Search found 802 matches

by neko259
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)
by neko259
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 ...
by neko259
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...
by neko259
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...
by neko259
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.
by neko259
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...
by neko259
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.
by neko259
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...
by neko259
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...
by neko259
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
by neko259
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...
by neko259
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.
by neko259
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 ...
by neko259
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.
by neko259
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...
by neko259
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.
by neko259
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 :)
by neko259
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...
by neko259
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.
by neko259
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...
by neko259
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...
by neko259
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...
by neko259
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...
by neko259
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...
by neko259
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...