Search found 96 matches
- Sun Mar 07, 2021 11:31
- Forum: WIP Mods
- Topic: [Mod] Wilhelmines People [people]
- Replies: 4
- Views: 195
Re: [Mod] Wilhelmines People [people]
Hi, thanx for looking at it. Problem with matching mode it, that I could not find anything suitable. It works with https://github.com/hkzorman/advanced_npc + https://github.com/hkzorman/mg_villages_npc but the mods are in very bad shape and need some patching to get them work at all and still it is ...
- Sat Mar 06, 2021 16:41
- Forum: WIP Mods
- Topic: [Mod] Wilhelmines People [people]
- Replies: 4
- Views: 195
Re: [Mod] Wilhelmines People [people]
Cool.
Maybe you could let them spawn in mg_villages:
https://content.minetest.net/packages/S ... _villages/
(needs https://content.minetest.net/packages/S ... /cottages/ to work)
Maybe you could let them spawn in mg_villages:
https://content.minetest.net/packages/S ... _villages/
(needs https://content.minetest.net/packages/S ... /cottages/ to work)
- Wed Mar 03, 2021 23:00
- Forum: WIP Mods
- Topic: [Mod] Wilhelmines Living Floatlands [livingfloatlands]
- Replies: 4
- Views: 282
Re: [Mod] Wilhelmines Living Floatlands [livingfloatlands]
I vote for larger ones.
- Tue Mar 02, 2021 15:15
- Forum: Mod Releases
- Topic: [Mod] Petz [v19.7] [petz]
- Replies: 1205
- Views: 84642
- Tue Mar 02, 2021 10:47
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.55] [mobs]
- Replies: 2212
- Views: 416459
Re: Update:
- Mobs Monster (new textures added, new spider types) Nice, I like it. Maybe, if I could suggest... Mese Monster - Can you change the Mese Monster texture? - remove the letters. It's immersion breaking. Something like in Minetest Extended would be sufficient. Lava Monsters - mouth is not really vis...
- Fri Feb 26, 2021 17:50
- Forum: WIP Mods
- Topic: [Mod] Folks 0.2.0 [folks]
- Replies: 8
- Views: 943
Re: [Mod] Folks 0.2.0 [folks]
This looks promising 👌
- Thu Feb 25, 2021 13:20
- Forum: Mod Releases
- Topic: [Mod] i3 [1.0] [i3]
- Replies: 6
- Views: 344
- Wed Feb 24, 2021 23:28
- Forum: WIP Games
- Topic: [Game] A Planet Alive
- Replies: 21
- Views: 1131
Re: [Game] A Planet Alive
New version is on gitlab with i3 UI.
I'll test it a bit and then release 0.8 version.
Because of i3, Minetest 5.4 is forced.
I'll test it a bit and then release 0.8 version.
Because of i3, Minetest 5.4 is forced.
- Wed Feb 24, 2021 23:22
- Forum: Mod Releases
- Topic: [Mod] i3 [1.0] [i3]
- Replies: 6
- Views: 344
Re: [Mod] i3 [1.0] [i3]
One more think. If I'm in creative, then I can not see the crafting guide, because left clock gives the item to inventory. It's a pity because it looks super and sometimes it is good to get information about the recipe even in creative. Maybe you could let the left click to show the crafting guide a...
- Wed Feb 24, 2021 23:07
- Forum: Mod Releases
- Topic: [Mod] i3 [1.0] [i3]
- Replies: 6
- Views: 344
Re: [Mod] i3 [1.0] [i3]
Great mod. Probably the best UI for minetest. I would have 2 suggestions/quuestions: Could the mod turn of progressive, if I'm in creative? - it is a little bit weird if I'm in creative and don't see all the elements. How can I deselect an item to hide crafting guide part again? - once I select the ...
- Mon Feb 22, 2021 23:44
- Forum: WIP Mods
- Topic: [mod] Beautiful flowers [beautiflowers]
- Replies: 6
- Views: 290
Re: [mod] Beautiful flowers [beautiflowers]
Hi,
this looks very good.
I would have 2 suggestions:
this looks very good.
I would have 2 suggestions:
- Could you add some setting to reduce/set the amount of generated flowers?
It looks like there are a too many flowers generated. - Hitboxes should be adjusted to the size of the flowers.
- Sun Feb 21, 2021 16:28
- Forum: WIP Mods
- Topic: Climatez [climatez] (v1.16)
- Replies: 47
- Views: 1650
Re: Climatez [climatez] (v1.9)
Are there any commands to change the weather manually?
- Sun Feb 21, 2021 16:27
- Forum: WIP Mods
- Topic: Climatez [climatez] (v1.16)
- Replies: 47
- Views: 1650
Re: Climatez [climatez] (beta 7)
I do not understand settingtypes.txt yet. I hope, you are going to use it eventually. It's not perfect, but it's easier to configure mod directly from game. Here is some description: https://github.com/minetest/minetest/blob/master/builtin/settingtypes.txt Reading is easy as, eg. value = minetest.s...
- Fri Feb 19, 2021 22:24
- Forum: WIP Games
- Topic: [Game] A Planet Alive
- Replies: 21
- Views: 1131
Work in Progress 0.7
Work in Progress 0.7 MOD reorganisation bucket-lite - moved to tools comboblock - moved to environment special - renamed to blocks farbows - moved to tools mobs - rearranged for different APIs (mobs, mobkit) ADD MOD: bonemeal - bonemeal - make bonemeal, mulch, fertiliser and gelatine from bones fir...
- Fri Feb 19, 2021 12:52
- Forum: WIP Mods
- Topic: [Mod] Fire Plus [fire_plus]
- Replies: 7
- Views: 492
Re: [Mod] Fire Plus [fire_plus]
I tried it with second ParticleSpawner and it looks pretty good. particlespawner_id2 = minetest.add_particlespawner({ amount = 5, time = 0, minpos = vector.new(0, 0.5, -0.3), maxpos = vector.new( 0, 0.5, 0.3), minvel = {x = 0, y = 0, z = 0}, maxvel = {x = 0, y = 0, z = 0}, minacc = {x = 0, y = 0, z ...
- Wed Feb 17, 2021 20:44
- Forum: WIP Mods
- Topic: [Mod] Fire Plus [fire_plus]
- Replies: 7
- Views: 492
Re: [Mod] Fire Plus [fire_plus]
Hi, I like this mod. The only think I find a little bit disruptive, is the static fire image on the HUD. I tried to simulate it with HUD change in minetest.register_globalstep(function(dtime) . ( https://github.com/daretmavi/fire_plus ) Maybe you could implement something like that (eventually with ...
- Wed Feb 17, 2021 20:34
- Forum: Mod Releases
- Topic: [Mod] Petz [v19.7] [petz]
- Replies: 1205
- Views: 84642
Re: [Mod] Petz [v19.6] [petz]
Thanks for answer.
- Tue Feb 16, 2021 17:06
- Forum: Mod Releases
- Topic: [Mod] Petz [v19.7] [petz]
- Replies: 1205
- Views: 84642
Re: [Mod] Petz [v19.6] [petz]
Hi, some mobs are disabled in petz.conf by default: ##Disable here some mobs to not spawn ###Add the type name of the petz plus "_disable_spawn" ###Normal bees should not spam!!! bee_disable_spawn = true ant_disable_spawn = true warrior_ant_disable_spawn = true rooster_disable_spawn = true...
- Sun Feb 14, 2021 23:09
- Forum: WIP Mods
- Topic: [Mod] D00Med mobs [dmobs]
- Replies: 267
- Views: 41534
Re: UPDATE:
Nice.TenPlus1 wrote: ↑Mon Feb 01, 2021 08:35Since this mod has been abandoned I've created a fork and:
- Tweaked and Tidied code to be 5.x compliant
- Fixed a few bugs and features
The new download can be found here: https://notabug.org/TenPlus1/dmobs
Could you add it to contentdb?
- Tue Feb 09, 2021 21:27
- Forum: WIP Games
- Topic: [Game] A Planet Alive
- Replies: 21
- Views: 1131
Re: [Game] A Planet Alive
Thanx for hint, it looks promising.cuthbertdoublebarrel wrote: ↑Tue Feb 09, 2021 20:50https://wiki.minetest.net/Mods:Mobs.
That is a lot of mobs to play with in that list to make things come alive . though they do not tend to stay alive very long in my worlds and nor do i for that matter .
- Tue Feb 09, 2021 21:15
- Forum: Mod Releases
- Topic: [Mod] Bucket lite [bucket]
- Replies: 16
- Views: 864
Release 7.0
Release 7.0 Total rewrite of bucket water implementation. - better support for liquid definition from other mods - river water bucket added back + setting to unify - other mods ca unify with function "bucket.register_bucket_as_diffrent_liquid(source, flowing, destination_source, force_renew)&q...
- Tue Feb 09, 2021 19:35
- Forum: WIP Games
- Topic: [Game] A Planet Alive
- Replies: 21
- Views: 1131
Re: [Game] A Planet Alive
Hi daret, no, I'm using just the mods of this game. Minetest 5.3. I've created the "Wooden Chestplate". Im the armor windows, the chestplate appears on the bottom line. The double click failed with the error message posted. It looks like there are too many textures in skindb (a_planet_ali...
- Tue Feb 09, 2021 18:20
- Forum: WIP Games
- Topic: [Game] A Planet Alive
- Replies: 21
- Views: 1131
Re: [Game] A Planet Alive
I can not reproduce this error. I can , same error report . when the armour is in the bottom blue field . its intermittent but double clicking will trigger the crash . I never double click in minetest did not even know it was a function but yeah its crashing it . Yes, I could reproduce it ... after...
- Mon Feb 08, 2021 23:32
- Forum: WIP Games
- Topic: [Game] A Planet Alive
- Replies: 21
- Views: 1131
Re: [Game] A Planet Alive
I've created a "Wooden Chestplate". In the armor windows a doubleclick is followed by this error: AsyncErr: ServerThread::run Lua: Runtime error from mod 'smart_inventory' in callback on_playerReceiveFields(): ...a_planet_alive/mods/gui/smart_inventory/pages/player.lua:382: attempt to ind...
- Mon Feb 08, 2021 15:25
- Forum: WIP Games
- Topic: [Game] A Planet Alive
- Replies: 21
- Views: 1131
Re: [Game] A Planet Alive
I've created a "Wooden Chestplate". In the armor windows a doubleclick is followed by this error: AsyncErr: ServerThread::run Lua: Runtime error from mod 'smart_inventory' in callback on_playerReceiveFields(): ...a_planet_alive/mods/gui/smart_inventory/pages/player.lua:382: attempt to ind...