Search found 129 matches

by Nordal
Tue Jan 26, 2021 07:06
Forum: Problems
Topic: Mod loads but no item in inventory
Replies: 10
Views: 427

Re: Mod loads but no item in inventory

Cool that you're working on a CoA mod! Nice that you like it. The main topic at this time is working on understanding why it doesn't work. The CoA themselves will be held in simple patterns, but with 256 colors to choose from. Status: @Festus, I simplified the code a bit and made it more flexible, ...
by Nordal
Sun Jan 24, 2021 23:53
Forum: Problems
Topic: Mod loads but no item in inventory
Replies: 10
Views: 427

Re: Mod loads but no item in inventory

yeah, - sure loaded, but functional ? can you test in creative modus, then for sure you might get all items, special when your logged in as the admin if that doesn't work, are you sure the items could be "shown", "created" ? Hey, the hint to test in creative mode was a good idea...
by Nordal
Sun Jan 24, 2021 23:39
Forum: Problems
Topic: Mod loads but no item in inventory
Replies: 10
Views: 427

Re: Mod loads but no item in inventory

yeah, - sure loaded, but functional ? can you test in creative modus, then for sure you might get all items, special when your logged in as the admin if that doesn't work, are you sure the items could be "shown", "created" ? The hint to test in creative mode was good! The coats ...
by Nordal
Sun Jan 24, 2021 02:57
Forum: Problems
Topic: Mod loads but no item in inventory
Replies: 10
Views: 427

Re: Mod loads but no item in inventory

2021-01-22 11:14:25: ACTION[Main]: [Mod] Coats of Arms [v1.1.0] loaded. Wenn das nicht das Problem ist sag mir bescheid ... ist es ja offensichtlich eher nicht ..., siehe sein Quote denn wenn es geladen wurde, ist es entweder * in mt auf true, oder * im world mods VZ und wird auch ohne die mt true ...
by Nordal
Fri Jan 22, 2021 10:33
Forum: Problems
Topic: Mod loads but no item in inventory
Replies: 10
Views: 427

Mod loads but no item in inventory

The mod is not finished, but it should work. To be more precisely, I had it working. I then overhauled and enhanced the code, and now it's not working anymore. But there is no error also. The mod gets loaded, but no item appears in inventory. debug.txt: ------------- Separator ------------- 2021-01-...
by Nordal
Wed Jan 20, 2021 07:36
Forum: Texture Packs
Topic: Wilhelmines Texture Pack – Inspired by the colors of Nature!
Replies: 6
Views: 419

Re: Wilhelmines Texture Pack – Inspired by the colors of Nature!

Very promising! Bricks (crafted from clay) look great. Stone bricks also. Worth to continue in my opinion.
by Nordal
Mon Oct 05, 2020 01:03
Forum: Feature Discussion
Topic: [SOLVED]left hand mouse user - no sprinting
Replies: 2
Views: 436

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...
by Nordal
Fri Oct 02, 2020 19:29
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.55] [mobs]
Replies: 2205
Views: 413553

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 [1.55] [mobs]
Replies: 2205
Views: 413553

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 [1.55] [mobs]
Replies: 2205
Views: 413553

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: 436

[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: 60
Views: 3615

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: 60
Views: 3615

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: 46
Views: 16977

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: 44653

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: 209
Views: 36348

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 al...
by Nordal
Mon Jun 08, 2020 06:21
Forum: Mod Releases
Topic: [Abandoned] [Mod] Re-Cycle Age [1.3.3] [recycleage]
Replies: 19
Views: 2652

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: 74
Views: 4649

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: 74
Views: 4649

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: 74
Views: 4649

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...
by Nordal
Sat May 30, 2020 14:05
Forum: WIP Mods
Topic: [Mod] Scythes & Sickles [sickles] [1.3.1]
Replies: 23
Views: 1332

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: 1332

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: 1332

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 wrot...
by Nordal
Thu May 28, 2020 17:48
Forum: WIP Mods
Topic: [Mod] Scythes & Sickles [sickles] [1.3.1]
Replies: 23
Views: 1332

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: 5682

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...