Search found 1144 matches
- Tue Jul 14, 2015 02:14
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572321
Re: Post your modding questions here
Maybe I'm just crazy, and am remembering something from when I played minecraft, but wasn't there a mod for minetest that made food spoil if it wasn't cooked or refrigerated? I've tried searching the forums, and even did a Google search but have found nothing. Any help would be appreciated.
- Wed Jul 01, 2015 14:22
- Forum: Texture Packs
- Topic: Freely licensed texture packages?
- Replies: 9
- Views: 2785
Re: Freely licensed texture packages?
It's not nearly finished yet, but I'm working on a texture pack for my survival subgame.
https://github.com/NathanSalapat/NathanSalapat
https://github.com/NathanSalapat/NathanSalapat
- Wed Jul 01, 2015 14:18
- Forum: Feature Discussion
- Topic: Standardized groups for mods compatibility
- Replies: 5
- Views: 896
Re: Standardized groups for mods compatibility
There are a lot of groups that would be helpful, I know of several mods that create sugar, and forcing any other mods that have a recipe that uses sugar to list all options is just silly, people would probably just add sugar to their own mod than have to deal with getting it from another, and that j...
- Wed Jul 01, 2015 14:15
- Forum: General Discussion
- Topic: Minetest Modding [Video Series]
- Replies: 5
- Views: 966
Re: Minetest Modding [Video Series]
You may not have seen it, but I've been doing these for a while :)
More is always better though, and I'm going to be stopping shortly as I've shown nearly everything I know.
Subbed by the way.
More is always better though, and I'm going to be stopping shortly as I've shown nearly everything I know.
Subbed by the way.
- Mon Jun 22, 2015 17:55
- Forum: General Discussion
- Topic: Dating on multiplayer: why bother?
- Replies: 10
- Views: 1350
Re: Dating on multiplayer: why bother?
+1 Dopium, very well put.
- Fri Jun 19, 2015 04:41
- Forum: General Discussion
- Topic: Having trouble updating minetest from linux command line
- Replies: 22
- Views: 4789
Re: Having trouble updating minetest from linux command line
You might need to add the daily ppa, or the non-daily to upgrade as the 'official' repositories take forever to update most cases. Otherwise you can always pull from git and compile yourself.
- Wed Jun 17, 2015 21:31
- Forum: News
- Topic: [0.4.13] Inventory movement using shift
- Replies: 32
- Views: 12794
Re: [0.4.12-dev] Inventory movement using shift
Sounds good, now we just need drag support so we can drag a stack in the crafting grid and drag it in the pattern we want to to make and automatically fill those spaces. I think that we already have it. You need to double rightclick with the itemstack and drag it with the right mouse button held do...
- Wed Jun 17, 2015 16:21
- Forum: News
- Topic: [0.4.13] Inventory movement using shift
- Replies: 32
- Views: 12794
Re: [0.4.12-dev] Inventory movement using shift
Sounds good, now we just need drag support so we can drag a stack in the crafting grid and drag it in the pattern we want to to make and automatically fill those spaces.
- Wed Jun 17, 2015 04:46
- Forum: Mod Releases
- Topic: [Mod] Hiking [hiking]
- Replies: 5
- Views: 2582
Re: [Mod] Hiking [hiking]
Looks stellar, definitely going to download and review.
I found a few things that looked like errors when I was doing my review video, created a pull request fixing them. Feel free to merge or not. :)
I found a few things that looked like errors when I was doing my review video, created a pull request fixing them. Feel free to merge or not. :)
- Tue Jun 16, 2015 02:04
- Forum: News
- Topic: Forum is now hosted by celeron55 (report issues here)
- Replies: 177
- Views: 113756
Re: Forum is now hosted by celeron55 (report issues here)
I've got the favicon, so I can confirm it's working. Maybe try clearing the cache or saved files relating to this site?
- Mon Jun 15, 2015 03:08
- Forum: WIP Mods
- Topic: [Mod] Automatic Cave Lighting [cave_lighting]
- Replies: 11
- Views: 9949
Re: [Mod] cave lighting chatcommand [cave_lighting]
Does it take torches from the players inventory?
- Mon Jun 15, 2015 02:55
- Forum: Modding Discussion
- Topic: Slimes Mob spawns.
- Replies: 4
- Views: 1053
Re: Slimes Mob spawns.
If you open the greenslimes or lavaslimes.lua files scroll all the way to the end of the file. You'll find something that starts with this. mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height) Just change the chance to be higher? If that makes more slimes, ...
- Sun Jun 14, 2015 04:28
- Forum: General Discussion
- Topic: Torches burn out?
- Replies: 11
- Views: 1673
Re: Torches burn out?
I will check that in the morning.
- Sat Jun 13, 2015 13:51
- Forum: News
- Topic: Forum is now hosted by celeron55 (report issues here)
- Replies: 177
- Views: 113756
Re: Forum is now hosted by celeron55
Might you consider adding the favicon back, right now, on my end anyway, there is no favicon.
- Sat Jun 13, 2015 13:49
- Forum: General Discussion
- Topic: Torches burn out?
- Replies: 11
- Views: 1673
Re: Torches burn out?
I think then that you must not be using the more_fire mod, or are using a very outdated version of it. The lamps in my mod look like this.
- Sat Jun 13, 2015 11:18
- Forum: General Discussion
- Topic: Torches burn out?
- Replies: 11
- Views: 1673
Re: Torches burn out?
Oil lanterns will always lit up a little bit, I think I set it to one, putting oil in the lantern will make it brighter, again assuming your using the more_fire mod.
- Sat Jun 13, 2015 00:17
- Forum: Modding Discussion
- Topic: world generating nodes using blender created voxels
- Replies: 6
- Views: 1101
Re: world generating nodes using blender created voxels
Like this.
Code: Select all
minetest.override_item('default:dirt_with_grass', {
description = 'dirt with grass',
drawtype = 'mesh',
mesh = 'default:dirt_with_grass.obj',
- Fri Jun 12, 2015 23:28
- Forum: General Discussion
- Topic: Torches burn out?
- Replies: 11
- Views: 1673
Re: Torches burn out?
Nope, I did that to encourage people to make the oil lanterns which just need lantern oil but don't burn out.
- Fri Jun 12, 2015 04:51
- Forum: General Discussion
- Topic: Torches burn out?
- Replies: 11
- Views: 1673
Re: Torches burn out?
If you are using my more_fire mod yes they will, you can change this behavior by editing the config.txt file in the mod directory to have finite torches be false.
- Fri Jun 12, 2015 04:44
- Forum: WIP Mods
- Topic: [Mod][Merged] Valleys Mapgen [valleys_mapgen]
- Replies: 439
- Views: 77221
Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]
I guess last time when I tried my t I did something wrong then, not sure what though...
- Fri Jun 12, 2015 04:42
- Forum: Modding Discussion
- Topic: world generating nodes using blender created voxels
- Replies: 6
- Views: 1101
Re: world generating nodes using blender created voxels
Entirely yes, just create said mesh and then moddify the init.lua in the default mod to reflect the mesh rather than just drawing a node, alternately you could create a new mod and override the more nodes to display them as the meshes.
- Thu Jun 11, 2015 01:49
- Forum: WIP Mods
- Topic: [Mod][Merged] Valleys Mapgen [valleys_mapgen]
- Replies: 439
- Views: 77221
Re: [Mapgen][WIP] Valleys Mapgen [valleys_mapgen]
Absolutely correct you are Don.
The screenshots don't even begin to do justice to this mod, I just followed a river upstream for quite some time, very impressive. This is going to be my new go to mapgen.
The screenshots don't even begin to do justice to this mod, I just followed a river upstream for quite some time, very impressive. This is going to be my new go to mapgen.
- Thu Jun 11, 2015 00:52
- Forum: WIP Mods
- Topic: [Mod][Merged] Valleys Mapgen [valleys_mapgen]
- Replies: 439
- Views: 77221
Re: [Mapgen][WIP] Valleys Mapgen [valleys_mapgen]
Hate to be a dummy but how do I use this?
Does it need to be installed to some place other than mods? It doesn't show up as a mapgen I can use when creating a new world. Everything I've heard sounds amazing and I'd like to try it out but I can't figure out how to.
Does it need to be installed to some place other than mods? It doesn't show up as a mapgen I can use when creating a new world. Everything I've heard sounds amazing and I'd like to try it out but I can't figure out how to.
- Sun Jun 07, 2015 20:27
- Forum: Modding Discussion
- Topic: Mod Releases policy change proposal: Unique shortnames
- Replies: 22
- Views: 2539
Re: Mod Releases policty change proposal: Unique shortnames
I personally have always made sure that my mods didn't use the same name as any other known mod because of the obvious conflicts that would arise should somebody want to use the two mods, not sure why other modders haven't done the same.
- Sat Jun 06, 2015 14:18
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644189
Re: [Mod] Technic [0.4.11] [technic]
I just created a new world and added technical and had no problems playing for a few minutes.