Здесь про что-то такое пишут.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.
Search found 20 matches
- Tue Dec 03, 2019 05:56
- Forum: Русский
- Topic: [Server] Crimea HiTech&Magic (RUS)
- Replies: 212
- Views: 59120
Re: [Сервер] Сrimea HiTech&Magic (RUS)
- Wed Nov 06, 2019 20:35
- Forum: Mod Releases
- Topic: [Mod] Advanced area protection [areas]
- Replies: 218
- Views: 129980
Re: [Mod] Advanced area protection [areas]
Is there a way to see my areas on a map (for example, the minimap)?
- Tue Nov 05, 2019 13:34
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 635594
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...
- Mon Nov 04, 2019 20:04
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 635594
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.
- Tue Oct 08, 2019 09:37
- Forum: WIP Games
- Topic: [Game] Farlands [v1 - The Beginning]
- Replies: 223
- Views: 53462
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).
- Thu Oct 03, 2019 20:03
- Forum: WIP Mods
- Topic: [mod]softtouch[softtouch]
- Replies: 1
- Views: 1148
Re: [mod]softtouch[softtouch]
Does it only make the punch weaker than with the hand?
- Wed Oct 02, 2019 20:38
- Forum: WIP Games
- Topic: [Game] Farlands [v1 - The Beginning]
- Replies: 223
- Views: 53462
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...
- Wed Sep 25, 2019 00:14
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2293
- Views: 492037
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...
- Tue Sep 24, 2019 16:39
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2293
- Views: 492037
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 ...
- Fri Sep 20, 2019 23:14
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2293
- Views: 492037
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...
- Wed Sep 18, 2019 20:34
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 635594
Re: [Mod] Mobs Redo [1.50] [mobs]
A discussion of mobs in trains, mentioning this mod: viewtopic.php?p=357036#p357036
- Wed Sep 18, 2019 20:29
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2293
- Views: 492037
Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
I'm afraid he might misunderstand that part of your message! :DImk wrote:If orwell will do all this, we will torture him)
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]
- Tue Sep 17, 2019 18:51
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2293
- Views: 492037
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...
- Tue Sep 17, 2019 18:43
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2293
- Views: 492037
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...
- Mon Sep 16, 2019 21:36
- Forum: WIP Mods
- Topic: [Mod] villages built up by villagers [working_villages]
- Replies: 67
- Views: 28210
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
- Mon Sep 16, 2019 02:32
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2293
- Views: 492037
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.
- Sun Sep 15, 2019 23:26
- Forum: Modding Discussion
- Topic: Reasons to build a home
- Replies: 30
- Views: 5965
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...
- Sun Sep 15, 2019 19:51
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2293
- Views: 492037
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.
- Sat Sep 14, 2019 18:13
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2293
- Views: 492037
Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Hi. Is it possible for mobs to get into trains?
- Thu Sep 12, 2019 23:43
- Forum: WIP Mods
- Topic: [Abandoned Mod] Luxury Decor [1.1.5] [luxury_decor]
- Replies: 30
- Views: 12275
Re: [Mod] Luxury Decor [1.1.3] [luxury_decor]
ContentDB's forum link points to viewtopic.php?t=22352 instead of this topic.