Search found 313 matches

by qwrwed
Tue Jan 07, 2014 15:33
Forum: Mod Releases
Topic: [Mod] Plasma Screen TV [20130728] [plasmascreen]
Replies: 9
Views: 9591

I did, but it may not have displayed correctly in your browser. Try this link.
by qwrwed
Fri Jan 03, 2014 18:44
Forum: News
Topic: Minetest 0.4.9
Replies: 59
Views: 26301

shaheerziya: There's a tutorial here: http://dev.minetest.net/Intro#Modding_Basics I get the same error as Krock: EDIT: 10:56:17: ERROR[CurlFetchThread]: select returned error code 10022 10:56:17: ERROR[CurlFetchThread]: select returned error code 10022 10:56:17: ERROR[CurlFetchThread]: select retur...
by qwrwed
Thu Jan 02, 2014 22:14
Forum: General Discussion
Topic: Confusion surrounding new(ish) features
Replies: 4
Views: 595

To enable mods, click the world you want to enable them for, then click "Configure", then click the mod you want to enable and check the "enabled" box. When you have finished, click "save". To enable texture packs, put them in the "textures" folder (there shou...
by qwrwed
Wed Jan 01, 2014 15:16
Forum: WIP Mods
Topic: Finding the amount of items in a stack(SOLVED)
Replies: 3
Views: 709

I found a better solution for what I have in mind: stack:get_count(). I found this while looking for the furnace ABM so thanks, Krock.
by qwrwed
Tue Dec 31, 2013 23:05
Forum: WIP Mods
Topic: Finding the amount of items in a stack(SOLVED)
Replies: 3
Views: 709

Finding the amount of items in a stack(SOLVED)

In Minearriatest's Jungletools mod, there is a grinder node. This grinder's formspec has 2 slots (input, output) and a button (Grind). However, on clicking Grind, only one item is removed from the input slot, and only 1 is added to the output. Is there a way to find the amount of jungletools:jungle_...
by qwrwed
Tue Dec 31, 2013 21:51
Forum: Mod Releases
Topic: [Mod] Jungle Tools (With special abilities) [jungletools]
Replies: 10
Views: 5482

Good addition to the game, it has an interesting way of making the ingots and tools. I am working on improving the grinder, so I will make a pull request when it is finished.
by qwrwed
Wed Dec 25, 2013 13:31
Forum: Mod Releases
Topic: [Modpack]Magma/Ice tools(AutoSmeltingPick)[magma_and_ice_mp]
Replies: 20
Views: 11488

[Modpack]Magma/Ice tools(AutoSmeltingPick)[magma_and_ice_mp]

Hello! This mod adds 2 toolsets to Minetest: Magma and Ice. License: WTFPL for code, CC-BY-NC-SA for textures. Dependencies: default Download: https://github.com/qwrwed/magma_and_ice_mp/archive/master.zip or browse the code: https://github.com/qwrwed/magma_and_ice_mp NOTE: This mod requires a build ...
by qwrwed
Tue Dec 24, 2013 15:44
Forum: WIP Mods
Topic: Making a tool do something on rightclick
Replies: 8
Views: 1311

Looking up "player_rightclick" on github, I found no results related to Minetest.
by qwrwed
Tue Dec 24, 2013 14:19
Forum: WIP Mods
Topic: Making a tool do something on rightclick
Replies: 8
Views: 1311

Is there an equivalent for on_use, but with rightclick instead of leftclick?
by qwrwed
Mon Dec 23, 2013 19:25
Forum: WIP Mods
Topic: Making a tool do something on rightclick
Replies: 8
Views: 1311

Thanks kaeza, the crash no longer happens, but the code still doesn't work: local paxelnodeformspec = "size[8,9]".. "label[3,0;Paxel Workshop]".. "list[current_name;paxeltype;1,2;1,1;]".. "label[0,2;Material:]".. "list[current_name;pickaxe;3,1;1,1;]"...
by qwrwed
Mon Dec 23, 2013 12:48
Forum: WIP Mods
Topic: Making a tool do something on rightclick
Replies: 8
Views: 1311

Making a tool do something on rightclick

Is there an equivalent for on_use, but with rightclick instead of leftclick?
(ignore all posts on this topic from before today, that problem has been solved)
by qwrwed
Tue Dec 17, 2013 19:22
Forum: Mod Releases
Topic: [Mod] StreetsMod [2.0.1] – create modern cities
Replies: 354
Views: 149715

How about

Code: Select all

default:torch
default:fence
To make 4 (it would be odd if it was more expensive than the streetlamp)?
by qwrwed
Sat Dec 14, 2013 21:28
Forum: Problems
Topic: player with different texture
Replies: 6
Views: 584

This mod ([skins]) lets you use both 3D or 2D skins - it might be the cause?
Zeg9 wrote:You can use 3D skins (from 0.4.4 and higher) or 2D skins (from earlier versions)
by qwrwed
Mon Dec 09, 2013 18:01
Forum: WIP Mods
Topic: [Mod of a mod] Useful HV Machines for Technic [2.0]
Replies: 3
Views: 4334

The HV and MV furnaces seem to be near-indistinguishable when active, and even then they seem to smelt at the same speed (tested with both furnaces smelting sand - I used a constructor to place and dig the wires at the same time, and they had both produced the same amount of glass). It also seems to...
by qwrwed
Sun Dec 08, 2013 19:39
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1551
Views: 522793

Cheapie has made HV furnaces and grinders for this: https://github.com/minetest-technic/technic/pull/118, viewtopic.php?id=7953.
by qwrwed
Sun Dec 08, 2013 19:38
Forum: WIP Mods
Topic: [Mod of a mod] Useful HV Machines for Technic [2.0]
Replies: 3
Views: 4334

I have made a pull request for Technic for this: https://github.com/minetest-technic/technic/pull/118.
by qwrwed
Sat Dec 07, 2013 22:01
Forum: Problems
Topic: Frequent crashes - "ERROR[main]: Some exception: "bad alloca
Replies: 17
Views: 2767

I tried that with sfan5's latest build, BlockMen's latest build, and 0.4.8-stable, but that did not solve the error.
by qwrwed
Fri Dec 06, 2013 21:07
Forum: WIP Mods
Topic: [Mod] Car extension for StreetsMod (ALPHA)[cars]
Replies: 81
Views: 21198

hoodedice wrote:To see the remaining health it has, watch the debug console.
Or press F5 (and look at the car).
by qwrwed
Fri Dec 06, 2013 19:22
Forum: Problems
Topic: Frequent crashes - "ERROR[main]: Some exception: "bad alloca
Replies: 17
Views: 2767

That is 0.4.7-dev - if minetest crashes with the builds before that and crashes with the build after that (0.4.8-stable) then I doubt that build will work.
by qwrwed
Thu Dec 05, 2013 20:36
Forum: Problems
Topic: Frequent crashes - "ERROR[main]: Some exception: "bad alloca
Replies: 17
Views: 2767

Krock wrote:Hmm I had the same problem with version 0.4.7, after updating to stable 0.4.8 this didn't happen again.

Try to get newest MT version.
I can't - I have 0.4.8 stable, and both builds (Fess, sfan5) later than that do not work.
by qwrwed
Thu Dec 05, 2013 19:12
Forum: Problems
Topic: Frequent crashes - "ERROR[main]: Some exception: "bad alloca
Replies: 17
Views: 2767

PilzAdam: I have tried setting it to 200, 100, and then 50, but it still crashed every time.
Sokomine: Sfan5's latest build doesn't work, Fess' 64-bit builds will not load on my 32-bit computer, and the other 3 (PilzAdam's, BlockMen's, xyz's) are 0.4.7-dev.
by qwrwed
Thu Dec 05, 2013 16:00
Forum: Builds
Topic: [Windows] sfan5's builds: 32-bit & 64-bit, LevelDB, LuaJIT
Replies: 742
Views: 214843

hoodedice wrote:EDIT: Freezes on pressing the 'Play' button. On Force closing using the Task Manager, closes without making a .conf or putting anything in the debug log.
This happens with me too, on both singleplayer and multiplayer.
by qwrwed
Wed Dec 04, 2013 21:23
Forum: Problems
Topic: Frequent crashes - "ERROR[main]: Some exception: "bad alloca
Replies: 17
Views: 2767

PilzAdam: Usually pretty high.
Twoelk: I can connect fine and play normally at normal coordinates, so it's not that.
by qwrwed
Wed Dec 04, 2013 20:09
Forum: Problems
Topic: Frequent crashes - "ERROR[main]: Some exception: "bad alloca
Replies: 17
Views: 2767

Frequent crashes - "ERROR[main]: Some exception: "bad alloca

When playing on VanessaE's Survival Server, minetest 0.4.8 and the versions before it continually crash. The only thing in the debug.txt with "debug_log_level = 1" is Font size: 8 17 19:59:00: ERROR[main]: Some exception: "bad allocation" Increasing it to 4 did not seem to return...
by qwrwed
Sun Nov 24, 2013 12:13
Forum: WIP Mods
Topic: help with turning lights on in minetest (puncher thingy)
Replies: 4
Views: 1073

A problem that I can see is that the mod lights+ uses that exact same function name for the same purpose for it's lights. I rewrote Lights+, and it no longer uses on_light_puncher. durtective6: This code might help you - as LionsDen said, the on_punch code is in the node definition instead of at th...