Search found 135 matches

by Nordal
Fri May 07, 2021 20:39
Forum: WIP Mods
Topic: [Mod] Wilhelmines People [people]
Replies: 20
Views: 1000

Re: [Mod] Wilhelmines People [people]

How to tame the villagers? If I want to take them by lasso and put them into their houses or just take them out to let them walk around a message is shown saying "not tamed". Could you define an item - maybe some food - and install the same procedure like with the other figures (e.g.miners...
by Nordal
Fri Apr 02, 2021 20:55
Forum: WIP Mods
Topic: [Mod] Backpacks [backpacks]
Replies: 42
Views: 6537

Re: [Mod] Backpacks [backpacks]

These backpacks are overpowered, you can take 32 backpacks in your inventory, having a total of 512 slots, maybe it is better to limit them to only one in the inventory at the same time. Well, it is possible, but in personal use, i only use one for each color, or else the organization becomes a has...
by Nordal
Fri Apr 02, 2021 17:01
Forum: WIP Mods
Topic: [Mod] Wilhelmines Animal World [animalworld]
Replies: 31
Views: 1757

Re: [Mod] Wilhelmines Animal World [animalworld]

Hej, that was fast! I tested it and the problem seems to be fixed. Thanks a lot!
by Nordal
Fri Apr 02, 2021 15:37
Forum: WIP Mods
Topic: [Mod] Wilhelmines Animal World [animalworld]
Replies: 31
Views: 1757

Re: [Mod] Wilhelmines Animal World [animalworld]

Hm, I try to explain again. I was a bit to fast concerning removing the code in init.lua. You only have to change it right. The point is you check for a custom spawn file not in animalworld, but in mobs_monster and in mobs_animal. No matter if yuo want to provide a custom spawn file like TenPlus1 or...
by Nordal
Fri Apr 02, 2021 09:09
Forum: WIP Mods
Topic: [Mod] Wilhelmines Animal World [animalworld]
Replies: 31
Views: 1757

Re: [Mod] Wilhelmines Animal World [animalworld]

Very good mod @Liil! Unfortunately it produces a problem for those, who use spawn files in mobs_monster and mobs_animals. In init.lua you define local path: [...]/mods/animalworld/ Then you check for a custom spawn file in that path, but there is no spawn file in your mod - nor a spawn file example ...
by Nordal
Sun Mar 28, 2021 17:51
Forum: WIP Mods
Topic: [Mod] Thirsty [thirsty] (WIP)
Replies: 95
Views: 18369

Re: [Mod] Thirsty [thirsty] (WIP)

While playing minetest v5.4.0 it's constantly writing this warning into terminal and debug.txt: WARNING: minetest.setting_* functions are deprecated. Use methods on the minetest.settings object. (at ...inetest-5.4.0/minetest/bin/../mods/thirsty/functions.lua:220) I think it's meant to change if mine...
by Nordal
Tue Jan 26, 2021 07:06
Forum: Problems
Topic: Mod loads but no item in inventory
Replies: 10
Views: 478

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: 478

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: 478

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: 478

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: 478

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: 657

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: 457

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: 2221
Views: 427717

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: 2221
Views: 427717

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: 2221
Views: 427717

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: 457

[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: 3928

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: 3928

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: 18489

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: 45338

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: 37451

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: 2730

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: 81
Views: 5699

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: 81
Views: 5699

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 ...