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Re: [Mod] SkillsFramework [0.4] [skillsframework]

I'm going to dig it to the max tomorrow!!
by TheReaperKing
Wed Sep 07, 2016 03:12
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 51
Views: 8370

Re: [Mod] SkillsFramework [0.4] [skillsframework]

Thanks for the heads up on the gui! I'll give that a whirl at school tomorrow. I did try both digging and Digging. It does have it as "Digging" when I typed /skills so I tired it both ways just in case. Also I did do mining but not sure I had a chance to do any actual digging so maybe that...
by TheReaperKing
Wed Sep 07, 2016 03:02
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 51
Views: 8370

Re: [mod-pack] more animals (for mobs_redo) [mobs_more_anima

My students flipped out riding the horses so thank you for that!! I was wondering if it'd be possible to ride other creatures. I was thinking even the sea turtle and dolphin would be pretty cool. If you point me in the right direction I could try myself but wasn't able to figure out on first glance ...
by TheReaperKing
Wed Sep 07, 2016 02:41
 
Forum: WIP Mods
Topic: [mod-pack] more animals (for mobs_redo) [mobs_more_animals]
Replies: 32
Views: 6690

Re: [Mod] SkillsFramework [0.4] [skillsframework]

The main problem I was having, and it simply could be just from needing more testing, was I loaded your .4 example and the mod and when I did /skills it mentioned the Digging, Sword um fighting I think, and Woodcutting but when I did /skills Digging it said that it was not a proper skill. I was also...
by TheReaperKing
Wed Sep 07, 2016 02:21
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 51
Views: 8370

Re: [Mod] SkillsFramework [0.4] [skillsframework]

I haven't successfully got it working yet but I absolutely love the idea!! Please don't give up on this! :)
by TheReaperKing
Wed Sep 07, 2016 00:42
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 51
Views: 8370

Re: [Mod] Mobs Redo [1.31] [mobs]

Only monsters? I was hoping cats would chase rats and dogs would chase cats....


Seems like you could just give each its own group or put cats in the monsters group which they are :) and maybe dogs in NPC, all that goodness. Or even create their own groups!
by TheReaperKing
Tue Sep 06, 2016 23:18
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.50] [mobs]
Replies: 1865
Views: 322119

Re: [Mod] Mobs Redo [1.31] [mobs]

Thanks! I'll look at what you did and try to make it work to what I'm trying to achieve :) I appreciate the feedback! Edit, looking at your change I did change 3 to 30 but they still only seemed to run for a few seconds. I did update the run speed to 30 which was pretty funny, they shot across the m...
by TheReaperKing
Mon Sep 05, 2016 19:09
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.50] [mobs]
Replies: 1865
Views: 322119

Re: [Mod] Mobs Redo [1.30] [mobs]

Wow thanks so much! That was super nice of you to make those changes. I love this mod so much by the way and the API you've created, it is so fun to read through. I also love how easy you made it to tweak mobs. I definitely want to have my students messing around with all this :) Regarding the anima...
by TheReaperKing
Mon Sep 05, 2016 18:59
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.50] [mobs]
Replies: 1865
Views: 322119

Re: [Mod] Mobs Redo [1.30] [mobs]

I'm working on making a "realistic" survival mode for my students. I wanted to make it so that when you try to hunt the animals that when they get hit the first time they take off instead hanging out in the same area. Would this be difficult to do? Also I think even if the player gets too ...
by TheReaperKing
Mon Sep 05, 2016 13:56
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.50] [mobs]
Replies: 1865
Views: 322119

Re: [Mod] Space [space]

Awesome nice work and thanks for the update!!!
by TheReaperKing
Sun Sep 04, 2016 22:55
 
Forum: WIP Mods
Topic: [Mod] Space 2.2 [space]
Replies: 52
Views: 81068

Re: [Mod] Space [space]

Test it and find out :) That's how we learn!!
by TheReaperKing
Sun Sep 04, 2016 21:46
 
Forum: WIP Mods
Topic: [Mod] Space 2.2 [space]
Replies: 52
Views: 81068

Re: [Mod] Space [space]

You could just copy the skybox from the space mod and replace the asteroid mod with it :) or you could just rename the spacemod to aspace. I believe that should work anyway since it would load the space mod first. Let me know if it works out!
by TheReaperKing
Sun Sep 04, 2016 20:43
 
Forum: WIP Mods
Topic: [Mod] Space 2.2 [space]
Replies: 52
Views: 81068

Re: [Tool] GUI for installing and updating mods from GitHub

Have you seen this post? Perhaps you two could work together, if nothing else for comparing mod lists: https://forum.minetest.net/viewtopic.php?f=14&t=13051 Also this post on the thread seems relevant too: https://forum.minetest.net/viewtopic.php?p=225992#p225992 Hope it helps! I appreciate your...
by TheReaperKing
Sat Sep 03, 2016 12:59
 
Forum: Minetest-related projects
Topic: [Tool] GUI for installing and updating mods from GitHub
Replies: 116
Views: 20453

Re: [Tool] GUI for installing and updating mods from GitHub

Somehow double posted by accident, sorry! :)
by TheReaperKing
Fri Sep 02, 2016 19:20
 
Forum: Minetest-related projects
Topic: [Tool] GUI for installing and updating mods from GitHub
Replies: 116
Views: 20453

Re: [Tool] GUI for installing and updating mods from GitHub

I noticed the same thing, sometimes the same mod name (and more importantly folder name) but a different mod author. Right at the top it has 3Dplayer and awards as examples. Perhaps especially for folders with the same name the folder could be followed by the name of the repo owner? For example awar...
by TheReaperKing
Fri Sep 02, 2016 19:20
 
Forum: Minetest-related projects
Topic: [Tool] GUI for installing and updating mods from GitHub
Replies: 116
Views: 20453

Re: APT Repository for Minetest Mods and Subgames

cd2 in my opinion that seems like the perfect mod to have on there since he has it set to update weekly so people can test, post feedback and get the weekly changes/updates. Maybe a WIP at the beginning or end of the name would help make it clearer? Your choice of course but me for one would love to...
by TheReaperKing
Fri Sep 02, 2016 19:16
 
Forum: Minetest-related projects
Topic: APT Repository for Minetest Mods and Subgames
Replies: 36
Views: 4974

Re: VoxBox (MINETEST_GAME 4.14!)

Post updates in here so that the thread gets bumped up more :)
by TheReaperKing
Fri Sep 02, 2016 18:26
 
Forum: WIP Games
Topic: [GITHUB] VoxBox [game]
Replies: 89
Views: 14224

Re: [Tool] GUI for installing and updating mods from GitHub

Hopefully it wouldn't be too much work but that'd be great!! Just with as you mentioned the over a thousand mods it will take me forever to select them all! :) Thanks for your hard work on this project. I love collecting mods so a project like this is a major blessing!
by TheReaperKing
Wed Aug 31, 2016 04:54
 
Forum: Minetest-related projects
Topic: [Tool] GUI for installing and updating mods from GitHub
Replies: 116
Views: 20453

Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]

How did I miss you posting this mod? I love that neon room, it looks so surreal and foreboding. Can't wait to test this bad boy with the kiddos!
by TheReaperKing
Wed Aug 31, 2016 04:52
 
Forum: WIP Mods
Topic: [abandoned mod] Loud Walking Mapgen [loud_walking]
Replies: 47
Views: 5213

Re: Post your screenshots!

Duane those screenshots look AWESOME!!!!!!! I know you said it didn't work out but the water cutting through looks wise looks incredible. It makes it seem like nature has really had its way in destroying the city as well. Your ruined castle looks great too :) You and Paramat inspire me so much with ...
by TheReaperKing
Wed Aug 31, 2016 04:47
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9258
Views: 1104421

Re: [Mod] Mgv7 modern road / bridge / tunnel generator [road

I'm just wondering because they seem the same in the description, but how is this different from your paths mod?

EDIT Just noticed the "modern", does that mean that paths is more old school looking "paths" while this is the more modernized looking one?
by TheReaperKing
Wed Aug 31, 2016 04:43
 
Forum: Mod Releases
Topic: [Mod] Mgv7 modern road / bridge / tunnel generator [roadv7]
Replies: 12
Views: 2301

Re: [Tool] GUI for installing and updating mods from GitHub

This is awesome but is there any way to select all, or even just more than one at a time? Thanks for making this!
by TheReaperKing
Tue Aug 30, 2016 23:40
 
Forum: Minetest-related projects
Topic: [Tool] GUI for installing and updating mods from GitHub
Replies: 116
Views: 20453

Re: [Mod] Mgv7 road / bridge / tunnel generator [0.1.3] [pat

Sooooo awesomeeee Seems like this needs to be comboed with cityscape :)
by TheReaperKing
Mon Aug 29, 2016 03:08
 
Forum: Mod Releases
Topic: [Mod] Mgv7 road / bridge / tunnel generator [0.1.5] [pathv7]
Replies: 8
Views: 1545

Re: [Mod] Squaresville (Ruins) [squaresville]

Sounds fair and also super interesting screen!
by TheReaperKing
Sun Aug 28, 2016 19:54
 
Forum: WIP Mods
Topic: [abandoned Mod] Squaresville (Cities) [squaresville]
Replies: 74
Views: 7911
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