Will have to let someone else check that. Not sure when I will upgrade again.
Search found 63 matches
- Thu Jul 24, 2025 04:33
- Forum: Problems
- Topic: Number of Updates on Content Tab Wrong
- Replies: 4
- Views: 1710
- Thu Jul 24, 2025 00:00
- Forum: Problems
- Topic: Number of Updates on Content Tab Wrong
- Replies: 4
- Views: 1710
Number of Updates on Content Tab Wrong
No idea where this goes, but for a couple of weeks now the Content tab when starting v5.11.0 on Windows says there is one more update available than shows when I go to Browse Online Content. Though before clicking "Browse online content" it also reports one more. The "Update All"...
- Mon Jun 30, 2025 17:29
- Forum: Problems
- Topic: [SOLVED] Errors "Could not load image (...)"
- Replies: 6
- Views: 2764
Re: [SOLVED] Errors "Could not load image (...)"
Sorry, forgot about this post but the modder updated the mod in question (after I left the post on ContentDB) and the bug has been cleared.
- Thu Jun 26, 2025 06:57
- Forum: Mod Releases
- Topic: [Mod] Angled Walls [1.5] [angledwalls]
- Replies: 84
- Views: 28114
Re: [Mod] Angled Walls [1.5] [angledwalls]
I too really appreciate this mod! Thank you.
Have a request though: I would love corners that are the same (half) height as the Low Angled Wall.
Have a request though: I would love corners that are the same (half) height as the Low Angled Wall.
- Fri Jun 20, 2025 19:55
- Forum: Problems
- Topic: [SOLVED] Errors "Could not load image (...)"
- Replies: 6
- Views: 2764
Re: [SOLVED] Errors "Could not load image (...)"
Thanks!. I tried copying blank.png to the mod's textures folder but still get the same error. While it doesn't seem to affect playability, I was hoping there might be something I could do to resolve the issue. Alas, I'm no programmer so while I looked at the GitHub link, I don't really understand wh...
- Fri Jun 20, 2025 09:12
- Forum: Problems
- Topic: [SOLVED] Errors "Could not load image (...)"
- Replies: 6
- Views: 2764
Re: [SOLVED] Errors "Could not load image (...)"
I'm getting this same message with the colorful beds mod and have left a message on the ContentDB, but I'm the third in over a year. I suspect the modder isn't logging in. I can't find any posts or a thread by them here. Is there anything we can do to 'fix' this problem, say, I create an image and s...
- Mon Jun 16, 2025 08:29
- Forum: Mod Releases
- Topic: [Mod] Wine [2.0] [wine]
- Replies: 104
- Views: 43469
Re: [Mod] Wine [2.0] [wine]
sorry for the delay, I haven't been playing so much and wanted to test each of the new recipes. Thank you for adding them! Everything worked great.
- Sun Jun 01, 2025 07:07
- Forum: Mod Releases
- Topic: [Mod] Wine [2.0] [wine]
- Replies: 104
- Views: 43469
Re: [Mod] Wine [1.99] [wine]
Yes, I had no trouble making cider, rum, and beer with barley that isn't from x_farming, so that seems to be the issue. Same thing with x_farming corn -- no valid recipe, but the other corn works just fine.
- Sat May 31, 2025 10:35
- Forum: Mod Releases
- Topic: [Mod] Wine [2.0] [wine]
- Replies: 104
- Views: 43469
Re: [Mod] Wine [1.99] [wine]
water + barley + drinking glass = wheat beer, should ferment just fine. Which game are you using as a base, minetest_game, mineclonia, voxelibre ? minetest_game - Do I need to do anything to the barley before adding it to the barrel (other than harvesting it)? Does it matter if the barley comes fro...
- Sat May 31, 2025 02:28
- Forum: Mod Releases
- Topic: [Mod] Wine [2.0] [wine]
- Replies: 104
- Views: 43469
Re: [Mod] Wine [0.5] [wine]
Recipe ? You simply drop apples in barrel for cider, barley for beer, honey for mead and grapes for wine... No recipe's needed. I'm getting "No Valid Recipe" with my fermenting barrels. I know they used to work though I've since upgraded to 5.11.0. What am I missing? I have water in the b...
- Fri Dec 06, 2024 00:12
- Forum: Mod Releases
- Topic: [Mod] Furniture [ts_furniture]
- Replies: 37
- Views: 17728
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: 17728
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: 17728
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: 1435
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: 17728
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: 1435
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: 1435
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: 1435
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: 1435
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: 160
- Views: 124442
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: 731
- Views: 367570
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: 731
- Views: 367570
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: 160
- Views: 124442
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: 160
- Views: 124442
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: 160
- Views: 124442