Search found 30 matches

by HighPopes
Sun Nov 08, 2020 17:12
Forum: Mod Releases
Topic: [Mod] cottages [cottages] (medieval, farming, country life)
Replies: 120
Views: 45704

Re: [Mod] cottages [cottages] (medieval, farming, country life)

Yeah, that texture works. I'm having trouble getting the rope rail to work. How do you use it? The cart doesn't pass through it just stops.
by HighPopes
Thu Nov 05, 2020 03:51
Forum: Mod Releases
Topic: [Mod] Bees and beekeeper [2.0] [bees]
Replies: 82
Views: 29965

Re: [Mod] Bees and beekeeper [2.0] [bees]

I've got rainf on a world and there are a lot less trees. I was wondering what happened. More room for the flowers.
by HighPopes
Thu Nov 05, 2020 03:39
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.4] [underch]
Replies: 170
Views: 14917

Re: [mod] 62 underground biomes! [1.1.3] [underch]

Now that i thought about it, I like the replacing of default stone. Techage has compressed gravel that can be smelted into default:stone. The replacing makes the recipe useful. I've do have uchu and technic plus. Maybe the strategy is technic then techage. I'll have to do some research. But that mig...
by HighPopes
Wed Nov 04, 2020 17:09
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.4] [underch]
Replies: 170
Views: 14917

Re: [mod] 62 underground biomes! [1.1.3] [underch]

Can you / have you added pockets of default:stone back into the world? Techage and technic I believe need default stone. I'm not sure which biome the stone texture would fit nicely in. If there is default stone accessable already how do I find it? I've been mining dungeons cause I'm to lazy to readd...
by HighPopes
Wed Nov 04, 2020 16:57
Forum: Mod Releases
Topic: [Mod] Bees and beekeeper [2.0] [bees]
Replies: 82
Views: 29965

Re: [Mod] Bees and beekeeper [2.0] [bees]

Alright if it does work, I reverted the code back to having {''}. I'm impatent so I'm keeping my time changes: 600s and 10%. I'm making a wild hive farm in the ocean. With moretrees and cooltrees installed the grassland is now treeland. A poor place for an organized hive farm. Thankfully this mod do...
by HighPopes
Wed Nov 04, 2020 06:36
Forum: WIP Mods
Topic: [mod] Stripped tree trunks [stripped_tree]
Replies: 10
Views: 432

Re: [mod] Chisel for tree trunks [chisel_tree]

Really like the textures.
by HighPopes
Wed Nov 04, 2020 06:27
Forum: Mod Releases
Topic: [Mod] Bees and beekeeper [2.0] [bees]
Replies: 82
Views: 29965

Re: [Mod] Bees and beekeeper [2.0] [bees]

I looked at the code. It takes 1600 seconds to spawn a hive and there's a 20 percent chance of it happening. That's along time to stand near a tree. There's a part in the spawning abm that says neighbors = {''} switched that to neighbors = nil. I don't know if minetest looks at air blocks as an empt...
by HighPopes
Sat Oct 31, 2020 22:34
Forum: WIP Mods
Topic: [Mod] Tech Age [techage]
Replies: 141
Views: 6616

Re: [Mod] Tech Age [techage]

Really cool. I've been having alot of fun with this mod pack.
by HighPopes
Sat Oct 31, 2020 20:50
Forum: WIP Mods
Topic: [MOD] Swampz (swaz) [v1.9]
Replies: 26
Views: 1026

Re: [MOD] Swampz (swaz) [v1.7]

I meant actually crafting mud blocks. Not building materials. The only way to get mud is to find it. The wet mud texture is really nice and i want to build with it. Perhaps a crafting recipe: dirt + water bucket for wet mud.
by HighPopes
Sat Oct 31, 2020 02:52
Forum: WIP Mods
Topic: [MOD] Swampz (swaz) [v1.9]
Replies: 26
Views: 1026

Re: [MOD] Swampz (swaz) [v1.6]

Will there be a mud crafting recipe? Some of the land nodes would make great building blocks.
by HighPopes
Thu Oct 29, 2020 00:40
Forum: Mod Releases
Topic: [Mod] Bees and beekeeper [2.0] [bees]
Replies: 82
Views: 29965

Re: [Mod] Bees and beekeeper [2.0] [bees]

Does this mod work on mobile? Minetest 5.3? I saw a pull request involving a flora to flower change or something.
by HighPopes
Wed Oct 28, 2020 21:08
Forum: Mod Releases
Topic: [Mod] cottages [cottages] (medieval, farming, country life)
Replies: 120
Views: 45704

Re: [Mod] cottages [cottages] (medieval, farming, country life)

The rope rails are a neat idea. I like that the anvil works and doesn't dupe the item like the castle plus anvil does. I think the anvil mod did the same.

I'm getting a rendering problem with the hay floor mat thing. It shows as a half box that's solid black. Does anyone know of a fix for this error?
by HighPopes
Wed Oct 28, 2020 20:57
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.27] [ethereal]
Replies: 211
Views: 76143

Re: [MOD] Ethereal NG [1.27] [ethereal]

The paper crafting recipe doesn't work. I think I have default bamboo and not ethereal bamboo. Minetest version 5.3
by HighPopes
Wed Oct 21, 2020 04:05
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.4] [underch]
Replies: 170
Views: 14917

Re: [mod] 62 underground biomes! [1.1.3] [underch]

Do you somehow have 2 defaults? Minetest doesn't seem to like multiples of the same mod. Try enabling default in the world.md config file. It's in your worlds folder of minetest. Look for load_mod_default = false and change it to true. If it is in the world file you might have a second default mod i...
by HighPopes
Mon Oct 19, 2020 02:38
Forum: WIP Mods
Topic: [Mod] Tech Age [techage]
Replies: 141
Views: 6616

Re: [Mod] Tech Age [techage]

Oh TA4 chest works with the TA4 pusher. I got it working. I was using a normal chest.
I was being dumb and pulling from the distributor. I'm still figuring things out. Sorry and thank you for the help.
I having alot of fun with this modpack.
by HighPopes
Sun Oct 18, 2020 20:04
Forum: WIP Mods
Topic: [Mod] Tech Age [techage]
Replies: 141
Views: 6616

Re: [Mod] Tech Age [techage]

Is there a way to push a specific item? no other items just that one item. Say sieved gravel for example. I'm trying to get just that item from the chest into the gravel washer. I tried the TA4 pusher and distributor but neither worked.
by HighPopes
Sat Oct 17, 2020 20:25
Forum: WIP Mods
Topic: [WIP] Elektrika's Beyond Ores Mod [elektrika_ores]
Replies: 1
Views: 162

Re: [WIP] Elektrika's Beyond Ores Mod [elektrika_ores]

I like the varity of colors. I don't know if you can easily do this but crystals/plants of some sort on top of the ore would be interesting. Kinda like the glowing coal plant from ethereal.
by HighPopes
Sat Oct 17, 2020 20:18
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.4] [underch]
Replies: 170
Views: 14917

Re: [mod] 62 underground biomes! [1.1.3] [underch]

I did a few edits to techage and am now having a fun time exploring caves and teching up. This is the only cave mod I found that actually seems to work. I can now build the techage melting pot in layers of different cobble. Having a group:cobble was a great idea. It made the edits simple. This is a ...
by HighPopes
Sat Oct 17, 2020 20:11
Forum: WIP Mods
Topic: [Mod] Tech Age [techage]
Replies: 141
Views: 6616

Re: [Mod] Tech Age [techage]

The distributer and one item pusher doesn't seem to follow the filter. It's pushing other items as well. I put sieved gravel in the slot and it pushed sieved gravel and other stuff that was in the chest.
by HighPopes
Fri Oct 16, 2020 01:47
Forum: WIP Mods
Topic: [Modpack] more (adv)trains [moretrains] [WIP]
Replies: 22
Views: 2758

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

Wow. Is a fluid tank possible? Fluid lib or tubelib2 support. Techage has an oil cart but an oil tanker train would be awesome.
by HighPopes
Thu Oct 15, 2020 19:57
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.4] [underch]
Replies: 170
Views: 14917

Re: [mod] 62 underground biomes! [1.1.3] [underch]

It's slow to generate the map. I checked debug: just a few undeclared variable errors, see dir and alt. There was a 'can't grab block' error as well. They never give good info on those. I had under utils enabled and the default bare min required for it. 15 13:57:44: WARNING[Main]: Undeclared global ...
by HighPopes
Sun Oct 11, 2020 23:16
Forum: WIP Mods
Topic: [Mod]Ocean [xocean][2.1]
Replies: 66
Views: 6266

Re: [Mod]Ocean [xocean][2.1]

I'm using the lastest one on the content page.
by HighPopes
Fri Oct 09, 2020 00:18
Forum: WIP Mods
Topic: [Mod] Tech Age [techage]
Replies: 141
Views: 6616

Re: [Mod] Tech Age [techage]

Oh you put the lighter in the center of the bottom layer. I had a 5x5 pile and the lighter right next to the wall. I tried every wall. I just needed to move it forward one. Thank you
by HighPopes
Thu Oct 08, 2020 17:50
Forum: WIP Mods
Topic: [Mod]Ocean [xocean][2.1]
Replies: 66
Views: 6266

Re: [Mod]Ocean [xocean][2.1]

Some bugs and the fixes Horn coral crashes the game. Easy fix skeleton_horn to horn_skeleton or reverse i forget. There's xocean:default in the drop property resulting in unknown item horn_block -> to horn_brown One of the corals are unbreakable. The horn coral i think. The node drop prediction is w...
by HighPopes
Thu Oct 08, 2020 17:24
Forum: WIP Mods
Topic: [Mod] Tech Age [techage]
Replies: 141
Views: 6616

Re: [Mod] Tech Age [techage]

I'm having trouble getting the coal pile to give me charcoal. I followed the schematic. Can you post an image of the set up or make a youtube video of it? I tried many variations the charcoal burns, ash spreads but it doesnt convert. I'm using the latest techage from github.