Search found 44 matches
- Thu Dec 01, 2022 02:54
- Forum: General Discussion
- Topic: generate ore only below specific biomes
- Replies: 10
- Views: 926
Re: generate ore only below specific biomes
Ignore Festus1965's comment*. Yes, you can write a VoxelManip implementation, but that would be really, really slow by comparison. Minetest has this kind of functionality built in via the biome system. What you want to do is make a mod where you remove most of the ore definitions from the base game...
- Tue Nov 29, 2022 22:13
- Forum: General Discussion
- Topic: generate ore only below specific biomes
- Replies: 10
- Views: 926
generate ore only below specific biomes
is there a way to register ore generation below a specific biome?
for example if i want iron i need to go to the desert biome and find a cave or dig there.
for example if i want iron i need to go to the desert biome and find a cave or dig there.
- Sat May 08, 2021 07:34
- Forum: WIP Mods
- Topic: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
- Replies: 127
- Views: 40456
Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
is it my idea or do the shots do damage only above a certain distance?
when shooting at close range at another player the bullets seem to do no harm
when shooting at close range at another player the bullets seem to do no harm
- Mon May 03, 2021 05:14
- Forum: General Discussion
- Topic: darker nights for all players
- Replies: 14
- Views: 3002
Re: darker nights for all players
I finally left it like this and it looked pretty good, I based it on the source code of the Islands mod to do this. Islands mod by Termos: https://github.com/TheTermos/islands/blob/master/weather.lua Thanks :) -- Hacer que las noches sean mas oscuras darkernight = 0 local function get_adjusted_light...
- Fri Apr 30, 2021 05:28
- Forum: General Discussion
- Topic: darker nights for all players
- Replies: 14
- Views: 3002
- Mon Apr 26, 2021 23:03
- Forum: General Discussion
- Topic: darker nights for all players
- Replies: 14
- Views: 3002
darker nights for all players
hi, is there a way to make nights darker for all players on server? with some friends we have a survival and pvp server, and we would like to make the nights darker so that, together with the illumination mod, players are forced to use torches to walk in the dark and thus be more vulnerable to being...
- Thu Apr 22, 2021 05:05
- Forum: WIP Mods
- Topic: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
- Replies: 127
- Views: 40456
Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
hi, this is a great mod, but it crashes the server when i shot to any node that generate particles, as general nodes, mobs or players, but doesnt crash when shooting to the air minetest server version 5.4.1 (same on 5.4.0) debian testing (same on debian buster) here are two logs 2021-04-21 23:37:01:...
- Tue Apr 20, 2021 02:41
- Forum: Mod Releases
- Topic: [Mod] Villages for Minetest [mg_villages]
- Replies: 175
- Views: 76207
Re: [Mod] Villages for Minetest [mg_villages]
hi, how can i modify the items that appear in chests?
UPDATE:
I've found it, is in handle_schematics/fill_chest.lua
UPDATE:
I've found it, is in handle_schematics/fill_chest.lua
- Sat Jul 11, 2020 00:09
- Forum: Mod Releases
- Topic: [mod] 62 underground biomes! [1.2.2] [underch]
- Replies: 201
- Views: 38860
Re: [mod] 62 underground biomes! [1.1.3] [underch]
Still the same error: moreblocks and underch ModError: Failed to load and run script from /home/xxx/.minetest/mods/underch/init.lua: Unknown node: stairs:stair_cobble stack traceback: [C]: in function 'get_content_id' /home/xxx/.minetest/mods/underch/worldgen.lua:12: in main chunk [C]: in function ...
- Thu Jul 02, 2020 05:17
- Forum: Mod Releases
- Topic: [mod] 62 underground biomes! [1.2.2] [underch]
- Replies: 201
- Views: 38860
Re: [mod] 62 underground biomes! [1.1.2] [underch]
Great, Thanks! :)
- Wed May 27, 2020 02:08
- Forum: WIP Mods
- Topic: [Modpack] Regional Weather Bundle [climate] [1.2.1]
- Replies: 127
- Views: 25873
Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]
thanks :)TestificateMods wrote: ↑Sun May 24, 2020 01:16Ah, sorry. Yes, the snow layers are configurable separately. Go to regional_weather/abms/snow_cover.lua and you will find the same type of configuration at line 103.
- Mon May 25, 2020 23:37
- Forum: Mod Releases
- Topic: [Mod] Multi dimensions V2.3 [multidimensions]
- Replies: 42
- Views: 14636
- Mon May 25, 2020 23:37
- Forum: Mod Releases
- Topic: [Mod] Multi dimensions V2.3 [multidimensions]
- Replies: 42
- Views: 14636
Re: [Mod] Multi dimensions V2.3 [multidimensions]
did you add it to the mod depends ? (like default or fire is added) if not the ores are not able in the mod and cant be added cuz those doesn't exists. added ores somewhat like this? the number is chance to be generated. multidimensions.register_dimension("name",{ stone_ores = { ["xt...
- Mon May 25, 2020 17:18
- Forum: Mod Releases
- Topic: [Mod] Multi dimensions V2.3 [multidimensions]
- Replies: 42
- Views: 14636
Re: [Mod] Multi dimensions V2.3 [multidimensions]
Most ores have a y_min and y_max element. If y_max is below the bottom of your dimension, or y_min is above the top of your dimension, no ores will spawn in it. Making y_min = the lowest point of your dimension and adding this new y_min to the old y_max will make the ores spawn as normal in your di...
- Sun May 24, 2020 22:30
- Forum: Mod Releases
- Topic: [Mod] Multi dimensions V2.3 [multidimensions]
- Replies: 42
- Views: 14636
Re: [Mod] Multi dimensions V2.3 [multidimensions]
how can I add ores from other mods like moreores or xtraores? i tried to add ores from xtraores and not working
- Fri May 22, 2020 22:46
- Forum: WIP Mods
- Topic: [Modpack] Regional Weather Bundle [climate] [1.2.1]
- Replies: 127
- Views: 25873
Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]
I made the white list but the snow layer still appears
- Fri May 22, 2020 20:47
- Forum: Mod Releases
- Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
- Replies: 119
- Views: 39784
Re: [Mod] Dwarf Fortress style caverns [dfcaverns]
EDIT: It doesn't matter anymore, I'll leave it as it is :)
apparently this mod causes the coalblock to burn out and no longer serve to make permanent flame, how can I make permanent flame now?
apparently this mod causes the coalblock to burn out and no longer serve to make permanent flame, how can I make permanent flame now?
- Fri May 22, 2020 20:10
- Forum: Problems
- Topic: I can't make permanent fire, the coal block is consumed
- Replies: 4
- Views: 848
Re: I can't make permanent fire, the coal block is consumed
apparently the error is caused by the df_trees mod of Dwarf Fortress style caverns [dfcaverns], this apparently replaces the default:coalblock by df_trees:coalblock and no longer serves to make permanent flame, even so I do not know how to make permanent flame with this mod enabled
- Fri May 22, 2020 03:05
- Forum: Problems
- Topic: I can't make permanent fire, the coal block is consumed
- Replies: 4
- Views: 848
Re: I can't make permanent fire, the coal block is consumed
I just tried it in a game without mods and it worked fine, it seems some mod is causing the problem, well, I'll have to try every mod
- Thu May 21, 2020 20:21
- Forum: WIP Mods
- Topic: [Modpack] Regional Weather Bundle [climate] [1.2.1]
- Replies: 127
- Views: 25873
Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]
Thank you, now it worked :)TestificateMods wrote: ↑Thu May 21, 2020 15:57You have a syntax error. This line needs to be ended with a comma, like this daylight = 15,Code: Select all
daylight = 15
- Thu May 21, 2020 07:32
- Forum: Problems
- Topic: I can't make permanent fire, the coal block is consumed
- Replies: 4
- Views: 848
I can't make permanent fire, the coal block is consumed
the coal block is consumed after a time of having ignited the flame and disappears I installed some mods lately and I thought that one of the mods was causing the problem, so I played an old game where the permanent fire worked, I broke the coal block that was there and placed a new one and it didn'...
- Wed May 20, 2020 20:18
- Forum: WIP Mods
- Topic: [Modpack] Regional Weather Bundle [climate] [1.2.1]
- Replies: 127
- Views: 25873
Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]
The weather presets are based on humidity and temperature instead of being biome-locked. This *can* happen if the wordgen decides to put a rain forest in colder spot than usual. Unfortunately, there's no easy setting to change that. But if it bothers you, then you could add a whitelist of biomes to...
- Wed May 20, 2020 07:41
- Forum: WIP Mods
- Topic: [Modpack] Regional Weather Bundle [climate] [1.2.1]
- Replies: 127
- Views: 25873
Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]
this mod is just what my game was missing and it's very good, but... Is it normal for it to snow on the savannah or in the jungle? How can I disable the snow on certain biomes?
- Sat May 16, 2020 18:38
- Forum: General Discussion
- Topic: How can I make the biomes bigger?
- Replies: 13
- Views: 2714
Re: How can I make the biomes bigger?
Ignore me, I already found it, thanks :)
- Sat May 16, 2020 18:29
- Forum: General Discussion
- Topic: How can I make the biomes bigger?
- Replies: 13
- Views: 2714