Search found 96 matches

by daret
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 ...
by daret
Sat Mar 06, 2021 16:41
Forum: WIP Mods
Topic: [Mod] Wilhelmines People [people]
Replies: 4
Views: 195

Re: [Mod] Wilhelmines People [people]

by daret
Tue Mar 02, 2021 15:15
Forum: Mod Releases
Topic: [Mod] Petz [v19.7] [petz]
Replies: 1205
Views: 84642

Re: [Mod] Petz [v19.6] [petz]

runs wrote:
Tue Mar 02, 2021 09:59
v19.7
- Fix: Male calfs could be milked and not female as it was intended in a previous fix, LOL.
- Added more support to some food for the ng_hunger mod.
- Jackolantern farming compat
Super :)
by daret
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...
by daret
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 👌
by daret
Thu Feb 25, 2021 13:20
Forum: Mod Releases
Topic: [Mod] i3 [1.0] [i3]
Replies: 6
Views: 344

Re: [Mod] i3 [1.0] [i3]

jp wrote:
Thu Feb 25, 2021 00:37
That's something not possible currently due to engine limitations. But all good points (will be addressed soon).
Hmmm, I really like minetest, but some engine function decisions are beyond my understanding.
Is double-click possible?
by daret
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.
by daret
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...
by daret
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 ...
by daret
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:
  1. Could you add some setting to reduce/set the amount of generated flowers?
    It looks like there are a too many flowers generated.
  2. Hitboxes should be adjusted to the size of the flowers.
by daret
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?
by daret
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...
by daret
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...
by daret
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 ...
by daret
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 ...
by daret
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.
by daret
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...
by daret
Sun Feb 14, 2021 23:09
Forum: WIP Mods
Topic: [Mod] D00Med mobs [dmobs]
Replies: 267
Views: 41534

Re: UPDATE:

TenPlus1 wrote:
Mon Feb 01, 2021 08:35
Since 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
Nice.
Could you add it to contentdb?
by daret
Tue Feb 09, 2021 21:27
Forum: WIP Games
Topic: [Game] A Planet Alive
Replies: 21
Views: 1131

Re: [Game] A Planet Alive

cuthbertdoublebarrel wrote:
Tue Feb 09, 2021 20:50
https://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 .
Thanx for hint, it looks promising.
by daret
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...
by daret
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...
by daret
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...
by daret
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...
by daret
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...