[MOD]extra_mele_weapons (v 0.4) 2021-02-09
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Re: [MOD]extra_mele_weapons (v 0.3) 2018-01-24
It could be made with maybe 6 or 7 leftover bones from a huge ham, or something like that.
Last edited by Chem871 on Fri Jan 08, 2021 14:29, edited 1 time in total.
What is SCP-055?
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Re: [MOD]extra_mele_weapons (v 0.3) 2018-01-24
Oh... right...Chem871 wrote:It could be made with maybe 6 or 7 leftover bones from a huge hame, or something like that.
Re: [MOD]extra_mele_weapons (v 0.2) 2017-07-12
+1 i cant wait to clobber ppl with a hambone or a frying pan (pliz add the pan!)Chem871 wrote:Seems like having a collection of all these weapons would be worthy of a prize :P Maybe add sickles? Sais? Pikes? Poisoned daggers? A frying pan?(Most deadly of the bunch :3)
Hey, what can i say? I'm the bad guy.
Re: [MOD]extra_mele_weapons (v 0.3) 2018-01-24
Is the rainbow sword in here? (i didnt see it).
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Re: [MOD]extra_mele_weapons (v 0.3) 2018-01-24
Nope... and probably won't be, as nyan cats are getting removed in MT 0.5 ...Stix wrote:Is the rainbow sword in here? (i didnt see it).
Well... maybie I could add it, and when MT gets updated, make an optional dependency on Nyan mod.
Re: [MOD]extra_mele_weapons (v 0.3) 2018-01-24
dang :(. i love using my rainbow sword on EFS :(davidthecreator wrote:Nope... and probably won't be, as nyan cats are getting removed in MT 0.5 ...Stix wrote:Is the rainbow sword in here? (i didnt see it).
Well... maybie I could add it, and when MT gets updated, make an optional dependency on Nyan mod.
Hey, what can i say? I'm the bad guy.
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Re: [MOD]extra_mele_weapons (v 0.3) 2018-01-24
I don't know if it would be good or bad to see this mod in RubenWardy's Capture The Flag server, but I think it would be cool for it to be there
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Re: [MOD]extra_mele_weapons (v 0.3) 2018-01-24
Well, not all the weapons, some of the swords are 1-hit kills. There's a frying pan, cactus sword, spear, knife, nunchuks, many more, too.
What is SCP-055?
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Re: [MOD]extra_mele_weapons (v 0.3) 2018-01-24
I got this error:
ModError: Failed to load and run script from /home/nissiel/.minetest/mods/extra_mele_weapons/init.lua:
/home/n******/.minetest/mods/extra_mele_weapons/init.lua:1230: Attempt to override non-existent item vessels:glass_bottle
stack traceback:
[C]: in function 'error'
/usr/share/minetest/builtin/game/register.lua:402: in function </usr/share/minetest/builtin/game/register.lua:393>
/home/nissiel/.minetest/mods/extra_mele_weapons/init.lua:1230: in main chunk
Check debug.txt for details.
ModError: Failed to load and run script from /home/nissiel/.minetest/mods/extra_mele_weapons/init.lua:
/home/n******/.minetest/mods/extra_mele_weapons/init.lua:1230: Attempt to override non-existent item vessels:glass_bottle
stack traceback:
[C]: in function 'error'
/usr/share/minetest/builtin/game/register.lua:402: in function </usr/share/minetest/builtin/game/register.lua:393>
/home/nissiel/.minetest/mods/extra_mele_weapons/init.lua:1230: in main chunk
Check debug.txt for details.
Last edited by Teen_Miner on Mon Feb 08, 2021 16:12, edited 1 time in total.
cdb_yuId0gpEgnYo
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Re: [MOD]extra_mele_weapons (v 0.3) 2018-01-24
i believe that because the mod didnt found any "vessels:glass_bottle" in the mods you are using in that world, so is you can check if you have the vessel mod, check if the name for that item hasnt been changed if so you could change the extra mele weapons mod item name to the current name that is providing the item vessels:glass_bottle. or my personal favorite, just comment that item in the extra mele mod so it doesnt get called, although that could make a lot of more errorsTeen_Miner wrote: ↑Thu Jan 07, 2021 15:26I got this error:
ModError: Failed to load and run script from /home/nissiel/.minetest/mods/extra_mele_weapons/init.lua:
/home/nissiel/.minetest/mods/extra_mele_weapons/init.lua:1230: Attempt to override non-existent item vessels:glass_bottle
stack traceback:
[C]: in function 'error'
/usr/share/minetest/builtin/game/register.lua:402: in function </usr/share/minetest/builtin/game/register.lua:393>
/home/nissiel/.minetest/mods/extra_mele_weapons/init.lua:1230: in main chunk
Check debug.txt for details.
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Re: [MOD]extra_mele_weapons (v 0.3) 2018-01-24
Vessels mod is in my world by default and the name for the bottle is the same.Ignaramico wrote: ↑Thu Jan 07, 2021 22:18i believe that because the mod didnt found any "vessels:glass_bottle" in the mods you are using in that world, so is you can check if you have the vessel mod, check if the name for that item hasnt been changed if so you could change the extra mele weapons mod item name to the current name that is providing the item vessels:glass_bottle. or my personal favorite, just comment that item in the extra mele mod so it doesnt get called, although that could make a lot of more errorsTeen_Miner wrote: ↑Thu Jan 07, 2021 15:26I got this error:
ModError: Failed to load and run script from /home/nissiel/.minetest/mods/extra_mele_weapons/init.lua:
/home/nissiel/.minetest/mods/extra_mele_weapons/init.lua:1230: Attempt to override non-existent item vessels:glass_bottle
stack traceback:
[C]: in function 'error'
/usr/share/minetest/builtin/game/register.lua:402: in function </usr/share/minetest/builtin/game/register.lua:393>
/home/nissiel/.minetest/mods/extra_mele_weapons/init.lua:1230: in main chunk
Check debug.txt for details.
cdb_yuId0gpEgnYo
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Re: [MOD]extra_mele_weapons (v 0.4) 2021-02-09
v 0.4
improved: slight improvements to textures
improved: damage dealth by projectiles of melee weapons will now count as dealth by player
changed: rebalanced stats of some weapons
Added: bone sword
Added: copper shortsword
Added: adventurer's sword
Added: dungeor warrior's sword
Added: rapier
Added: claymore
Added: STOP sign
Added: rolled newspapaer
Added: sword of life
Added: enchanted battleaxe
Added: sword of power
(some of the new weapons can not be crafted and can only be found inside dungeon chests)
improved: slight improvements to textures
improved: damage dealth by projectiles of melee weapons will now count as dealth by player
changed: rebalanced stats of some weapons
Added: bone sword
Added: copper shortsword
Added: adventurer's sword
Added: dungeor warrior's sword
Added: rapier
Added: claymore
Added: STOP sign
Added: rolled newspapaer
Added: sword of life
Added: enchanted battleaxe
Added: sword of power
(some of the new weapons can not be crafted and can only be found inside dungeon chests)
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Re: [MOD]extra_mele_weapons (v 0.4) 2021-02-09
question is it necesary to download all the attachments?
You know the rules and so do I, SAY GOODBYE
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Re: [MOD]extra_mele_weapons (v 0.4) 2021-02-09
No, just the latest version.
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Re: [MOD]extra_mele_weapons (v 0.4) 2021-02-09
make tin bat so i can bonk mobs club breaks too quickly here would be the crafting the same way that a sword is crafted 2 tin ingots and one black wool instead of the stick
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Re: [MOD]extra_mele_weapons (v 0.4) 2021-02-09
hi all . when i first load the mod it says that the '.' character isnt allowed. then i remove it nd load the game again an then it says ".minetest/mod/extra_mele_weapons/init.lua:
.minetest/mods/exra_mele_weapons/init.lua: No such file or directory
.minetest/mods/exra_mele_weapons/init.lua: No such file or directory
PLease fix mcl5 tridents :,,(
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