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Re: 32x John Smith Texture Pack - 0.4.16

texture pack update

whats new

> Improved Textures
> Fixed Sun & Moon Texture
> Fixed Wooden Fence

I now moved the texture pack mirror to Google drive since its a lot better than Media Fire

+ Spoiler
by Semmett9
Wed Jun 06, 2018 21:26
 
Forum: Texture Packs
Topic: 32x John Smith Texture Pack - 0.4.17
Replies: 104
Views: 50538

Re: Re:

texture pack update i have updated the texture pack for 0.4.6. Also the links are fixed now. enjoy Menche wrote: The mediafire link on this page works, but not the one on his google page. I strongly prefer UbuntuOne to Mediafire, as it has direct links and no ads (you don't need Ubuntu to use it).&...
by Semmett9
Mon May 28, 2018 00:36
 
Forum: Texture Packs
Topic: 32x John Smith Texture Pack - 0.4.17
Replies: 104
Views: 50538

Re: 32x John Smith Texture Pack - 0.4.17

We have a problem. I've been looking for the license and I've found this: http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/1223204-johnsmith-texture-pack-v9-7-32x-1-4-2 the author says: If you want to use my textures in your pack: You can use, edit and share my textures as lo...
by Semmett9
Mon May 28, 2018 00:24
 
Forum: Texture Packs
Topic: 32x John Smith Texture Pack - 0.4.17
Replies: 104
Views: 50538

Re: 32x John Smith Texture Pack - 0.4.15

The mossy cobblestone texture is not seamless to the other cobblestones, but I'm not sure why https://forum.minetest.net/download/file.php?mode=view&id=8971&sid=f897d90d1dc114c94d55fe0f9ce2bd3b Yes I have the same problem. I might have to redraw this texture since the mossy cobble textu...
by Semmett9
Mon Jun 05, 2017 23:15
 
Forum: Texture Packs
Topic: 32x John Smith Texture Pack - 0.4.17
Replies: 104
Views: 50538

Re: 32x John Smith Texture Pack - 0.4.16

New Update to Minutest 0.4.16 what's new > Added New Textures for nodes in 0.4.16 > Changed GUI to support the new TP > New Texture for desert sand and stone (looks like default TP) > Added new texture for keys - added in 0.4.15 > Added new texture for mese lamp > More Changes New Nodes https://i.im...
by Semmett9
Mon Jun 05, 2017 22:58
 
Forum: Texture Packs
Topic: 32x John Smith Texture Pack - 0.4.17
Replies: 104
Views: 50538

Open Chest on server

Version of Game (0.4.16) OS (Linux Mint 17.3) They is a bug with chests on servers. If Player 1 Joins the game and opens a chest and then disconnects the chest will stay open and cannot be closed by any other player apart from they player who opened it. The main problem with this is that the open is...
by Semmett9
Mon Jun 05, 2017 13:42
 
Forum: Problems
Topic: Open Chest on server
Replies: 1
Views: 239

Re: 32x John Smith Texture Pack - 0.4.15

I love this texture pack, thanks for the update. I'd also appreciate it if you could add support for nodebox_trees Done, your mod has been added to the texture pack https://i.imgur.com/9pf2fsF.jpg https://i.imgur.com/A5QjFbG.png https://i.imgur.com/siKexmR.png Nodebox_trees Textures Only Mod Suppor...
by Semmett9
Tue Jan 31, 2017 22:53
 
Forum: Texture Packs
Topic: 32x John Smith Texture Pack - 0.4.17
Replies: 104
Views: 50538

[MOD] A Overhall to Darkage [Medieval]

Requires Darkage Images being uploaded https://i.imgur.com/XdjpItK.png Types of Glass and Nodes https://i.imgur.com/YYiGlv2.jpg Item Signs https://i.imgur.com/HRcH2jT.jpg Make Glass windows https://i.imgur.com/S9SwrHO.png Or a market Texturepack Used in Sceenshots John Smith About The Mod This Mod ...
by Semmett9
Wed Jan 18, 2017 00:15
 
Forum: WIP Mods
Topic: [MOD] A Overhall to Darkage [Medieval]
Replies: 8
Views: 1662

Re: Fake Fire - No more, burning down houses!

New Update

Fake Fire has been rebuilt from the ground up, and now suppors the new features in the minetest API.

Bugs in the old version are now fixes such as the sound bug and the placeing in water bug.

DOWNLOAD

Smoke Fire will be added to the mod soon!

Enjoy the Update!
by Semmett9
Tue Jan 17, 2017 23:40
 
Forum: Mod Releases
Topic: [Mod] No more, burning down houses! [fake_fire]
Replies: 10
Views: 3571

Re: [Mod] Say Goodbye To Dirt Scaffolding 2.0 [scaffolding]

Nathan.S wrote:
+ Spoiler


Sure that would be great.
by Semmett9
Tue Jan 17, 2017 14:52
 
Forum: Mod Releases
Topic: [Mod] Say Goodbye To Dirt Scaffolding 2.0 [scaffolding]
Replies: 11
Views: 3952

Re: 32x John Smith Texture Pack - 0.4.15

Update
I just added the missing textures

+ Default Stone Block
+ Default Silver Sand
+ Default Iron Ladder

Hope you enjoy the pack
by Semmett9
Tue Jan 17, 2017 14:40
 
Forum: Texture Packs
Topic: 32x John Smith Texture Pack - 0.4.17
Replies: 104
Views: 50538

Re: 32x John Smith Texture Pack - 0.4.14

texture pack update
i have updated the texture pack for 0.4.15.

you can download the TP here
by Semmett9
Mon Jan 16, 2017 22:16
 
Forum: Texture Packs
Topic: 32x John Smith Texture Pack - 0.4.17
Replies: 104
Views: 50538

Re: [Mod] Say Goodbye To Dirt Scaffolding [scaffolding]

New Big Update They is a new update which changes how the scaffolding works. Now it is easier than ever to build and remove scaffolding Whats New > New Auto Build Tower system > New Plaform system (placeing a platfrom on the scaffolding will build a platfrom around the scaffolding) > wooden platfro...
by Semmett9
Thu Jan 12, 2017 00:43
 
Forum: Mod Releases
Topic: [Mod] Say Goodbye To Dirt Scaffolding 2.0 [scaffolding]
Replies: 11
Views: 3952

Re: [Solived] Reusable Function

Many thanks for the help.

got it working.
by Semmett9
Wed Jan 11, 2017 18:09
 
Forum: Modding Discussion
Topic: [Solived] Reusable Function
Replies: 2
Views: 211

[Solived] Reusable Function

I'm working on a scaffolding mod which auto builds the scaffolding. Since some code is the same for, is they a way to make a reusable function, where the mod passes the information such as Position and Node name to the function. Example; 1. Wood scaffolding Node sends the information to the function...
by Semmett9
Sat Jan 07, 2017 14:08
 
Forum: Modding Discussion
Topic: [Solived] Reusable Function
Replies: 2
Views: 211

Reusable Function

I was wondering if they is a way to call a function. I have some code which on every on_click it places a note above it. The idea is to have a reusable function so that this code can be used more than once, and my different nodes. so MAIN FUNCTION { // code for node send location of node and name to...
by Semmett9
Thu Jan 05, 2017 21:22
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 321508

Re: [Mod] bring the joy of xmas to minetest. [christmas_craf

NEW UPDATE V0.1 I have decided to update and improve some of my older mods. So I have updated this mod so that it has better support over the new version of minetest. They should be no problem with upgradeing to the newest version of the mod, this update adds the following things More coloured prese...
by Semmett9
Tue Nov 22, 2016 00:07
 
Forum: Mod Releases
Topic: [Mod] bring the joy of xmas to minetest. [christmas_craft]
Replies: 33
Views: 8813

Re: [Mod] bring the joy of xmas to minetest. [christmas_craf

AnxiousInfusion wrote:This might be a dumb question but are the gift boxes functional or just decoration?


When you remove the present node you will get a random item. starting from a node (such as grass block) to tools (iron pick).
by Semmett9
Tue Nov 22, 2016 00:00
 
Forum: Mod Releases
Topic: [Mod] bring the joy of xmas to minetest. [christmas_craft]
Replies: 33
Views: 8813

Re: [Mod] Make Beer in Minetest [beer_test]

Sorry for the long time for a reply

You need to put down a crop on the hoed ground then place the seeds onto the crop (left click)

ill have a look into this
by Semmett9
Mon Oct 17, 2016 23:18
 
Forum: WIP Mods
Topic: [Mod] Make Beer in Minetest [beer_test]
Replies: 50
Views: 6702

Re: Can you detect node and get its location

local target_pos = { x = pos.x, y = pos.y, z = pos.z } target_pos.y = target_pos.y + 1 local node = minetest.get_node(target_pos) will get the node above pos. you can then do: if node.name == "air" then minetest.set_node(target_pos, { name = "default:dirt" }) end...
by Semmett9
Mon Oct 17, 2016 19:52
 
Forum: Modding Discussion
Topic: [solved] Can you detect node and get its location
Replies: 2
Views: 349

[solved] Can you detect node and get its location

I am making a mod which detects the node above it and if its air it replaces it with a node. so lets say I have a node (default:dirt) at 0,0,0 when i hit this done (with on_punch) it checks the node at 0,1,0 After this it checks what the node at 0,1,0 and if its air it places a node there (default:d...
by Semmett9
Mon Oct 17, 2016 17:22
 
Forum: Modding Discussion
Topic: [solved] Can you detect node and get its location
Replies: 2
Views: 349

Re: 32x John Smith Texture Pack - 0.4.14

... Good job, looks cool! You can also attach your file here on forum. One block you forgot is aspen tree sapling :) https://i.imgur.com/gqbMMnn.jpg Fixed the problem with the aspen tree, if you the download link has also been updated. if you have already downloaded the file, I have attached th...
by Semmett9
Thu May 26, 2016 17:55
 
Forum: Texture Packs
Topic: 32x John Smith Texture Pack - 0.4.17
Replies: 104
Views: 50538

Re: 32x John Smith Texture Pack 1.5.0

Its been a long wait for the last update, but the John smith texture pack now supports minutest 0.4.14! all of the blocks for default game should be supported (apart from two items from the vessels mod. ) hope you all enjoy the update Downloads DOWNLOAD | Mirror Files Will be Uploaded to the main si...
by Semmett9
Thu May 26, 2016 11:24
 
Forum: Texture Packs
Topic: 32x John Smith Texture Pack - 0.4.17
Replies: 104
Views: 50538

Re: Post your modding questions here

How to activate a file if a mod is installed? Is they a way to activate a file or bit of code if a mod is installed. I have just mad a mod called "Beer_Test" and I’m currently working on a new mod "Farm_Test". Is they a way for me to add a line of code which looks for a mod call...
by Semmett9
Thu Aug 13, 2015 08:56
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 321508

Re: [Mod] Make Beer in Minetest [beer_test]

Thanks for Pointing that out.

The mod is under the creative commons BY SA

licence

Image
by Semmett9
Tue Aug 11, 2015 11:59
 
Forum: WIP Mods
Topic: [Mod] Make Beer in Minetest [beer_test]
Replies: 50
Views: 6702
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