Search found 14 matches

by Oblivious
Tue Feb 21, 2023 09:48
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.48] [farming]
Replies: 643
Views: 285688

Re: [Mod] Farming Redo [1.47] [farming]

I figured out how to make the seeds drop from grass in other mods!
I just had to add the modified copy of grass.lua in the other mod and tell the unit file to run it.

I'm kinda excited because I can barely manage to do html formatting.
by Oblivious
Tue Feb 21, 2023 08:42
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.48] [farming]
Replies: 643
Views: 285688

Re: [Mod] Farming Redo [1.47] [farming]

Okay. So, if I wait long enough, there'll be long grass and I'll be able to get seeds?
by Oblivious
Mon Feb 20, 2023 21:53
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.48] [farming]
Replies: 643
Views: 285688

Re: [Mod] Farming Redo [1.47] [farming]

I don't know if this is a version compatibility issue or what, but I'm having trouble with grasses not dropping seeds. I'm using 5.6.1. When I discovered the issue I had a lot of mods running, but I've tested it with a new work with just farming redo. default:grass_ isn't dropping wheat and oat seed...
by Oblivious
Fri Sep 27, 2019 00:35
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 432
Views: 213683

Re: [Mod] More Trees! [git][moretrees]

Vanessa, I recently discovered an annoying incompatibility (for lack of a better word) with a few of the tress that also have versions in default and ethereal. There are trees that look the same, or at least their truck and planks do, namely Jungle in default, and Birch and Palm in Ethereal. But the...
by Oblivious
Fri Aug 30, 2019 02:27
Forum: Mod Releases
Topic: [Mod] Petz [DEPRECATED] [petz]
Replies: 1496
Views: 243950

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.13)

Thanks.
by Oblivious
Thu Aug 29, 2019 06:30
Forum: Mod Releases
Topic: [Mod] Petz [DEPRECATED] [petz]
Replies: 1496
Views: 243950

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.12)

I had a thought today. I love the cooking recipes, but there must be a way to make them work with the blueberries from farming_redo. The blueberry muffin recipe from farming redo works with either kind as they're both group:food_blueberries, but the Petz recipes only use the petz blueberries. I'd lo...
by Oblivious
Tue Aug 20, 2019 22:37
Forum: Mod Releases
Topic: [Mod] Tectonic Map Generator 0.3.2 [mg_tectonic]
Replies: 111
Views: 28976

Re: [Mod] Tectonic Map Generator 0.3 [mg_tectonic]

Thanks. Got it figured out now. And next time I used a seed beginning in a different number so I'm not in the hugest mountains. 600-700 hundred block from top to bottom. I still think I'll be searching forever to find water. I must say it would be nice if there was a high chance of finding a river i...
by Oblivious
Sat Aug 17, 2019 06:01
Forum: Mod Releases
Topic: [Mod] Tectonic Map Generator 0.3.2 [mg_tectonic]
Replies: 111
Views: 28976

Re: [Mod] Tectonic Map Generator 0.3 [mg_tectonic]

So I tried this and it took forever to find a spot to spawn me that wasn't in empty air, then finally landed me on some trees high, high up on a mountain. Message repeated hundreds of times: Please wait. The spawning code is looking for the ground. Spawning at... x: -1166 z: 21789 y: 975 (Finally lo...
by Oblivious
Wed Jan 09, 2019 10:37
Forum: WIP Mods
Topic: [Mod] Realistic woodcut
Replies: 12
Views: 2440

Re: [Mod] Realistic woodcut

I didn't seem to be able to copy the error message, and I'm too lazy to type it out or figure out how to put a picture up. I've got 4.16. I suppose it's time to learn to update. I'll let you know if there's still a problem after that. edited to add: It seems the latest stable released version is 0.4...
by Oblivious
Tue Jan 08, 2019 06:13
Forum: WIP Mods
Topic: [Mod] Australia 0.4
Replies: 85
Views: 18976

Re: [Mod] Australia 0.4

This post may be relevant to why the leaves don't fall. Basically something got changed, so now you have to add a bit of code for each tree to get the leaves to decay. viewtopic.php?f=18&t=16767
by Oblivious
Mon Jan 07, 2019 22:39
Forum: WIP Mods
Topic: [Mod] Realistic woodcut
Replies: 12
Views: 2440

Re: [Mod] Realistic woodcut

I tied this and got an error while loading them game. Says it failed to load and run script. Attempted to cal something. Start traceback. And it specifically mentioned lua:239. (I'm not good with the technical side.) I've got the two files init.lua and the licence in ...mods/woodcut. Is that correct...
by Oblivious
Sat Jan 05, 2019 06:42
Forum: WIP Mods
Topic: [Mod] Australia 0.4
Replies: 85
Views: 18976

Re: [Mod] Australia 0.4

And that fixed it. I just installed this basic charcoal mod, and no problem anymore. https://forum.minetest.net/viewtopic.php?t=12735 (I did try a more complex charcoal mod, which required a steel spitting axe, which combined with the Pig Iron mod, create a catch-22. Need charcoal for steel, need st...
by Oblivious
Sat Jan 05, 2019 06:11
Forum: WIP Mods
Topic: [Mod] Australia 0.4
Replies: 85
Views: 18976

Re: [Mod] Australia 0.4

For months later I'm back answering this question. It's the Pig Iron mod. https://forum.minetest.net/viewtopic.php?f=11&t=20568 I had just assumed that charcoal was a default. Maybe if I add another mod with charcoal, I'll be able to get it to work. There's a couple of other things with the tree...
by Oblivious
Thu Aug 09, 2018 13:47
Forum: WIP Mods
Topic: [Mod] Australia 0.4
Replies: 85
Views: 18976

Re: [Mod] Australia 0.4

I'm really enjoying this mod. It's beautiful and I am astounded by the variety of trees and wood. I'm even starting to learn their botanical names.Aslo astounded by the size. 130 bits of wood from a Black Box. I've found one small problem though, also with the trees. The tree trunk blocks aren't rec...