Search found 53 matches
- Fri Dec 06, 2024 00:12
- Forum: Mod Releases
- Topic: [Mod] Furniture [ts_furniture]
- Replies: 37
- Views: 15514
Re: [Mod] Furniture [ts_furniture]
Thanks Blockhead. That helped and was the key to getting what I needed from GitHub - a site I rarely use. I will share that I did read the README for instructions, but ... Anyway, so I unzipped to my mods folder and enabled as usual but received the following error: "Failed to enable mod "...
- Thu Dec 05, 2024 03:10
- Forum: Mod Releases
- Topic: [Mod] Furniture [ts_furniture]
- Replies: 37
- Views: 15514
Re: [Mod] Furniture [ts_furniture]
because it's not clear how to download it? I can't find it through "Browse online content". I then created a new folder in ...\mods\ and saved the init.lua file from the GitHub link you share but then I get the following when I try to enable the 'mod' using "Select mods" Runtime ...
- Fri Nov 29, 2024 04:45
- Forum: Mod Releases
- Topic: [Mod] Furniture [ts_furniture]
- Replies: 37
- Views: 15514
Re: [Mod] Furniture [ts_furniture]
Thanks. One problem. I tried putting the new init.lua file in ...\mods\ts_furniture and ended with unknown nodes. Is there a different subdirectory where I should put the init.lua file?
- Fri Nov 29, 2024 03:48
- Forum: Problems
- Topic: World on Fire (Spreading Fire)
- Replies: 9
- Views: 366
Re: World on Fire (Spreading Fire)
Okay. I've put out the fire. My best guess at what happened is either a tree grew over a chimney -- the fire is below grade, but the top of the chimney is ten blocks above the fire -- or a mod I'd recently installed (not saying which since I need to run some tests to be certain) somehow caused the a...
- Fri Nov 29, 2024 03:31
- Forum: Mod Releases
- Topic: [Mod] Furniture [ts_furniture]
- Replies: 37
- Views: 15514
Re: [Mod] Furniture [ts_furniture]
I realize Thomas-S hasn't been around since mid October, but I started getting this error message with the mod. Not sure if this is due to a conflict or is a problem with migrating to 5.9.1 or what. AsyncErr: Lua: Runtime error from mod 'ts_furniture' in callback environment_Step(): C:\minetest-5.9....
- Thu Nov 28, 2024 22:03
- Forum: Problems
- Topic: World on Fire (Spreading Fire)
- Replies: 9
- Views: 366
Re: World on Fire (Spreading Fire)
Check that you don't have two entries in your minetest.conf, it'll use the second one. Also I think "disable_fire = true" is recognized as well as "enable_fire = false" Thanks. Here's my minetest.conf file: screen_w = 1920 enable_bloom = true server_announce = false enable_damag...
- Thu Nov 28, 2024 06:51
- Forum: Problems
- Topic: World on Fire (Spreading Fire)
- Replies: 9
- Views: 366
Re: World on Fire (Spreading Fire)
Yes, Minetest_Game.
- Thu Nov 28, 2024 01:21
- Forum: Problems
- Topic: World on Fire (Spreading Fire)
- Replies: 9
- Views: 366
Re: World on Fire
I think I understand that. My minetest.conf file has "enable_fire = false" but the fire continues to spread.
- Thu Nov 28, 2024 01:01
- Forum: Problems
- Topic: World on Fire (Spreading Fire)
- Replies: 9
- Views: 366
World on Fire (Spreading Fire)
Suddenly while playing today, I placed some beds and removed them then outside the building the world is catching fire. Sure, forest fire is one thing, but air seems to be burning as well. It looks like same as when you use flint to light a coal block on fire. I've never seen anything like this happ...
- Sat Sep 14, 2024 03:46
- Forum: Mod Releases
- Topic: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
- Replies: 159
- Views: 113147
Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
I'm always going to prefer simpler, like in example 3. Just seems less cluttered or busy.
- Wed Sep 11, 2024 15:36
- Forum: Mod Releases
- Topic: [Mod] Farming Redo [1.49] [farming]
- Replies: 699
- Views: 314979
Re: [Mod] Farming Redo [1.49] [farming]
@TenPlus1 - thanks! That did the trick. And while part of my thinking before turning off Farming Redo was for the reason you mentioned, I confess to not understanding how mods work and conflict with each other even when looking at the lua code. No idea exactly when I installed the two mods though it...
- Wed Sep 11, 2024 08:19
- Forum: Mod Releases
- Topic: [Mod] Farming Redo [1.49] [farming]
- Replies: 699
- Views: 314979
Re: [Mod] Farming Redo [1.49] [farming]
I tried searching but couldn't scare up anything but I've noticed some sort of conflict between this mod and x_farming (please forgive if this is already known). While I haven't noticed any issues with Farming Redo, if it's loaded then I can't get any seeds from x_farming to sprout. I figured I was ...
- Wed Sep 11, 2024 08:01
- Forum: Mod Releases
- Topic: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
- Replies: 159
- Views: 113147
Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
Coming along nicely though I've never played Half Life, so can't comment on similarity or inspiration, but the color changes and transparencies work quite well. While I wouldn't say there was anything wrong with the prior example, this one feels a bit less busy and a bit less futuristic. The less fu...
- Tue Sep 10, 2024 23:45
- Forum: Mod Releases
- Topic: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
- Replies: 159
- Views: 113147
Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
How so? Is it just that they don't appear on the screen the way you see them in your mind? I often have that issue with Minetest. LOL It all depends on what your goal is, but of futuristic world, seems like a perfect start to me.
- Tue Sep 10, 2024 02:02
- Forum: Mod Releases
- Topic: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
- Replies: 159
- Views: 113147
- Sun Jun 30, 2024 06:43
- Forum: WIP Mods
- Topic: [Mod] Means of transport tracking lines [linetrack]
- Replies: 72
- Views: 13572
Re: [Mod] Means of transport tracking lines [linetrack]
phew! That's a lot to digest. I see we have an Old Mods sub but I guess this mod is still basically functional and doesn't qualify for moving. If so, then as suggested, it makes sense for SOMEONE to at least update the OP with the mod's status - working as of DATE/MT VERSION but no longer maintained...
- Sun Jun 23, 2024 07:27
- Forum: WIP Mods
- Topic: [Mod] Means of transport tracking lines [linetrack]
- Replies: 72
- Views: 13572
Re: [Mod] Means of transport tracking lines [linetrack]
Oh and in case you're interested, long ago gpcf made a mod that is basically a normal boat the travels a pre-recorded path: Advboats forum thread: https://forum.minetest.net/viewtopic.php?t=19146 Source link: https://github.com/Montandalar/advboats (my copy, taken from LinuxForks mod archive) Seeme...
- Sun Jun 23, 2024 05:42
- Forum: WIP Mods
- Topic: [Mod] Means of transport tracking lines [linetrack]
- Replies: 72
- Views: 13572
Re: [Mod] Means of transport tracking lines [linetrack]
Thanks! That's a lot for me to digest and I need a fresher brain than I have right now. I'll come back and look at this over the next couple of days to figure out a way forward.
- Sun Jun 23, 2024 04:23
- Forum: WIP Mods
- Topic: [Mod] Means of transport tracking lines [linetrack]
- Replies: 72
- Views: 13572
Re: [Mod] Means of transport tracking lines [linetrack]
Forgive the stupid question, but as mentioned above, I'm not a programmer nor modder. However, given the context of my game, the boat in this mod feels like overkill though I do like that I can route along a water track. That's really helpful for what I want to do. So the question is this: how diffi...
- Sat Jun 22, 2024 13:23
- Forum: WIP Mods
- Topic: [Mod] Means of transport tracking lines [linetrack]
- Replies: 72
- Views: 13572
Re: [Mod] Means of transport tracking lines [linetrack]
Worked with the Advanced Trains tutorial and that helped me understand how this mod works. Still don't have all the operator controls mastered, but basically this offers what I was looking for.
- Sat Jun 22, 2024 07:35
- Forum: WIP Mods
- Topic: [Mod] Means of transport tracking lines [linetrack]
- Replies: 72
- Views: 13572
Re: [Mod] Means of transport tracking lines [linetrack]
okay, great, will do, and again, thanks!
- Sat Jun 22, 2024 07:20
- Forum: WIP Mods
- Topic: [Mod] Means of transport tracking lines [linetrack]
- Replies: 72
- Views: 13572
Re: [Mod] Means of transport tracking lines [linetrack]
Okay, so I've got it up and running however not been able to figure out anything besides a straight line. The image in the OP suggests that there should at least be an angle if not an outright turn. I'm a bit stumped and don't see any documentation. Am I missing something on the turn/angle nodes? ed...
- Sat Jun 22, 2024 06:25
- Forum: WIP Mods
- Topic: [Mod] Means of transport tracking lines [linetrack]
- Replies: 72
- Views: 13572
Re: [Mod] Means of transport tracking lines [linetrack]
added "default" (to the end of the file) as per Josselin2's suggestion but returned to original error (had reverted to original folder name to test one thing at a time). However, renaming the folder seems to have done the trick. Now to test in my game. Yeah, when something has been updated...
- Sat Jun 22, 2024 05:51
- Forum: WIP Mods
- Topic: [Mod] Means of transport tracking lines [linetrack]
- Replies: 72
- Views: 13572
Re: [Mod] Means of transport tracking lines [linetrack]
Yes, running minetest_game. Haven't venture beyond that. ;)
- Sat Jun 22, 2024 05:44
- Forum: WIP Mods
- Topic: [Mod] Means of transport tracking lines [linetrack]
- Replies: 72
- Views: 13572
Re: [Mod] Means of transport tracking lines [linetrack]
Try renaming the "linetrack-master" folder to just "linetrack" Edit: typo Tried that and received a "An error occurred in a Lua script: ModError: Failed to load and run script from C:\minetest-5.8.0-win64\bin\..\mods\linetrack\init.lua: ...etest-5.8.0-win64\bin\..\mods\line...