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Re: [Game] Hamlet's Quest [1.0.0] [hamlets_quest]

Then you definitely wouldn't be interested in the original darkage mod by MasterGollum . Given that it lacks these improvements, why should I switch to it? I didn't suggest that you should switch to it. pretty sure I said you would not be interested in it. It was just my way of letting you know tha...
by Napiophelios
Sun Sep 17, 2017 18:10
 
Forum: Game Releases
Topic: [Abandoned Game] Hamlet's Quest [2.4.1] [hamlets_quest]
Replies: 75
Views: 9435

Re: [Game] Hamlet's Quest [1.0.0] [hamlets_quest]

Man that is a wacked out copy of darkage mod you are using. I didn't even know about the existence of Darkage - improved , thanks for the tip: I'm testing it hoping to merge it in the next dev-update. ---EDIT Testing it resulted in multiple compatibility issues with the original Darkage version, wh...
by Napiophelios
Sun Sep 17, 2017 14:29
 
Forum: Game Releases
Topic: [Abandoned Game] Hamlet's Quest [2.4.1] [hamlets_quest]
Replies: 75
Views: 9435

Re: [Mod] Sea Plants Redone [0.1.0] [sea_plants]

googol wrote:How about adding?
viewtopic.php?f=9&t=16587&hilit=bubbles


ooh and these coral models by Kevin Tee might be nice too :)
by Napiophelios
Sun Sep 17, 2017 07:31
 
Forum: WIP Mods
Topic: [Abandoned Mod] Sea Plants Redone [0.1.0] [sea_plants]
Replies: 26
Views: 2286

Re: [Game] Hamlet's Quest [1.0.0] [hamlets_quest]

Man that is a wacked out copy of darkage mod you are using. Anyway, why don't you register darkage mod material for PKarcs? -------------------------- --Register Simple Arcs -------------------------- if minetest.get_modpath("pkarcs") then pkarcs.register_node("darkage:basalt") p...
by Napiophelios
Sun Sep 17, 2017 04:43
 
Forum: Game Releases
Topic: [Abandoned Game] Hamlet's Quest [2.4.1] [hamlets_quest]
Replies: 75
Views: 9435

Re: code wont work!

sofar wrote:... does the mod appear by name in "/mods" ?


If it does make sure you use the configure button
to enable it for the world you are using


EDIT: oops sorry about the double post :(
by Napiophelios
Sun Sep 17, 2017 04:13
 
Forum: Problems
Topic: code wont work!
Replies: 23
Views: 1072

Re: code wont work!

you have several typos and misspelled words: recipe and description if you don't spell 'description' correctly it won't show in the creative inventory. not sure if the proper spelling of 'recipe' matters or not. Minetest should tell you in the debug file what needs to be fixed; at least if you are m...
by Napiophelios
Sun Sep 17, 2017 04:05
 
Forum: Problems
Topic: code wont work!
Replies: 23
Views: 1072

Re: Post your modding questions here

Sergey wrote:Napiophelios, you may not bother answering me.

With some effort I figured out that it was you who answered me.
Posts from foes are not displayed, fortunately.


Edit: moving on
by Napiophelios
Sun Sep 17, 2017 02:53
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 304460

Re: Post your modding questions here

How to make each inventory slot hold more than 99 items (if items are stackable)? Say, 1000 items. Do you even try to research anything on your own before posting these questions? for nodes and craft items: stack_max = 1000, not sure about actual inventories. best to look at specialty mods that dea...
by Napiophelios
Sun Sep 17, 2017 01:54
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 304460

Re: Main Menu's music isn't for subgames?

yeah, you can't control the volume either.

or have game specific fonts..boo.
by Napiophelios
Sun Sep 17, 2017 01:15
 
Forum: Feature Discussion
Topic: Main Menu's music isn't for subgames?
Replies: 9
Views: 734

Re: New menu design for Minetest

Edit: oops wrong topic.

Azekill, there used to be an archive with files to change the game menu
but they have been removed.
by Napiophelios
Sun Sep 17, 2017 01:04
 
Forum: Feature Discussion
Topic: New menu design for Minetest
Replies: 58
Views: 7014

Re: Post your modding questions here

How can I write to my in-game console (that appears by pressing [T] , [F10] or [/] ) some info from my mod? it is for the sake of debugging code. Commands print() , minetest.log() , minetest.debug() do not write to in-game console, but to debug.txt file. Command print() does not work all — it does ...
by Napiophelios
Fri Sep 15, 2017 22:41
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 304460

Re: [mod] bible

thminer wrote:That wood be great of course you can do that. Just be careful that both Mods work together


I got it it working the way I want it to first...long way to go on that one
but it will be under the church name space so there won't be any conflicts :)

It also has unique textures to avoid confusion.
by Napiophelios
Fri Sep 15, 2017 19:59
 
Forum: WIP Mods
Topic: [mod] bible
Replies: 25
Views: 1876

Re: [Modpack] Church[church]

ha that's not a bad idea :)
by Napiophelios
Fri Sep 15, 2017 19:57
 
Forum: WIP Mods
Topic: [Modpack] Church[church]
Replies: 134
Views: 11166

Re: [Modpack] Church[church]

I am trying to alter MTBiblebot so that the chat messages are only sent to the player instead of the entire server...not much luck yet though. Hmmm, I wonder, if there is some way to work in a function, which would allow players to subscribe to such chat mssgs from the mod? Maybe via a csm? Well I ...
by Napiophelios
Fri Sep 15, 2017 02:24
 
Forum: WIP Mods
Topic: [Modpack] Church[church]
Replies: 134
Views: 11166

Re: [Modpack] Church[church]

I have created a version of THminers' Bible mod that has minetest_biblebot built in Does any one think this is a bad addition to the church mod? https://forum.minetest.net/download/file.php?mode=view&id=12177&sid=3b70dd4106057416d61572a2be1987b4 KJVB.png I am trying to alter MTBiblebot so th...
by Napiophelios
Fri Sep 15, 2017 00:38
 
Forum: WIP Mods
Topic: [Modpack] Church[church]
Replies: 134
Views: 11166

Re: [mod] bible

HighDesertBrikr wrote:@thminer

Great work! I am glad to see more Bible stuff on this forum! =-)


I agree :)

@thminer would you mind if I put a version of this is the church mod?
can never have enough bibles..am I right?
by Napiophelios
Fri Sep 15, 2017 00:25
 
Forum: WIP Mods
Topic: [mod] bible
Replies: 25
Views: 1876

Re: [Mod] Christmas Tree [1.0.2] [christmastree]

wow what great models!!!

I love christmas...
by Napiophelios
Fri Sep 15, 2017 00:23
 
Forum: WIP Mods
Topic: [Mod] Christmas Tree [1.0.2] [christmastree]
Replies: 24
Views: 4506

Re: [MOD] Tool ranks [toolranks]

I run into this error whenever i try to play with this mod. I changed the name of the folder to toolranks, and i DID launch the game, but whenever I broke any node it instantly crashed the game. Any ideas? :( make a blank file called--> mod.conf open it with a text editor and write this: name = too...
by Napiophelios
Thu Sep 14, 2017 23:16
 
Forum: Mod Releases
Topic: [MOD] Tool ranks [toolranks]
Replies: 87
Views: 16674

Re: NEED 3D ARMOR CHARACTER MODEL FOR MT5

Is there an updated model for the game breaking bug in my5 yet? Stu has a dev version...haven't tried them out yet though. https://forum.minetest.net/viewtopic.php?f=11&t=4654&start=650#p285603 https://github.com/stujones11/minetest-models/tree/master/character/3d_armor/mt_0.5.0-dev EDIT: y...
by Napiophelios
Wed Sep 13, 2017 04:43
 
Forum: Problems
Topic: 3D ARMOR CHARACTER MODEL FOR MT5
Replies: 3
Views: 261

Re: Minetest in my 5th grade classroom

What are you going to do if the Southern Army wins?
jk :)
by Napiophelios
Wed Sep 13, 2017 02:03
 
Forum: General Discussion
Topic: Minetest in my 5th grade classroom
Replies: 18
Views: 1245

Re: [Mod] exchange/replace nodes with one click [replacer]

see my edit above.
I agree this is how it should work
creative mode nowadays is annoying.
BUT I believe this is intended to work like that.

Maybe Sokomine needs to have the mod check for creative privs?
by Napiophelios
Tue Sep 12, 2017 16:01
 
Forum: Mod Releases
Topic: [Mod] exchange/replace nodes with one click [replacer]
Replies: 37
Views: 16018

Re: [Mod] exchange/replace nodes with one click [replacer]

you mean the stack count when in creative? I think that's the way it's supposed to work isn't it? The sfinv and creative mods in the modpack you link to, have had very little changed in them. The main changes have to do with the default "tab" that shows when opened. And I also tweaked the ...
by Napiophelios
Tue Sep 12, 2017 15:52
 
Forum: Mod Releases
Topic: [Mod] exchange/replace nodes with one click [replacer]
Replies: 37
Views: 16018

Re: [Mod] exchange/replace nodes with one click [replacer]

Lone_Wolf wrote:Nice mod!
Could you configure it to work with this mod's creative inventory?


Seems to work fine for me...its the default creative mod.
the only thing changed is the formspec tabs.

what is the replacer tool mod not doing that you expect it too?
by Napiophelios
Tue Sep 12, 2017 14:42
 
Forum: Mod Releases
Topic: [Mod] exchange/replace nodes with one click [replacer]
Replies: 37
Views: 16018

Re: Post your mapgen questions here (modding or engine)

> Maybe i can make it automatically use the biome stone node, This is now done https://github.com/minetest/minetest/pull/6185 although it uses the defined biome 'node_stone'. it cannot use a brick variant because a mod or subgame may not have a brick version of the biome 'node_stone'. This is prett...
by Napiophelios
Tue Sep 12, 2017 04:43
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 554
Views: 43166

Re: [Server] Inside The Box [Puzzles]

I finally got to play this server and I have to say this is a great game.

I made it thru tutorials 1-4 and then got stuck in box 20,
which might still be part of tutorial 4 IDK.

Anyways, nice job!!
This epitomizes what Minetest can be when
we think inside outside the box
-nyuk nyuk
by Napiophelios
Tue Sep 12, 2017 03:06
 
Forum: Servers
Topic: [Server] Inside The Box [Puzzles]
Replies: 451
Views: 28963
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