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Re: [Mod] growing trees [0.0.9] [growing_trees]

I've just pushed latest code to github and added your fixes. I haven't tested it by now but I intend to fix at least all issues related to "recent" minetest changes.
Feel free to write issues on github if you encounter bugs:

https://github.com/sapier/growing_trees
by sapier
Mon Jan 23, 2017 22:53
 
Forum: Old Mods
Topic: [Mod] growing trees [0.0.9] [growing_trees]
Replies: 92
Views: 24118

Re: [Modpack] Animals Modpack [2.5]

Finally there's progress mobf 2.6 is approaching with quite some interesting new features: 1) Addition of quest support allowed creating a tutor showing new players what to do with all those mobs running around 2) improved physics .. wouldn't it be fun if you mobs would drift in flowing water 3) lot...
by sapier
Mon Jan 23, 2017 22:17
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1553
Views: 456278

Re: [Modpack] Animals Modpack [2.5]

What version of minetest are you using? I guess global_exists doesn't exist in the verion you have ... I'll add a compatibility hack for it.

Edit1:
Try replacing mobf_core by https://github.com/sapier/mobf_core/archive/2.5.1.zip
by sapier
Wed Dec 30, 2015 20:39
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1553
Views: 456278

Re: [Modpack] Animals Modpack [2.4]

New prerelease 2.5 RC2 aka 2.4.94.

Major changes:
-fix bug in adv_spawning which could cause major lag spikes on map generation
-implement missing dig safety check for miner mob
-fix oerkki couldn't be killed by sword
by sapier
Sat Dec 26, 2015 11:03
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1553
Views: 456278

Re: [Modpack] Animals Modpack [2.4]

Added a miner mob http://imgur.com/a/RW6lw
by sapier
Tue Dec 22, 2015 21:53
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1553
Views: 456278

Re: [Modpack] Animals Modpack [2.4]

Just updated the lead post for upcoming Christmas release, sorry for not updating it for so long :-/
All known issues should be fixed.
by sapier
Sun Dec 20, 2015 00:35
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1553
Views: 456278

Re: [Modpack] Animals Modpack [2.4]

bjrohan: I assume you did disable 3d mode by either clicking the checkbox or setting mobf_disable_3d_mode to true in mobf settings. Slime mob doesn't support 2d mode, you should either disable or delete it if you want to use 2d mode. I'll fix this to be handled more gracefully in a following version...
by sapier
Thu Oct 02, 2014 17:29
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1553
Views: 456278

Re: [Modpack] Animals Modpack [2.4]

thanks, I'm always looking for good sounds!
by sapier
Wed Sep 10, 2014 21:05
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1553
Views: 456278

Re: [Mod] Forceload Anchor [20140827] [forceload]

Hope you guys keep in mind that forceload mechanism is bot discouraged to be used as well as it's api is still beta and subject to change ;-)
by sapier
Wed Aug 27, 2014 19:09
 
Forum: Mod Releases
Topic: [Mod] Forceload Anchor [20140827] [forceload]
Replies: 10
Views: 2146

Re: [Modpack] Animals Modpack [2.4]

To test it with other players I suggest starting with my prerelease version as I do test at least the basic things prior packaging it ... and it's way more small too as my release script automaticaly removes things like raw images, blender files and things like that. I will keep releasing the modpac...
by sapier
Wed Aug 27, 2014 18:13
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1553
Views: 456278

Re: [Modpack] Animals Modpack [2.4]

Thanks Sunfriel for your feedback. Yes I know about my limited capabilities to create good models and textures, if someone feels like being able to help, you're welcome. As there are quite some mobs within amp it's already about 10mb in size. That's reason why I try to avoid .x models in favor of b3...
by sapier
Wed Aug 27, 2014 16:45
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1553
Views: 456278

Re: [Modpack] Animals Modpack [2.4]

lotek I just discovered that bug while developing 2.5 too I'm gonna backport the fix to stable version soon. Edit: I just released 2.4.2 could you please try it and give feedback if this fix completely solves the issue? @ALL animals modpack 2.4.90 is a preview version only, don't use it in productio...
by sapier
Sun Aug 24, 2014 21:10
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1553
Views: 456278

Re: [Modpack] Animals Modpack [2.4]

I guess I found it, there seems to be a bug about mobs rightclick menu being initialized to early. Prior setting who is spawner, thus you don't see the factions button right after spawning. I'll fix it as soon as possible. There are two workarounds for this issue, walk away from the mob till it's un...
by sapier
Sun Aug 24, 2014 17:01
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1553
Views: 456278

Re: [Mod] Monorail [0.1.2] [monorail]

true, seems like mods not beeing updated frequently because they're feature complete get lost :-)
by sapier
Sun Aug 24, 2014 13:10
 
Forum: Mod Releases
Topic: [Mod] Monorail [0.1.2] [monorail]
Replies: 87
Views: 36043

Re: [Modpack] Animals Modpack [2.4]

cocoto you have to enter /mobf as chat message to open mobf control panel, there's a tab "factions"
... only in case you have factions installed of course, if you don't see the factions tab there, you won't see it on rightclick menu too.
by sapier
Sun Aug 24, 2014 13:07
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1553
Views: 456278

Re: [Mod] Monorail [0.1.1] [monorail]

Quite some time since you reported that bug but finally I managed to fix it. 0.1.1 has different inventories for each cart again.
by sapier
Sun Aug 24, 2014 00:05
 
Forum: Mod Releases
Topic: [Mod] Monorail [0.1.2] [monorail]
Replies: 87
Views: 36043

Re: [Modpack] Animals Modpack [2.4]

Some mobs are spawnet by secondary spawning but I'd not guarantee it's still working, spawning was completely redone with adv_spawning transition
regeneration of spawns doesn't work yet I still haven't found a really good solution to do it but I hope to find some way till 2.5.
by sapier
Mon Aug 18, 2014 15:09
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1553
Views: 456278

Re: [Modpack] Animals Modpack [2.4]

@atam7 For what I remember range is -100 to +100 ;-) seems like a check is missing to prevent invalid values. Finally ... Animals modpack 2.4 did arrive. ... why not "mobf" ... well, mobf is the mob engine but the release contains spawning the mobs and factions mod so calling it that way w...
by sapier
Sun Aug 10, 2014 17:17
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1553
Views: 456278

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

atam7 first you need to install the factions mod (make sure you get the new version provided by me) next enter /mobf in chat window you should see a "factions" tab there you can create and configure factions e.g. a faction "my_guards" next you can configure how other factions beh...
by sapier
Wed Aug 06, 2014 20:31
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1553
Views: 456278

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

atam7 you can configure a guard to attack those factions unfriendly to players that's most likely what you want

Edit1:
I just updated to 2.3.92, the only change is a new advanced_spawning version packaged, 2.3.92 is most likely the 2.4 version I'm gonna release this weekend.
by sapier
Tue Aug 05, 2014 17:16
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1553
Views: 456278

Re: Android Builds (ARM, x86, MIPS)

SuperCode just create Project with existing source code and point it to ".../build/android" that's all. GhostGTO MODS: you should be able to download mods in game too, Texture Packs: partial, texture packs aren't supported my menu but but you can enable them in config file same way they wo...
by sapier
Tue Aug 05, 2014 17:08
 
Forum: Builds
Topic: [Android] Builds for ARM, x86 and MIPS
Replies: 146
Views: 19504

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

@lotek yes but there will be major issues with mob spawning too as spawners are entities too. Chance there will be any active spawner within that range is quite small so. Result may be no mobs spawning at all.
by sapier
Mon Jul 28, 2014 20:30
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1553
Views: 456278

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

fifthecard could you change the assert to print the value instead of asserting? do you have default settings or did you e.g. enable multiple emerge threads?
by sapier
Sun Jul 27, 2014 20:16
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1553
Views: 456278

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

I don't think leveldb is involved... Virualization could be ... I don't like it but I'll change that assert to a warning. Basicaly time running backwards breaks mobfs limitation of CPU usage. You may get way more CPU usage then the targeted maximum of 100ms per server step.
by sapier
Sat Jul 26, 2014 13:12
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1553
Views: 456278

Re: Android Builds (ARM, x86, MIPS)

SuperCode why do you believe source code isn't eclipse compatible? I use eclipse myself, you only habe to setup your project correct. Hoodedice I habe no idea why it's more dark there there ain't any special brightness handling for Android. Adding a debug mode sounds like a gold idea I'll add it nex...
by sapier
Sat Jul 26, 2014 13:04
 
Forum: Builds
Topic: [Android] Builds for ARM, x86 and MIPS
Replies: 146
Views: 19504
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