Search found 61 matches

by JBR
Sat Jun 22, 2013 11:16
Forum: General Discussion
Topic: Where do you live?
Replies: 150
Views: 32564

UK>Wales
by JBR
Sat Jun 22, 2013 11:14
Forum: General Discussion
Topic: a world of text
Replies: 12
Views: 2955

lol
by JBR
Tue Jun 18, 2013 20:18
Forum: WIP Mods
Topic: Where can I get the doc farming mod?
Replies: 1
Views: 623

Where can I get the doc farming mod?

Where can I get this mod:
http://forum.minetest.net/viewtopic.php?id=3948
Because the download link is broken.
by JBR
Mon Jun 17, 2013 18:13
Forum: General Discussion
Topic: How do you disable the bones mod in minetest 4.7?
Replies: 29
Views: 5464

Dan Duncombe wrote:Maybe you could delete the bones folder, then use PilzAdam's unknown node cleanup mod to delete all of the unknown blocks, then re-install bones or leave it.
Good idea, thanks.
by JBR
Mon Jun 17, 2013 18:05
Forum: General Discussion
Topic: How do you disable the bones mod in minetest 4.7?
Replies: 29
Views: 5464

Or just use Minetest+ instead of minetest_game. It has no bones mod, more features and many tewaked things. No thanks, all I want is no bones I don't want to change anything else. Then go to /games/minetest_game/mods/ and delete the folder "bones" I know! Then I asked if you know any mods...
by JBR
Mon Jun 17, 2013 18:00
Forum: General Discussion
Topic: How do you disable the bones mod in minetest 4.7?
Replies: 29
Views: 5464

BlockMen wrote:Or just use Minetest+ instead of minetest_game.

It has no bones mod, more features and many tewaked things.
No thanks, all I want is no bones I don't want to change anything else.
by JBR
Mon Jun 17, 2013 17:58
Forum: General Discussion
Topic: How do you disable the bones mod in minetest 4.7?
Replies: 29
Views: 5464

Ok. Does anyone know a mod to remove the bones from a game?
by JBR
Mon Jun 17, 2013 17:52
Forum: General Discussion
Topic: How do you disable the bones mod in minetest 4.7?
Replies: 29
Views: 5464

So the only way to stop is to delete the bone mod folder temporary?
by JBR
Mon Jun 17, 2013 17:39
Forum: General Discussion
Topic: How do you disable the bones mod in minetest 4.7?
Replies: 29
Views: 5464

Then Maybe it isn't in your minetest altogether... Do you still get bones in game? Yes and it's annoying for what i'm doing. In version 4.6 I could normally just remove it from the world.mt file but it's not even in there now :( eidt:Also do you know any mods that remove any bone nodes, because the...
by JBR
Mon Jun 17, 2013 17:30
Forum: General Discussion
Topic: How do you disable the bones mod in minetest 4.7?
Replies: 29
Views: 5464

yeah about that... bones doesn't exist i the configure gui and neither does it exist in the world.mt file, help?
by JBR
Mon Jun 17, 2013 17:25
Forum: General Discussion
Topic: How do you disable the bones mod in minetest 4.7?
Replies: 29
Views: 5464

How do you disable the bones mod in minetest 4.7?

How do you disable the bones mod in minetest 4.7?
by JBR
Sun Jun 16, 2013 21:14
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 572917

If you have a player(objectref) stored in a variable, when that player leaves with the value of the variable become nil?
by JBR
Sun Jun 16, 2013 00:14
Forum: Problems
Topic: error in misc file
Replies: 6
Views: 1356

PilzAdam wrote:The problem is

Code: Select all

minetest.after(1,count(3))
Change it to

Code: Select all

minetest.after(1, count, 3)
You need to pass a function to minetest.after(), parameters for this function can be added as additional parameters to minetest.after().
That worked thanks! :)
by JBR
Sun Jun 16, 2013 00:03
Forum: Problems
Topic: error in misc file
Replies: 6
Views: 1356

All mods run in the same namespace. This is extremly useful for mods like mesecons (other mods can add mesecon functionality and so on). Can you please paste your whole code? I guess game is just not defined when running minetest.after. Here's the relevant part of the code: function count(num) mine...
by JBR
Sat Jun 15, 2013 23:50
Forum: Problems
Topic: error in misc file
Replies: 6
Views: 1356

Try making the game function local, to be sure that other mods dont screw it up. wait your saying that if your don't make functions/variables are not local they can be accessed by other mods? Whats the point of using dofile then? My though is that maybe because on 4.7 they have changed minetest.env...
by JBR
Sat Jun 15, 2013 23:38
Forum: Problems
Topic: error in misc file
Replies: 6
Views: 1356

error in misc file

Ok i was testing my mod and I got this error minetest-0.4.7\bin\..\builtin/misc.lua:17: attempt to call field 'func' (a nil value) The error came up when this was called or when the function game was called. minetest.after(4,game) function game: function game() players = minetest.get_connected_playe...
by JBR
Wed Jun 12, 2013 17:06
Forum: Maps
Topic: How to find the singlenode when singlenode map gen is enabled?
Replies: 4
Views: 2188

how do you place starting block?
by JBR
Wed Jun 12, 2013 16:45
Forum: Maps
Topic: How to find the singlenode when singlenode map gen is enabled?
Replies: 4
Views: 2188

How to find the singlenode when singlenode map gen is enabled?

How do you find/what locations is the singlenode when singlenode map gen is enabled?
by JBR
Mon Jun 10, 2013 15:57
Forum: Mod Releases
Topic: [Mod] Green Screens [greenscreens]
Replies: 32
Views: 8660

yay I managed to get png crush working, uploading new files asap.

done(re-sized and crushed png files)
by JBR
Mon Jun 10, 2013 15:40
Forum: Mod Releases
Topic: [Mod] Green Screens [greenscreens]
Replies: 32
Views: 8660

Take the colored wood mod for example. There are WAY to many different colors to code each node. I think coloredwood could look better if every block gets a special texture. Also,(as Hybrid-Dog suggested)change the image size to 1x1 because it is a single flat color. If possible you could pngcrush ...
by JBR
Mon Jun 10, 2013 15:34
Forum: WIP Mods
Topic: [Mod] Coloured Glass [colouredglass]
Replies: 21
Views: 7716

Evergreen wrote:
JBR wrote:
Evergreen wrote: Yeah, just wanted to point out to him that he could do that. EDIT: 500th post!
So what license should I use if I allow people to edit and share it as long as they give credit?
CC BY-SA 3.0 More info: http://creativecommons.org/licenses/by-sa/3.0/
Thanks, changing now.

edit:done
by JBR
Mon Jun 10, 2013 15:32
Forum: Mod Releases
Topic: [Mod] Green Screens [greenscreens]
Replies: 32
Views: 8660

So you could short the code: local COLOURS = { {"green", "Green"}, {"lightblue", "Light Blue"}, {"blue", "Blue"}, {"white", "White"}, {"black", "Black"}, {"pink", "Pink"} } for i ...
by JBR
Mon Jun 10, 2013 15:23
Forum: Mod Releases
Topic: [Mod] Green Screens [greenscreens]
Replies: 32
Views: 8660

:o I just realized I missed out a colour in the pic(pink block) updating asp..

edit:done
by JBR
Mon Jun 10, 2013 15:18
Forum: Mod Releases
Topic: [Mod] Green Screens [greenscreens]
Replies: 32
Views: 8660

Thanks for all the great comments! And thanks whoever moved it to mod releases.
by JBR
Mon Jun 10, 2013 15:17
Forum: WIP Mods
Topic: [Mod] Coloured Glass [colouredglass]
Replies: 21
Views: 7716

Evergreen wrote:
Calinou wrote:
Evergreen wrote:Use this to choose which license is best for your work.
I know, he just often uses CC0.
Yeah, just wanted to point out to him that he could do that. EDIT: 500th post!
So what license should I use if I allow people to edit and share it as long as they give credit?