Search found 129 matches

by fairiestoy
Tue Sep 24, 2013 12:23
Forum: Servers
Topic: Configuring a Server
Replies: 14
Views: 2331

Minetest Wiki - Installing mods

I strongly suggest, that you start to read through the wiki. Most informations are available there.
by fairiestoy
Mon Sep 23, 2013 03:25
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9795
Views: 1272283

Nice effect. One can see that it is quite very simple at the moment, but it adds a bit more of atmospheric feeling to the gameplay especially in that wastelands mod (I would love that lens flare when traveling through hot desert / wasteland, slowly getting thirsty and only the sun and me x) ). Howev...
by fairiestoy
Sun Sep 22, 2013 23:47
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9795
Views: 1272283

We already complained about that. Hope that it will get unclaimed soon. Anyway, good height you reached there :3 When Nisi and me tried it, we only reached 400 or 600 before we died from death and didn't had the resources to try again. (That was before it got claimed) Edit: In this case, you could h...
by fairiestoy
Sun Sep 22, 2013 20:26
Forum: Modding Discussion
Topic: Post your mod texture requests here
Replies: 187
Views: 62254

Hello, im looking for a front texture for a new kind of vendor machine. It is a mese receptor and i am not that good with textures, therefore im asking here. The current texture looks like this: https://raw.github.com/fairiestoy/vendor/master/vendor/textures/vendor_vendor_front.png Would be nice if ...
by fairiestoy
Sun Sep 22, 2013 20:19
Forum: Mod Releases
Topic: [Mod] Vending Machines [1.02] [vendor] - Minetest Commerce
Replies: 21
Views: 16599

I have a suggestion for a little modification to allow vendor/deposidor one beside the other. That not change for use that users have (for what i see) and improves the possibilities. in vendor.lua, line 344, change vendor.is_traversable and vendor.neighboring_nodes code sample Since this mod seems ...
by fairiestoy
Sat Sep 21, 2013 19:32
Forum: Mod Releases
Topic: [Mod] Chat channel [v2.1] [chat_channel] (chatplus merged)
Replies: 11
Views: 5775

Thanks for the tip, i made a request in the related topic
by fairiestoy
Sat Sep 21, 2013 16:49
Forum: Mod Releases
Topic: [Mod] Chat channel [v2.1] [chat_channel] (chatplus merged)
Replies: 11
Views: 5775

Is it possible to delete this topic? I deleted the chatchannels repo because there is a new project coming up where the chatplus merged branch will be included. Would be nice (thanks to the moderator in advance)
by fairiestoy
Sat Sep 21, 2013 16:44
Forum: Old Mods
Topic: [Mod] Chat plus [2.3] [chatplus] – Now two mods, bug fixes
Replies: 68
Views: 27266

Hello ruben, i came up with a suggestion when looking through my fork of this and watching the user traffic on the landruch server. I think its necessary to include some kind of time check when a user last log in. Otherwise, your file will be fed up by dozens of users that show up only once and neve...
by fairiestoy
Fri Sep 20, 2013 18:59
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 378459

Wuzzy, it is possible to determine if the button has been pressed or the checkbox. Within the fields table you also have the name of the button as index. If you now make a check like if fields.exit_button then --ongoing code end Where exit_button is the name of the defined button respectively. Accor...
by fairiestoy
Wed Sep 18, 2013 21:33
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 207
Views: 93381

Why not mixin the landrush mod then? (which is a modified fork of landclaim_0gb_us) but instead of dividing the map into chunks, let the user decide what area to use. About storage: Just detect the outermost corners of the area protected and save all four points (if only horizontal coordinates are t...
by fairiestoy
Sun Sep 15, 2013 17:07
Forum: Problems
Topic: Building in great height causes problems
Replies: 2
Views: 403

Is it possible that i can not see the shadow anyway? Because on ground level there is no visible shadow (and that shadow has to be huge).
Anyway, thanks for the info.
by fairiestoy
Sun Sep 15, 2013 16:19
Forum: Problems
Topic: Building in great height causes problems
Replies: 2
Views: 403

Building in great height causes problems

MinetestVersion: 0.4.7-bc5db9b OS: Win7 Game: minetest_game Reproducable: Yes Description: I have started building in a great height on my favourite server (current height is between 630.5 - 666.5) and i get a little annoying game freeze when start to set nodes where no nodes are under it. Once ther...
by fairiestoy
Sat Sep 14, 2013 17:22
Forum: Feature Discussion
Topic: .
Replies: 15
Views: 5729

That would be really neat on a moonrealm server or something like that :D
by fairiestoy
Fri Sep 13, 2013 18:44
Forum: Servers
Topic: LevelDB Test Server
Replies: 10
Views: 3026

I did a quick research because i couldn't remember any file size limitations. And i found this: Maximum Number Of Pages In A Database File SQLite is able to limit the size of a database file to prevent the database file from growing too large and consuming too much disk space. The SQLITE_MAX_PAGE_CO...
by fairiestoy
Fri Sep 13, 2013 16:30
Forum: Servers
Topic: LevelDB Test Server
Replies: 10
Views: 3026

Its hard to say without many user traffic. To determine if already generated chunks are loading faster from the map, a few more people should start a test visit on this server (in my opinion). Since most problems occur, when the server is nearly full. Except the problems when generating chunks, ever...
by fairiestoy
Fri Sep 13, 2013 15:55
Forum: Servers
Topic: LevelDB Test Server
Replies: 10
Views: 3026

I played about 10 - 20 min and checked parts from the main town to sicdonia and kept walking south to generate new chunks. The first thing that I encountered was: All sign rotations were wrong. Then i encountered some strange tree generation errors while exploring new chunks (half cut off trees, som...
by fairiestoy
Fri Sep 13, 2013 12:56
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 378459

You get this error, because you made a typo related mistake. You wrote inv::add_item( 'main', "default:steel_sword" ) And it should be without the double ':' . And this error is not related to the modified chest code. If you take a closer look at the error code ( 19:46:34: ERROR[main]: ...opy\bin\.....
by fairiestoy
Fri Sep 13, 2013 01:51
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 378459

does anyone know how to make a crafting table, but with different properties? I want to make an anvil to forge armor and crossbows in castles+ EDIT: When you place a chest-like item, can you make it so it already contains a set of steel tools. Do you mean something like mentioned here: The RealTest...
by fairiestoy
Fri Sep 13, 2013 01:48
Forum: Mod Releases
Topic: [Mod] More Blocks [moreblocks]
Replies: 417
Views: 287733

You could prevend this mod from overwriting the default recipes. For example the slabs within moreblocks/stairsplus/slabs.lua starting at line 118: -- Unregister default recipes minetest.register_craft({ output = "moreblocks:nothing 1", recipe = { {recipeitem, recipeitem, recipeitem}, }, }) Just com...
by fairiestoy
Thu Sep 12, 2013 20:06
Forum: Mod Releases
Topic: [Mod] More Blocks [moreblocks]
Replies: 417
Views: 287733

I found a bug in the latest stable download, running Minetest 0.4.7: Attempting to craft a cobble slab (three cobble across), I get no texture in the preview of the crafting screen. When actually crafting the item, the error comes back as ACTION[ServerThread]: player singleplayer crafts moreblocks:...
by fairiestoy
Thu Sep 12, 2013 19:58
Forum: Servers
Topic: Generating a map from server data
Replies: 1
Views: 491

Github This link leads to an python script located in the official minetest repo. If you want a faster version, check the minetest-related projects page of this forum. There is a topic where this script was rewritten in C++ Edit: https://forum.minetest.net/viewtopic.php?id=2896 ^^ ^^ Forum link to ...
by fairiestoy
Wed Sep 11, 2013 15:56
Forum: General Discussion
Topic: What do you see in Minetest 1.0?
Replies: 25
Views: 4793

releases come with more than just minetest_game, i think minetest 1.0 will be shipped with some sort of Game downloader for such things and is not shipping it with games the user would never play, but blows up the download size. In my opinion a way more elegant solution. Furthermore i see Minetest ...
by fairiestoy
Tue Sep 10, 2013 20:47
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 378459

Casimir wrote:You had some typos but it works for me.
And when you consider a server with thousands of saplings on the ground the old method is ridiculous.
Thanks for correcting the code. I needed a bit before i saw them.
by fairiestoy
Tue Sep 10, 2013 10:26
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 378459

Hello guys, i found the following lines within the /builtin/misc.lua: function minetest.get_connected_players() -- This could be optimized a bit, but leave that for later local list = {} for _, obj in pairs(minetest.get_objects_inside_radius({x=0,y=0,z=0}, 1000000)) do if obj:is_player() then table....
by fairiestoy
Wed Sep 04, 2013 23:46
Forum: Problems
Topic: InGame Console Bug/Strange behaviour
Replies: 4
Views: 1033

Looks like that's it and seems like it cannot easily be solved without modifying irrlicht. A quick workaround would be to set keymap_console = KEY_F9 or some other key. I think thats not just a 'quick workaround'. Instead this would solve it, since the irrlicht devs (as far as i could read from tha...