo problems...^^ at least i had a new world created without farming mod in 0.4.17.1 and there hay slabs and stair are ok. In the world i imported from 0.4.16 server(with farming-redo 1.36) these blocks became "unknown"items. I'll do another test with a new world in 0.4...
- Tue Jun 26, 2018 08:34
- Forum: News
- Topic: Minetest 0.4.17.1 (Bugfix release)
- Replies: 65
- Views: 40787
Re: Minetest 0.4.17.1 (Bugfix release)
Anyone else having Problems with hay slabs and stairs after updating 0.4.16 to 0.4.17.1?
- Sat May 05, 2018 07:07
- Forum: WIP Mods
- Topic: [Mod] D00Med mobs [dmobs]
- Replies: 291
- Views: 71288
Re: [Mod] D00Med mobs [dmobs]
OK, thanks. And I assume that removing/commenting out the corresponding lines in init.lua is the only way to disable specific mobs.D00Med wrote:Yes that would work, but you can also go into init.lua and there will be a list of mob names in quotation marks, that you can just remove their names from.
- Mon Apr 30, 2018 20:01
- Forum: Mod Releases
- Topic: [Mod] Farming Redo [1.48] [farming]
- Replies: 643
- Views: 286287
Re: [Mod] Farming Redo [1.36] [farming]
does this rarety only affect the chance of spawning a farming plant when new map areas are being generated? (or also for the growing of more plants over time as for i.e. jungle grass that spreads) and as farming plants only occur in map areas that were generated after the mod was activated for the f...
- Mon Apr 30, 2018 16:23
- Forum: Mod Releases
- Topic: [Mod] Farming Redo [1.48] [farming]
- Replies: 643
- Views: 286287
Re: [Mod] Farming Redo [1.36] [farming]
Is there any Method to increase the Number of pineapple plants by farming or do i have to wait until more of them grow in the wild?
- Wed Mar 28, 2018 22:57
- Forum: WIP Mods
- Topic: [Mod] D00Med mobs [dmobs]
- Replies: 291
- Views: 71288
Re: [Mod] D00Med mobs [dmobs]
This maybe a bit of a noob question (not suprising since this is my first Post, hello all btw): What would be the best approach to disable specific mobs from this mod? / prevent the *.lua from being loaded For example if i didn't want rats running around...? If i wanted to disable all regulars i wou...