It still a little buggyNore wrote: It has been fixed in the latest version.
Search found 140 matches
- Sat Jul 04, 2015 06:43
- Forum: Mod Releases
- Topic: [Mod] Experimental mapgen [mg]
- Replies: 144
- Views: 67623
Re: [Mod] Experimental mapgen [mg]
- Sun Jun 21, 2015 23:58
- Forum: WIP Mods
- Topic: [Mod] [in progress] random buildings / homes for lumberjacks
- Replies: 29
- Views: 15448
Re: [Mod] [in progress] random buildings / homes for lumberj
I tried loading traderf and it errors because you have mobf in the depends file. I tried making mobf a soft dependency, but then it crashes. Think I can reconfigure the traders to use mobs instead of mobf? The new traders are a replacement for those found in random_buildings. They still carry the mo...
- Thu Jun 11, 2015 01:01
- Forum: Mod Releases
- Topic: [Mod] Skylands [4.2.1] [skylands]
- Replies: 73
- Views: 30813
Re: [Mod] Skylands [4.2.1] [skylands]
there are 4 missing png files
skylands_tool_airsword.png
skylands_cavorite_jar.png
skylands_hallowed_air.png
skylands_holyhilt.png
skylands_tool_airsword.png
skylands_cavorite_jar.png
skylands_hallowed_air.png
skylands_holyhilt.png
- Thu Jun 04, 2015 06:04
- Forum: Mod Releases
- Topic: [Modpack] Home Decor [git] [homedecor_modpack]
- Replies: 1036
- Views: 481151
Re: [Modpack] Home Decor [git] [homedecor_modpack]
Where did the shingles_glass go? It's needed for shingle_side_glass
- Wed Jun 03, 2015 02:51
- Forum: Mod Releases
- Topic: [Mod] Steel [0.2] [steel]
- Replies: 30
- Views: 27404
Re: [Mod] Steel [0.2] [steel]
where did the sheet metal go or is that a different mod by the same name
- Tue Jun 02, 2015 17:08
- Forum: WIP Mods
- Topic: [Mod] [in progress] random buildings / homes for lumberjacks
- Replies: 29
- Views: 15448
Re: [Mod] [in progress] random buildings / homes for lumberj
Thanks for the info. The new traders are a replacement for those found in random_buildings. They still carry the mobf_ part of the name for compatibilty reasons but are no longer based on mobf. I recommend that you use those. They don't have dependencies either and are very lightweight. Or is your i...
- Tue Jun 02, 2015 03:17
- Forum: Mod Releases
- Topic: [ModPack][0.0.4] GloopTest Pack! [glooptest]
- Replies: 45
- Views: 27053
Re: [ModPack][0.0.4] GloopTest Pack! [glooptest]
I can't find any ore spawning, any idea why? Everything else seems to work fine. To make sure how/where do I adjust the rarity?
- Thu May 21, 2015 18:52
- Forum: WIP Mods
- Topic: [Mod] [in progress] random buildings / homes for lumberjacks
- Replies: 29
- Views: 15448
Re: [Mod] [in progress] random buildings / homes for lumberj
Think I can reconfigure the traders to use mobs instead of mobf?
- Mon May 04, 2015 01:41
- Forum: Mod Releases
- Topic: [Mod] Experimental mapgen [mg]
- Replies: 144
- Views: 67623
Re: [Mod] Experimental mapgen [mg]
I'm having what seems to be a bug in the mapgen code farming:cotton_seed seems to be referenced as farming:seed_cotton when placed in a chest I can't seem to find the reference though
- Fri Apr 17, 2015 03:20
- Forum: General Discussion
- Topic: fixed size world
- Replies: 30
- Views: 4789
Re: fixed size world
Any limit that's not the result of a program failure is programmed that way.... You make it sound like the entire game was developed very consciously, with a single set of completely consistent intentions, by a single neigh-omniscient programmer. Hell, even relatively small projects by a single dev...
- Thu Apr 16, 2015 05:30
- Forum: General Discussion
- Topic: fixed size world
- Replies: 30
- Views: 4789
Re: fixed size world
It's due to there being different technical limits, the 31000 stops this being an issue. The teleport command not validating input is an issue in terms of a user interface - it shouldn't be possible to teleport outside of the map. The sun and moon don't move except across the sky, they're relative ...
- Wed Apr 15, 2015 19:39
- Forum: General Discussion
- Topic: fixed size world
- Replies: 30
- Views: 4789
Re: fixed size world
Players are entities. And I was talking about being able to teleport outside of the map range. The maximum possible limits of the map are 2^16 / 2 = 32,768 due to chunks using 16 bit positions per axis (it's slightly more complicated than that, because they use serials rather than x, y, z). The map...
- Wed Apr 15, 2015 05:17
- Forum: General Discussion
- Topic: fixed size world
- Replies: 30
- Views: 4789
Re: fixed size world
The player position is stored using floating point numbers. It's like scientific notation: 1.12345 * 10^3. Floats can handle larger ranges, but when the number is too big then errors begin to occur due to precision. For example, it might be able to store 5 decimal places like 1.12345 * 10^3. If 0.0...
- Tue Apr 14, 2015 07:19
- Forum: General Discussion
- Topic: fixed size world
- Replies: 30
- Views: 4789
Re: fixed size world
I'm mainly hoping to use the area for Pocket realms, which already proves slightly promising, but not very with the program removing things shortly after
- Tue Apr 14, 2015 07:15
- Forum: General Discussion
- Topic: fixed size world
- Replies: 30
- Views: 4789
Re: fixed size world
I noticed that the world is fixed to -30912 to 30927, but you can teleport anywhere from -214748 to 214748. is there a way to utilize this extra space via realms or something else? All worlds are limited to that size, the type s16 (16-bit signed integer) used in the database does not allow bigger d...
- Mon Apr 13, 2015 23:26
- Forum: General Discussion
- Topic: fixed size world
- Replies: 30
- Views: 4789
Re: fixed size world
I noticed that the world is fixed to -30912 to 30927, but you can teleport anywhere from -214748 to 214748. is there a way to utilize this extra space via realms or something else?
- Thu Jan 29, 2015 05:18
- Forum: WIP Mods
- Topic: LUA code questions
- Replies: 74
- Views: 13755
Re: LUA code questions
what's the best way to attack making locked versions of several items in a mod?
- Fri Sep 05, 2014 04:21
- Forum: Problems
- Topic: [Frequently Asked Questions] - Read before asking for help!
- Replies: 103
- Views: 80513
Re: [Frequently Asked Questions] - Read before asking for he
I think a tutorial about "How to connect to a public or private server in the various versions" might be important. I bring this up because I came across the ios version and can't seem to figure it out. I've worked on every other version and figured it out. If any could even just help me i...
- Tue Mar 11, 2014 07:23
- Forum: General Discussion
- Topic: Lime Minetest for Andriod
- Replies: 7
- Views: 1708
- Sat Mar 08, 2014 19:57
- Forum: General Discussion
- Topic: Lime Minetest for Andriod
- Replies: 7
- Views: 1708
Lime Minetest for Andriod
anyone hear about this and how well it works?
- Mon Feb 10, 2014 02:18
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572952
I'm trying to connect 2 worlds that you can't go back and forth without the portals without decreasing the expansion of the main world. Preferably on the same server. Question is: What are you exactly aiming at? Do you want to cross-connect several servers by portals? If you just want to give the pl...
- Sat Feb 01, 2014 02:16
- Forum: WIP Mods
- Topic: mod doesn't work anymore
- Replies: 2
- Views: 863
mod doesn't work anymore
I was working on this mod in 0.4.7 but it doesn't seem to work anymore minetest.register_chatcommand("spawn", { params = "", description = "respawn", func = function(name) local spawn_point = minetest.string_to_pos(minetest.setting_get("static_spawnpoint")) lo...
- Thu Jan 02, 2014 14:24
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572952
sweet thnx how would I add an extra function to a special pick axe? like if I mine something from pos then do function? Oddly, there's not a lot of customization you can do for the behavior from the tool's end. You can either completely override what it does by adding an on_use() callback (same for ...
- Wed Jan 01, 2014 23:52
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572952
- Sun Dec 22, 2013 20:36
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572952
Depending on what you want, there are two things I can think of. Both would be possible in Lua. 1. With some portal thing when entered the player file is copied to the second world, in one file there is saved that the player left the world. Then the player is kicked out of the server and can not co...