Ah, I believe that's because this is a modpack, not a single mod. To get it to work, just stick an empty file in the folder titled "modpack.txt".
I'll try to find time to update the repo to fix the problem, but it may be a while.
Search found 371 matches
- Wed Jan 21, 2015 06:38
- Forum: WIP Mods
- Topic: [Modpack] Mobsplus and Edited Areas [mobsplusareas-mp]
- Replies: 8
- Views: 6311
- Sun Jan 18, 2015 22:17
- Forum: WIP Games
- Topic: [game] Apocalypse Survival [1.1]
- Replies: 13
- Views: 8048
Re: [game] Apocalypse Survival [1.1]
As far as moving progression off ABMs goes, it is no simple task, and not to be taken on light-heartedly. However, should you choose to do so, you probably should investigate this: http://dev.minetest.net/minetest.register_globalstep Have a global apocalypse.time_elapsed, and add d_time to it every ...
- Wed Jan 07, 2015 20:09
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11059
- Views: 2053814
Re: Post your screenshots!
Taken on OldCoder's Moontest server, after fixing up CaveRealms to work with that subgame:
Stupidly forgot to turn off HUD and chat...
Stupidly forgot to turn off HUD and chat...
- Wed Jan 07, 2015 02:31
- Forum: Mod Releases
- Topic: [mod] Underground Realms [0.8] [caverealms]
- Replies: 156
- Views: 72338
Re: [mod] Underground Realms [0.8] [caverealms]
Although I still haven't finished the major new version of CaveRealms yet, a visit to OldCoder's MoonTest server (which actually runs the mod! :D ), I found out two important things: 1. CaveRealms was incompatible with Moontest, and 2. CaveRealms had huge potential for griefing in creative mode. So,...
- Sun Jan 04, 2015 21:34
- Forum: Modding Discussion
- Topic: First mod, would this work?
- Replies: 5
- Views: 1299
Re: First mod, would this work?
You also are missing commas at the end of the lines pertaining to inventory_image and stack_max.
- Sun Jan 04, 2015 21:27
- Forum: WIP Mods
- Topic: [HELP WANTED]Gun Gale Online[GGO]Mod[WIP]
- Replies: 22
- Views: 6262
Re: Gun Gale Online[GGO]Mod[WIP]
While I like the idea of a GGO mod, I must ask: how far along are you? Do you have any screenshots or code to show so far? Also, you might consider making it a subgame rather than a mod, since I'm sure you'll have to outsource for other mods like kaeza's firearms mod. Still, where do enchantments an...
- Sat Jan 03, 2015 19:47
- Forum: Feature Discussion
- Topic: Modder feedback needed: MT Schematic (.mts) file paths
- Replies: 4
- Views: 1172
Re: Modder feedback needed: MT Schematic (.mts) file paths
Indeed, I have had no problems with the way things are set up, and in most cases they are loaded relative to the modpath anyway, since most lua files tend to be in the top directory of the mod's folder. Of course, it could be a problem for some people if they don't follow the usual mod structure con...
- Sat Jan 03, 2015 19:41
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571096
Re: Post your modding questions here
Do you have mobs added to the dependencies.txt? That often causes trouble for mods that reference others, and it's easy to miss.
- Fri Jan 02, 2015 04:49
- Forum: General Discussion
- Topic: Biome API changes, world maintainers please read
- Replies: 18
- Views: 4649
Re: Biome API changes, world maintainers please read
Thanks, paramat. I was mainly wondering for the purposes of determining whether to switch SkyLands to engine-based heat/humidity, but the 2D nature makes me vote "no."
- Fri Jan 02, 2015 04:45
- Forum: Mod Releases
- Topic: [Mod] Levels [0.2.6] [levels]
- Replies: 5
- Views: 4723
Re: [Mod] Levels [0.2.0] [levels]
Verrrrrrry nice. Ironic how I was already working on an underground realm close to your screenshot to incorporate into CaveRealms... Although, mine is incredibly messy. :) Of course, I'm also attempting to work a miracle by having lighting all over without filling every air space with light and cras...
- Tue Dec 30, 2014 21:26
- Forum: General Discussion
- Topic: Biome API changes, world maintainers please read
- Replies: 18
- Views: 4649
Re: Biome API changes, world maintainers please read
At the risk of being slightly off-topic, I have two questions slightly related to the biome system. 1. Are the heat and humidity noises 2D or 3D? 2. Do minetest.get_heat() and minetest.get_humidity() work again, and if so, why does the dev wiki still say they were removed? Regarding the biome change...
- Sun Dec 28, 2014 21:13
- Forum: General Discussion
- Topic: Release Engineering
- Replies: 40
- Views: 7941
Re: Release Engineering
I may not be a core developer, nor a professional in the field, but this topic is of great interest to me as a Computer Science student who wants to make games. I personally agree with hmmmm: the development process could be better, and he has a great model there. The problem, however, is that the d...
- Fri Dec 26, 2014 22:33
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11059
- Views: 2053814
Re: Post your screenshots!
How do you enable screenshots? Because f12 on my laptop turns off my WiFi (airplane mode) and how do you enable f7 and f2 all of those things? Doesn't your laptop have an "fn" key or something like that you need to hold in order to use the function keys in the normal way? That's what my T...
- Wed Dec 24, 2014 00:24
- Forum: Mod Releases
- Topic: [Mod] Massive caverns [0.2.0] [subterrain]
- Replies: 9
- Views: 6362
Re: [Mod] Fast generation big caverns [0.1.1] [subterrain]
Intersect is a system of tunnels and lava tubes, rather than giant caverns. And the tunnels go on for miles...
- Tue Dec 23, 2014 19:22
- Forum: Mod Releases
- Topic: [Mod] Mount Meru, 2 km tower/mountain [0.3.1] [meru]
- Replies: 89
- Views: 33151
Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]
Your best chance would be to split it up into multiple schematics, and piece them all back together. And no, you can't jump straight from the game to the hard drive. It always has to assemble all the data into the RAM, then convert it to the proper format for schematics... :/
- Mon Dec 22, 2014 21:34
- Forum: Mod Releases
- Topic: [Mod] Mob Spawners [0.9.5] [mobspawn]
- Replies: 18
- Views: 12600
Re: [Mod] Mob Spawners [0.9.4] [mobspawn]
Alright, as promised, I added support for the "Minecraft Monsters" mod! I didn't test to make sure the code is error free, but expansion of this mod is so simple. I just wish people would stop using the the modname "mobs".... the naming conflicts are so ridiculous...
- Sat Dec 20, 2014 07:07
- Forum: Mod Releases
- Topic: [mod] Underground Realms [0.8] [caverealms]
- Replies: 156
- Views: 72338
Re: [mod] Underground Realms [0.8] [caverealms]
Oh my god this is so amazing. Me and a friend have been playing on a server for the last couple weeks with this mod installed, and we would really hate to get rid of our current progress but really dig these new biomes. Will we be able to just upgrade the mod version on the server with no issues? O...
- Fri Dec 19, 2014 18:40
- Forum: WIP Mods
- Topic: [GAME] Moontest! (Back from the Dead!) [GAME]
- Replies: 289
- Views: 73932
Re: [GAME] Moontest! (Back from the Dead!) [GAME]
Please could you add me as a contributor in the README? I wrote the footprints, air/vacuum spread and hydroponics codes. I also created 15 of the textures. Also, i know that some of the air/vacuum spreading code has been rewritten, but you might want to revert to my original code as it was carefull...
- Wed Dec 17, 2014 06:03
- Forum: Mod Releases
- Topic: [mod] Underground Realms [0.8] [caverealms]
- Replies: 156
- Views: 72338
Re: [mod] Underground Realms [0.8] [caverealms]
http://i749.photobucket.com/albums/xx132/Phantom1714/deeprealms_obsidian.png Here they are, the Deep Realms! Once you cross the -7000 depth, these biomes replace the regular caves, now adding three new environments: the salt crystal biome, the glowing obsidian biome, and the coal dust biome. The sa...
- Wed Dec 17, 2014 05:52
- Forum: Modding Discussion
- Topic: Favorite mod or subgame or feature?
- Replies: 5
- Views: 967
Re: Favorite mod or subgame or feature?
I tend to like highly technical mods that let you make automated systems, so I would definitely recommend Pipeworks, Technic, and Mesecons, but only try them after you're familiar with the core game. You really need to read up on the documentation for them to be much use without frustration. I also ...
- Wed Dec 17, 2014 05:47
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11059
- Views: 2053814
Re: Post your screenshots!
I'm temporarily back! http://i749.photobucket.com/albums/xx132/Phantom1714/deeprealms_coaldust3.png Presenting CaveRealms' new feature: DeepRealms. Borrowed from Zeno, these caves use new biomes when you reach extreme depths of -7000 or more. The above is the coal dust biome, which features desert s...
- Sun Dec 14, 2014 05:56
- Forum: Mod Releases
- Topic: [mod] Underground Realms [0.8] [caverealms]
- Replies: 156
- Views: 72338
Re: [mod] Underground Realms [0.5] [caverealms]
Alright, so I checked one item off the to-do list: allow for spawning in the caves! Thanks to paramat's code for spawning players in watershed, I was able to simplify and modify his code to allow for automatic spawning in the caverealms. And the best part? It happens so fast you hardly realize it ha...
- Fri Dec 12, 2014 19:40
- Forum: Mod Releases
- Topic: [mod] Underground Realms [0.8] [caverealms]
- Replies: 156
- Views: 72338
Re: [mod] Underground Realms [0.4] [caverealms]
I certainly love that idea, and I like how far you have taken it. I have always thought of Journey to the Centre of the Earth while making this mod, especially the lush ocean and environments in the passage described. Naturally, I have had a few discussions about the lighting required, and found out...
- Tue Dec 09, 2014 03:26
- Forum: WIP Mods
- Topic: [DISCONTINUED] Community Collaboration Project (1.4)
- Replies: 34
- Views: 7333
Re: [Mod] Community Collaboration Project (1.4) [community_m
I originally made this mini-mod for a friend's server when he was running mobf, and we couldn't kill oerkkis no matter how hard we tried. As such, this sword is basically just a really strong one that combines a mese sword and a diamond sword, next to each other on the craft grid in that order. The ...
- Tue Dec 09, 2014 03:05
- Forum: Mod Releases
- Topic: [mod] Underground Realms [0.8] [caverealms]
- Replies: 156
- Views: 72338
Re: Underground Realms idea
Could you make it so you spawn in these caves? I have tried to make you spawn in caves, but failed miserably. I love under ground and it would make it easy to find the caves. (because you spawn in them Du) Any ways it's kind of stupid so if you don't like it, forget about it. It would probably only...