Search found 597 matches

by bell07
Mon Sep 26, 2016 09:09
Forum: Mod Releases
Topic: [Mod] Subspace Walker Tool [subspacewalker]
Replies: 26
Views: 4201

Re: [mod] Subspace Walker Tool (subspacewalker)

Thank you for your proposal. It is better then subspacewalker that I cannot remind by myself. If I search for "shadowstep" I find only WoW related information. Any other proposal for a name that is more known as a WoW card? For an Icon: it should be a tool that the player hold up in the ha...
by bell07
Mon Sep 26, 2016 06:53
Forum: Mod Releases
Topic: [Mod] Towntest [towntest] - Grow a town in minetest.
Replies: 122
Views: 43786

Re: [Mod] Towntest [towntest] - Grow a town in minetest.

I have noticed that with some of the bigger structures they take forever.
Forgotten to say, try to deposit apples to the chest ;-) (Thanks to cornernote for this)
by bell07
Mon Sep 26, 2016 06:47
Forum: Mod Releases
Topic: [Mod] Towntest [towntest] - Grow a town in minetest.
Replies: 122
Views: 43786

Re: [Mod] Towntest [towntest] - Grow a town in minetest.

Also I see he was trying to get lumberjacks in gear. Maybe farmers and miners would be cool too? Maybe even hunters! The lumberjack inventory was already implemented by cornernote but there is no functionality at the place. It will be nice to get other helpers, but first the builder should work as ...
by bell07
Mon Sep 26, 2016 04:52
Forum: Mod Releases
Topic: [Mod] Towntest [towntest] - Grow a town in minetest.
Replies: 122
Views: 43786

Re: [Mod] Towntest [towntest] - Grow a town in minetest.

I also noticed when they return to the chests they are facing 90 degrees to the right I seen that too the looking direction is not right. But it is low-priority for me. Also maybe a "repair" option would be nice especially if you accidentally break an area or for me when making the factor...
by bell07
Sun Sep 25, 2016 20:09
Forum: Mod Releases
Topic: [Mod] Towntest [towntest] - Grow a town in minetest.
Replies: 122
Views: 43786

Re: [Mod] Towntest [towntest] - Grow a town in minetest.

EDIT - I noticed they try to build in already existing blocks, would it be possible for them to mine away stuff that is in the way? My daughter asked me already for this feature. A second thing that I intend is to take flatten the building place in both directions, remove existing blocks from build...
by bell07
Sun Sep 25, 2016 18:55
Forum: Mod Releases
Topic: [Mod] Towntest [towntest] - Grow a town in minetest.
Replies: 122
Views: 43786

Re: [Mod] Towntest [towntest] - Grow a town in minetest.

The LuaFileSystem is a OS independent library for FS activities, but the same can be done native using io.popen and command line (as it was implemented before). I implemented again the old way using "io.popen" and fixed the old workaround so the mod can be used on RO-file systems. So pleas...
by bell07
Sun Sep 25, 2016 15:42
Forum: Mod Releases
Topic: [Mod] Towntest [towntest] - Grow a town in minetest.
Replies: 122
Views: 43786

Re: [Mod] Towntest [towntest] - Grow a town in minetest.

module 'lfs' not found is the issue. Already forgotten, initially I had to install this "lfs" package too to get the mod working. The one of the last commits by Elinvention on the original was the change to "lfs" to read the buildings folder. In Gentoo I had to install the packa...
by bell07
Sun Sep 25, 2016 14:50
Forum: Mod Releases
Topic: [Mod] Towntest [towntest] - Grow a town in minetest.
Replies: 122
Views: 43786

Re: [Mod] Towntest [towntest] - Grow a town in minetest.

I use the stable minetest-0.4.14 (compiled trough gentoo-portage) and the stable-0.4 branch of minetest_game. Nothing special.
My guess is your installation have an issue to read towntest_chest/buildings directory
by bell07
Sun Sep 25, 2016 13:11
Forum: Mod Releases
Topic: [Mod] Subspace Walker Tool [subspacewalker]
Replies: 26
Views: 4201

[Mod] Subspace Walker Tool [subspacewalker]

Hi, there is my first mod from scratch. The idea was born during studying the WorldEdit Code how to hide blocks. Description: The mod contains a tool that allow you to go trough blocks. If the tool is active you are in a Subspace bubble, so the real blocks around you are not there and you can walk t...
by bell07
Sun Sep 25, 2016 07:44
Forum: Mod Releases
Topic: [Mod] Towntest [towntest] - Grow a town in minetest.
Replies: 122
Views: 43786

Re: [Mod] Towntest [towntest] - Grow a town in minetest.

@TheReaperKing : yea, it is the reason why I do not like Windows. If something does not work you get a crypted message only. Seems like https://github.com/minetest/minetest/issues/3148 I removed a not working "chat_send_player" from the mod, so please check out the last version and try aga...
by bell07
Sun Sep 18, 2016 19:03
Forum: Mod Releases
Topic: [Mod] Towntest [towntest] - Grow a town in minetest.
Replies: 122
Views: 43786

Re: [Mod] Towntest [towntest] - Grow a town in minetest.

Hi, I did some changes/rewrites on this mod. Please see / review my changes at https://github.com/bell07/minetest-towntest . Pull request is set to upstream. Main changes: - Support fir newer WE-Files added. So you can save a building using the latest WorldEdit, move the we file to the towntest_ches...
by bell07
Sat Sep 17, 2016 21:45
Forum: Modding Discussion
Topic: Check overlaps of recipes in mods (using new tool: qa_block)
Replies: 13
Views: 1202

Re: Check overlaps of recipes in mods (using new tool: qa_bl

that's it why I like open source and this project! while the newcomer think about things the pro's are doing them! Thanks Wuzzy that you started immediately to fix the bug in the ts_doors. Each found bug is a good bug because of can be fixed. I see in core upstream by coincidence the "Add minet...
by bell07
Thu Sep 15, 2016 16:41
Forum: Modding Discussion
Topic: Check overlaps of recipes in mods (using new tool: qa_block)
Replies: 13
Views: 1202

Re: Check overlaps of recipes in mods (using new tool: qa_bl

Ok, I need to enhance my script to respect "good overlaps" as "redefinitions" and do not report them (Now I search for a programmable definition what a "good overlap" is). To be proper, is there a way to remove the overridden definition (node, item, craft...) that was p...
by bell07
Thu Sep 15, 2016 16:01
Forum: Modding Discussion
Topic: Check overlaps of recipes in mods (using new tool: qa_block)
Replies: 13
Views: 1202

Re: Check overlaps of recipes in mods (using new tool: qa_bl

Can you please explain how the food-mod-way can solve the cobweb problem? There is no group, for the one mod it is just a spider-product, for the other a decorative medieval thing, for the third one it is a resource to get cottons. And I need a medieval-decorative-spider-product-as-cottons-ressource...
by bell07
Thu Sep 15, 2016 15:33
Forum: Modding Discussion
Topic: Check overlaps of recipes in mods (using new tool: qa_block)
Replies: 13
Views: 1202

Re: Check overlaps of recipes in mods (using new tool: qa_bl

I try to look for a solution in general. There is a inhibition to redefine something in foreign namespaces (modname=namespace for me), especially for new modders, especially to redefine "stabilized" things from minetest_game mods. If bugs appears and in the debug.txt the buggy item is name...
by bell07
Thu Sep 15, 2016 13:01
Forum: Mod Releases
Topic: [Mod] bring the joy of xmas to minetest. [christmas_craft]
Replies: 33
Views: 10062

Re: [Mod] bring the joy of xmas to minetest. [christmas_craf

To the present boxes I ported the support for Treasurer ( https://forum.minetest.net/viewtopic.php?id=7292 ) from tsm_surprise ( https://forum.minetest.net/viewtopic.php?f=9&t=9452 ) block. Instead of just picking-up, the gift is dropped. A nice effect, currently only in treasurer implementation...
by bell07
Thu Sep 15, 2016 12:28
Forum: Modding Discussion
Topic: Check overlaps of recipes in mods (using new tool: qa_block)
Replies: 13
Views: 1202

Re: Check overlaps of recipes in mods (using new tool: qa_bl

I agree the resolving of conflicts is broken by design because of lack of design at this place. It works somehow but there is no concept implemented to manage redefinitions. So each overlapping is a bug currently. Some mods do great work to compensate them in “if mod a is installed, do x, if b is in...
by bell07
Fri Sep 09, 2016 23:35
Forum: WIP Mods
Topic: [Mod] D00Med mobs [dmobs]
Replies: 262
Views: 38828

Re: [Mod] D00Med mobs [dmobs]

I tried the new setting and no luck. Now I changed the setting to mobs:register_spawn("dmobs:nyan", {"nyanland:meseleaves"}, 20, 10, 100, 10, 31000) that works for me. And now I know how to take screenies to the forum ;) Note, there are static nyans consisting of nyan blocks ofte...
by bell07
Fri Sep 09, 2016 22:07
Forum: WIP Mods
Topic: [Mod] D00Med mobs [dmobs]
Replies: 262
Views: 38828

Re: [Mod] D00Med mobs [dmobs]

Actually they can spawn in nyanland, similar to how mobs spawn in ethereal worlds. I've updated the mod so that nyancats and pigs spawn in nyanland. Thank you! I tried it and there are 3 pigs have welcomed me to the nyanland but no nyans :( Is it possible to set other spawn-rates for the nyanland-b...
by bell07
Fri Sep 09, 2016 21:35
Forum: Modding Discussion
Topic: Check overlaps of recipes in mods (using new tool: qa_block)
Replies: 13
Views: 1202

Check overlaps of recipes in mods (using new tool: qa_block)

Hi! At the first, I am new in Minetest , new in lua, new in github to, not a developer, so forgive me if I do something wrong. After the discovery of the greatness of minetest I installed a lot of mods. It was not long time I seen not all items are craftable because interfering of recipes for differ...
by bell07
Fri Sep 09, 2016 10:56
Forum: WIP Mods
Topic: [Mod] D00Med mobs [dmobs]
Replies: 262
Views: 38828

Re: [Mod] D00Med mobs [dmobs]

At the first a big thank you for your work! I really like it! Now my feature reuqest: I tried out the nyanland mod ( https://github.com/HybridDog/nyanland ) that is funny but uninhabited without your nyancats :(. Can you please add nyanland as optional dependency and take the nyancats spawning in th...
by bell07
Sun Sep 04, 2016 15:57
Forum: Mod Releases
Topic: [Mod] Carpets [carpets]
Replies: 5
Views: 2535

[Mod] Carpets [carpets]

This mod adds 15 wool carpets and an simple API to add further carpets. https://forum.minetest.net/download/file.php?mode=view&id=14087 License: LGPL-2.1+. Dependency: wool (optional, but without the API only is loaded) Download and Sources: https://github.com/minetest-mods/carpets The mod is ba...