Search found 119 matches

by T6C
Sat Nov 18, 2023 20:04
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2293
Views: 491776

Re: [Mod] Advanced Trains [advtrains] [2.4.3]

Thank you very much! I fixed the problem using the at commands. There were something like a thousand ghost nodes. Yeah, I started running into that frequently in my last world once my rail network became pretty complex. I started running those sync commands each time I logged onto the server, and t...
by T6C
Thu Nov 02, 2023 14:02
Forum: Minetest-related projects
Topic: Minetestmapper rewritten into C++
Replies: 252
Views: 79595

Re: Minetestmapper rewritten into C++

Hi, is there a way to only generate a portion of the map? minetestmapper -i ~/.minetest/worlds/linuxforks -o banana_place_$(date --iso=d).png --colors mycolors.txt --geometry 512:8400+512+384 --min-y -100 --drawalpha On one of my last worlds several months ago, I did a lot of exploring, and the map...
by T6C
Wed Oct 11, 2023 14:23
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1611
Views: 642390

Re: [Mod] Technic [0.4.16-dev] [technic]

I used to host Minetest servers for my friends for a few years. In 2021, I switched to Minecraft, and have been hosting servers for that, instead. However, last year, I started playing my own single player Minetest worlds again. The Technic mod was a large part of that decision to return to Minetest...
by T6C
Sun Mar 05, 2023 19:15
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.31] [ethereal]
Replies: 420
Views: 161203

Re: [MOD] Ethereal NG [1.29] [ethereal]

I've had lots of success with Ethereal on the Flat mapgen with hills and lakes. Seems to work perfectly there. The only oddity I've found is that sometimes, the biome borders will form a straight line across the map and across multiple biomes. I have a feeling this would still happen on v7. It's not...
by T6C
Wed Dec 28, 2022 14:24
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1611
Views: 642390

Re: [Mod] Technic [0.4.16-dev] [technic]

Midnight wrote:
Wed Dec 28, 2022 07:12
I think that the technic worldgen should have all the technic ores spread above y level -30000...
There are ores that spawn only at y ≤ –30000? I thought the deepest ore was diamond at y ≤ –1024.
by T6C
Mon Dec 19, 2022 22:02
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 760
Views: 325203

Re: [Mod] Pipeworks [git] [pipeworks]

I can confirm you can have more than two teletubes in one channel. What I did to make it work is set the chest input tube as a recever and disable all others as receivers... You can have as many receivers as you like on a single channel (within reason, memory is finite). However, there's no reliabl...
by T6C
Sun Apr 17, 2022 17:55
Forum: Minetest-related projects
Topic: Minetestmapper rewritten into C++
Replies: 252
Views: 79595

Re: Minetestmapper rewritten into C++

I clearly don't know what I'm doing. *facepalm* Can someone please help me understand what I've done wrong? I tried to install and run cmake based on the instructions in the readme . sudo apt install cmake libgd-dev libhiredis-dev libleveldb-dev libpq-dev libsqlite3-dev zlib1g-dev libzstd-dev Then, ...
by T6C
Sun Mar 06, 2022 21:04
Forum: General Discussion
Topic: Using MinetestMapper on Linux
Replies: 10
Views: 1341

Re: Using MinetestMapper on Linux

Since updating to Minetest v5.5.0, Minetestmapper is throwing "decompress errors" on certain areas of the map—the most important parts of it, no less. So, I can't create a map of my world anymore. Has anyone else experienced this?

Using on Ubuntu 20.04.
by T6C
Mon Feb 14, 2022 14:04
Forum: Mod Releases
Topic: [Mod] Basic Materials [git][basic_materials]
Replies: 35
Views: 21590

Re: [Mod] Basic Materials [git][basic_materials]

SFENCE wrote:
Mon Feb 14, 2022 07:04
It is a git repository with a submodule.
Command git pull is not enough to get it. You should use this command git pull --recurse-submodules for example.
Good to know. Should I be doing that with all Git-based mods, just to be safe?
by T6C
Mon Feb 14, 2022 04:23
Forum: Mod Releases
Topic: [Mod] Basic Materials [git][basic_materials]
Replies: 35
Views: 21590

Re: [Mod] Basic Materials [git][basic_materials]

Just caught this. When I updated the basic_materials mod via git pull , the server would crash at startup with the error that it couldn't find /sound_api_core/init.lua . The sound_api_core directory was empty. After looking on Github, I found that sound_api_core was separated from basic_materials . ...
by T6C
Sun Feb 13, 2022 18:36
Forum: Mod Releases
Topic: [Modpack] Home Decor [git] [homedecor_modpack]
Replies: 1036
Views: 479544

Re: [Modpack] Home Decor [git] [homedecor_modpack]

https://github.com/mt-mods/homedecor_modpack Is homedecor_modpack the same as home_workshop_modpack ? I thought the workshop modpack had extra assets in it, like computers etc.. Will deleting the home_workshop_modpack folder and cloning homedecor_modpack going to break the world? Edit: Never mind. ...
by T6C
Wed Dec 29, 2021 21:39
Forum: Mod Releases
Topic: [Modpack] Home Decor [git] [homedecor_modpack]
Replies: 1036
Views: 479544

Re: [Modpack] Home Decor [git] [homedecor_modpack]

Small update: all computers, the 3d printer, soda machine, beer taps and mug, and tool cabinet have been moved to my Home Workshop modpack, since I finally decided they really have nothing to do with *decor* as such. You can get it here: https://gitlab.com/VanessaE/home_workshop_modpack This link n...
by T6C
Wed Dec 29, 2021 21:19
Forum: Mod Releases
Topic: [Mod] Currency and Economy [git][currency]
Replies: 21
Views: 10909

Re: [Mod] Currency and Economy [git][currency]

Is anyone else getting login requests (and subsequent failure errors) from Gitlab when trying to update the Currency mod on the local system using git pull? Never had this issue before.
by T6C
Mon Dec 13, 2021 21:47
Forum: WIP Mods
Topic: [mod] Sailing Kit [sailing_kit]
Replies: 32
Views: 8748

Re: [mod] Sailing Kit [sailing_kit]

Termos wrote:
Mon Dec 13, 2021 09:56
If you log out and back in the object should be at the original position again.
Yep. I just logged in again, and the boat was back at its place on the dock. I've hired an NPC priest to exorcise it while I'm logged off... XD
by T6C
Thu Dec 09, 2021 22:42
Forum: WIP Mods
Topic: [mod] Sailing Kit [sailing_kit]
Replies: 32
Views: 8748

Re: [mod] Sailing Kit [sailing_kit]

I think my boat is possessed. LOL I went for another sail this afternoon to find my boat missing. I figured it had just floated out to sea again. Then, I happened to look up—straight up—and saw this... https://forum.minetest.net/download/file.php?mode=view&id=25250 I cheated by flying up to it, ...
by T6C
Thu Dec 09, 2021 01:03
Forum: WIP Mods
Topic: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
Replies: 127
Views: 39990

Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]

i removed the hud.. and made the skills thing less spamy The HUD doesn't need to be removed entirely. It needs to just be moved to a more appropriate location on the screen, and become invisible when the weapon isn't active. If you removed the HUD, then how do you know how much ammo you have left i...
by T6C
Thu Dec 09, 2021 00:54
Forum: WIP Mods
Topic: [mod] Sailing Kit [sailing_kit]
Replies: 32
Views: 8748

Re: [mod] Sailing Kit [sailing_kit]

Is there an anchor in this mod? I ask, because I put my brand-new boat in the water, walked away for a few minutes to get some supplies, and when I came back to get my sea legs, my boat had floated away! LOL It was a good 50 nodes out to sea already, and I'd never been on it yet.
by T6C
Wed Dec 08, 2021 17:36
Forum: WIP Mods
Topic: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
Replies: 127
Views: 39990

Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]

This is a fantastic mod. Great work, @davidthecreator! Here are a few suggestions for updates, some previously mentioned in this thread... Everyone on the server can hear a gun being fired and reloaded regardless of where the gun is with respect to the player. The sound effect volume should diminish...
by T6C
Wed Dec 08, 2021 16:02
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2293
Views: 491776

Re: [Mod] Advanced Trains [advtrains] [2.4.1]

I love the horseshoe on the front. XD
by T6C
Fri Nov 26, 2021 01:48
Forum: Mod Releases
Topic: [Mod] Bows with arrows V2 [bows]
Replies: 105
Views: 47256

Re: [Mod] Bows with arrows V2 [bows]

Getting the same error here in Minetest v5.4.1. First few bow shots seem fine, then game will crash on shot 3 or 4. 2021-11-26 01:03:15: WARNING[Server]: Deprecated call to get_look_yaw, use get_look_horizontal instead (at /home/minetest/.minetest/mods/bows/bows/init.lua:168) 2021-11-26 01:03:15: AC...
by T6C
Mon Nov 22, 2021 20:48
Forum: WIP Mods
Topic: [mod] Realtime Elevators [elevator]
Replies: 49
Views: 18257

Re: [mod] Realtime Elevators [elevator]

Miniontoby wrote:
Mon Nov 22, 2021 19:07
When specifying the name of the mod in the mod.conf it wont have any issues (so change the code and make PR)
Sorry, I'm not sure what you mean. I have to change the mod.conf file for everyone by making a pull request?
by T6C
Wed Nov 10, 2021 16:45
Forum: Minetest-related projects
Topic: Amidst for Minetest: A mapping and biomes tool
Replies: 54
Views: 24784

Re: Amidst for Minetest: A mapping and biomes tool

Ok. I installed Eclipse to follow that guide, and I noticed that this error appears in the console every time I try to create a flat map, even before I make any changes to the mapgen parms... [error] Error: BiomeDataOracleFlat cannot cast params to flatParams. Using defaults instead. I searched in E...
by T6C
Tue Nov 09, 2021 19:41
Forum: WIP Mods
Topic: [mod] Realtime Elevators [elevator]
Replies: 49
Views: 18257

Re: [mod] Realtime Elevators [elevator]

I haven't looked too deeply into it, but I might have found something useful. When added via the in-game "web content" screen, the folder created in ~/.minetest/mods is realtime-elevator . However, when added via git clone, the folder name is just elevator . Adding the mod using git clone ...
by T6C
Mon Nov 08, 2021 21:08
Forum: Minetest-related projects
Topic: Amidst for Minetest: A mapping and biomes tool
Replies: 54
Views: 24784

Re: Amidst for Minetest: A mapping and biomes tool

I wanted to play with the mapgen parms a bit, so that required me to rebuild from source. I tried rebuilding both v4.1 and v4.1.1, but I get this error from Maven... [ ERROR ] Failed to execute goal on project amidst : Could not resolve dependencies for project amidst:amidst:jar:0.0.1-SNAPSHOT: Fail...
by T6C
Mon Nov 08, 2021 20:10
Forum: WIP Mods
Topic: [Modpack] more (adv)trains [moretrains] [WIP]
Replies: 46
Views: 11107

Re: [Modpack] more (adv)trains [moretrains] [WIP]

This mod isn't in the "online content" section in the game's main menu. Is that because this is a WIP mod?