Search found 129 matches

Return to advanced search

Re: [Mod] Path, bridge, tunnel network [0.3.0] [pathv6alt]

Cool mod, paramat. The hardest part when starting up a new world seems to be making paths to go between places. WIth this mod, I can buil stuff according to the auto paths! So cool, I can hardly wait to try it out!
by swordpaint12
Mon Aug 24, 2015 00:34
 
Forum: Mod Releases
Topic: [Mod] Path, bridge, tunnel network [0.3.1] [pathv6alt]
Replies: 41
Views: 8934

Re: [Game] Adventuretest [Alpha]

That's pretty strange. I would delete it from the games folder, download it again and try it. Also start with a brand new world if you can. I tried several new worlds. I reinstalled a second time. Last night I downloaded 4.13 and today I started up adventuretest on there... and it worked! Thank you...
by swordpaint12
Sun Aug 23, 2015 22:23
 
Forum: Game Releases
Topic: [Game] Adventuretest
Replies: 309
Views: 60354

Re: [Game] Adventuretest [Alpha]

Thanks Sokomine. The village thing makes sense. I just wasn't sure if that was supposed to happen.

I use 4.12. I put it in the games folder. I was able to play adventuretest once, then when I tried to reopen the world it gave me errors. I reinstalled once. Should I try that again?
by swordpaint12
Sun Aug 23, 2015 01:52
 
Forum: Game Releases
Topic: [Game] Adventuretest
Replies: 309
Views: 60354

Re: [Game] Adventuretest [Alpha]

Okay, so I have a few questions. First, in the adventuretest mod's register_functions.lua, I had to delete default.player_globalstep(dtime) and default.leaf_globalstep(dtime) because of an error. Was this the right step? At first I deleted hunger.global_step(dtime) but that caused it to crash when I...
by swordpaint12
Sat Aug 22, 2015 21:28
 
Forum: Game Releases
Topic: [Game] Adventuretest
Replies: 309
Views: 60354
Previous

Return to advanced search