Search found 81 matches
- Tue Nov 12, 2019 06:22
- Forum: Mod Releases
- Topic: [MOD] Ethereal NG [1.28] [ethereal]
- Replies: 233
- Views: 80797
Re: Updated to version 1.27
- Added Etherium Ore and Dust - Added sparse dry grass/shrub to caves biome where new ore found Bastrabun - Surprisingly the cave biome is meant to be like that :) floating desertstone with stone underneath to make things look eery. I've added the above ore which has floating properties that can ho...
- Sun Nov 03, 2019 08:13
- Forum: Mod Releases
- Topic: [Mod] simple random houses spawning [basic_houses]
- Replies: 24
- Views: 4984
Re: [Mod] simple random houses spawning [basic_houses]
@ThorfinnS: Thanks! That change in the code solved the problem! :D
- Sat Nov 02, 2019 23:17
- Forum: Mod Releases
- Topic: [Mod] simple random houses spawning [basic_houses]
- Replies: 24
- Views: 4984
Re: [Mod] simple random houses spawning [basic_houses]
I had an interesting crash with this mod while running some tests with a mod pack... The world opened, the player and the hotbar loaded, but before the nodes appeared, the game crashed. I even managed to open the debug overlay(?) by hitting F5 before the crash (and it even said I was looking at a no...
- Sat Nov 02, 2019 22:49
- Forum: News
- Topic: Minetest 5.1.0
- Replies: 57
- Views: 28495
Re: Minetest 5.1.0
Forgive the noob question, but is the copy of minetest provided in the 1st post's links using LuaJIT with the GC64 variant? I don't know how to check this myself...
- Sat Nov 02, 2019 22:14
- Forum: Game Releases
- Topic: [game] Dreambuilder [20210302-0653]
- Replies: 1149
- Views: 240998
Re: [Modpack] Dreambuilder [20191012-1124][dreambuilder]
GC64 is one of those things where you'll be told beforehand if you'd be using it (i.e. if you build it yourself, or get it from one of the unofficial builds on these Forums). I don't know offhand if there's a way to check for it properly. I see... I'll ask in the release post. Thanks for the inform...
- Sat Nov 02, 2019 01:27
- Forum: Game Releases
- Topic: [game] Dreambuilder [20210302-0653]
- Replies: 1149
- Views: 240998
Re: [Modpack] Dreambuilder [20191012-1124][dreambuilder]
Thanks for the fast reply! All of those problems happened when I attempted to create new worlds. I think I only managed to open 3 out of 9 test worlds... I don't know why the game would freeze-up when adding other mods to the mix. I've simply never had that happen (unless of course, I create an infi...
- Thu Oct 31, 2019 23:49
- Forum: Game Releases
- Topic: [game] Dreambuilder [20210302-0653]
- Replies: 1149
- Views: 240998
Re: [Modpack] Dreambuilder [20191012-1124][dreambuilder]
1st of all: thanks for putting this huge pack together. I love it! Now to the questions: Did the hardware requirements of this modpack increase? Because I tried to run a few worlds with this pack and got the following results: 1)Full Dreambuilder alone: game loads slowly, but loads just fine. 2)Full...
- Sun Jul 28, 2019 06:10
- Forum: WIP Mods
- Topic: [Mod] Duane's Experimental Mapgen [mapgen]
- Replies: 38
- Views: 3893
Re: [Mod] Duane's Experimental Mapgen [mapgen]
Bridge building time! :D *accidentaly falls off the bridge* Now where can I find my bones? hm... ps: Great mod! The random teleporting sounds fun. The worst part is, before I added the water, you just kept falling until you got tired and logged out. Woah! That sounds frustrating. Thanks for adding ...
- Fri Jul 26, 2019 22:28
- Forum: WIP Mods
- Topic: [Mod] Duane's Experimental Mapgen [mapgen]
- Replies: 38
- Views: 3893
Re: [Mod] Duane's Experimental Mapgen [mapgen]
I'm not happy with the vines connecting the floaters, so I removed them and put in a bunch of random teleport nodes. Right-click them to teleport to another area, but keep in mind that there's no return trip. Bridge building time! :D *accidentaly falls off the bridge* Now where can I find my bones?...
- Fri Jul 26, 2019 22:17
- Forum: WIP Mods
- Topic: Realms (multiple layers with different landscape generators)
- Replies: 32
- Views: 2785
Re: Realms (multiple layers with different landscape generat
I absolutely love mods that add a use to all that vertical space! And now I have better reasons to use the travelnet's teleport! :D
I wish I could offer some help but I'm a noob...
Anyway, keep up the awsome work!
I wish I could offer some help but I'm a noob...
Anyway, keep up the awsome work!
- Fri Jul 26, 2019 21:47
- Forum: Modding Discussion
- Topic: Post your mod requests/ideas here
- Replies: 2122
- Views: 307861
Re: Post your mod requests/ideas here
I have no idea if those are possible nor how intensive it would be for the computer to run them but... 1) Something similar to minecraft's mod light level overlay: it puts a number that shows the light level of the air block above those blocks within a short range. green numbers for light levels too...
- Tue Jul 16, 2019 07:02
- Forum: WIP Mods
- Topic: [abandoned Mod] Squaresville (Cities) [squaresville]
- Replies: 74
- Views: 9320
Re: [abandoned Mod] Squaresville (Cities) [squaresville]
But this mod don't work on Minetest 5.0.0... Only 4.1.7... You could try this patch. It fixes the only problems I have with the squaresville code I have (which was the last stable version from github) and the stable 5.0.1 version of minetest. However, if you're going to keep using squaresville, you...
- Wed Nov 14, 2018 11:49
- Forum: Modding Discussion
- Topic: WTFPL to be banned from Content DB soon (or not?)
- Replies: 13
- Views: 1136
Re: WTFPL to be banned from Content DB soon
Sorry about the rant. I've had problems with tecnical norms in the past. They are the main cause of my paranoia about whether I'm giving credits correctly. And I often feel like I'm asking a stupid question when I have to ask questions. Next time, feel free to ask me, either in a PM or forum msg, o...
- Wed Nov 14, 2018 04:18
- Forum: Modding Discussion
- Topic: WTFPL to be banned from Content DB soon (or not?)
- Replies: 13
- Views: 1136
Re: WTFPL to be banned from Content DB soon
I just wish they mention there are other valid licenses than MIT in this planet. Or at least give a definition of what a "substantial portion of the software" is and how to credit a modder whose mod has this license. The ONLY reason I avoid touching the code of MIT-licensed mods like the p...
- Wed Nov 14, 2018 03:32
- Forum: General Discussion
- Topic: How to pick a license (in under 5 minutes time!)
- Replies: 46
- Views: 4558
Re: How to pick a license (in under 5 minutes time!)
@sofar: Thanks for taking your time to answer my questions :) It is a public domain attribution, and this is generally not applicable in many countries. This makes it unwanted. That's sad to hear :( Maybe it'll change in the very distant and utopic future? Ask a lawyer. Seriously though, this is one...
- Mon Nov 12, 2018 00:35
- Forum: General Discussion
- Topic: How to pick a license (in under 5 minutes time!)
- Replies: 46
- Views: 4558
Re: How to pick a license (in under 5 minutes time!)
@GreenDimond: Thanks for clarifying that :)
- Sun Nov 11, 2018 23:25
- Forum: General Discussion
- Topic: How to pick a license (in under 5 minutes time!)
- Replies: 46
- Views: 4558
Re: How to pick a license (in under 5 minutes time!)
@GreenDimond: Thanks for the fast reply. An excerpt from the accepted answer: Substantial portion is a legal term. Its exact definition will depend on jurisdiction, be subject to interpretation and possibly including subjective analyses. When in doubt, ask a lawyer. To err on the safe side, assume t...
- Sun Nov 11, 2018 21:53
- Forum: General Discussion
- Topic: How to pick a license (in under 5 minutes time!)
- Replies: 46
- Views: 4558
Re: How to pick a license (in under 5 minutes time!)
When you use ISC, people will first have to look it up and will probably feel unsure about how to proceed(it could "scare" them) Ugh, valid point. I really liked CC0, it was very simple. <sigh> Me too. If I can't use CC0, I want something just as simple. I find MIT scarrier because that &...
- Sun Nov 11, 2018 07:14
- Forum: General Discussion
- Topic: How to pick a license (in under 5 minutes time!)
- Replies: 46
- Views: 4558
Re: How to pick a license (in under 5 minutes time!)
I have a few (maybe stupid) questions (and sorry about my bad english): 1) What is wrong with the unlicense? It has a "no warranty" disclaimer as far as I know. 2) If I just want to leave a software available to whoever wants to do whatever they want, as long as they don't hold me liable f...
- Tue Nov 06, 2018 02:25
- Forum: WIP Mods
- Topic: [Mod] Orewood Remake [orewood_reborn]
- Replies: 8
- Views: 1312
Re: [Mod] Orewood Remake [orewood_reborn]
Sorry about the double post, but a new version is out! (Finaly!)
EDIT: Re-uploading V0.04 because forum shutdown.
Will update 1st post soon with changelog.
EDIT: Re-uploading V0.04 because forum shutdown.
Will update 1st post soon with changelog.
- Sat Nov 03, 2018 23:07
- Forum: Mod Releases
- Topic: [Modpack] Home Decor [git] [homedecor_modpack]
- Replies: 990
- Views: 387712
Re: [Modpack] Home Decor [git] [homedecor_modpack]
There's no need, and you can just ignore the alias warning, I'll fix it soon. As for the unified dyes dependency mentioned in one of the logs, that's here: https://forum.minetest.net/viewtopic.php?pid=28399 THANKS! :D Results after downloading the unified dyes update: Everything begun to work perfe...
- Sat Nov 03, 2018 22:08
- Forum: Mod Releases
- Topic: [Modpack] Home Decor [git] [homedecor_modpack]
- Replies: 990
- Views: 387712
Re: [Modpack] Home Decor [git] [homedecor_modpack]
2018-11-03 06:32:27: ERROR[Main]: mod "homedecor" has unsatisfied dependencies: "basic_materials" There's your problem. Install that mod (see https://forum.minetest.net/viewtopic.php?f=11&t=21000) and enable it and you should be good. Thanks for the download link and for the...
- Sat Nov 03, 2018 19:50
- Forum: Mod Releases
- Topic: [Modpack] Home Decor [git] [homedecor_modpack]
- Replies: 990
- Views: 387712
Re: [Modpack] Home Decor [git] [homedecor_modpack]
None of what you pasted contains errors that would stop homedecor from loading. Check near the start of the log for the session (if there's more than one session in the log, then search backward from the end of the file for "separator", then read forward from there looking for errors). Ac...
- Sat Nov 03, 2018 09:30
- Forum: Mod Releases
- Topic: [Mod] Minetest 2D 2.7 [mt2d]
- Replies: 43
- Views: 5214
Re: [Mod] Minetest 2D 1.2 [mt2d]
And much easier to mod and with no viral biomes and no NPCs opening doors to let zombies in :Dgarywhite wrote:It looks like Terraria, but free
*Waits for a new subgame featuring this mod*
- Sat Nov 03, 2018 09:16
- Forum: Mod Releases
- Topic: [Modpack] Home Decor [git] [homedecor_modpack]
- Replies: 990
- Views: 387712
Re: [Modpack] Home Decor [git] [homedecor_modpack]
Sorry if this was answered elsewhere, but is this modpack supposed to conflict with Sokomine's mods handle_schematics and cottages ? Both were failing to load in my worlds and after testing one mod/modpack at a time, homedecor_modpack was found guilty. I went to gitlab to update the mod, and the pro...