Search found 86 matches

by 1faco
Wed Jun 15, 2022 03:16
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 218
Views: 130008

Re: [Mod] Advanced area protection [areas]

i just wanna rounded areas
by 1faco
Thu Mar 10, 2022 02:42
Forum: Español
Topic: servidor español
Replies: 67
Views: 33915

Re: servidor español

Hola, puedes visitar HISPANIA MT Esp
direccion: his.edgy1.net
puerto: 30008

El servidor tiene un par de meses, y planea expandirse en la medida que crezca la base de jugadores. el admin es latino, también pueden unirse a la comunidad de discord https://discord.gg/U8jkcBa3WF
by 1faco
Thu Mar 10, 2022 02:33
Forum: Español
Topic: Mi Problema. World Edit
Replies: 3
Views: 1928

Re: Mi Problema. World Edit

lo que se me ocurre es que puedes estar necesitando el comando //replace. si usas el unified inventory el worldedit te puede mostrar interfaz gráfica que te facilita eso, tambien hay un mod llamado terraform que tiene un pincel que puedes configurar para eso (todo graficamente).
by 1faco
Thu Mar 03, 2022 20:22
Forum: Modding Discussion
Topic: [SOLVED]Lua loops
Replies: 2
Views: 873

Re: Lua loops

In the while loop the issue is that you aren't checking for the existence of file, you are only checking for the existence of a string, which always exists so it's an infinite loop. In the for loop the issue is that you are using 'n' instead of 'i' in several places, but since 'n' stays the same yo...
by 1faco
Thu Mar 03, 2022 19:22
Forum: Modding Discussion
Topic: [SOLVED]Lua loops
Replies: 2
Views: 873

[SOLVED]Lua loops

As you can see, i have this code to register some nodes, when i try with a while loop i got a ModError: Number of registerable nodes (32768) exceeded (cuadros:s_32766) so i tried with a for loop but just was registered the last node "cuadros:s_29". am i doing something wrong? local mpath =...
by 1faco
Wed Feb 23, 2022 17:06
Forum: WIP Mods
Topic: [modpack] Automobiles [automobiles_pck]
Replies: 63
Views: 15629

Re: [modpack] Automobiles [automobiles_pck]

i got this error. 2022-02-17 14:53:32: ERROR[Main]: ModError: Failed to load and run script from /home/frank/.minetest/games/minetest_game/mods/automobiles_pck/automobiles_lib/init.lua: 2022-02-17 14:53:32: ERROR[Main]: ...minetest_game/mods/automobiles_pck/automobiles_lib/ground_detection.lua:79: n...
by 1faco
Fri Feb 18, 2022 15:22
Forum: Modding Discussion
Topic: physics override don't work
Replies: 3
Views: 523

Re: physics override don't work

This is why we use mods to handle physics overrides, so that theres no clashes. 3d_armor is compatible with monoids and my own POVA mod that handles player physics properly. https://notabug.org/tenplus1/pova i tried with your mod: minetest.register_tool(":3d_armor:helmet_vip", { descripti...
by 1faco
Fri Feb 18, 2022 06:25
Forum: Modding Discussion
Topic: physics override don't work
Replies: 3
Views: 523

physics override don't work

i have this issue for some time. if i do this code minetest.register_chatcommand("freeze", { description = "freeze a player", privs = { server = true }, func = function(name) if not param then param = name end local player = minetest.get_player_by_name(name) player:set_physics_ov...
by 1faco
Wed Feb 16, 2022 00:13
Forum: WIP Mods
Topic: [mod] Animalia [0.6] [animalia]
Replies: 177
Views: 53880

Re: [mod] Animalia [0.3] [animalia]

2022-02-11 09:38:01: WARNING[Server]: Assignment to undeclared global "temp_gScore" inside a function at ...nap/minetest/1744/.minetest/mods/creatura/pathfinder.lua:312. 2022-02-11 09:38:01: WARNING[Server]: Undeclared global variable "boid_angle" accessed at .../minetest/1744/.m...
by 1faco
Fri Feb 11, 2022 19:42
Forum: Modding Discussion
Topic: [SOLVED] Dark nodes
Replies: 3
Views: 545

Re: Dark nodes

joe7575 wrote:
Thu Feb 10, 2022 20:38
Add this to your node definitions:

Code: Select all

paramtype = "light",
This should solve the problem.
Thanku so much. it's solved now
by 1faco
Thu Feb 10, 2022 16:32
Forum: Modding Discussion
Topic: [SOLVED] Dark nodes
Replies: 3
Views: 545

[SOLVED] Dark nodes

Hi, i have this issue. some users at server "Hispania" can't see this 2 nodes. https://raw.githubusercontent.com/minefaco/stuff/main/Screenshot_20220205-174214_Minetest.jpg here is how i see it (and the most of users.) https://raw.githubusercontent.com/minefaco/stuff/main/20220204_003612.j...
by 1faco
Sat Jan 29, 2022 23:47
Forum: News
Topic: Minetest 5.5.0 release candidate 1
Replies: 16
Views: 12413

Re: Minetest 5.5.0 release candidate 1

sfan5 wrote:
Sat Jan 29, 2022 15:52
Hardware support is exactly as before, so if the AppImage does not work that might be an implementation technicality. Once released you will be able to install 5.5.0 from Snap, Flatpak too.
thanks u, i downloaded the source code and compiled to run without install. it works perfectly.
by 1faco
Sat Jan 29, 2022 15:21
Forum: News
Topic: Minetest 5.5.0 release candidate 1
Replies: 16
Views: 12413

Re: Minetest 5.5.0 release candidate 1

1faco wrote:
Sat Jan 29, 2022 15:20
linuxmint 20.2
graphics Mesa DRI Intel® G41 (ELK)
the appimage don't work.it closes inmediately. i know my hardware is so old, maybe the new version has no support for older hardware?
this is opengl 2.0
by 1faco
Sat Jan 29, 2022 15:20
Forum: News
Topic: Minetest 5.5.0 release candidate 1
Replies: 16
Views: 12413

Re: Minetest 5.5.0 release candidate 1

linuxmint 20.2
graphics Mesa DRI Intel® G41 (ELK)
the appimage don't work.it closes inmediately. i know my hardware is so old, maybe the new version has no support for older hardware?
by 1faco
Thu Jan 20, 2022 02:47
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 643020

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

Hi, I have a problem with the auto crafter. My tree farm produces not the correct ratio leaves:trunks of 8:1 to exactly fulfill the auto crafter recipe for mulch (used as fertilizer). It produces more trunks, so eventually the auto crafter stops because it's completely filled with trunks, leaves ca...
by 1faco
Thu Jan 20, 2022 02:43
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 643020

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

Hi, I have a problem with the auto crafter. My tree farm produces not the correct ratio leaves:trunks of 8:1 to exactly fulfill the auto crafter recipe for mulch (used as fertilizer). It produces more trunks, so eventually the auto crafter stops because it's completely filled with trunks, leaves ca...
by 1faco
Tue Jan 04, 2022 15:11
Forum: Modding Discussion
Topic: Collapsing Ceilings?
Replies: 8
Views: 1228

Re: Collapsing Ceilings?

isaiah658 wrote:
Tue Jan 04, 2022 03:27
What's the mod name? I've been looking for something like this for singleplayer.
there are a public copy of the server, enjoy. i think that the mod is "betterfall", but i'm not sure
https://github.com/Elkien3/citysim_game
by 1faco
Sun Jan 02, 2022 06:47
Forum: Modding Discussion
Topic: Collapsing Ceilings?
Replies: 8
Views: 1228

Re: Collapsing Ceilings?

This already exists! visit the CitySim server :D
by 1faco
Sun Jan 02, 2022 06:32
Forum: Modding Discussion
Topic: [SOLVED] Double height texture
Replies: 6
Views: 868

Re: [SOLVED] Double height texture

Thank you all for your replies.
Image

now it work for vertical,horizontal and square paints :D
by 1faco
Thu Dec 30, 2021 00:06
Forum: Modding Discussion
Topic: [SOLVED] Double height texture
Replies: 6
Views: 868

[SOLVED] Double height texture

Hi all, i want to do this https://i.ibb.co/746LY1m/Captura-de-pantalla-2021-12-29-15-16-47.png but i got this https://i.ibb.co/Qj4bYGS/Captura-de-pantalla-2021-12-29-15-16-09.png i tried to do with a custom .obj but i got this https://i.ibb.co/Wy90M3N/Captura-de-pantalla-2021-12-29-15-19-26.png I ne...
by 1faco
Mon Dec 20, 2021 06:14
Forum: WIP Mods
Topic: [Mod] Library [library]
Replies: 13
Views: 3304

Re: [Mod] Library [library]

How can i do on take a book, leave the "original" copy in the bookshelf?
by 1faco
Sun Dec 12, 2021 04:46
Forum: Modding Discussion
Topic: Mod storage
Replies: 6
Views: 1175

Re: Mod storage

You don't need to work directly with storage for every operation. You can load the storage when the mod is loaded and only update changes. data_list = minetest.deserialize (storage:get_string ("data_list")) if type (data_list) ~= "table" then data_list = { -- set up for first us...
by 1faco
Sat Dec 11, 2021 01:08
Forum: Modding Discussion
Topic: Mod storage
Replies: 6
Views: 1175

Re: Mod storage

Short answer: no. Since the only way to store a table in mod storage is as a string, you will need to serialize the table every time you want to save it with new values. But unless you have a particular need to store a whole table, there is nothing wrong with storing the variables separately. (Your...
by 1faco
Fri Dec 10, 2021 18:08
Forum: Modding Discussion
Topic: Mod storage
Replies: 6
Views: 1175

Mod storage

Hey. I need to store a table, so i know that i can use mod_storage() but i have this issue: i can use my_variable = minetest.deserialize(storage:get_string(key)).value to get a specific value from a table but i can't do minetest.serialize(storage:set_string(key)).value , if i do this, i lose the res...
by 1faco
Wed Dec 08, 2021 18:36
Forum: WIP Mods
Topic: [Mod] Death Staff Tool [death_cetro]
Replies: 0
Views: 1161

[Mod] Death Staff Tool [death_cetro]

https://i.ibb.co/NT5VHg6/screenshot-20211208-132809.png Adds a Staff thats teleports you to your last death position. You can choose between craft the cetro to obtain or give to player on death. (crafting by default) just edit init.lua <give_on death = false > License Code by minefaco GPLv3.0 (Lice...