Search found 115 matches

by Nordal
Fri Jun 26, 2020 00:35
Forum: WIP Mods
Topic: [Mod] KPGMobs [kpgmobs]
Replies: 74
Views: 42333

Re: [Mod] KPGMobs [kpgmobs]

Hi! I downloaded you Mods, unzip it to mods folder, config in game main menu. For the first time it able to choose bee or horses in item menu. Later it disappear from menu. I didn't have any animals in the world. What I did wrong? ver. 5.2.0. Thank's! This topic is out of date. You better look at m...
by Nordal
Tue Jun 09, 2020 02:41
Forum: Game Releases
Topic: [Game] Hamlet's Quest [3.1.0] [hamlets_quest]
Replies: 135
Views: 27569

Re: [Game] Hamlet's Quest [3.0.0] [hamlets_quest]

Congratulation for the new release! Meanwhile I arrange my own "game" selecting the mods I like, but besides farming redo and cottages it's mostly the same as Hamlet's Quest. The mods you choose just always fit together well. Your "Credits" file is not only a model example but also very useful if yo...
by Nordal
Mon Jun 08, 2020 06:21
Forum: Mod Releases
Topic: [Mod] Re-Cycle Age [1.3.2] [recycleage]
Replies: 18
Views: 2201

Re: [Mod] Re-Cycle Age [1.3.1] [recycleage]

This is a really cool and sensible mod. I like it!
by Nordal
Sat Jun 06, 2020 00:07
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.0.2]
Replies: 46
Views: 1454

Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]

@TesificateMods, I have a presumption I maybe should have had earlier. I'm on the 5.3 dev branch. Usually I don't experience any disability of features but your mod handles a more sensible field.
by Nordal
Thu Jun 04, 2020 23:29
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.0.2]
Replies: 46
Views: 1454

Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]

Yes, that is a bug that's currently happening. You could try to download the recent snapshot of Regional Weather from Github and see if that fixes things. I have made some adjustments but I'm not entirely sure whether I've fixed that or not. I am working on it, though. Downloaded the snapshot, but ...
by Nordal
Thu Jun 04, 2020 03:43
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.0.2]
Replies: 46
Views: 1454

Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]

After rainstorm in the mountains (IMO super realistic sound, particularly wind, impressive rainfall) at height 100 the environment was covered with puddles. No surprise, but they do not dry when the weather is fine. As I changed the settings to "puddles deactivated", I found the nodes with puddles c...
by Nordal
Sat May 30, 2020 14:05
Forum: WIP Mods
Topic: [Mod] Scythes & Sickles [sickles] [1.3.0]
Replies: 19
Views: 576

Re: [Mod] Scythes & Sickles [sickles] [1.2.0]

Thank you for this nice and usefull mod!
by Nordal
Fri May 29, 2020 19:06
Forum: WIP Mods
Topic: [Mod] Scythes & Sickles [sickles] [1.3.0]
Replies: 19
Views: 576

Re: [Mod] Scythes & Sickles [sickles] [1.1.0]

Ah, damn. Thanks a lot for your reports. I was planning to add internationalization support, anyways. So I'm gonna correct this once I understand how intllib works. :D There's support for gettext also as far as I know. I just realized that in code of several mods gettext is used for internationaliz...
by Nordal
Fri May 29, 2020 17:05
Forum: WIP Mods
Topic: [Mod] Scythes & Sickles [sickles] [1.3.0]
Replies: 19
Views: 576

Re: [Mod] Scythes & Sickles [sickles] [1.1.0]

In that case it's probably a mistake on my part. I'll check it out soon. Thanks a lot for the fast adjustment! The scythe works fine now with the seeds of farming redo. I just noticed that the steel scythe is called also bronze scythe in inventory. By the way: How do you make this "Nordal wrote: .....
by Nordal
Thu May 28, 2020 17:48
Forum: WIP Mods
Topic: [Mod] Scythes & Sickles [sickles] [1.3.0]
Replies: 19
Views: 576

Re: [Mod] Scythes & Sickles [sickles] [1.0.0]

I decided to go for the mid-tier materials only. Ah, that's reasonable. I do not use farming plus so I have not tried that combination. It works fine with either MTG farming or farming_redo. Sorry, I use farming_redo by TenPlus1. I mixed words a little. Do the seeds stay seeds a while or do they im...
by Nordal
Thu May 28, 2020 02:58
Forum: Mod Releases
Topic: [Mod] stoneworks [1.2][stoneworks]
Replies: 33
Views: 4971

Re: [Mod] stoneworks [1.2][stoneworks]

@ThorfinnS, I apologize that I did not answer to your post anymore. It was too much and too fast for me at that time and I was myself not sure, what I wanted. But you guessed considerable well, what I needed. Now, one year later, the result of my experimenting with stoneworks is there. It's a mixtur...
by Nordal
Wed May 27, 2020 02:06
Forum: WIP Mods
Topic: [Mod] Scythes & Sickles [sickles] [1.3.0]
Replies: 19
Views: 576

Re: [Mod] Scythes & Sickles [sickles] [1.0.0]

I like the idea of providing scythe and sickle. I just tried your mod. I missed the mese and diamond variants. There are only steel and bronze versions of scythes and sickles in the inventory guide. The recipes are smart by the way. I'm using farming plus by TenPlus1. No bonemeal or any other of the...
by Nordal
Mon May 11, 2020 20:39
Forum: Problems
Topic: [Solved] How to group grass, bed api
Replies: 7
Views: 136

Re: How to group grass, bed api

Stupid me. I am so confused already :) Thank you to you and Gerald! It now works just like I wanted to and I learned how to setup a new group. I mark this topic as solved.
by Nordal
Mon May 11, 2020 17:17
Forum: WIP Mods
Topic: [Mod] ships spawning at mapgen time [ships_on_mapgen]
Replies: 17
Views: 2196

Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]

Very cool mod @Sokomine! The ships look great!
by Nordal
Mon May 11, 2020 16:28
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.52] [mobs]
Replies: 2007
Views: 366456

Re: [Mod] Mobs Redo [1.51] [mobs]

@TenPlus1, ah, thanks! :)
by Nordal
Mon May 11, 2020 15:54
Forum: Problems
Topic: [Solved] How to group grass, bed api
Replies: 7
Views: 136

Re: How to group grass, bed api

@Naphelios, thank you for the code! I used it and it works without errors. This is the recipe inside the bed definition. I wrote no other, further recipe: beds.register_bed("sleeping_mat:mat", { description = ("Grass Sleeping Mat"), inventory_image = "sleeping_mat_roll.png", wield_image = "sleeping_...
by Nordal
Mon May 11, 2020 09:50
Forum: Problems
Topic: [Solved] How to group grass, bed api
Replies: 7
Views: 136

Re: How to group grass, bed api

"group:grass" includes "default:grass_1-5" "group:dry_grass" includes "default:dry_grass_1-5" Marram_grass and junglegrass do not belong to a "grass group" @Naphelios, thanks for th info. you should only need four to include all the grass variants. 1 recipe for "group:grass" 1 recipe for "group:dry...
by Nordal
Sun May 10, 2020 12:06
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.52] [mobs]
Replies: 2007
Views: 366456

Re: [Mod] Mobs Redo [1.51] [mobs]

@ TenPlus1, thanks for extension of mob_horse's food list :)

Why could you omit the test for farming redo? 'Cause MTG-farming has no oat and barley?
by Nordal
Sun May 10, 2020 11:52
Forum: Problems
Topic: [Solved] How to group grass, bed api
Replies: 7
Views: 136

[Solved] How to group grass, bed api

I want to use grass, dry_grass, marram_grass, junglegrass as "group:grass" in the recipe of bed-api. Just like I would use "group:wood". If I use group:grass, only one craft recipe with "grass" appears in inv. If I make additional crafting recipes with group:dry_grass, grass, dry_grass and junglegra...
by Nordal
Mon Apr 20, 2020 20:29
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.52] [mobs]
Replies: 2007
Views: 366456

Re: [Mod] Mobs Redo [1.50] [mobs]

Ah, thanks!
by Nordal
Sun Apr 19, 2020 23:02
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.52] [mobs]
Replies: 2007
Views: 366456

Re: [Mod] Mobs Redo [1.50] [mobs]

Thank you for the info and the link. I'm using 5.3dev now. I got this Error: 2020-04-20 00:55:27: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'mobs_monster' in callback luaentity_Step(): ...inetest-dev/minetest/bin/../mods/mobs_monster/spider.lua:8: attempt to i...
by Nordal
Sat Apr 11, 2020 18:17
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.52] [mobs]
Replies: 2007
Views: 366456

Re: [Mod] Mobs Redo [1.50] [mobs]

@Nordal - A few more sanity checks have been added, turns out there's an issue with minetest SAO's that is causing these errors so it's not all mobs' fault :) https://github.com/minetest/minetest/issues/9528 I didn't really believe that :) First I forgot to delete the subfolder "mobs_redo" and past...
by Nordal
Fri Apr 10, 2020 17:39
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.52] [mobs]
Replies: 2007
Views: 366456

Re: [Mod] Mobs Redo [1.50] [mobs]

Everything seems to work! My fault! EDIT: Oh, Error 2020-04-10 21:10:28: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'mobs_monster' in callback luaentity_Step(): ...inetest-dev/minetest/bin/../mods/mobs_monster/spider.lua:8: attempt to index local 'v' (a nil va...
by Nordal
Fri Apr 10, 2020 07:13
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.52] [mobs]
Replies: 2007
Views: 366456

Re: [Mod] Mobs Redo [1.50] [mobs]

I changed to 5.2.0 and got this Error: AsyncErr: ServerThread::run Lua: Runtime error from mod 'mobs_monster' in callback luaentity_Step(): ...land/minetest-dev/minetest/bin/../mods/mobs_redo/api.lua:2520: attempt to index local 'v' (a nil value) stack traceback: ...land/minetest-dev/minetest/bin/.....
by Nordal
Sun Apr 05, 2020 14:38
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.52] [mobs]
Replies: 2007
Views: 366456

Re: [Mod] Mobs Redo [1.50] [mobs]

@Nordal - Mob_Horse has been updated and applying horse shoes will now show an overlay on the feet of the horses :) Note: You have to right-click shoes onto a horse now :) @TenPlus1, cool! Thanks a lot for this fast implementation of this feature. The shoes look funny and cool. If shoed horses make...