Search found 66 matches

by crazyginger72
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
by crazyginger72
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]

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.
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 :)
by crazyginger72
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

philipbenr wrote:Looks great! How about lights? Even if they are randomly spread, that would make it more awesome.
that is in the works but it was a last minuite mod so i wanted it done befor the 25th
by crazyginger72
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...
by crazyginger72
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...
by crazyginger72
Mon Nov 10, 2014 02:01
Forum: Mod Releases
Topic: [Mod] Firearms [0.2.0] [firearms]
Replies: 224
Views: 98020

Re: [Mod] Firearms [0.2.0] [firearms]

kaeza, this is why a f__king love you <3
by crazyginger72
Sun Nov 02, 2014 00:35
Forum: Mod Releases
Topic: [Mod] Firearms [0.2.0] [firearms]
Replies: 224
Views: 98020

Re: [Mod] Firearms [0.2.0] [firearms]

how about a fixed posistion howitzer ;)
by crazyginger72
Wed Oct 15, 2014 20:53
Forum: Mod Releases
Topic: [Mod] Fireworks [3.0] [fireworks]
Replies: 17
Views: 9032

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 .
by crazyginger72
Fri Sep 19, 2014 16:30
Forum: Mod Releases
Topic: [Mod] Fireworks [3.0] [fireworks]
Replies: 17
Views: 9032

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
by crazyginger72
Thu Sep 18, 2014 02:19
Forum: Mod Releases
Topic: [Mod] Fireworks [3.0] [fireworks]
Replies: 17
Views: 9032

Re: [Mod] Fireworks [3.0] [fireworks]

have you tried putting a mesecon or mese block between the firework and the delayer?
by crazyginger72
Tue Sep 02, 2014 06:43
Forum: Mod Releases
Topic: [Mod] Fireworks [3.0] [fireworks]
Replies: 17
Views: 9032

[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...
by crazyginger72
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
by crazyginger72
Thu Aug 07, 2014 17:26
Forum: Mod Releases
Topic: [Mod] Fireworks [fireworks]
Replies: 49
Views: 24293

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
by crazyginger72
Sat Aug 02, 2014 20:20
Forum: Mod Releases
Topic: [Mod] Map Tools [maptools]
Replies: 71
Views: 68094

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.
by crazyginger72
Sat Aug 02, 2014 17:08
Forum: Mod Releases
Topic: [Mod] Map Tools [maptools]
Replies: 71
Views: 68094

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...
by crazyginger72
Sun Jul 27, 2014 07:15
Forum: Mod Releases
Topic: [Mod] Rivers, paths and strata mapgen [0.8.0] [riverdev]
Replies: 45
Views: 16829

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!
by crazyginger72
Fri Jul 25, 2014 00:50
Forum: Mod Releases
Topic: [Mod] Rivers, paths and strata mapgen [0.8.0] [riverdev]
Replies: 45
Views: 16829

Re: [Mod] Ridges, rivers and paths mapgen [0.4.3] [riverdev]

paramat wrote: crazyginger72 eh? 1972 is a special year for me ;)
Actually its my racing number got it randomly when i was 8-9 on my first racecar and its been with me ever since.
by crazyginger72
Thu Jul 24, 2014 01:42
Forum: Mod Releases
Topic: [Mod] Rivers, paths and strata mapgen [0.8.0] [riverdev]
Replies: 45
Views: 16829

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!
by crazyginger72
Thu Jul 03, 2014 05:53
Forum: Minetest-related projects
Topic: [Old]Node Box Editor [0.9.2]
Replies: 449
Views: 125367

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,
by crazyginger72
Sun Jun 29, 2014 21:43
Forum: Minetest-related projects
Topic: [Old]Node Box Editor [0.9.2]
Replies: 449
Views: 125367

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
by crazyginger72
Sun Jun 29, 2014 18:35
Forum: WIP Mods
Topic: [MOD] Billboards [0.1.0] billboards
Replies: 9
Views: 3729

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 :)
by crazyginger72
Sun Jun 29, 2014 18:31
Forum: Mod Releases
Topic: [Mod] Nuclear Material [nuclear_material]
Replies: 17
Views: 7739

Re: [Mod] Nuclear Material [nuclear_material]

rubenwardy wrote:You add mods to mmdb yourself.
crazyginger72 wrote:I never under stood why 99% of the world thinks Uranium is green.
In Cartoons, ie: the simpsons, it is green to show glowing. It's mostly to make it clear what it is.
lol i guess so but...... well im crazy and all so i think minetest is real life at times XD
by crazyginger72
Sun Jun 29, 2014 17:36
Forum: Mod Releases
Topic: [Mod] Nuclear Material [nuclear_material]
Replies: 17
Views: 7739

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...
by crazyginger72
Sun Jun 29, 2014 03:38
Forum: Mod Releases
Topic: [Mod] Nuclear Material [nuclear_material]
Replies: 17
Views: 7739

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...
by crazyginger72
Sat Jun 28, 2014 22:54
Forum: Mod Releases
Topic: [Mod] Nuclear Material [nuclear_material]
Replies: 17
Views: 7739

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.