BlockMen made a diamond fist mod that looked like a glove and dug pretty fast. Don't know if it's what you are looking for.
viewtopic.php?f=11&t=6080#p91514
Search found 58 matches
- Mon Jan 22, 2018 15:09
- Forum: General Discussion
- Topic: Any tunnel borer tool mod in Minetest?
- Replies: 6
- Views: 871
- Mon Aug 14, 2017 14:49
- Forum: General Discussion
- Topic: building minetest from source code question
- Replies: 2
- Views: 595
Re: building minetest from source code question
When you make changes to a .cpp file you have to recompile.
- Sat Aug 05, 2017 00:50
- Forum: General Discussion
- Topic: Thoughts on Morrowind Sub-Game
- Replies: 1
- Views: 386
Re: Thoughts on Morrowind Sub-Game
Sounds pretty good to me. Dwemer, Ebony, Glass, Daedric weapons and armor too? Golden Saints, and Ogrim Titans would be nice to have in this too. Different factions?
BTW maybe this should be moved to subgame discussion
BTW maybe this should be moved to subgame discussion
- Sat Jul 15, 2017 17:07
- Forum: Mod Releases
- Topic: [Mod] Throw any item or stack of items far away [sling]
- Replies: 9
- Views: 4420
Re: [Mod] Throw any item or stack of items far away [sling]
Will you be able to fling lava sources with this? If that's the case I'll have a good reason to move up to 0.4.16 :)
- Sat Jul 15, 2017 16:58
- Forum: Feature Discussion
- Topic: Replace post counts with this
- Replies: 16
- Views: 1942
Re: Replace post counts with this
There's no reason to hide post counts. 1. People with high post counts are not always better, or more knowledgeable than others with just a few posts. 2. People that are obsessed with having more posts than the other guy need to find something constructive to do :) 3. It's true some people just have...
- Thu Oct 27, 2016 20:54
- Forum: WIP Games
- Topic: [Game] A Tome With Trials [WIP]
- Replies: 54
- Views: 16961
Re: [Game] A new subgame (... to be named ...) [WIP]
sofar,
As for the name why don't you see how the words 'mine', 'game', 'test' are pronounced in foreign languages, and play off of that?....just a random thought of mine. :) I think the word game sounds like ditch in Russian. (but I'm not 100% sure on that)
As for the name why don't you see how the words 'mine', 'game', 'test' are pronounced in foreign languages, and play off of that?....just a random thought of mine. :) I think the word game sounds like ditch in Russian. (but I'm not 100% sure on that)
- Thu Jun 23, 2016 18:43
- Forum: WIP Mods
- Topic: [modpack] THE TREEPACK!
- Replies: 22
- Views: 4349
Re: [modpack] THE TREEPACK!
I disabled 2d_leaves...runs a lot better on my machine. Thank you :)
- Thu Jun 23, 2016 16:19
- Forum: WIP Mods
- Topic: [modpack] THE TREEPACK!
- Replies: 22
- Views: 4349
Re: [modpack] THE TREEPACK!
azekill_DIABLO, I tested this on v6 and v7 my frames ran 50 -60, they dipped down to 16 @ one point, and ran 40 -50 for a few seconds, and back up to 50 -60, then back to 40 - 50 etc. kind of sine wave like. Haven't seen any big trees yet. But I did collect 35 saplings (seems like a lot) in the time...
- Tue Jun 21, 2016 12:29
- Forum: Texture Packs
- Topic: Convert MC resource/texture packs to Minetest!
- Replies: 78
- Views: 63482
Re: Convert MC resource/texture packs to Minetest!
Thanks sofar, now I know not to bother with the TP's that aren't properly packed. If they were unzipped, organized, and re-zipped they would work then?
- Wed Jun 15, 2016 01:19
- Forum: WIP Mods
- Topic: [Mod] Australia 0.4
- Replies: 85
- Views: 18908
Re: [Mod] Australia 0.4
Great work demon_boy, very nice variety of biomes, trees, and vegetation. No macadamia nuts yet? :)
Idea: this mod + streets + cars = Bathurst!
Keep up the good work.
Idea: this mod + streets + cars = Bathurst!
Keep up the good work.
- Sat Jun 11, 2016 13:15
- Forum: Texture Packs
- Topic: Convert MC resource/texture packs to Minetest!
- Replies: 78
- Views: 63482
Re: Convert MC resource/texture packs to Minetest!
Sofar, From fixerol's post: 21st Century-Craft v8.zip http://www.planetminecraft.com/texture_pack/21st-century-craft/ DefaultPro-15-v2.zip http://www.planetminecraft.com/texture_pack/defaultpro/ PixelPerfectionv2.4.5-1.9.zip http://www.planetminecraft.com/texture_pack/131pixel-perfection/ From my so...
- Sat Jun 11, 2016 01:28
- Forum: Texture Packs
- Topic: Convert MC resource/texture packs to Minetest!
- Replies: 78
- Views: 63482
Re: Convert MC resource/texture packs to Minetest!
I can't get this to work. I run it, find a zip file manually, click ok, 'A texture pack folder with name "foo" already exists, overwrite?, click yes then... line after line of this (different line numbers though): ./mcresconvert.sh: line 353: _n/_tot: No such file or directory finally: fin...
- Wed May 18, 2016 17:37
- Forum: Partly official engine development
- Topic: What i must use to compile minetest??
- Replies: 26
- Views: 6152
Re: What i must use to compile minetest??
I'm using linux...don't know how to compile on windows, but hopefully you'll get it done :)
- Wed May 18, 2016 16:50
- Forum: Partly official engine development
- Topic: What i must use to compile minetest??
- Replies: 26
- Views: 6152
Re: What i must use to compile minetest??
When you download the source and extract it there is a README.txt file, and that should tell you what you need and how to get it if I'm not mistaken. Happy compiling :)
- Wed May 18, 2016 15:49
- Forum: Problems
- Topic: Default bookshelf infotext
- Replies: 2
- Views: 500
Default bookshelf infotext
Sorry, but I don't know where else to post this: I've noticed this ever since the bookshelf has had it's own formspec. When you mouse over the bookshelf it doesn't have the "Bookshelf" text displayed on the screen like "Chest" or "Furnace" when you mouse over a chest or...
- Sat Jan 09, 2016 14:44
- Forum: Game Releases
- Topic: [Game] rpgtest [git][rpgtest]
- Replies: 409
- Views: 123481
Re: [Game] rpgtest [git][v7][rpgtest]
cd2, I tried your subgame and think it's pretty cool. The only problem I have is some of the items blend into the hotbar background making it a little difficult to see.
- Fri Jan 08, 2016 19:42
- Forum: Game Releases
- Topic: [Game] Pixture
- Replies: 278
- Views: 100264
Re: [Game] Pixture
Kaadmy, Haven't found any bugs yet but... Is there going to be a food source in the wasteland biome? Is swamp grass going to craftable like a regular grass clump? The fluid sink rate @ 50? On the positive side it does make getting to the bottom a lot faster :) I vote for this game to be included wit...
- Wed Dec 23, 2015 09:58
- Forum: General Discussion
- Topic: Handling Teen/Adult content and conversation
- Replies: 50
- Views: 6278
Re: Teen/Adult forum
> I do not consider chartoonish killing to be "EXTREME VIOLANCE!!! That's the argument often used, that it's cartoonish violence so harmless, well then, cartoonish low-res pixelated sexy underwear is also harmless. This is an example of how some coutries, especially in Europe (here in the UK) ...
- Mon Dec 14, 2015 13:35
- Forum: Mod Releases
- Topic: [Mod] More Blocks [moreblocks]
- Replies: 448
- Views: 352904
Re: [Mod] More Blocks [moreblocks]
Calinou, I ran into a bug? I downloaded this from github and installed it into a subgame I was working on and there was no breath bar displayed. Removed all mods and replaced them one by one until I found the cause of this. Just to be sure yesterday I downloaded and compiled a fresh minetest and min...
- Sun Dec 06, 2015 17:59
- Forum: Game Releases
- Topic: [GAME] [SERVER] Post-Apocalyptic World [aftermath][v1.3]
- Replies: 97
- Views: 48356
Re: [Game] Post-apocalyptic Fallout World [nuclear_holocaust
I've been messing around with a subgame like this for awhile. One thing I did to my toxic water was to give it a light_source = (x). Gave it a spooky glow at night time :)
- Mon Nov 30, 2015 13:00
- Forum: General Discussion
- Topic: Suggestion - MapGen Subforum of Mods Forum
- Replies: 13
- Views: 2165
- Thu Nov 12, 2015 14:36
- Forum: Game Releases
- Topic: [Game] Pixture
- Replies: 278
- Views: 100264
Re: [Game] Pixture
Kaadmy, You're right the compass works, it musta been operator error :)
- Thu Nov 12, 2015 13:20
- Forum: Mod Releases
- Topic: [Mod] Pyramids [0.4.2 beta] [pyramids]
- Replies: 112
- Views: 70153
Re: [Mod] Pyramids [0.4 beta] [pyramids]
Thanks duane, appreciate it :)
- Wed Nov 11, 2015 15:54
- Forum: Mod Releases
- Topic: [Mod] Pyramids [0.4.2 beta] [pyramids]
- Replies: 112
- Views: 70153
Re: [Mod] Pyramids [0.4 beta] [pyramids]
BlockMen, I downloaded 4.1? from github and got this: 10:43:16: WARNING: Assignment to undeclared global "p2" inside a function at ...test0413-dev/bin/../games/my_game/mods/pyramids/init.lua:137. 2015-11-11 10:43:28: ACTION[Server]: singleplayer granted (fly) privileges to singleplayer 201...
- Wed Nov 11, 2015 06:48
- Forum: Game Releases
- Topic: [Game] Pixture
- Replies: 278
- Views: 100264
Re: [Game] Pixture
Beds, and compass now work. With books I changed the init file line 57 from placenode to craftitem and got it to work. The compass needle E and W seemed reversed. It differed from what debug was telling me (F5) (when debug was telling me I was facing W the compass read E) I'll test that again in the...