Search found 123 matches

by Nordal
Mon Oct 05, 2020 01:03
Forum: Feature Discussion
Topic: [SOLVED]left hand mouse user - no sprinting
Replies: 2
Views: 282

Re: left hand mouse user - no sprinting

the 'fast' privilege only auto-activates for flying. to walk fast, you have to hold the "use" key, which is E by default. Thanks a lot, firefox! I changed the "use" key to H which is easier to reach by the right hand. So it's I + H for me to run fast forward. I also use H as key for climbing down. ...
by Nordal
Fri Oct 02, 2020 19:29
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.53] [mobs]
Replies: 2122
Views: 388201

Re: [Mod] Mobs Redo [1.53] [mobs]

Rename spawn_example.lua to spawn.lua and it will automatically use the custom spawns for that mod, animals, monsters and npc each have their own files. Thank you for the explanation! Personally I find that minetest.conf is already cluttered with api settings and try not to add to the mess when a s...
by Nordal
Fri Oct 02, 2020 04:16
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.53] [mobs]
Replies: 2122
Views: 388201

Re: [Mod] Mobs Redo [1.53] [mobs]

I've seen mods that will generate houses and villages into a minetest world so will look into spawning npc's onto a specific block used in those builds to bring them into the world :) For now npc's have a low chance of spawning onto a brick block near grass. Uuuuh. I just have to make my custom spa...
by Nordal
Wed Sep 30, 2020 22:59
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.53] [mobs]
Replies: 2122
Views: 388201

Re: [Mod] Mobs Redo [1.53] [mobs]

@TenPlus1, the spawn eggs for NPC's are shown only in creative mode. As I play adventure mode I cannot spawn NPC's. Only way is to switch every time between modes. May I overlook a simpler and more comfortable way? Mobs Redo - Animals, Monsters and NPC's have a new spawn.lua check added for custom s...
by Nordal
Mon Sep 28, 2020 01:05
Forum: Feature Discussion
Topic: [SOLVED]left hand mouse user - no sprinting
Replies: 2
Views: 282

[SOLVED]left hand mouse user - no sprinting

I use the mouse with my left hand, so I changed a lot of keys in the Mainmenu to suit right hand operating. I = forwards, L = right, J = left, K = backwards etc. O toggles between normal and fast speed. If I activate flying (with P) and then O flying gets fast. But I can't run fast. It olny works fo...
by Nordal
Wed Aug 12, 2020 18:22
Forum: Mod Releases
Topic: Far Bows [farbows] + Raycast Bows API [rcbows] (1.15-2.2)
Replies: 59
Views: 2995

Re: Far Bows [farbows] + Raycast Bows API [rcbows] (1.15-2.2)

The viewfinder is great. It's possible to shoot arrows from very far, hence one even needs a viewfinder sometimes. Very nice mod. I really like it.
by Nordal
Thu Jul 16, 2020 11:29
Forum: Mod Releases
Topic: Far Bows [farbows] + Raycast Bows API [rcbows] (1.15-2.2)
Replies: 59
Views: 2995

Re: Far Bows [farbows] + Raycast Bows API [rcbows] (1.13)

Excellent mods! The API is cool and easy to use. Thanks a lot!
by Nordal
Wed Jul 15, 2020 16:40
Forum: News
Topic: Minetest 5.3.0
Replies: 44
Views: 11381

Re: Minetest 5.3.0

Thanks a lot for your work and your personal engagement!
by Nordal
Fri Jun 26, 2020 00:35
Forum: WIP Mods
Topic: [Mod] KPGMobs [kpgmobs]
Replies: 74
Views: 43483

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: [Abandoned] [Game] Hamlet's Quest "Valhalleluja" [3.2.2] [hamlets_quest]
Replies: 195
Views: 32016

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: [Abandoned] [Mod] Re-Cycle Age [1.3.3] [recycleage]
Replies: 19
Views: 2505

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] [1.0.4]
Replies: 68
Views: 2912

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] [1.0.4]
Replies: 68
Views: 2912

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] [1.0.4]
Replies: 68
Views: 2912

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] [1.3.1]
Replies: 23
Views: 954

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] [1.3.1]
Replies: 23
Views: 954

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] [1.3.1]
Replies: 23
Views: 954

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] [1.3.1]
Replies: 23
Views: 954

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: 5443

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] [1.3.1]
Replies: 23
Views: 954

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: 190

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: 21
Views: 2693

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 [1.53] [mobs]
Replies: 2122
Views: 388201

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: 190

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: 190

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...