Search found 802 matches
- Fri May 08, 2020 07:44
- Forum: WIP Mods
- Topic: [Mod] Flyingships
- Replies: 18
- Views: 10499
Re: [Mod] Flyingships
Repository was moved to git. Also fixed issue with moving ships by mesecons (crash when trying to send message to player)
- Sun Oct 13, 2019 09:47
- Forum: Mod Releases
- Topic: [mod] kaeza's/VanessaE's signs library [signs_lib][git]
- Replies: 92
- Views: 38945
Re: [mod] kaeza's/VanessaE's signs library [signs_lib][git]
It's supposed to -- I'm certain I had that working properly. Well, you can still just punch the unknown entities to get rid of them. Okay, didn't know punching could work. There is also a weird error of "Could not load image "bg_signs_lib.jpg" while building texture" which adds ...
- Sun Oct 13, 2019 09:33
- Forum: Mod Releases
- Topic: [mod] kaeza's/VanessaE's signs library [signs_lib][git]
- Replies: 92
- Views: 38945
Re: [mod] kaeza's/VanessaE's signs library [signs_lib][git]
Indeed, they changed. Just run /regen_signs to fix them up. It was added for just that reason (plus for situations where the engine just plain screwed up, like it used to with those positioning errors). It'll scan through all currently-loaded mapblocks, looking for signs, kill their entities, and r...
- Sat Oct 12, 2019 17:41
- Forum: Mod Releases
- Topic: [mod] kaeza's/VanessaE's signs library [signs_lib][git]
- Replies: 92
- Views: 38945
Re: [mod] kaeza's/VanessaE's signs library [signs_lib][git]
I've just updated the server and all mods and I get "LuaEntity name "signs:text" not defined" now, and purple entity squares in each sign. Seems the entities were renamed, but I can't find a way to delete old ones except from /clearobjects which can damage other mods' entities...
- Thu Feb 21, 2019 07:51
- Forum: WIP Mods
- Topic: [Mod] Storage Interface [storage_interface]
- Replies: 37
- Views: 10156
Re: [Mod] Storage Interface [storage_interface]
Added a pull request.
- Thu Feb 21, 2019 07:50
- Forum: WIP Mods
- Topic: [Mod] Storage Interface [storage_interface]
- Replies: 37
- Views: 10156
Re: [Mod] Storage Interface [storage_interface]
Thank you for your response. I didn't think about that anyone would use this mod and it is a long time ago since the last edit but eventually I will try to make it faster. Maybe the performance could be improved but it is probably not possible to make it a lot faster, because the items are actually...
- Tue Feb 05, 2019 21:00
- Forum: WIP Mods
- Topic: [Mod] Storage Interface [storage_interface]
- Replies: 37
- Views: 10156
Re: [Mod] Storage Interface [storage_interface]
Did anyone work on the performance? Adding something to a 6k storage takes dozens of seconds which hangs whole server for a while.
- Wed Jan 16, 2019 14:20
- Forum: WIP Mods
- Topic: [Mod] Telegram [telegram]
- Replies: 2
- Views: 2070
[Mod] Telegram [telegram]
This mod acts as a relay between the telegram chat and minetest. Currently it just relays messages and also accepts "ping" and "groupid" commands from chat. To use it, you need to create a bot (using https://telegram.me/BotFather) and disable group privacy to allow it read all me...
- Wed Jan 02, 2019 21:44
- Forum: WIP Mods
- Topic: [Mod] Fancy Vend [fancy_vend]
- Replies: 19
- Views: 6743
Re: [Mod] Fancy Vend [fancy_vend]
It would be nice to allow the vendor owner access it like anyone else to buy and sell, at least to check out everything works. E.g. I tried to understand what depositor option does except change the texture, but I can't, because I don't see the "client" interface. PS I modified the code t...
- Wed Jan 02, 2019 20:38
- Forum: WIP Mods
- Topic: [Mod] Flyingships
- Replies: 18
- Views: 10499
Re: [Mod] Flyingships
TODO:
* Make it go over liquid
* Continious movement
* Consume fuel
* Lock the configured engine to its key
* Make it go over liquid
* Continious movement
* Consume fuel
* Lock the configured engine to its key
- Wed Jan 02, 2019 20:29
- Forum: WIP Mods
- Topic: [Mod] Flyingships
- Replies: 18
- Views: 10499
Re: [Mod] Flyingships
The get/set versions prooved to be much faster than the voxelmanip one. Ship with 300 nodes moves for 4 seconds, and with get/set -- less than a second. Also cleaned up code a bit, added more messages to clarify when it cannot move, etc. Here's an example of a tactical ship used to run from monsters...
- Wed Jan 02, 2019 09:27
- Forum: WIP Mods
- Topic: [Mod] Fancy Vend [fancy_vend]
- Replies: 19
- Views: 6743
Re: [Mod] Fancy Vend [fancy_vend]
It would be nice to allow the vendor owner access it like anyone else to buy and sell, at least to check out everything works. E.g. I tried to understand what depositor option does except change the texture, but I can't, because I don't see the "client" interface.
- Thu Dec 27, 2018 10:06
- Forum: Mod Releases
- Topic: [Modpack] Home Decor [git] [homedecor_modpack]
- Replies: 1036
- Views: 504089
Re: [Modpack] Home Decor [git] [homedecor_modpack]
Currency is optional-depend, and the links to it and the other dependencies in the first post are correct. Maybe you followed the "old discussion" link in my later post in the currency thread by mistake? https://github.com/minetest-mods/homedecor_modpack/blob/master/homedecor/depends.txt ...
- Sat Nov 03, 2018 07:54
- Forum: Mod Releases
- Topic: [Mod] Immersive Sounds [.36] [ambience]
- Replies: 310
- Views: 154607
Re: [Mod] Immersive Sounds [.36] [ambience]
soundsets.lua:216 -> pos.y should be def.pos.y
Sorry, did not find how to post an issue to the repository.
Sorry, did not find how to post an issue to the repository.
- Sat Oct 20, 2018 18:19
- Forum: WIP Mods
- Topic: [Mod] Flyingships
- Replies: 18
- Views: 10499
Re: [Mod] Flyingships
This mod appears to only move me one block at a time. This means I have to have the key equipped, and right click the motor for each block of movement. I tried hooking up a mesecons switch to the directed motor, and even with the switch turned on, the ship will only move one block. I would then nee...
- Fri Oct 05, 2018 19:14
- Forum: Old Mods
- Topic: [Mod] Nature Pack [1.0.4]
- Replies: 224
- Views: 148011
Re: [Mod] Nature Pack [1.0.4]
I've updated the mod and removed moss part which is in default for some time, and use VanessaE's youth setting approach which does not require running many timers.
- Mon Oct 01, 2018 14:25
- Forum: General Discussion
- Topic: Weather
- Replies: 1
- Views: 1084
Re: Weather
Found the culprit. It was snowdrift mod, the name was a bit confusing :)
- Mon Oct 01, 2018 13:24
- Forum: General Discussion
- Topic: Weather
- Replies: 1
- Views: 1084
Weather
I am running an old server, but the engine, minetest_game and mods are updated to latest versions. Today I wanted to check for the options to change weather, because it's raining constantly in some places. And I cannot find anything. What is strange, that changelogs indicate everything related to we...
- Mon Dec 25, 2017 11:05
- Forum: Mod Releases
- Topic: [Mod] Cleaner [cleaner]
- Replies: 16
- Views: 7603
Re: [Mod] Cleaner [0.4] [cleaner]
It would be better to add not only nodes to remove but node substitutes too. Sometimes a node was renamed or moved to other mod and can be simply replaced.
- Mon Nov 27, 2017 18:43
- Forum: Feature Discussion
- Topic: Multicolor lighting
- Replies: 49
- Views: 6508
Re: Multicolor lighting
True coloured light is unlikely or very distant. Nevertheless it should be a goal to be working towards. It's not reallly something you 'work towards' over a long period of time, if it's decided on it will be done. It's doubtful whether we 'should'. It's been discussed deeply many times and never d...
- Fri Nov 24, 2017 09:32
- Forum: General Discussion
- Topic: World size
- Replies: 65
- Views: 14173
Re: World size
> Decide that I don't want to change the mapgen Ok. MT doesn't change the mapgen for a world, it's designed specifically to not do that, if it changed you did something wrong or caused it. The setting isn't ignored. Well, I set the setting and nothing changes. For me, it means ignoring. I know what...
- Tue Nov 21, 2017 08:08
- Forum: General Discussion
- Topic: World size
- Replies: 65
- Views: 14173
Re: World size
>You already had discontinuities in mgv6? I'm not sure if it is from v6. Was it used right from the start of 0.4, or evolved later? I know the server was created somewhere around the 0.4 development start, but I don't remember if I changed mapgens ever. >Decide what? Decide that I don't want to chan...
- Mon Nov 20, 2017 10:49
- Forum: General Discussion
- Topic: World size
- Replies: 65
- Views: 14173
Re: World size
Seed numbers matter. You pick the wrong seed and life will be hard with a lot of the mapgens. I never pick the seed, just leave it empty. Tried v7 again yesterday, this time I spawned in the water and after 10 mins of flowing in one direction I found some jungles. BTW, I switched my server to v7 wi...
- Sun Nov 19, 2017 20:14
- Forum: General Discussion
- Topic: World size
- Replies: 65
- Views: 14173
Re: World size
Seed numbers matter. You pick the wrong seed and life will be hard with a lot of the mapgens. I never pick the seed, just leave it empty. Tried v7 again yesterday, this time I spawned in the water and after 10 mins of flowing in one direction I found some jungles. BTW, I switched my server to v7 wi...
- Sat Nov 18, 2017 12:01
- Forum: General Discussion
- Topic: World size
- Replies: 65
- Views: 14173
Re: World size
I've tried v7 a couple of times and it generated rocky and watery lands without a single tree in the view range What version of MT? Mgv7 has had a complete set of biomes for 2 years now and has far richer biomes and far more interesting terrain than Mgv6. If you're referring to recent Mgv7 then yes...