Search found 76 matches

by John_Constructor
Thu Aug 31, 2017 20:41
Forum: WIP Mods
Topic: [Mod] Construction [0.10-O-ALPHA] [Construction]
Replies: 28
Views: 2162

Re: [Mod] Construction [0.07-O-ALPHA] [Construction]

So I'll need to either create new textures and such specifically for the linux version, or reuse the textures from the default Minetest? I'll create some Tin and Steel (as well as wood) textures, I'll need to create a GitHub account apparently if I want to upload the Linux Edition without any proble...
by John_Constructor
Thu Aug 31, 2017 14:58
Forum: Mod Releases
Topic: [Mod] Hardcore torchs [v0.5.6][hardtorch]
Replies: 38
Views: 6933

Re: [Mod] Hardcore torchs [v0.3.0][hardtorch]

Tried it out, the torches seem laggy when in the hand for me. Still though, great mod.
by John_Constructor
Thu Aug 31, 2017 14:47
Forum: WIP Mods
Topic: [Mod] Trampoline [0.2] [trampoline]
Replies: 9
Views: 1005

Re: [Mod] Trampoline [0.2] [trampoline]

Tried it out, I noticed that you can jump (THEORETICALLY) infinitely with default settings, tested in creative with no damage though. Quite a nice mod!
by John_Constructor
Thu Aug 31, 2017 14:11
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 379611

Re: Post your modding questions here

I looked into Realtest's description... Exactly my idea for the early game, yet rather than breaking the dirt below the trees- the player needs to start by collecting stones/rocks to make the head of the tool, honestly it would complicate it a little yet it's for the sake of realism; you can't reall...
by John_Constructor
Thu Aug 31, 2017 13:47
Forum: Modding Discussion
Topic: [idea] Airplane Mod
Replies: 19
Views: 2315

Re: [idea] Airplane Mod

Once I was tempted to try and make something like this (Except without the multiple passengers), yet my knowledge in Lua isn't on the right skill level for creating entities or getting them to do things based on WASD (Animations, velocity and such), the idea is quite the concept though... I'd be wil...
by John_Constructor
Thu Aug 31, 2017 13:28
Forum: WIP Mods
Topic: [Mod] Construction [0.10-O-ALPHA] [Construction]
Replies: 28
Views: 2162

Re: [Mod] Construction [0.07-O-ALPHA] [Construction]

Strange, working on my system yet not yours... I will definitely need to look into the code, can you verify that you have all the textures in your Textures folder? Also, if anyone else has bugs like this, please let me know, EDIT: I looked into the code in the latest .zip, I saw no flaws for that, I...
by John_Constructor
Wed Aug 30, 2017 23:22
Forum: WIP Mods
Topic: [Mod] Sprint w. hudbars, hunger, monoids support [hbsprint]
Replies: 44
Views: 8030

Re: [Mod] Sprint w. hudbars, hunger, monoids support [hbspri

Tried it out, I found it slightly unnoticeable when I first tested it and a little later it seemed to work, but for some reason it seems not to last for more than about 5 to 10 blocks, this might be an illusion/something I am missing though.
by John_Constructor
Wed Aug 30, 2017 23:17
Forum: Mod Releases
Topic: [Mod] Cleaner [0.4] [cleaner]
Replies: 10
Views: 3401

Re: [Mod] Cleaner [0.4] [cleaner]

This might be helpful! Definitely for those who have an ore mod and might want to disable it for their world.
by John_Constructor
Wed Aug 30, 2017 19:54
Forum: WIP Mods
Topic: [Mod] Construction [0.10-O-ALPHA] [Construction]
Replies: 28
Views: 2162

Re: [Mod] Construction [0.07-O-ALPHA] [Construction]

This is quite a major problem it seems... I'll get to work on it immediately, thank you for the report. EDIT: The version installed in my world seems to work fine, SMALL chance I incorrectly coded the uploaded version... Accidents happen, I'll upload the one directly installed for my worlds into the...
by John_Constructor
Wed Aug 30, 2017 17:29
Forum: WIP Mods
Topic: [Mod] Construction [0.10-O-ALPHA] [Construction]
Replies: 28
Views: 2162

Re: [Mod] Construction [0.07-O-ALPHA] [Construction]

0.07-O-ALPHA "RISE OF BLUEPRINTS" Released! This update changes most nodes from a direct block in your inventory slots to have a more refined look. All walls, beams, doorways and windows have had a blueprint assigned to their inventory image, foundations, mechanical doors, the large glass...
by John_Constructor
Tue Aug 29, 2017 23:18
Forum: WIP Mods
Topic: [Mod] Construction [0.10-O-ALPHA] [Construction]
Replies: 28
Views: 2162

Re: [Mod] Construction [0.06-O-ALPHA] [Construction]

0.06-O-ALPHA "STEEL CONSTRUCT" Released! This update fixes a bug where open nodes are visible in the creative inventory, it also adds steel structures and a steel-specific block. All open doors, mechanical doors, and windows removed from creative inventory. New nodes: Steel Wall, Steel Do...
by John_Constructor
Tue Aug 29, 2017 22:43
Forum: Modding Discussion
Topic: [idea] Airplane Mod
Replies: 19
Views: 2315

Re: [idea] Airplane Mod

Some planes CAN fly straight up, depending on weight and engine power, however I can understand that about the standard plane... No plane can fly straight up if their nose is pointed forwards and not up. Makes sense come to think of it, there's always a chance of being a radian off... Yet again con...
by John_Constructor
Tue Aug 29, 2017 21:50
Forum: Modding Discussion
Topic: [idea] Airplane Mod
Replies: 19
Views: 2315

Re: [idea] Airplane Mod

Some planes CAN fly straight up, depending on weight and engine power, however I can understand that about the standard plane...
by John_Constructor
Tue Aug 29, 2017 18:23
Forum: WIP Mods
Topic: [Mod] Construction [0.10-O-ALPHA] [Construction]
Replies: 28
Views: 2162

Re: [Mod] Construction [0.05-O-ALPHA] [Construction]

Thank you for the suggestion, 0.06-O-ALPHA shall include those changes as a refinement; Materials of Tin will be kept for old-mod compatibility's sake, steel will be added to the supported materials and large windows shall be added, all open versions of components will be removed from creative inven...
by John_Constructor
Tue Aug 29, 2017 13:41
Forum: WIP Mods
Topic: [Mod] Construction [0.10-O-ALPHA] [Construction]
Replies: 28
Views: 2162

Re: [Mod] Construction [0.05-O-ALPHA] [Construction]

Thank you for the information, azekill_DIABLO.
by John_Constructor
Mon Aug 28, 2017 23:13
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 379611

Re: Post your modding questions here

Title: Is there a way to mass-override crafts as well as create the ability to use two of the same item to somewhat carve them into things such as AxeHeads? Reason: I want to make a Crafting Realism mod that rather than allowing to start off with wood, needing to start off with collecting stones to...
by John_Constructor
Mon Aug 28, 2017 21:53
Forum: WIP Mods
Topic: [Mod] Construction [0.10-O-ALPHA] [Construction]
Replies: 28
Views: 2162

[Mod] Construction [0.10-O-ALPHA] [Construction]

This mod offers modular building pieces for housing structures, designed for the sake of resource saving and quicker building. License for Code: CC BY-SA Unported, Main License: LGPL 2.1, Version 0.10-O-ALPHA contains new settings so that you can now enable/disable certain grades of nodes. https://f...
by John_Constructor
Mon Aug 28, 2017 18:46
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 379611

Re: Post your modding questions here

Title: Is there a way to mass-override crafts as well as create the ability to use two of the same item to somewhat carve them into things such as AxeHeads? Reason: I want to make a Crafting Realism mod that rather than allowing to start off with wood, needing to start off with collecting stones to ...
by John_Constructor
Mon Aug 28, 2017 18:17
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2114
Views: 297448

Re: Post your mod requests/ideas here

I was thinking something of a type of Construction mod that had 3X3 walls/doorways/windows along with pillars/beams of some sort between them... potentially horizontal beams and connectors for making floors above the first one? The basic idea would be to speed up the direct building part of the game...
by John_Constructor
Mon Aug 28, 2017 15:59
Forum: Mod Releases
Topic: [Mod] Bridges [bridger]
Replies: 46
Views: 9662

Re: [Mod] Bridges [bridges] [3.0]

Ten of Ten! Works perfectly!
by John_Constructor
Sat Jul 01, 2017 13:41
Forum: WIP Mods
Topic: [Mod]Biplanes![0.0.3][biplane]
Replies: 15
Views: 2418

Re: [Mod]Biplanes![0.0.3][biplane]

Tried the mod, unfortunately it seems to completely teleport my character a few... Actually a few hundred nodes away at times. But regardless... It always teleports me out and away from the plane.
by John_Constructor
Thu Jun 29, 2017 18:52
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1551
Views: 522657

Re: [Mod] Technic [0.4.16-dev] [technic]

I believe I have downloaded Pipeworks in mid to late 2016, the latest version of that time.

EDIT: Works now, thank you very much.
by John_Constructor
Wed Jun 28, 2017 22:40
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1551
Views: 522657

Re: [Mod] Technic [0.4.16-dev] [technic]

I have crashed twice while placing a circuit with just an HV cable, HV Battery Box, and Switching Station. All items were connected. 2017-06-28 18:35:13: ACTION[Server]: singleplayer joins game. List of players: singleplayer 2017-06-28 18:35:13: ERROR[Main]: ServerError: AsyncErr: ServerThread::run ...
by John_Constructor
Sat Jun 03, 2017 00:44
Forum: WIP Mods
Topic: [mod] Vehicles [vehicles]
Replies: 331
Views: 58975

Re: [mod] Vehicles [vehicles]

Ten out of ten, the "Assault Suit" being the best vehicle in my opinion! Honestly I'd like to see more walker-like vehicles (Such as a mech designed for mining with two drill-wielding arms maybe?).
by John_Constructor
Fri Jun 02, 2017 18:06
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.1.4]
Replies: 1429
Views: 234357

Re: [Mod] Advanced Trains [advtrains] [1.8.2]

gpcf wrote:John, please update your minetest engine. You need the newest git version to use the settings object.
I am on 0.4.15. If you mean a development version such as 0.4.16, then I will update to that version.