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Re: [Mod] Searchlight, Spotlight, colored glow glass [lights

Is this something to do with this mod? Just a server startup message 2016-10-06 19:00:04: WARNING[Main]: Node 'light_source' value exceeds maximum, limiting to maximum: lights:daylight Normaly you shouldn't care about this. Everything is working right. Its not a bug of this mod, its because a new l...
by addi
Sat Oct 08, 2016 00:44
 
Forum: Mod Releases
Topic: [Mod] Searchlight, Spotlight, colored glow glass [lights]
Replies: 9
Views: 2712

Re: 3D Noise simulator -or- How to adjust Sheet Ore properly

If you set the ore to 'default:meselamp' these will be visible when flying underground because they are glasslike. Yes, this makes it visible, but it does not resolve the problem of trial and error: Try out some params Create a new world /grant singleplayer all Fly around an check what happened Mod...
by addi
Thu Oct 06, 2016 07:38
 
Forum: Modding Discussion
Topic: 3D Noise simulator -or- How to adjust Sheet Ore properly?
Replies: 3
Views: 331

Re: [Windows] MSVC Installer builds

Oh sorry I had put the wrong link. I corrected it. But here is a new "October" build: https://www.magentacloud.de/lnk/UNsVhK6w Builtin/falling: Add fallback vector in case of nil 'wallmounted to dir' paramat committed 11 hours ago @raymoo @paramat Forceloading: Transient forceloads...
by addi
Mon Oct 03, 2016 08:07
 
Forum: Builds
Topic: [Windows] MSVC Installer builds
Replies: 30
Views: 5592

Re: Attention those with 'flat' or 'notrees' mgv6 worlds

Thanks for your help.
by addi
Fri Sep 30, 2016 09:14
 
Forum: News
Topic: Attention those with 'flat' or 'notrees' mgv6 worlds
Replies: 5
Views: 1717

Re: [solved] What does a negative mod profile mean?

After updating to latest dev the problem with the negative profiler numbers is gone. The Profiler works now correctly. Thanks to all that made this possible.
by addi
Thu Sep 29, 2016 13:35
 
Forum: Modding Discussion
Topic: [Solved] What does a negative mod profile mean?
Replies: 6
Views: 540

Re: [Windows] MSVC Installer builds

Yes, MineYoshi is right, you have to disable shadders. D3d9 is much faster then OGl but Minetest shaders are not compatible with it.
You can change that using the Settings Tab in the Main Menu or by adding enable_shaders = false in the minetest.conf.
Thanks for trying out my builds
addi
by addi
Thu Sep 29, 2016 13:28
 
Forum: Builds
Topic: [Windows] MSVC Installer builds
Replies: 30
Views: 5592

Re: Attention those with 'flat' or 'notrees' mgv6 worlds

Thanks for your warnings, but Im still not sure what to change now. I have the following configuration in minetest.conf: mg_flags = trees, caves, nodungeons, noflat, light mg_name = v6 mgv6_freq_beach = 0.15 mgv6_freq_desert = 0.45 mgv6_spflags = jungles, biomeblend, mudflow, nosnowbiomes ... and in...
by addi
Thu Sep 29, 2016 13:18
 
Forum: News
Topic: Attention those with 'flat' or 'notrees' mgv6 worlds
Replies: 5
Views: 1717

Re: [Windows] MSVC Installer builds

new build: https://www.magentacloud.de/lnk/ChsVh9KH Add keycode.cpp unittests sfan5 committed 5 days ago @sfan5 Rewrite keycode.cpp (Keycode handling & names) sfan5 committed 5 days ago Commits on Sep 23, 2016 @paramat Conf.example: Re-add deleted noise parameter documentation paramat co...
by addi
Tue Sep 27, 2016 08:59
 
Forum: Builds
Topic: [Windows] MSVC Installer builds
Replies: 30
Views: 5592

Re: Green Box Impedes Inventory Menu

Are you talking about the green box like in the screenshot?
Image
This box disapears if I hover another formspec element that provides a tooltip.
by addi
Sat Sep 24, 2016 15:15
 
Forum: Problems
Topic: Green Box Impedes Inventory Menu
Replies: 8
Views: 956

Re: [Mod] Castles++ Rolling release [0.4.9] [castle]

yes that would fix it thanks. But wouldn't it be simpler to only disallow a few (probably only _builtin_item) and allow everything else?
by addi
Thu Sep 15, 2016 08:16
 
Forum: Mod Releases
Topic: [Mod] Castles++ Rolling release [git] [castle]
Replies: 123
Views: 28296

Re: [Mod] Castles++ Rolling release [0.4.9] [castle]

Hi,
me again with another request:
could you make the crossbow compatible with mobs and animals from Mobs redo? It seems the crosbow does not cause damage to them.
Thanks.
by addi
Wed Sep 14, 2016 13:28
 
Forum: Mod Releases
Topic: [Mod] Castles++ Rolling release [git] [castle]
Replies: 123
Views: 28296

Re: [solved] Split facedir param2 into mounted wall and rota

Oh thanks again! Does modulo work with negative numbers? Yes rot+x is clockwise.
by addi
Wed Sep 14, 2016 08:35
 
Forum: Modding Discussion
Topic: [solved] Split facedir param2 into mounted wall and rotation
Replies: 5
Views: 336

Re: Split param2 (6d facedir) into mounted wall and rotation

Thanks a lot! It seems it first iterates over rotation. I got now some piece of valid code. maybe its also usefull for others:     on_punch = function(pos, node, player)        local param2 = node.param2        local NROT = 4 -- Number of possible "rotations" (4 Up down left right)        local rot ...
by addi
Tue Sep 13, 2016 17:37
 
Forum: Modding Discussion
Topic: [solved] Split facedir param2 into mounted wall and rotation
Replies: 5
Views: 336

[solved] Split facedir param2 into mounted wall and rotation

Hi, Is there a way to split the numbers for param2 of 6d facedir nodes (numbers 0 -23) into the mounted wall and rotation? And manipulate the rotation and put it again together to a valid param2? To be more precise: I want to split the param2 eg. 19 to split into 0 ( = mounted on ground (-Y)) and 1 ...
by addi
Sun Sep 11, 2016 08:29
 
Forum: Modding Discussion
Topic: [solved] Split facedir param2 into mounted wall and rotation
Replies: 5
Views: 336

Re: [tool] Minetest Formspec Creator [git]

Ok now its usable thanks for fixing.
+1
by addi
Tue Sep 06, 2016 10:12
 
Forum: Minetest-related projects
Topic: [tool] Minetest Formspec Creator [git]
Replies: 13
Views: 1519

Re: [tool] Minetest Formspec Creator [git]

Im a bit confused right now, if Im the only one who realy tried it out or if the bugs only occurring to me (Firefox 48.0.2) :-/ This does not seem to produce valid formspecs. code I got after playing around: size[7,6;] list[current_player;main;1,1;2,2;] button[4,1;3,4;asdf;asdfasdf;] label[3,0;asdfa...
by addi
Tue Sep 06, 2016 08:14
 
Forum: Minetest-related projects
Topic: [tool] Minetest Formspec Creator [git]
Replies: 13
Views: 1519

Re: [Mod] Arrow signs [arrow_signs][4.2] [26.04.2015]

Thank you for updating this mod for new versions. I thought this mod is outdated because of the old screenshots in the first post. :-( This mod is still one of my favourite mods, it is very useful for finding my way in complex cave systems. :-) Thanks, no this mod was not outdated. I may replace th...
by addi
Tue Sep 06, 2016 07:51
 
Forum: Mod Releases
Topic: [Mod] Arrow signs [arrow_signs][4.3] [13.09.2016]
Replies: 29
Views: 12433

Re: Search Minetest mods!

Thanks a lot
by addi
Sat Sep 03, 2016 09:43
 
Forum: Minetest-related projects
Topic: Search Minetest mods!
Replies: 71
Views: 20384

Re: Search Minetest mods!

Could you please add support for git hosting on bitbucket? It seems your bot does not find the download links in my threads.
Related: viewtopic.php?f=14&t=14280#p231851
by addi
Fri Sep 02, 2016 14:05
 
Forum: Minetest-related projects
Topic: Search Minetest mods!
Replies: 71
Views: 20384

Re: [Mod] Technic [0.4.11] [technic]

After a update to newer minetest game, its not longer possible to place seeds using the deployer :/ the deployer has to be beyond the soil and has to face up but shouldnt be your post in pipeworks topic? Ahh thanks now it works. Im sorry, now I see the deployer belongs to the pipeworks mod, sorry. ...
by addi
Fri Sep 02, 2016 14:01
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1508
Views: 486805

Re: Minetest Mods for Android [1.2.0] - Check your mods are

I just checked my mods on your webpage, and I get a lot of errors. http://app-mtmm.rubenwardy.com/status/?a=addi Im shure there are download links inside the topics, and the download links are working too. How do I have to format my topics that your bot can read it? Or is there a way to update the e...
by addi
Thu Sep 01, 2016 09:48
 
Forum: Minetest-related projects
Topic: Minetest Mods for Android [1.8.0] - usability improvements
Replies: 22
Views: 3672

Re: [Mod] Arrow signs [arrow_signs][4.2] [26.04.2015]

Thanks. Some time ago I updated the mod, but did not announce it here. New features: ⋅ Signs fit to the new default sign. Thanks to Hectic. For the case someone does not like the new texture, here is the old one, just put it into your favourite texture pack ⋅ Bugfix: placing in c...
by addi
Thu Sep 01, 2016 09:39
 
Forum: Mod Releases
Topic: [Mod] Arrow signs [arrow_signs][4.3] [13.09.2016]
Replies: 29
Views: 12433

Re: [Mod] Technic [0.4.11] [technic]

After a update to newer minetest game, its not longer possible to place seeds using the deployer :/
by addi
Mon Aug 29, 2016 14:44
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1508
Views: 486805

Re: Lua error unpack() too many results to unpack

since https://github.com/minetest/minetest/pull/3919 is merged now, this could speed it up much. But due the discussions https://forum.minetest.net/viewtopic.php?f=5&t=15387 and https://github.com/minetest/minetest_game/issues/1235 Im not sure if the Minetest SkinDb or at least Minetest skins ha...
by addi
Fri Aug 26, 2016 12:16
 
Forum: Modding Discussion
Topic: Lua error unpack() too many results to unpack
Replies: 9
Views: 1000

Re: Skin format 1.8 for character model

Please not. The current format (1.7 like plus cape) makes Minetest more unique together Minecraft. If Minetest will always support the newest Minecraft skin format it always requires a update if there is a Minecraft update. So Minetest would depend on what Minecraft is doing. The best idea imo would...
by addi
Mon Aug 22, 2016 08:47
 
Forum: Feature Discussion
Topic: Minecraft (tm) skin format 1.8 for default character model
Replies: 16
Views: 2449
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