I think you need the latest minetest_game if you get errors like that.
See https://github.com/minetest/minetest_game
Search found 158 matches
- Tue Aug 19, 2014 21:14
- Forum: Mod Releases
- Topic: [Mod] gs tools 0.6 [gs_tools]
- Replies: 24
- Views: 15489
- Tue Aug 19, 2014 21:06
- Forum: Old Mods
- Topic: [Modpack] "Better HUD" and "hunger" [2.x.1] [hud][hunger]
- Replies: 323
- Views: 161932
Re: [Mod] Better HUD (and hunger) [1.3.3] [hud]
Any plans for Farming Redo? That's the one I'm currently trying out.
- Sat Aug 09, 2014 14:36
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644801
Re: [Mod] Technic [0.4.10] [technic]
Forcefields are kind of meh, anyway. I just now looked at it in creative, and I'm wondering why anyone would want to use it. Anyway... http://i.imgur.com/pEDmQcl.jpg It's pretty straight-forward. You right-click it and give it a range (the above shows you a range of 5) and it creates a sphere of unb...
- Fri Aug 08, 2014 00:44
- Forum: Mod Releases
- Topic: [Mod] More Ores [moreores]
- Replies: 340
- Views: 294292
Re: [Mod] More Ores [moreores]
Well, there is the mg mod for a more realistic type of ore generation. I personally prefer the default ore gen (a nice even distribution), since realistic ore gen forces you to explore a lot more (unless someone does a proper prospector pick mod, of course).
- Fri Aug 08, 2014 00:39
- Forum: Mod Releases
- Topic: [Mod] Carts [carts]
- Replies: 597
- Views: 302335
Re: [Mod] Carts [carts]
The stops in 0.4.9 were due to get_node(p).name returning "ignore" erroneously at chunk boundaries. You still see lighting glitches from time to time at the chunk bounds, so I don't know that the issue won't continue to come up in some other use cases.
- Thu Aug 07, 2014 21:29
- Forum: Old Mods
- Topic: [Modpack] "Better HUD" and "hunger" [2.x.1] [hud][hunger]
- Replies: 323
- Views: 161932
Re: [Mod] Better HUD (and hunger) [1.3.2] [hud]
I didn't notice you had a farming mod. I'll have to look into that. Thanks.
- Thu Aug 07, 2014 21:22
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644801
Re: [Mod] Technic [0.4.10] [technic]
I think the supply converter is kind of a work in progress (unless I read the above response wrong). The "demand" variable really should be read as minimum demand and each machine should also supply a maximum demand value. This way, you can have variable power devices (like for induction s...
- Thu Aug 07, 2014 21:15
- Forum: Mod Releases
- Topic: [Mod] Nether [nether]
- Replies: 374
- Views: 217783
Re: [Mod] Nether [nether]
Seems like I'm never content with the way your mods work, Adam. I rather like the way Minecraft does the portals, so I did a little of this (in make_portal()): if target.y < NETHER_DEPTH then target.y = (target.y - NETHER_DEPTH) + 1000 if math.abs(target.x) < 3000 then target.x = target.x * 10 end i...
- Thu Aug 07, 2014 21:10
- Forum: Mod Releases
- Topic: [Mod] Beds (complete rewrite) [1.1] [beds]
- Replies: 41
- Views: 29248
Re: [Mod] Beds (complete rewrite) [1.0.1 beta] [beds]
Could you add in an option for check_in_beds to do majority rules, rather than all-or-nothing? That would be super, IMHO.
- Thu Aug 07, 2014 21:01
- Forum: Mod Releases
- Topic: [Mod] Minecraft like item drop/pick up [item_drop]
- Replies: 99
- Views: 73307
Re: [Mod] Minecraft like item drop/pick up [item_drop]
Well, I have a "fix" (fwiw): minetest.register_globalstep(function(dtime) for _,player in ipairs(minetest.get_connected_players()) do if player:get_hp() > 0 or not minetest.setting_getbool("enable_damage") then local pos = player:getpos() pos.y = pos.y+0.5 local inv = player:get_...
- Sat Aug 02, 2014 21:29
- Forum: Old Mods
- Topic: [Mod] TNT [tnt]
- Replies: 151
- Views: 89556
Re: [Mod] TNT [tnt]
I noticed the 0.4.10 standard game includes a variation of this mod. I'm wondering where all that radius code came from.
- Sat Aug 02, 2014 21:17
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644801
Re: [Mod] Technic [0.4.10] [technic]
Oh, I tried all kinds of tubes. It got kind of crazy after a while. However, I found that the most efficient thing to do was to have the output tubes all spitting stuff into the open and then use a mese sand tube to clean it up. The cool thing about that is that any spillage (from when you transitio...
- Mon Jul 28, 2014 19:29
- Forum: Mod Releases
- Topic: [Mod] Farming Plus [farming_plus]
- Replies: 338
- Views: 245603
Re: [Mod] Farming Plus [farming_plus]
A while ago, I changed this in my own game to be a little nicer about placing plants. I don't know if it has problems, but I haven't seen any so far... --- ./farming_plus-old/carrots.lua 2013-11-03 14:19:44.000000000 -0700 +++ ./farming_plus-new/carrots.lua 2014-05-16 22:53:48.000000000 -0600 @@ -2,...
- Mon Jul 28, 2014 19:10
- Forum: Mod Releases
- Topic: [Mod] gs tools 0.6 [gs_tools]
- Replies: 24
- Views: 15489
Re: [Mod] gs tools 0.6 [gs_tools]
Updated for the new look. Still working on the excavator...
- Fri Jul 25, 2014 23:23
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644801
Re: [Mod] Technic [0.4.10] [technic]
Speaking of errors, I have a kind of hacky "fix" for a couple things. Well, it works for me, so I'm keeping it for now. --- supply_converter-old.lua 2014-07-20 22:52:12.000000000 -0600 +++ supply_converter.lua 2014-07-25 17:08:44.000000000 -0600 @@ -10,7 +10,7 @@ local S = technic.getter l...
- Mon Jul 21, 2014 22:57
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644801
Re: [Mod] Technic [0.4.10] [technic]
I've been trying to compact the standard automated grinder-furnace setup. I like to stagger the machines forward and back, but I'm wondering if there isn't a better way to do it.
- Mon Jul 21, 2014 19:48
- Forum: Mod Releases
- Topic: [Mod] gs tools 0.6 [gs_tools]
- Replies: 24
- Views: 15489
Re: [Mod] gs tools 0.6 [gs_tools]
Okay, I just updated my copy of Technic. Woo boy, they did a number on my old recipe list. Going to have rethink my whole approach to caving and tech climbing from now on. Interesting, though.
- Mon Jul 07, 2014 18:38
- Forum: Problems
- Topic: No more pillar up
- Replies: 18
- Views: 3123
Re: No more pillar up
This was a fix to prevent from seeing through the walls. To be able to place nodes again "in you", grant yourself "noclip". Sorry, no it didn't fix that. If you're standing in just the right spot, you can still do the xray effect without any noclip. http://i.imgur.com/RkxsRs1.jpg
- Mon Jul 07, 2014 17:08
- Forum: Problems
- Topic: No more pillar up
- Replies: 18
- Views: 3123
No more pillar up
I don't know how I'm just noticing this, but you can't jump and place a block underneath you anymore. Why this is, I have no idea.
- Mon Jul 07, 2014 16:39
- Forum: Partly official engine development
- Topic: gsmapper + map mod
- Replies: 156
- Views: 38486
Re: gsmapper + map mod
Still works for me, though I'm dropping this. It seems that there's just not enough interest in this, which is a shame. Feel free to fork it or whatever. It is open source and I honestly don't care what you do with it.
- Mon Jul 07, 2014 16:31
- Forum: Mod Releases
- Topic: [Mod] Mobs [carbone_mobs] – fast and simple mobs
- Replies: 17
- Views: 15082
Re: [Mod] Mobs [mobs]
Nice. I still don't care for the drops, though. I usually do a little something like this with mobs: local handle_drops = function(self) if self.object:get_hp() <= 0 then local p = self.object:getpos() for _,drop in ipairs(self.drops) do if math.random(1, drop.chance) == 1 then local o = minetest.ad...
- Mon Jul 07, 2014 16:20
- Forum: Mod Releases
- Topic: [Mod] gs tools 0.6 [gs_tools]
- Replies: 24
- Views: 15489
Re: [Mod] gs tools 0.6 [gs_tools]
Okay, I think I found the source of that crazy problem. If you have the LuaJIT support, you could get nil pointers flying around all over the place. Going to have to be doubly careful to check those things in the future.
- Sat Jul 05, 2014 00:51
- Forum: Mod Releases
- Topic: [Mod] More Ores [moreores]
- Replies: 340
- Views: 294292
Re: [Mod] More Ores [moreores]
I just started testing this, and it really needs this fix: if toolname == "sword" then tdef.tool_capabilities.full_punch_interval = oredef.full_punch_interval tdef.tool_capabilities.damage_groups = oredef.damage_groups tdef.description = S("%s Sword"):format(S(description)) end i...
- Tue Jun 10, 2014 22:49
- Forum: Mod Releases
- Topic: [Mod] gs tools 0.6 [gs_tools]
- Replies: 24
- Views: 15489
Re: [Mod] gs tools 0.6 [gs_tools]
Interesting. All I can figure from that output is that you have crazy install that randomly trashes lua files.
- Tue Jun 10, 2014 22:37
- Forum: Old Mods
- Topic: [Modpack] "Better HUD" and "hunger" [2.x.1] [hud][hunger]
- Replies: 323
- Views: 161932
Re: [Mod] Better HUD (and hunger) [1.3.1] [hud]
The goals of any mod are really very esoteric, and depend highly on what you (the modder) want to achieve. For example, if your goal is to achieve a super-realistic simulation vs. something fun and challenging like a game, that would probably be best researched in a laboratory and investigated in pr...