Search found 148 matches
- Thu May 21, 2015 01:53
- Forum: Servers
- Topic: Minerealms Server [0.4.9 dev] (Hosted by OldCoder)
- Replies: 51
- Views: 13101
Re: Minerealms Server [0.4.9 dev] (Hosted by OldCoder)
Announcement (for OldCoder; he said it on his server and asked me to forward it): OldCoders worlds may be down for 2 days. The OldCoder Minetest worlds may be down for 1 to 2 days starting tonight or soon for a move. This will happen again in a week or two. The physical server is moving. So the wor...
- Tue Aug 05, 2014 21:34
- Forum: Servers
- Topic: Minerealms Server [0.4.9 dev] (Hosted by OldCoder)
- Replies: 51
- Views: 13101
Re: Minerealms Server [0.4.9 dev] (Hosted by OldCoder)
Currently, I am an admin (nick: SAFR). The server is up, although connection problems may still remain. Ideas on the table include copying good builds from this server (and perhaps a few others) to this map or another map (more likely). Whether this map will be running v6 or v7 mapgen is not yet dec...
- Wed Jul 23, 2014 02:29
- Forum: Mod Releases
- Topic: [Mod] Advanced area protection [areas]
- Replies: 218
- Views: 130766
Re: [Mod] Advanced area protection [areas]
I recall one mod that dealt damage to players that dug protected nodes. It wouldn't completely protect the inside, but with a high enough damage setting, players would die upon entry.
- Wed Jul 16, 2014 11:39
- Forum: Mod Releases
- Topic: [Modpack] Home Decor [git] [homedecor_modpack]
- Replies: 1036
- Views: 481391
Re: [Modpack] Home Decor [20140126] [homedecor_modpack]
That bookcase glitch looks fun...I smell secret passages!
- Tue Jul 08, 2014 20:29
- Forum: Problems
- Topic: No more pillar up
- Replies: 18
- Views: 3125
Re: No more pillar up
You're not the first one to be annoyed by this "feature". I've complained about that already, but nobody changed it yet. In order to fix your own version, edit src/game.cpp and remove some lines around line 908. Btw, the pillaring up is not the main problem (that's usually only needed for...
- Tue Jul 08, 2014 00:25
- Forum: Problems
- Topic: No more pillar up
- Replies: 18
- Views: 3125
Re: No more pillar up
This workaround is not acceptable for servers. It is a 'fix' that doesn't actually solve the problem (I can still skillfully place a block on, say, the ceiling overhead, and look through it and through walls). What's more is that it breaks/severely hampers what was once a crucial construction strate...
- Mon Jul 07, 2014 23:55
- Forum: News
- Topic: Minetest 0.4.10
- Replies: 104
- Views: 39584
Re: Minetest 0.4.10
Prevented placing node when player would be inside new node (BlockMen) I know this has been addressed in a separate topic, but now that 0.4.10 is out I thought I'd address the change made in the thread for it. How does one revert to the previous functionality; i.e. do not prevent node placement? Is...
- Thu Jul 03, 2014 20:26
- Forum: Servers
- Topic: Minerealms Server [0.4.9 dev] (Hosted by OldCoder)
- Replies: 51
- Views: 13101
Re: Minerealms Server [0.4.9 dev] (Hosted by OldCoder)
Windows dev builds sfan5 (32-bit & 64-bit) -- https://forum.minetest.net/viewtopic.php?id=1523 BlockMen (32-bit & 64-bit) -- https://forum.minetest.net/viewtopic.php?id=6727 Fess (64-bit) -- https://forum.minetest.net/viewtopic.php?id=6745 Linux dev repos: Arch Linux -- https://aur.archlinux...
- Thu Jul 03, 2014 11:26
- Forum: Servers
- Topic: Minerealms Server [0.4.9 dev] (Hosted by OldCoder)
- Replies: 51
- Views: 13101
Re: Minerealms Server [0.4.9 dev] (Hosted by OldCoder)
I'm sure Vazon can explain it better himself, but it seems we're still running into a Media problem, in that it takes an eternity to actually download (the first time, anyhow). Until that gets fixed, here's what I recommend: Instead of the stable 4.9 download, use the unstable 4.9-dev download. The ...
- Tue Jun 17, 2014 00:21
- Forum: Servers
- Topic: Minerealms Server [0.4.9 dev] (Hosted by OldCoder)
- Replies: 51
- Views: 13101
Re: Minerealms Server [0.4.9 dev] (Hosted by OldCoder)
Just so's you know, I got this a few minutes ago: 20:14:57: INFO[main]: Creating client 20:14:57: INFO[main]: Connecting to server at 178.175.138.233:30012 20:14:57: INFO[main]: Client packetcounter (20): 20:14:57: INFO[main]: Client::peerAdded(): peer->id=1 20:14:58: VERBOSE[ConnectionSend]: con(11...
- Thu Jun 12, 2014 13:27
- Forum: Problems
- Topic: Can't place node at feet/near player model
- Replies: 13
- Views: 2289
Re: Can't place node at feet/near player model
But if you did, you could just jump out of it immediately. It makes node placement incredibly obnoxious and at the very least I'd like to know how to turn it off at the source rather than finding a workaround (noclip)
- Thu Jun 12, 2014 03:39
- Forum: Problems
- Topic: Can't place node at feet/near player model
- Replies: 13
- Views: 2289
Can't place node at feet/near player model
Don't know if this is a "feature" of 4.9 dev or not, but it's a bug in my book. Very much not happy with it, wondering how to disable it if possible. I used to be able to place nodes in the same space I occupy, which I admit makes little real-world-physics sense but is incredibly useful an...
- Wed Jun 11, 2014 21:30
- Forum: Mod Releases
- Topic: [Mod] More Chests [more_chests]
- Replies: 8
- Views: 8731
Re: [Mod] More Chests [more_chests]
^seconded.
What's new other than textures?
I've also found the need for extra-large chests with an inventory space of, say, 16*8 or so. As a craft, perhaps 4 locked chests at each corner, a cross of steel_ingots between them?
What's new other than textures?
I've also found the need for extra-large chests with an inventory space of, say, 16*8 or so. As a craft, perhaps 4 locked chests at each corner, a cross of steel_ingots between them?
- Mon Jun 09, 2014 16:02
- Forum: WIP Mods
- Topic: [Mod] SAFR's Simple Machines [0.1] [safr_simple_machines]
- Replies: 13
- Views: 5928
Re: [Mod] SAFR's Simple Machines [0.1] [safr_simple_machines
fixed. also, both wheels must be replaced, so added that in.
- Mon Jun 09, 2014 10:42
- Forum: WIP Mods
- Topic: [Mod] SAFR's Simple Machines [0.1] [safr_simple_machines]
- Replies: 13
- Views: 5928
Re: [Mod] SAFR's Simple Machines [0.1] [safr_simple_machines
this one? https://forum.minetest.net/viewtopic.php?t=9277&p=141271 It relies on three levels of gears (steel, gold, diamond). I can add compatibility by including an optional steel gear craft -- something like local use_factory = minetest.get_modpath("factory") at the beginning, and if...
- Mon Jun 09, 2014 01:42
- Forum: Servers
- Topic: Minerealms Server [0.4.9 dev] (Hosted by OldCoder)
- Replies: 51
- Views: 13101
Re: Minerealms Server [0.4.9 dev] (Hosted by OldCoder)
Cool, cool. For the past few days, I've been trying to connect, but it stops loading once the progress bar hits "Media" - I occasionally hear some outdoorsy ambient sounds, which cut out. Running in terminal, I see Loaded mesh: 3d_armor_character.x Could not open file of texture: character...
- Mon Jun 09, 2014 00:54
- Forum: Servers
- Topic: Minerealms Server [0.4.9 dev] (Hosted by OldCoder)
- Replies: 51
- Views: 13101
Re: Minerealms Server [0.4.9 dev] (Hosted by OldCoder)
You solved the double chat? where can I pick up this code fix?
- Mon Jun 09, 2014 00:37
- Forum: WIP Mods
- Topic: [Mod] SAFR's Simple Machines [0.1] [safr_simple_machines]
- Replies: 13
- Views: 5928
[Mod] SAFR's Simple Machines [0.1] [safr_simple_machines]
I've seen a few 'craft component' type mods around, but most use steel as the primary ore of choice and aren't based off of the classic Renaissance simple machines. This mod adds a few craft items that are all copper-based. So far there are the 6 primary simple machines (Lever, Wheel and Axle, Incli...
- Sun Jun 08, 2014 23:20
- Forum: Mod Releases
- Topic: [Modpack] 3D Armor [0.4.13] [minetest-3d_armor]
- Replies: 897
- Views: 340048
Re: [Modpack] minetest-3d_armor [0.4.1] [minetest-3d_armor]
Next on my agenda is to create two pairs of boots. Assuming I set the default player physics to "sneak_glitch = false", the first pair should override that and set it to true when equipped. The second pair should set the player's default speed multiplier to 2 when equipped. No clue how to ...
- Sun Jun 08, 2014 16:54
- Forum: Mod Releases
- Topic: [Modpack] 3D Armor [0.4.13] [minetest-3d_armor]
- Replies: 897
- Views: 340048
Re: [Modpack] minetest-3d_armor [0.4.1] [minetest-3d_armor]
This sounds like a mod or version conflict somewhere, are you using this with something other than minetest_game, if so then it may not have a compatible version of player.lua Custom textures should be fine as long as you followed the naming convention, besides they would either work or not, they w...
- Sun Jun 08, 2014 03:51
- Forum: Servers
- Topic: Minerealms Server [0.4.9 dev] (Hosted by OldCoder)
- Replies: 51
- Views: 13101
Re: Minerealms Server [0.4.9 dev] (Hosted by OldCoder)
Cool. What did you do to change the fast priv speed? Not exactly relevant to the server, but relevant to the previous question: Is there a way to have multiple levels of fast? For example, a "run" priv that lets people move 2x as quickly, and a "fast" priv that lets people move 5...
- Sat Jun 07, 2014 19:51
- Forum: Mod Releases
- Topic: [Modpack] 3D Armor [0.4.13] [minetest-3d_armor]
- Replies: 897
- Views: 340048
Re: [Modpack] minetest-3d_armor [0.4.1] [minetest-3d_armor]
as I had recalled. Thanks Vazon and stu! followup Q: I put on some armor and it did show up on the player model. when I went to change it, it disappeared and wouldn't show, no matter what armor I put on. If it's of any concern, I did create my own armor (essentially registering a new set of textures...
- Sat Jun 07, 2014 18:59
- Forum: Mod Releases
- Topic: [Modpack] 3D Armor [0.4.13] [minetest-3d_armor]
- Replies: 897
- Views: 340048
Re: [Modpack] minetest-3d_armor [0.4.1] [minetest-3d_armor]
Is there any way to get this to work with Unified Inventory instead of Inventory++?
- Sat Jun 07, 2014 16:02
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 573167
Re: Post your modding questions here
What is the maximum stack_max? I read it was over 50000 but I've tried 50000 and 40000, which don't work, and 25000 does.
- Sat May 31, 2014 18:52
- Forum: Mod Releases
- Topic: [Mod] Different textures for players [player_textures]
- Replies: 85
- Views: 48874
Re: [Mod] Different textures for players [player_textures]
Could this be rewritten as a chat command (perhaps "/personal_texture") that applies the skin later?
I'm trying to allow specific skins for certain players while incorporating Zeg9's database.
I'm trying to allow specific skins for certain players while incorporating Zeg9's database.