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Re: [Mod] Villagers for Minetest [villagers]

hi LouisCyfer - thanks for letting me know of this error. my mod is complaining because it's not aware of some extra building types that are spawning in your game. i believe you might have some of the extra village types like cottage, cornernote/towntest villages, or gambit installed? i will update ...
by ErrorNull
Sun Jun 25, 2017 03:12
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 156
Views: 17993

Re: [Mod] Hard Mobs [hard_mobs]

- as mobs become tougher, they also walk/run faster Done. - as mobs become tougher to kill, they also drop better loot Done. However, the problem with this is deciding what's better loot in your game and what mob should drop what. If they all dropped coins like some games, this would be easy. The o...
by ErrorNull
Tue Jun 20, 2017 23:49
 
Forum: WIP Mods
Topic: [abandoned Mod] Hard Mobs [hard_mobs]
Replies: 14
Views: 1388

Re: [Mod] Villagers for Minetest [villagers]

Do you have a Github for this mod? Hi Devy - I currently do not have Github but I will look into getting that setup by next week. :) Difficult to say something about those. Hints about the purpose of the allmende can't hurt as most players do not seem to understand it. The deco part...hmm...I guess...
by ErrorNull
Tue Jun 20, 2017 23:04
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 156
Views: 17993

Re: [Mod] Villages for Minetest [mg_villages]

very nice! thanks sokomine for the details. i went ahead and began adding some chat dialogue for deco and allmende villager types on v0.12 of my villagers mod. more to come of course..
by ErrorNull
Tue Jun 20, 2017 08:10
 
Forum: Mod Releases
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 139
Views: 29459

Re: [Mod] Villagers for Minetest [villagers]

Quick Update v0.12 [fixed] - digging of field/garden crops only allowed by farmers and field workers - walking on newly planted field/garden only allowed by farmers and field workers - 'traveler' villagers only spawn from 'empty' plot types now and no longer also from 'deco' [improved] - tweaked ch...
by ErrorNull
Mon Jun 19, 2017 23:06
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 156
Views: 17993

Re: [Mod] Hard Mobs [hard_mobs]

this idea is fantastic. i remember a while ago you were creating this behavior - and i'm glad to finally see it available as a mod for the rest of us. having mobs automatically become tougher as you explorer farther out adds a nice dimension to survival. two things i would love to see - though not s...
by ErrorNull
Mon Jun 19, 2017 22:11
 
Forum: WIP Mods
Topic: [abandoned Mod] Hard Mobs [hard_mobs]
Replies: 14
Views: 1388

Re: [Mod] Villagers for Minetest [villagers]

Quick Update v0.11 [fixed] - prevent 'traveler' villager types from being young/child physical size - fix NIL dialogue error when chatting with certain 'farmer' villagers - allow chat when villager is about to walk and when villager is digging [improved] - custom dialogue when player chats while vi...
by ErrorNull
Mon Jun 19, 2017 00:48
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 156
Views: 17993

Re: [Mod] Villages for Minetest [mg_villages]

Sokomine - thank you for the pointers. i will be reviewing the code in inhabitants.lua and in the mob mobf_trader mod. i have another question. can you clarify for me what are the types of buildings it encompasses and/or its purposes for the following building types: - secular - deco - mill - pit - ...
by ErrorNull
Sun Jun 18, 2017 14:08
 
Forum: Mod Releases
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 139
Views: 29459

Re: [Mod] Villagers for Minetest [villagers]

Hi Sokomine, thanks much for your input! And thanks for pointing out the code error. I will address that on my next update! I originally gave players ability to initiate chat while villagers were walking but due to the simplistic and grid-like nature of their walking mechanics it would complicate ca...
by ErrorNull
Sat Jun 17, 2017 22:14
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 156
Views: 17993

Re: [Mod] Advanced NPC (WIP) [advanced_npc]

Hi zorman2000 - I tried your NPCs and i wish it existed like months ago! ;) There are no other NPC mods that i am aware that you can choose what to say and the NPC will respond. That's cool. It's great to see more villagers/npc mods out there now as there can be more choice for minetest players... a...
by ErrorNull
Sat Jun 17, 2017 18:59
 
Forum: WIP Mods
Topic: [Mod] Advanced NPC (WIP) [advanced_npc]
Replies: 84
Views: 13530

Re: [Mod] Villagers for Minetest [villagers]

@ maikerumine - thanks! If you find any bugs or have suggestions let me know. @ zorman2000 - oh hey, your advanced_npc looks very interesting as well! you have already implemented things i'm still working on like trading, using beds, sitting on benches, and walking in/out of a building. i will surel...
by ErrorNull
Sat Jun 17, 2017 18:30
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 156
Views: 17993

[Mod] Villagers for Minetest [villagers][v0.17]

This mod spawns villagers in Sokomine's mg_villages mod. I want to provide a light-weight and simple mod where villagers have enough basic interactivity to make the villages more fun to visit and explore. The villagers will walk around, dig some things, provide random facts or smalltalk by chatting,...
by ErrorNull
Sat Jun 17, 2017 12:48
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 156
Views: 17993

Re: moving an entity

sokomine , that's similar to how i've implemented so far in my wip villager's mod. but to simplify the code all the villagers move only 1 node per second: 1) determine how many nodes the villager should move and which direction. Example: 6 nodes North 2) save that 'target' position 3) show walking ...
by ErrorNull
Fri Jun 16, 2017 08:52
 
Forum: Modding Discussion
Topic: moving an entity
Replies: 16
Views: 1260

Re: [Mod] Villages for Minetest [mg_villages]

thanks sokomine! i downloaded your latest git and the missing blocks in nore village have been fixed. appreciate your quick response. https://forum.minetest.net/download/file.php?mode=view&id=10806&sid=f5917f26442078699da079c133748588 i'm also looking forward to see your inhabitants. i see t...
by ErrorNull
Sun Jun 11, 2017 09:13
 
Forum: Mod Releases
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 139
Views: 29459

Re: [Mod] Villages for Minetest [mg_villages]

Hi BirgitLachner - the texturepack is the John Smith texturepack. I prefer a bit more realism in the textures: https://forum.minetest.net/viewtopic.php?f=4&t=5383 HI SOKOMINE!!! I am very close to uploading the beginings of my villagers mod onto the WIP MODs area of our forum. Should be ok by ne...
by ErrorNull
Fri Jun 09, 2017 23:46
 
Forum: Mod Releases
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 139
Views: 29459

Re: [Mod] Villages for Minetest [mg_villages]

Hi Sokomine, I got an error when right-clicking on any plotmarker: 2017-05-31 02:15:47: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'default' in callback item_OnPlace(): C:\games\minetest\bin\..\mods\mg_villages/protection.lua:238: attempt to index a nil value 2...
by ErrorNull
Wed May 31, 2017 09:27
 
Forum: Mod Releases
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 139
Views: 29459

Re: [Mod] weather_pack 0.3

awesome xeranas! thanks for pointing out the happy_weather to do what i'm looking for. and nice update. keep the good work.
by ErrorNull
Wed May 31, 2017 08:33
 
Forum: WIP Mods
Topic: [Mod] weather_pack 0.3
Replies: 57
Views: 10543

Re: [Mod] weather_pack 0.2

he xeranas, i'm really enjoying your mod. i have a question - is there a way for one of my mods to know if it is currently raining, snowing, etc. ?
by ErrorNull
Sat May 27, 2017 10:17
 
Forum: WIP Mods
Topic: [Mod] weather_pack 0.3
Replies: 57
Views: 10543

Re: mouse cursor lock

hmm... actually i'll experiment with that. thanks nathan! i'm not adverse to being hacky...
by ErrorNull
Sat May 27, 2017 10:12
 
Forum: Modding Discussion
Topic: mouse cursor lock
Replies: 2
Views: 236

Re: [Windows] sfan5's builds: 32-bit & 64-bit, LevelDB, LuaJ

thanks sfan5! everything works great. the universe makes sense again.
by ErrorNull
Fri May 26, 2017 13:54
 
Forum: Builds
Topic: [Windows] sfan5's builds: 32-bit & 64-bit, LevelDB, LuaJIT
Replies: 720
Views: 177101

mouse cursor lock

is there a way to control the mouse locking behavior to disable/enable when desired. for example, when a formspec appears, the screen no longer reacts to mouse movement and the mouse arrow appears for you to click on buttons. i would like to activate this behavior upon certain circumstances in my mo...
by ErrorNull
Thu May 25, 2017 22:32
 
Forum: Modding Discussion
Topic: mouse cursor lock
Replies: 2
Views: 236

Re: [Windows] sfan5's builds: 32-bit & 64-bit, LevelDB, LuaJ

sfan5 - i'm using a windows computer and getting an error on this latest build: "The program can't start because libgcc_s_seh-1.dll is missing from your computer. Try reinstalling the program to fix this problem." i downloaded this file from the internet to the minetest bin folder (and als...
by ErrorNull
Thu May 25, 2017 22:22
 
Forum: Builds
Topic: [Windows] sfan5's builds: 32-bit & 64-bit, LevelDB, LuaJIT
Replies: 720
Views: 177101

Re: [Mod] Cars [0.1.0] [cars]

that's a nice looking vehicle. i will try this soon. thanks!
by ErrorNull
Wed May 24, 2017 10:55
 
Forum: WIP Mods
Topic: [Mod] Cars [0.1.0] [cars]
Replies: 18
Views: 2016

Re: [mod] Bones Model [bones_model] [1.0]

I tried the mod and i'm having the same problem as chibi ghost. i downloaded and extracted the zip file and placed the folder 'bones_model' into my minetest mods folder. when i die there is the correct collisionbox at the position for where the bones should be, but the model/texture is not showing. ...
by ErrorNull
Mon May 15, 2017 03:11
 
Forum: Mod Releases
Topic: [Mod] Bones Model [2.0] [bones_model]
Replies: 27
Views: 3204

Re: [mod] Bones Model [bones_model] [1.0]

has anyone been able to get this working ok? thanks!
by ErrorNull
Mon May 15, 2017 03:11
 
Forum: Mod Releases
Topic: [Mod] Bones Model [2.0] [bones_model]
Replies: 27
Views: 3204
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