Search found 644 matches
- Fri Feb 24, 2017 21:46
- Forum: Mod Releases
- Topic: [Modpack] WorldEdit [worldedit]
- Replies: 864
- Views: 389437
Re: [Mod] WorldEdit [1.0] [worldedit]
Hi Sergey, You can use the "//inspect on" chat command to enable inspection, and then punch nodes to figure out what they're called. Alternatively, you can take a look at the game code, where nodes are registered with "minetest.register_node". For example, flames from the fire mo...
- Mon Dec 07, 2015 04:53
- Forum: WIP Mods
- Topic: The Mesecons Laboratory
- Replies: 46
- Views: 30624
Re: The Mesecons Laboratory
That's a nice project! If you send me the write-up, I'll add it as a new post.
- Sun Dec 06, 2015 02:01
- Forum: WIP Mods
- Topic: The Mesecons Laboratory
- Replies: 46
- Views: 30624
Re: The Mesecons Laboratory
Hi benrob0329,
I don't really have the time to update this much any more, but I'd be happy to accept submissions! Simply post it in this thread or email me with the details, and I'll add it to the site.
I don't really have the time to update this much any more, but I'd be happy to accept submissions! Simply post it in this thread or email me with the details, and I'll add it to the site.
- Fri Jul 18, 2014 19:21
- Forum: Mod Releases
- Topic: [Modpack] WorldEdit [worldedit]
- Replies: 864
- Views: 389437
Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}
Krock: Worldedit supports searching by node description and partial nodenames! See the README regarding node names for more info. I'll fix this in a bit. sfan5 opened an issue here: https://github.com/Uberi/Minetest-WorldEdit/issues/52 if you want to check on progress. By the way, this new stuff is ...
- Fri Jul 11, 2014 00:19
- Forum: Mod Releases
- Topic: [Modpack] WorldEdit [worldedit]
- Replies: 864
- Views: 389437
Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}
Hey addi & webdesigner97:
This should be fixed now if you download the latest version from GitHub. Thanks for reporting!
This should be fixed now if you download the latest version from GitHub. Thanks for reporting!
- Mon Jun 09, 2014 05:56
- Forum: Mod Releases
- Topic: [Modpack] WorldEdit [worldedit]
- Replies: 864
- Views: 389437
Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}
I'm not sure that is necessary - did you know WE supports typing out partial names, and even by description?
That means you can do "//set Cobblestone" or "//set Blue Lightstone". This was added precisely because of really long node names!
That means you can do "//set Cobblestone" or "//set Blue Lightstone". This was added precisely because of really long node names!
- Mon May 26, 2014 20:57
- Forum: Mod Releases
- Topic: [Modpack] WorldEdit [worldedit]
- Replies: 864
- Views: 389437
Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}
Hi ak399g , I would recommend you copy in one axis, then move in the other axis. If you meant duplicate 600 times as dgm5555 stated, try using //stack in one direction, select the whole stacked area, then stack in the second direction. You can also do this all in one operation using //lua, but this ...
- Fri May 23, 2014 20:16
- Forum: Mod Releases
- Topic: [Modpack] WorldEdit [worldedit]
- Replies: 864
- Views: 389437
Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}
How to set position 1? //pos1 Also try the shorter version of the command, //1, if you have worldedit_shortcommands - it's included by default. It probably would be a good idea to add a feature that lists missing mods in a region. It won't be too difficult to integrate your changes. Giving an error...
- Mon May 19, 2014 23:18
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1938
- Views: 722120
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Not really, it wouldn't help much since it deals with metadata so much. That said, it could potentially be used to keep the chunks of a circuit loaded so they still work when far away from any players. These "world anchors" could potentially be very useful, but we need to determine a good ...
- Wed Apr 23, 2014 17:13
- Forum: Minetest-related projects
- Topic: MODSTER 2.0: Dead simple, super smart Minetest mod installer
- Replies: 17
- Views: 13647
Re: MODSTER 2.0: Dead simple, super smart Minetest mod insta
Good point. A cross-platform rewrite in Python is on the list! While the built in mod installer is nice, many of the mods in use today are not in the database. That means people are still downloading archives, code files, and copying Lua code from forum posts. This is intended to streamline that pro...
- Wed Apr 23, 2014 02:54
- Forum: Minetest-related projects
- Topic: MODSTER 2.0: Dead simple, super smart Minetest mod installer
- Replies: 17
- Views: 13647
Re: MODSTER 2.0: Dead simple, super smart Minetest mod insta
Hey Kilarin,
MODSTER doesn't work on Linux, as it is written to solve the most common issues that Windows users have when trying to install mods. I suspect this is also the reason it hasn't been incorporated into the main Minetest distribution.
MODSTER doesn't work on Linux, as it is written to solve the most common issues that Windows users have when trying to install mods. I suspect this is also the reason it hasn't been incorporated into the main Minetest distribution.
- Tue Apr 22, 2014 20:45
- Forum: Mod Releases
- Topic: [Mod] Pipeworks [git] [pipeworks]
- Replies: 760
- Views: 342198
Re: [Mod] Pipeworks [20131128] [pipeworks]
What is the error, IthegeekRS? Are you sure you're installing the mod correctly? If it is giving you errors with installation, try installing it with MODSTER - it will take care of all the details automatically. If the items are not showing up, try enabling the mod in the world settings page and ope...
- Sun Apr 20, 2014 03:04
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1938
- Views: 722120
Re:
We are still maintaining it, and when I can free up more time, I will likely be able to continue developing it. Until then, contributions and ideas are welcome!Neon wrote:I think it's in maintenance mode. Though I don't know who is maintaining it.
- Sun Apr 20, 2014 03:02
- Forum: Mod Releases
- Topic: [Modpack] WorldEdit [worldedit]
- Replies: 864
- Views: 389437
Re:
[*]In that game folder (make sure there's a "game.conf" file in there), make a file called "minetest.conf". In that file write "mg_flags = flat".[/*] .. or just open minetest.conf in the minetest folder and change it there. Or get "a" flatgen mod if you are t...
- Fri Apr 18, 2014 07:46
- Forum: Mod Releases
- Topic: [Mod] Pipeworks [git] [pipeworks]
- Replies: 760
- Views: 342198
- Thu Apr 17, 2014 20:45
- Forum: Mod Releases
- Topic: [Modpack] WorldEdit [worldedit]
- Replies: 864
- Views: 389437
Hey temrix: Make sure you have this line in your MINETEST_FOLDER/minetest.conf file: mg_flags = flat Mind you, it will make all of your worlds start generating flat lands. If this is not what you want, here's how you make a custom game that has flat worlds: Copy the game you want to base it off of. ...
- Wed Apr 16, 2014 17:23
- Forum: Mod Releases
- Topic: [Modpack] WorldEdit [worldedit]
- Replies: 864
- Views: 389437
Hi temrix, //load is indeed the correct way to go. Make sure you have your schematics in the correct location! For example, if I had a schematic called castle.we (or castle.wem if you have some older schematics): Put the file in the MINETEST_FOLDER_GOES_HERE/worlds/WORLD_NAME_GOES_HERE/schems folder...
- Sun Apr 13, 2014 20:20
- Forum: Mod Releases
- Topic: [Modpack] 3D Armor [0.4.13] [minetest-3d_armor]
- Replies: 898
- Views: 356928
- Mon Mar 24, 2014 00:29
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1938
- Views: 722120
- Wed Mar 19, 2014 19:18
- Forum: Mod Releases
- Topic: [Modpack] WorldEdit [worldedit]
- Replies: 864
- Views: 389437
Sorry I use also fedora and I have also problem with shadow Some command not working, some mods also not working example Failed to load and run /home/gg/minetest/mods/maptools-master/init.lua /home/gg/minetest/mods/smartfs-master/init.lua I used tnt from Nuke mod to remove unnecessary blocks. I cre...
- Wed Mar 19, 2014 06:02
- Forum: Mod Releases
- Topic: [Mod] Carts [carts]
- Replies: 597
- Views: 311274
Nice debugging! Unfortunately this is an engine issue and is unrelated to the carts mod itself. You should open an issue at https://github.com/minetest/minetest/issues/new, where the minetest core devs can take a look at it. This is tangentially related to issues #529 and #572, but was not the direc...
- Sat Mar 15, 2014 18:29
- Forum: Mod Releases
- Topic: [Modpack] WorldEdit [worldedit]
- Replies: 864
- Views: 389437
- Tue Mar 04, 2014 20:30
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1938
- Views: 722120
Inversion is done by powering the block behind the block the mesecon torch is attached to:
Code: Select all
<#----S
< = Mesecon torch
# = dirt or something like that
- = Mesecon wire
S = switch or lever
- Thu Feb 20, 2014 23:52
- Forum: Mod Releases
- Topic: [Modpack] WorldEdit [worldedit]
- Replies: 864
- Views: 389437
- Wed Jan 22, 2014 23:53
- Forum: Old Mods
- Topic: [Mod] Fire [0.1.2] [fire]
- Replies: 97
- Views: 44040
Also, for future reference, tar.bz2 can be opened on Windows! Simply download and install a program like 7-zip (free and open source), and you will be able to open almost any type of archive.