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Re: I am failing to update the playertexture

The player code in default mod may be resetting it back to the default texture.

Try using `default.player_set_textures` (you will need to depend on `default`)..
by kaeza
Wed Jan 11, 2017 23:05
 
Forum: Modding Discussion
Topic: I am failing to update the playertexture
Replies: 4
Views: 292

Re: [Mod] growing trees [0.0.9] [growing_trees]

What do I do when this happens, I've got no idea what any of this means. http://imgur.com/a/V2bQS You must name the folder "growing_trees", not "growingtrees". Also note that this mod is quite old. It's not guaranteed to work. If it doesn't, read the other posts and try the prop...
by kaeza
Sun Jan 08, 2017 08:31
 
Forum: Old Mods
Topic: [Mod] growing trees [0.0.9] [growing_trees]
Replies: 92
Views: 32209

Re: Error , failed to load?

Please see How to report bugs, and paste any information here.
by kaeza
Sun Dec 18, 2016 07:06
 
Forum: Problems
Topic: Error , failed to load?
Replies: 6
Views: 435

Re: [Mod] Player tools [1.3] [playertools]

Hmm... looks fine over here (note the ó in corazón ): http://i.imgur.com/TvasqwB.jpg Works with DE locale here too: http://i.imgur.com/g3SLu3j.jpg Is your system configured as UTF-8? While I can remove the accents on the vowels while still keeping it readable, I cannot change the 'ñ' in "tamaño...
by kaeza
Sun Nov 13, 2016 15:30
 
Forum: Mod Releases
Topic: [Mod] Player tools [1.4] [playertools]
Replies: 18
Views: 8067

Re: [Mod] Player tools [1.3] [playertools]

Spanish locale.
by kaeza
Sun Nov 13, 2016 12:46
 
Forum: Mod Releases
Topic: [Mod] Player tools [1.4] [playertools]
Replies: 18
Views: 8067

Re: Recommended maximum tool range?

ErrorNull wrote:is it possible to i change the current tool range for tools and even for an empty hand punch to be shorter range? Is that possible?

See how e.g. creative does it.
by kaeza
Sun Nov 13, 2016 12:22
 
Forum: Modding Discussion
Topic: Recommended maximum tool range?
Replies: 6
Views: 501

Re: Problems with adding mods to a server

Hello, and welcome! The world configuration looks fine to me. You can confirm if the bows mod loaded in several ways: ⋅ Type `/mods` in chat and you should see "bows" somewhere. ⋅ Enable creative mode (set `creative_mode = true` in `world.mt`) and confirm there's a &quo...
by kaeza
Sun Nov 13, 2016 12:12
 
Forum: Servers
Topic: Problems with adding mods to a server
Replies: 2
Views: 291

Re: Vote: TOP 5 Minetest Mods!

I have two lists. Been a while since I last played seriously, so some of my picks may be a bit outdated. For survival: ⋅ item_drop - (personally I use a patched version of PilzAdam's). Makes survival a bit harder. ⋅ mobs - Mobs Redo (TenPlus1). Nice simple mobs add some challenge...
by kaeza
Sun Nov 13, 2016 01:20
 
Forum: General Discussion
Topic: Vote: TOP 5 Minetest Mods!
Replies: 29
Views: 3244

Re: [Mod] Slimes 2.0 [slimes]

jordan4ibanez wrote:Rename folder to slimes!

Add this to a file named `mod.conf` in your mod directory:
Code: Select all
name = slimes

And users won't have to worry about mod names.

Read more about it here.
by kaeza
Sat Nov 12, 2016 02:00
 
Forum: WIP Mods
Topic: [Mod] Slimes 2.0 [slimes]
Replies: 5
Views: 696

Re: Cherrypicking the Log File

Besides `debug_log_level`, there's no other facility at the moment.
by kaeza
Sat Nov 12, 2016 00:13
 
Forum: Servers
Topic: Cherrypicking the Log File
Replies: 2
Views: 237

Re: [Debian / Ubuntu] 1-line script: install Minetest Git

Oh my.... I have almost running my own server..... Only one bug (of feature?) I've got: I see nothing (black screen) when authorized as admin. But, when authorized as normal user - I can see world and all is OK and perfect. What's wrong with admin's view? Do I need some mod to be installed? Or is t...
by kaeza
Sat Nov 12, 2016 00:08
 
Forum: Builds
Topic: [Debian / Ubuntu] 1-line script: install Minetest Git
Replies: 161
Views: 70334

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

The commit log is a better place to see if the mod is active.

Moderators can edit the first post if there's any issue.
by kaeza
Thu Nov 10, 2016 01:28
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1498
Views: 475175

Re: io.lines() seems not longer to work

It seems Wuzzy was nice enough to post that as an issue in the proper place. Please continue discussion there or at least on the IRC mod topic.
by kaeza
Thu Nov 10, 2016 01:18
 
Forum: Modding Discussion
Topic: io.lines() seems not longer to work
Replies: 10
Views: 759

Re: io.lines() seems not longer to work

sorry, but I'm currently too annoyed to give a normal, friendly, usefull report there. Also just secure.enable_security = false also gets rid of the error, so this problem is solved --- at least for me. Maybe its better I wait some days until I can write something more technical/friendly. >>:-( You...
by kaeza
Thu Nov 10, 2016 00:42
 
Forum: Modding Discussion
Topic: io.lines() seems not longer to work
Replies: 10
Views: 759

Re: [Mod] Internationalization Library [intllib]

Yeah, changes always break something. Only solution is to nudge these modders a bit to update their mods.
by kaeza
Wed Nov 09, 2016 00:55
 
Forum: Mod Releases
Topic: [Mod] Internationalization Library [intllib]
Replies: 113
Views: 32134

Re: [Mod] Internationalization Library [intllib]

Wuzzy wrote:Sadly, this mod breaks when mod security is on. :-(

Hm? I have mod security on and have no problems.

What's the error?
by kaeza
Tue Nov 08, 2016 22:33
 
Forum: Mod Releases
Topic: [Mod] Internationalization Library [intllib]
Replies: 113
Views: 32134

Re: How to securely load Lua scripts in subdirectories of mo

Can you paste your code? I have tried a simple example, and found no issues: -- sub/sub.lua print("SUB!") -- init.lua local MP = minetest.get_modpath("sectest") print("Main before dofile") --> OK dofile(MP.."/sub/sub.lua") --> OK print("Main after dofile&...
by kaeza
Sun Nov 06, 2016 03:31
 
Forum: Modding Discussion
Topic: How to securely load Lua scripts in subdirectories of mod?
Replies: 4
Views: 360

Re: Post your modding questions here

What happens if the item definition has no groups table? Does register_item create a default one? Thanks to metatables , it inherits from a "base" definition . Note that since Lua tables are references (i.e. they are not copied), orwell's code may cause unintended effects if the node does...
by kaeza
Fri Nov 04, 2016 22:20
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 324715

Re: MINETEST WALLPAPERS

by kaeza
Fri Nov 04, 2016 06:54
 
Forum: General Discussion
Topic: MINETEST WALLPAPERS
Replies: 1
Views: 272

Re: [Mod] Internationalization Library [intllib]

Edited the post to address some of your points. Also added the metadata as requested. `lua_api.txt` was not of much help regarding `description.txt`, but found some help here . Tell me if something's wrong. For some reason phpBB does not update the last edited date of posts when a moderator does it,...
by kaeza
Fri Nov 04, 2016 00:41
 
Forum: Mod Releases
Topic: [Mod] Internationalization Library [intllib]
Replies: 113
Views: 32134

Re: [Mod] Remote-Controlled Car [rc_car]

When placing the car on the ground, it appears as a black shape: <img> The colored model only shows up when the car is moving. Are there any plans for further development ? Oh, thanks for reporting. I didn't notice this issue because it is only manifests when the server lags. It is fixed in git. Th...
by kaeza
Wed Nov 02, 2016 22:22
 
Forum: WIP Mods
Topic: [Mod] Remote-Controlled Car [rc_car]
Replies: 13
Views: 5482

Re: Checking the Type of many Variables/Parameters all at on

You should not worry about the performance of those checks. It's highly unlikely you will get any meaningful performance improvement. That said, I suggest something like this: local function do_something_fast(x, y) return x+y end local function typecheck(t, v) local vt = type(v) return assert(t == v...
by kaeza
Tue Nov 01, 2016 01:24
 
Forum: Modding Discussion
Topic: Checking the Type of many Variables/Parameters all at once
Replies: 5
Views: 340

Re: Should wool become a fuel?

kaadmy wrote:Isn't wood already a fuel and can be used as to burn in furnaces?

He means wooL, not wooD.
by kaeza
Tue Nov 01, 2016 00:59
 
Forum: Feature Discussion
Topic: Should wool become a fuel?
Replies: 13
Views: 1017

Re: Are custom item definition fields OK?

I mostly agree with the naming conventions, but this shouldn't be enforced by the engine. Rather, it should be a convention adopted by modders like this is (I hope?) done for formspec names. I'd say the only thing required is that the core devs don't introduce any fields beginning with `x_`, and lea...
by kaeza
Sat Oct 29, 2016 21:44
 
Forum: Modding Discussion
Topic: Are custom item definition fields OK?
Replies: 2
Views: 234
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