Search found 192 matches
- Sat Sep 19, 2020 20:02
- Forum: Mod Releases
- Topic: [Mod] Petz [DEPRECATED] [petz]
- Replies: 1496
- Views: 245346
Re: [Mod] Petz [v15.11] [petz]
Can you make it that when hitting petz with something, toolwear is applied? Currently they are in the immortal group, while eg mobs_monster are in the fleshy group. Fleshy group monster and players add toolwear properly. Mobs from water_life show the same behaviour, maybe it is a mobkit thing? I'll ...
- Wed Sep 16, 2020 10:56
- Forum: General Discussion
- Topic: HOWTO: Setup timed sessions
- Replies: 3
- Views: 503
Re: HOWTO: Setup timed sessions
You can grant/revoke the interact privilege. Without it, player can roam the map but neither build nor mine blocks.
- Fri Sep 11, 2020 18:09
- Forum: WIP Mods
- Topic: Mobkit - Entity API [mobkit][alpha]
- Replies: 570
- Views: 70119
Re: Mobkit - Entity API [mobkit][alpha]
Not sure if that helps or you've maybe already seen it yourself, but maybe you can take a look at the monkey and squirrel code from petz? They "climb" trees up and down?
- Tue Sep 08, 2020 18:46
- Forum: WIP Mods
- Topic: [Mod]Ocean [xocean][2.4]
- Replies: 90
- Views: 18462
Re: [Mod]Ocean [xocean][2.1]
Xocean seems to be abandoned. You can add a check that removes the fish when speed is zero and it is in air. I did that before I decided to get rid of their fish altogether and move to water_life for maritime entities.
- Mon Aug 24, 2020 23:49
- Forum: WIP Mods
- Topic: [MOD] Indy JoneZ [jonez] (v3.4)
- Replies: 82
- Views: 12529
Re: [MOD] Indy Jonez [jonez] (v1.14)
I don't know if you also check closed issues, but #2 seems not to be resolved. Can you please take a look at it again? I can't reopen myself.
- Wed Aug 19, 2020 14:48
- Forum: WIP Mods
- Topic: [Modpack] Regional Weather Bundle [climate] [1.2.1]
- Replies: 127
- Views: 25800
Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]
How about the other way round? Raycast from cloud level down until you hit something, like a raindrop would do? Then place on top of the node you hit. If you raycast from bottom up, puddles might not exist in the basement, but in the first floor. While a roof is still on top, when both let light pas...
- Sat Aug 08, 2020 10:51
- Forum: Mod Releases
- Topic: [Mod] Petz [DEPRECATED] [petz]
- Replies: 1496
- Views: 245346
Re: [Mod] Petz [v15.8] [petz]
I know it because when I disable petz on my testserver that runs on the same machine and do what a player did before, I can compare(*). Lag with petz, less lag without. Take a look at the 4th columen of the profiler. The more, the worse. Some on_rightclick take a lot of time, some ABM does, some on_...
- Sat Aug 08, 2020 00:54
- Forum: Mod Releases
- Topic: [Mod] Petz [DEPRECATED] [petz]
- Replies: 1496
- Views: 245346
Re: [Mod] Petz [v15.8] [petz]
When players go out into the countryside, where non-emerged or non-loaded blocks need to get loaded :D
If you want, I can show you. It's reproducible
If you want, I can show you. It's reproducible
- Fri Aug 07, 2020 22:20
- Forum: Mod Releases
- Topic: [Mod] Petz [DEPRECATED] [petz]
- Replies: 1496
- Views: 245346
Re: [Mod] Petz [v15.8] [petz]
is there a way to tune down the enormous lag petz produces when players emerge new blocks? It's not too bad when you have 30 petz somewhere in a cage, but as soon as players go scouting the area, petz creates a lot of lag. (Same goes for waterlife, so maybe a mobkit thing?) All I can do is relay the...
- Tue Aug 04, 2020 17:09
- Forum: WIP Mods
- Topic: [ModPack] Cool Trees [cool_trees] (z3)
- Replies: 155
- Views: 31797
Re: [ModPack] Cool Trees [cool_trees] (v3.20)
I already have the mahagony tree mod installed. Is this modpack a drop-in replacement?
This one: https://content.minetest.net/packages/runs/mahogany/
This one: https://content.minetest.net/packages/runs/mahogany/
- Mon Aug 03, 2020 10:27
- Forum: Mod Releases
- Topic: [Mod] Petz [DEPRECATED] [petz]
- Replies: 1496
- Views: 245346
Re: [Mod] Petz [v15.3] [petz]
Minor issue :P
Code: Select all
2020-08-03 12:04:04: WARNING[Server]: Assignment to undeclared global "head_rotation" inside a function at /home/mt-test/.minetest/mods/petz/petz/mobkit/bh_head.lua:56.
20
- Tue Jul 28, 2020 21:01
- Forum: Mod Releases
- Topic: [Mod] Petz [DEPRECATED] [petz]
- Replies: 1496
- Views: 245346
Re: [Mod] Petz [v15.1] [petz]
Thanks, that's exactly what I needed :)
Another thing:
How do we breed cows? Can I change such a behaviour via user.conf/petz.conf, just by looking at
lamb_breed = default:blueberries
and inserting
calf_breed = default:blueberries
If so, is that true for the other settings as well?
Another thing:
How do we breed cows? Can I change such a behaviour via user.conf/petz.conf, just by looking at
lamb_breed = default:blueberries
and inserting
calf_breed = default:blueberries
If so, is that true for the other settings as well?
- Fri Jul 24, 2020 00:19
- Forum: Mod Releases
- Topic: [Mod] Petz [DEPRECATED] [petz]
- Replies: 1496
- Views: 245346
Re: [Mod] Petz [v14.5] [petz]
Look like I finally need an account on content db :P Three things meanwhile: 1. Could you make the drops changeable from the outside or at least from petz.conf? Use case is that I usually update early and often, especially petz has a very quick release cycle :) I'd like to keep it as default as poss...
- Thu Jul 23, 2020 23:40
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2502
- Views: 641671
Re: [Mod] Mobs Redo [1.52] [mobs]
Is there a simple method of changing things like spawns and drops from the outside? Use case is that I usually update early and often. If I wanted to change the drops and spawns on every mobs_redo mob I'd everytime need to change files on the freshly downloaded mob. I'd like to keep the mods as defa...
- Thu Jul 23, 2020 23:34
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1932
- Views: 691905
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Are the vertical mesecons not already insulated in a way? I can have 2 lines next to each other and they do not connect. You only have to have the "ends" of those vertical lines in different heights.
- Mon Jul 20, 2020 15:56
- Forum: WIP Mods
- Topic: Mobkit - Entity API [mobkit][alpha]
- Replies: 570
- Views: 70119
- Mon Jul 20, 2020 15:44
- Forum: Mod Releases
- Topic: [Mod] Advanced area protection [areas]
- Replies: 218
- Views: 130721
Re: [Mod] Advanced area protection [areas]
What privs do your players have?
- Fri Jul 17, 2020 23:04
- Forum: WIP Mods
- Topic: [Abandoned] [Mod] Mobs Mime [0.3.2] [mobs_mime]
- Replies: 7
- Views: 1948
Re: [mod] Mobs Mime [0.1.0] [mobs_mime]
Thanks for making that thing. My players will either love or hate it :)
Evil laughter: *Goes to bring mimics to his server*
Evil laughter: *Goes to bring mimics to his server*
- Thu Jul 16, 2020 23:39
- Forum: General Discussion
- Topic: Karma mod?
- Replies: 3
- Views: 681
Re: Karma mod?
I guess Nino refers to the alignment system from RPGs like DnD. You may want to give Lord of the Test a try, although there's no real Karma system in there.
- Thu Jul 16, 2020 15:19
- Forum: General Discussion
- Topic: Minetest console client
- Replies: 10
- Views: 2097
Re: Minetest console client
How would I start the console client? Edit: And I guess the "logindata" in the syncclient.py need to be exchanged for my login stuff? When I do python3 syncclient.py Then this is the whole conversation: Requesting peer... Sending init... Sending init... Got Hello Auth Method: legacy/srp s ...
- Thu Jul 16, 2020 11:53
- Forum: General Discussion
- Topic: Minetest console client
- Replies: 10
- Views: 2097
Re: Minetest console client
Would be interested in such a bot, too. Especially if it could simulate simple tasks like digging, building, walking and such. Use case is to gauge how many players my hardware can take, depending on what they do.
I'll take a look at your repo, thanks :)
I'll take a look at your repo, thanks :)
- Fri Jul 03, 2020 21:39
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2502
- Views: 641671
Re: [Mod] Mobs Redo [1.52] [mobs]
I was riding in a cart, same track as always. I do not know what would have caused a force-detach or anything related, I just sat silently in the cart riding down to the mine, twiddling my finger.
Is there anything I can do to help find the cause?
Is there anything I can do to help find the cause?
- Fri Jul 03, 2020 07:43
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2502
- Views: 641671
Re: [Mod] Mobs Redo [1.52] [mobs]
I have a strange behaviour when it comes to default carts. Didn't know they were governed by mobs_redo :D 2020-07-02 00:25:50: ACTION[Server]: Testuser right-clicks object 4435: LuaEntitySAO at (2171,14,1289) 2020-07-02 00:25:51: WARNING[Server]: ScriptApiBase::objectrefGetOrCreate(): Pushing Object...
- Wed Jul 01, 2020 02:05
- Forum: Problems
- Topic: Partially out of sync client. What do?
- Replies: 15
- Views: 1750
Re: Partially out of sync client. What do?
You may be right, I have a boatload of messages like this one in the logs, while the package count looked more reasonable: 2020-07-01 03:52:30: INFO[Main]: Client packetcounter (30s): sum=443 avg=14.7667/s 2020-07-01 03:52:32: VERBOSE[ConnectionSend]: con(14/14)RE-SENDING timed-out RELIABLE to 1234:...
- Fri Jun 26, 2020 09:02
- Forum: Modding Discussion
- Topic: Lua documentation on Minetest Developer Wiki is wrong
- Replies: 32
- Views: 6349
Re: Lua documentation on Minetest Developer Wiki is wrong
Compared to all of you, I'm fairly new to Minetest, so I lack the knowledge of how stuff works in this universe. How it worked for me: I was motivated 10 month ago to change some pages I found outdated. Couldn't edit. Found there's an account to be requested in the forums. Did so. Forgot what I want...