Search found 66 matches
- Wed Sep 30, 2015 06:05
- Forum: Old Mods
- Topic: [Mod] Tetris Arcade [tetris]
- Replies: 6
- Views: 3576
Re: [Mod] Tetris Arcade [tetris]
The arcade machine now has a new life-like model i did in blender, it has merger into homedecor modpack
- Tue Dec 30, 2014 05:33
- Forum: Mod Releases
- Topic: [Mod] Giant Xmas Tree [1.1] [xmas]
- Replies: 12
- Views: 4176
Re: [Mod] Giant Xmas Tree [1.1] [xmas]
i think i can set it to drop the baubles and swap lights for normal leaves after you dig the star if you like that idea :)Sokomine wrote:Nice tree! It's a pity they don't last longer. It could drop its decoration in early january and remain as a huge tree. Might fit into moretrees to a degree.
- Tue Dec 23, 2014 02:46
- Forum: Mod Releases
- Topic: [Mod] Giant Xmas Tree [1.1] [xmas]
- Replies: 12
- Views: 4176
Re: [MOD] Giant Xmas Tree [1.0] xmas
that is in the works but it was a last minuite mod so i wanted it done befor the 25thphilipbenr wrote:Looks great! How about lights? Even if they are randomly spread, that would make it more awesome.
- Tue Dec 23, 2014 02:07
- Forum: Mod Releases
- Topic: [Mod] Giant Xmas Tree [1.1] [xmas]
- Replies: 12
- Views: 4176
Re: [MOD] Giant Xmas Tree [1.0] xmas
Imagine somebody puts together a minetest installation that includes some mods and this package is to be distributed on a cd strapped to a magazine that showcases some open source software and this magazine is indeed sold for money. Even if the money made is only used to produce the magazine one co...
- Sun Dec 21, 2014 20:29
- Forum: Mod Releases
- Topic: [Mod] Giant Xmas Tree [1.1] [xmas]
- Replies: 12
- Views: 4176
[Mod] Giant Xmas Tree [1.1] [xmas]
xmas , this it a mod for minetest/freeminer/minetime that grows a decorated 24 node (72m) tree, it is perfect for that holiday theme! N O W W I T H L I G H T S ! ! ! http://i.imgur.com/ALenH9A.jpg http://i.imgur.com/s22jFdL.jpg Balls are set to mesh but as a fallback they will be shown as wool node...
- Mon Nov 10, 2014 02:01
- Forum: Mod Releases
- Topic: [Mod] Firearms [0.2.0] [firearms]
- Replies: 224
- Views: 98038
Re: [Mod] Firearms [0.2.0] [firearms]
kaeza, this is why a f__king love you <3
- Sun Nov 02, 2014 00:35
- Forum: Mod Releases
- Topic: [Mod] Firearms [0.2.0] [firearms]
- Replies: 224
- Views: 98038
Re: [Mod] Firearms [0.2.0] [firearms]
how about a fixed posistion howitzer ;)
- Wed Oct 15, 2014 20:53
- Forum: Mod Releases
- Topic: [Mod] Fireworks [3.0] [fireworks]
- Replies: 17
- Views: 9037
Re: [Mod] Fireworks [3.0] [fireworks]
wuzzy i will look into that as i wasnt aware that it had anny isssues with 0.4.10 and thank you for letting me know :)
and dye will be readded to dependiencies as it was on there lol .
and dye will be readded to dependiencies as it was on there lol .
- Fri Sep 19, 2014 16:30
- Forum: Mod Releases
- Topic: [Mod] Fireworks [3.0] [fireworks]
- Replies: 17
- Views: 9037
Re: [Mod] Fireworks [3.0] [fireworks]
im not 100% sure as i cant get the delayer to work the way yours does on my world but it may just need the block to stop it from picking up the signil wrong
- Thu Sep 18, 2014 02:19
- Forum: Mod Releases
- Topic: [Mod] Fireworks [3.0] [fireworks]
- Replies: 17
- Views: 9037
Re: [Mod] Fireworks [3.0] [fireworks]
have you tried putting a mesecon or mese block between the firework and the delayer?
- Tue Sep 02, 2014 06:43
- Forum: Mod Releases
- Topic: [Mod] Fireworks [3.0] [fireworks]
- Replies: 17
- Views: 9037
[Mod] Fireworks [3.0] [fireworks]
ver 3.0 [/u] http://i.imgur.com/Qu6ni2R.png http://i.imgur.com/h0tt1eQ.png This is a fireworks mod, it adds real fireworks in 7 colours to the game!! I used particle effects for realism so you must have particles enabled to use this mod!!! the launchers/firewrks are mesecon compatable!! :D also rem...
- Tue Sep 02, 2014 04:49
- Forum: Mod Releases
- Topic: [Mod] Fireworks2 [fireworks2]
- Replies: 12
- Views: 6686
Re: [Mod] Fireworks2 [fireworks2]
if your looking i have a different fireworks mod, i rewrote the fireworks ( other mod)
https://github.com/crazyginger72/fireworks
https://github.com/crazyginger72/fireworks
- Thu Aug 07, 2014 17:26
- Forum: Mod Releases
- Topic: [Mod] Fireworks [fireworks]
- Replies: 49
- Views: 24294
Re: [Mod] Fireworks [fireworks]
i tweaked the code a bit to clean it up and added mesecons support :) you dont have a github so im not sure how to share into your code if you want it
- Sat Aug 02, 2014 20:20
- Forum: Mod Releases
- Topic: [Mod] Map Tools [maptools]
- Replies: 71
- Views: 68096
Re: [Mod] Map Tools [maptools]
Thank you :)
i never use the with_drops so i didnt know but i do perfer for my use it to be logged as "admin" for issues with lost picks and 'rouge admin' ( yes we had one) grieffing lol!
gitorious im not fimilar with as i use git hub sorry.
i never use the with_drops so i didnt know but i do perfer for my use it to be logged as "admin" for issues with lost picks and 'rouge admin' ( yes we had one) grieffing lol!
gitorious im not fimilar with as i use git hub sorry.
- Sat Aug 02, 2014 17:08
- Forum: Mod Releases
- Topic: [Mod] Map Tools [maptools]
- Replies: 71
- Views: 68096
Re: [Mod] Map Tools [maptools]
ok i love the mod but have a major issue with one thing!!! ( 2 really 2nd being you dont have a normal github lol XD ) my issue is that the tools dont log digs like other tools and WHEN some non-admin on my server gets one i cand track it! I added a few lines to the on_punchnode i think will be very...
- Sun Jul 27, 2014 07:15
- Forum: Mod Releases
- Topic: [Mod] Rivers, paths and strata mapgen [0.8.0] [riverdev]
- Replies: 45
- Views: 16831
Re: [Mod] Ridges, rivers and paths mapgen [0.4.6] [riverdev]
wow thanks paramat :D
im ok with code but as far as your mapgen stuff well its a bit for me at the moment lol!
im ok with code but as far as your mapgen stuff well its a bit for me at the moment lol!
- Fri Jul 25, 2014 00:50
- Forum: Mod Releases
- Topic: [Mod] Rivers, paths and strata mapgen [0.8.0] [riverdev]
- Replies: 45
- Views: 16831
Re: [Mod] Ridges, rivers and paths mapgen [0.4.3] [riverdev]
Actually its my racing number got it randomly when i was 8-9 on my first racecar and its been with me ever since.paramat wrote: crazyginger72 eh? 1972 is a special year for me ;)
- Thu Jul 24, 2014 01:42
- Forum: Mod Releases
- Topic: [Mod] Rivers, paths and strata mapgen [0.8.0] [riverdev]
- Replies: 45
- Views: 16831
Re: [Mod] Ridges, rivers and paths mapgen [0.4.3] [riverdev]
as a quick point, i hate premade path in any kind (no offense to you paramat) is there anyway to have a configurable option for just the paths as the rest is perfect!
- Thu Jul 03, 2014 05:53
- Forum: Minetest-related projects
- Topic: [Old]Node Box Editor [0.9.2]
- Replies: 449
- Views: 125397
Re: [Editor] Node Box Editor [0.6.4] - infinite boxes, bug f
Megaf, i get that same error if i am running it from the home dir. i made a .sh to cd to the "NodeBoxEditor" dir then run it. if you cd first it will run fine as this happens on all of my pcs and everyone i have helped to install this programs pcs also,
- Sun Jun 29, 2014 21:43
- Forum: Minetest-related projects
- Topic: [Old]Node Box Editor [0.9.2]
- Replies: 449
- Views: 125397
Re: [Editor] Node Box Editor [0.6.4] - infinite boxes, bug f
cg72@cg72-minetest ~ $ nodeboxeditor
Inconsistency detected by ld.so: dl-version.c: 224: _dl_check_map_versions: Assertion `needed != ((void *)0)' failed!
i get this error but after going to the incon_fix_2 it worked fine, just thought ya might like to know :D
Inconsistency detected by ld.so: dl-version.c: 224: _dl_check_map_versions: Assertion `needed != ((void *)0)' failed!
i get this error but after going to the incon_fix_2 it worked fine, just thought ya might like to know :D
- Sun Jun 29, 2014 18:35
- Forum: WIP Mods
- Topic: [MOD] Billboards [0.1.0] billboards
- Replies: 9
- Views: 3730
Re: [MOD] Billboards [0.1.0] billboards
animated ones would be easy but seeing how this is a highres (512x512) doing a few frames will make a massive texture and most likely kill a mobile client, that said a smaller texture could be made to show many frames :)
- Sun Jun 29, 2014 18:31
- Forum: Mod Releases
- Topic: [Mod] Nuclear Material [nuclear_material]
- Replies: 17
- Views: 7740
Re: [Mod] Nuclear Material [nuclear_material]
lol i guess so but...... well im crazy and all so i think minetest is real life at times XDrubenwardy wrote:You add mods to mmdb yourself.
In Cartoons, ie: the simpsons, it is green to show glowing. It's mostly to make it clear what it is.crazyginger72 wrote:I never under stood why 99% of the world thinks Uranium is green.
- Sun Jun 29, 2014 17:36
- Forum: Mod Releases
- Topic: [Mod] Nuclear Material [nuclear_material]
- Replies: 17
- Views: 7740
Re: [Mod] Nuclear Material [nuclear_material]
devyn your mod can honestly be whatever you like it to be and how you like it , if you follow the guide just post a move request and it will be reviewed and moved! there are lots of great and some crazy mods in the releases , cragi-davi has bacon ore and tool for one i find that funny and slightly a...
- Sun Jun 29, 2014 03:38
- Forum: Mod Releases
- Topic: [Mod] Nuclear Material [nuclear_material]
- Replies: 17
- Views: 7740
Re: [Mod] Nuclear Material [nuclear_material]
you could do Pl not U it is a radio isotope and can still make a nuclear weapon :D as for the textures i never under stood why 99% of the world thinks Uranium is green lol its mined mostly yellowish and is just like most metals after enrichment lol. i would be nice to see some more radioactice eleme...
- Sat Jun 28, 2014 22:54
- Forum: Mod Releases
- Topic: [Mod] Nuclear Material [nuclear_material]
- Replies: 17
- Views: 7740
Re: [Mod] Nuclear Material [nuclear_material]
interesting mod :)
the technic mod already has uranium in the same fashion but i find uranium burning in a furnace odd and a bit comical :D sa for the bomb, nuke mod has something close.
the technic mod already has uranium in the same fashion but i find uranium burning in a furnace odd and a bit comical :D sa for the bomb, nuke mod has something close.