Search found 20 matches

by untiltoday
Tue Dec 03, 2019 05:56
Forum: Русский
Topic: [Server] Crimea HiTech&Magic (RUS)
Replies: 163
Views: 24450

Re: [Сервер] Сrimea HiTech&Magic (RUS)

Imk wrote:Рюкзаки тоже хотело бы что не все ложилось. Но того мода не видел на МT.
Например есть рюкзак лесничего в него можно положить только перья мясо гриб и тд
Горняка только руду. Крафт этих рюкзаков разный.
Здесь про что-то такое пишут.
by untiltoday
Wed Nov 06, 2019 20:35
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 207
Views: 93592

Re: [Mod] Advanced area protection [areas]

Is there a way to see my areas on a map (for example, the minimap)?
by untiltoday
Tue Nov 05, 2019 13:34
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.53] [mobs]
Replies: 2146
Views: 393907

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

Is it possible to add the ability to make saddles from something else (like plastic or whatever they are made from), to get saddles without killing mobs? Previously mentioned by Sokomine for Petz . Why not wool? Then some wood or plastic for the tree , and wool, plastic or leather for the other big...
by untiltoday
Mon Nov 04, 2019 20:04
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.53] [mobs]
Replies: 2146
Views: 393907

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

Is it possible to add the ability to make saddles from something else (like plastic or whatever they are made from), to get saddles without killing mobs? Previously mentioned by Sokomine for Petz.
by untiltoday
Tue Oct 08, 2019 09:37
Forum: WIP Games
Topic: [Game] Farlands [v1 - The Beginning]
Replies: 213
Views: 34240

Re: [Game] Farlands [v1 - The Beginning]

So what? The mod still works (I don't remember if it was on 0.4.17 or 5.0.1). If not, you can take models and textures from it, or the working parts (like a few mobs).
by untiltoday
Thu Oct 03, 2019 20:03
Forum: WIP Mods
Topic: [mod]softtouch[softtouch]
Replies: 1
Views: 762

Re: [mod]softtouch[softtouch]

Does it only make the punch weaker than with the hand?
by untiltoday
Wed Oct 02, 2019 20:38
Forum: WIP Games
Topic: [Game] Farlands [v1 - The Beginning]
Replies: 213
Views: 34240

Re: [Game] Farlands [v1 - The Beginning]

This is not to spoil the game, but to let people find the mobs they want using Minetest-specific tools. For example, I could find no other zebra mob still available despite several requests and mentions (except for amcaw which has issues). Here is the list of mob eggs that mobs_farlands registers: A...
by untiltoday
Wed Sep 25, 2019 00:14
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.1.4]
Replies: 1430
Views: 234529

Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Walking_light and consorts place an invisible lightemitting node to hack around this limitation. Holding light_tool while driving at 54 kph works as well as walking with it. So I guess you can at least make the front end of the train (seem to) emit light? And if the light-emitting part is inside th...
by untiltoday
Tue Sep 24, 2019 16:39
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.1.4]
Replies: 1430
Views: 234529

Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Spotlights and side lights are very necessary Working headlights (emitting light, not just having color) are sure necessary — and model-specific. Maybe (I suppose there are different rules) even configurable to choose whether they should only work where the driver is, where the train is going, and ...
by untiltoday
Fri Sep 20, 2019 23:14
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.1.4]
Replies: 1430
Views: 234529

Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

The idea was born when I didn't know that you can't move inside a wagon. So it was more about a crowd inside a wagon; at least I was wondering about how it looks to ride a train with another player. Is it possible to implement walking inside a wagon at all? Apparently being in a wagon is currently d...
by untiltoday
Wed Sep 18, 2019 20:34
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.53] [mobs]
Replies: 2146
Views: 393907

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

A discussion of mobs in trains, mentioning this mod: viewtopic.php?p=357036#p357036
by untiltoday
Wed Sep 18, 2019 20:29
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.1.4]
Replies: 1430
Views: 234529

Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Imk wrote:If orwell will do all this, we will torture him)
I'm afraid he might misunderstand that part of your message! :D

It will be helpful if, when using machine translation, you always put your original Russian text into

Code: Select all

[spoiler=по-русски]текст[/spoiler]
by untiltoday
Tue Sep 17, 2019 18:51
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.1.4]
Replies: 1430
Views: 234529

Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

About npc's riding trains: I was thinking of Followers in working_villages . they can run behind the train if they detect the player within... At 70 km/h? Would they become invisible and follow the train closely to avoid collisions, and Torchers stop putting torches? Makes sense for mobs that can f...
by untiltoday
Tue Sep 17, 2019 18:43
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.1.4]
Replies: 1430
Views: 234529

Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Untiltoday , usually mobs are loaded with a chunk where there is a player and disappear when he is not. Or do you want to transport the tame pet? It’s easier to put them in inventory and then in a freight car. I guess cats must be transported in cat carriers and horses in stock cars, or else the ca...
by untiltoday
Mon Sep 16, 2019 21:36
Forum: WIP Mods
Topic: [Mod] villages built up by villagers [working_villages]
Replies: 47
Views: 10635

Re: [Mod] villages built up by villagers [working_villages]

A question for mob developers (a currently short discussion, this mod is mentioned): viewtopic.php?p=357146#p357146
by untiltoday
Mon Sep 16, 2019 02:32
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.1.4]
Replies: 1430
Views: 234529

Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Imk, I was thinking of Followers in working_villages. Right now they seem to be too stupid to even get through a door easily though. How many players can ride in the same passenger wagon at the same time? I know you can look around while being in one, but not move inside it.
by untiltoday
Sun Sep 15, 2019 23:26
Forum: Modding Discussion
Topic: Reasons to build a home
Replies: 28
Views: 2763

Re: Reasons to build a home

It can be warmer inside a house. It's silly to limit the number of beds if they fit — unless you make automatic police that fines you for violating these arbitrary rules, but while that's an entertaining thought, I am not sure I'd want to play such a game — but a high number of people or furnaces w...
by untiltoday
Sun Sep 15, 2019 19:51
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.1.4]
Replies: 1430
Views: 234529

Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Imk, I mean it theoretically. I guess it would be easy to add, at least if the developers of both advtrains and mob-generating mods collaborate.
by untiltoday
Sat Sep 14, 2019 18:13
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.1.4]
Replies: 1430
Views: 234529

Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Hi. Is it possible for mobs to get into trains?
by untiltoday
Thu Sep 12, 2019 23:43
Forum: WIP Mods
Topic: [Mod] Luxury Decor [1.1.5] [luxury_decor]
Replies: 17
Views: 3404

Re: [Mod] Luxury Decor [1.1.3] [luxury_decor]

ContentDB's forum link points to viewtopic.php?t=22352 instead of this topic.