Search found 86 matches
- 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
- 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
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
- 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).
- 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...
- 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 =...
- 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...
- 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...
- 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...
- 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...
- Fri Feb 11, 2022 19:42
- Forum: Modding Discussion
- Topic: [SOLVED] Dark nodes
- Replies: 3
- Views: 545
Re: Dark nodes
Thanku so much. it's solved nowjoe7575 wrote: ↑Thu Feb 10, 2022 20:38Add this to your node definitions:This should solve the problem.Code: Select all
paramtype = "light",
- 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...
- 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
thanks u, i downloaded the source code and compiled to run without install. it works perfectly.
- Sat Jan 29, 2022 15:21
- Forum: News
- Topic: Minetest 5.5.0 release candidate 1
- Replies: 16
- Views: 12413
- 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?
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?
- 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...
- 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...
- Tue Jan 04, 2022 15:11
- Forum: Modding Discussion
- Topic: Collapsing Ceilings?
- Replies: 8
- Views: 1228
Re: Collapsing Ceilings?
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
- 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
- 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.
now it work for vertical,horizontal and square paints :D
now it work for vertical,horizontal and square paints :D
- 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...
- 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?
- 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...
- 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...
- 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...
- 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...