Search found 4142 matches
- Fri Jun 14, 2024 19:53
- Forum: General Discussion
- Topic: [Archived] Post your screenshots!
- Replies: 11423
- Views: 2794450
Re: Post your screenshots!
Wool and concrete powder are nice blocks for the circular saw from moreblocks in an MC (MineClonia, VoxelLibre) world.
- Fri Jun 14, 2024 19:14
- Forum: General Discussion
- Topic: Handle_Schematics can't go down
- Replies: 12
- Views: 2317
Re: Handle_Schematics can't go down
yeaaaaaaaa i expected a vertical scrollbar lmao Aaaah! That's why I was so confused about your error message ,-) This also shows nicely that there are a lot of way to do things - and sometimes a user expects something diffrently than what the programmer thought. I'm afraid we'll never be able to el...
- Fri Jun 14, 2024 19:12
- Forum: WIP Mods
- Topic: Moreblocks for the MCL world (MineClone2/VoxelLibre, MineClonia) [mcl_moreblocks]
- Replies: 5
- Views: 2089
Re: Moreblocks for the MCL world (MineClone2/VoxelLibre, MineClonia) [mcl_moreblocks]
thank you very much for that. some players on our server are very grateful :-) I'm glad they like it. The additional shapes allow so much more than the full sized blocks. they ask whether it is possible to work with wood in the circular saw? Stones and glass work, but not wood. (Maybe we are missin...
- Fri Jun 14, 2024 16:40
- Forum: General Discussion
- Topic: Handle_Schematics can't go down
- Replies: 12
- Views: 2317
Re: Handle_Schematics can't go down
Wait so even if the whole page is filled up then it will just add arrow buttons to go to next on es? So you can have unlimited schems to load? More or less yes. Buttons prev/next will be added, and you can thus manually scroll through the saved schematics. Unlimited is...a bit tricky. There are har...
- Thu Jun 13, 2024 01:05
- Forum: General Discussion
- Topic: Handle_Schematics can't go down
- Replies: 12
- Views: 2317
Re: Handle_Schematics can't go down
Are you certain that you access the list of schems via "import from world" and then "-current world-" buttons? Those via "main" button are only shown until next server restart. The list under "-current world-" definitely has previous/next buttons. It also show...
- Mon Jun 03, 2024 19:16
- Forum: Mod Releases
- Topic: [Mod] Alive AI V26.32 [aliveai]
- Replies: 361
- Views: 117151
Re: [Mod] Alive AI V26.32 [aliveai]
That's good! Hope one day they'll be more willing to stay in my world and not despawn so fast :-)AiTechEye wrote: Keeping the ai alive a bit more :)
- Tue May 28, 2024 17:54
- Forum: General Discussion
- Topic: introduction
- Replies: 1
- Views: 851
Re: introduction
Best look for a server you like and play a bit. Most players are very helpful - and questions arise while playing and/or modding, so it's good to have someone at hand then.
- Sun May 26, 2024 20:26
- Forum: WIP Games
- Topic: [Game] Mineclonia [0.121.0]
- Replies: 580
- Views: 255060
Re: [Game] Mineclonia [0.100.0]
And here it is (works with MineClone2/VoxeLibre as well): Circular saw from moreblocks: mcl_moreblocks.
- Sun May 26, 2024 20:25
- Forum: WIP Games
- Topic: [Game] VoxeLibre (formerly known as MineClone2) [0.91]
- Replies: 3104
- Views: 1180850
Re: [Game] VoxeLibre (formerly known as MineClone2) [0.86]
If you want to use the circular saw from moreblocks in VoxeLibre, that ought to be possible now with mcl_moreblocks.
- Sun May 26, 2024 20:19
- Forum: WIP Mods
- Topic: Moreblocks for the MCL world (MineClone2/VoxelLibre, MineClonia) [mcl_moreblocks]
- Replies: 5
- Views: 2089
Moreblocks for the MCL world (MineClone2/VoxelLibre, MineClonia) [mcl_moreblocks]
I've played a bit in the MCL world recently and found some aspects far too limiting - in particular the lack of thinner nodes and the lack of beeing able to place slabs vertically. The circular saw ought to be available in the MCL world as well. https://forum.minetest.net/download/file.php?mode=view...
- Sun May 26, 2024 16:28
- Forum: WIP Games
- Topic: [Game] Mineclonia [0.121.0]
- Replies: 580
- Views: 255060
Re: [Game] Mineclonia [0.100.0]
Yes, the upward movement should probably be way slower. For instance, you can make 2:1 (rise:run) gradient slopes with Moreblocks for Minetest Game and walk up them way too fast. I will say it makes it easy to climb a hillside, but it probably has to go. But please make that configurable! Not every...
- Sun May 26, 2024 16:22
- Forum: Problems
- Topic: [solved] Singleplayer world becomes unresponsive
- Replies: 9
- Views: 2184
I went to a deep cave, but later, the light that was following me because I was holding a torch, stopped in one place. I realised that the server probably got unresponsive, so I tried saving and leaving after several seconds Are you certain that your mod list is complete? Apart from animalia - whic...
- Fri May 24, 2024 16:47
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.63] [mobs]
- Replies: 2741
- Views: 884935
Re: [Mod] Mobs Redo [1.61] [mobs]
Add basic mob_class:go_to(pos) function for mobs to go to a position or nearby. Oh! That sounds great. Though...er...they...attack an invisible entity? :-) Perhaps not quite what I'm looking for... MineClonia seems to be doing quite well with its villagers. They manage to arrive at their worksides ...
- Mon May 20, 2024 12:53
- Forum: Problems
- Topic: How to escape an infinite loop?
- Replies: 2
- Views: 1063
Re: How to escape an infinite loop?
If a server mod ran into an infinite loop. The client locks up all control to desktop. Right now I can only restart the computer. Can we have a way to interrupt it like using the "Esc" key, or Ctrl-C? That's a bit difficult with infinite loops. In general your operating system ought to ha...
- Fri May 17, 2024 15:12
- Forum: General Discussion
- Topic: Let's face it, THERE IS SOMETHING WRONG with today's server players.
- Replies: 16
- Views: 4809
Re: Let's face it, THERE IS SOMETHING WRONG with today's server players.
Such behaviour of players isn't new at all. Guess all servers get their share of them. 3. Some are useless because THEY JUST REGISTER, THEN LEAVE. and never come back again. Could be that the server didn't match the players' expectations. Or the player didn't know how to go on. Some clients in the p...
- Thu May 09, 2024 18:44
- Forum: Modding Discussion
- Topic: Post your mapgen questions here (modding or engine)
- Replies: 858
- Views: 223804
Re: Post your mapgen questions here (modding or engine)
e.g. keeps half the tree, like it's been sawn from top to bottom on it's whole lenght Most likely the upper part remains standing? That can happen with very big trees. Especially when they're higher than the mapchunk and continue in the next one. Is there a way to control the execution order of lua...
- Thu May 09, 2024 13:54
- Forum: Game Discussion
- Topic: I wrote a guide to my favorite mods
- Replies: 3
- Views: 2091
Re: I wrote a guide to my favorite mods
I ended up diving head-first into `ContentDB` and really doing `guess-and-check` to find a core set of mods to run with. That's understandable. For me, the best way to get to know about (new) mods is the forum. But that's no option for people new to the game because there are so many mods that accu...
- Tue Apr 30, 2024 02:13
- Forum: WIP Mods
- Topic: The Super hero mod is here, WIP, we hope you like it
- Replies: 1
- Views: 962
Re: The Super hero mod is here, WIP, we hope you like it
Perhaps you ought to actually *describe* your mod a bit? Tell us what it's about? Add a screenshot?
- Mon Apr 29, 2024 18:29
- Forum: Problems
- Topic: serverlist is blocking me from time to time
- Replies: 14
- Views: 2086
Re: serverlist is blocking me from time to time
Perhaps some hopeful server owners can work together? It's better to have fewer well-used servers than plenty that hardly ever get visited. Players love company.Walker wrote: I can probably run about 30 servers now
Unfortunately, this is probably the end of my FREE server project
- Mon Apr 29, 2024 17:04
- Forum: General Discussion
- Topic: Can't allow overlap but still overlap not sure why. Maybe I'm stupid
- Replies: 8
- Views: 1504
Re: Can't allow overlap but still overlap not sure why. Maybe I'm stupid
And instead of helping me seems like everyone ignores... TenPlus1 - who's creator and certainly *the* expert on the protector redo mod - tried to help. Apart from that, the areas mod might really be a good choice here. It's not uncommon that it's combined with the protector mod. Players in need of ...
- Sun Apr 28, 2024 20:11
- Forum: General Discussion
- Topic: Creating flexible moving structures made of nodes
- Replies: 13
- Views: 3246
Re: Creating flexible moving structures made of nodes
I regularly play on a server with 350ish ms ping, and can't say I've experienced that sort of lag. A teleport never returns me back to the other end, it can just be delayed by several seconds. I've experienced that behaviour several times in the past. It is very irritating. Best in such circumstanc...
- Sun Apr 28, 2024 16:40
- Forum: General Discussion
- Topic: Creating flexible moving structures made of nodes
- Replies: 13
- Views: 3246
Re: Creating flexible moving structures made of nodes
The main problem is IMHO not getting the thing built and moving as such - it's keeping it intresting for players. The technical limitations limit speed of the moving structure. If it travels at one block per second (which would be pretty fast in some ways), that may be intresting for a short while, ...
- Thu Apr 25, 2024 23:45
- Forum: General Discussion
- Topic: Hardcoded system for entity navigation
- Replies: 8
- Views: 1885
Re: Hardcoded system for entity navigation
Having better ways to deal with mobs (in particular NPC) moving around would indeed be great. I've only a superficial knowledge about it; yl_speak_up and mg_villages are already huge enough problems that keep me occupied. then give the entity a new position to go to and the navigation method to get ...
- Thu Apr 25, 2024 19:56
- Forum: Old Mods
- Topic: [Mod] Traders [mobf_trader]
- Replies: 52
- Views: 41178
Re: [Mod] Traders [mobf_trader]
i have this error today This error ought to be fixed in the newest version (just released). @Diablosxm - Mobf_trader hasn't been updated in a long time, you would be easier using Sokomines Traders mod or my own mobs_npc which includes a trader also. Seems I was working on this mod in a diffrent bra...
- Thu Apr 25, 2024 18:34
- Forum: WIP Mods
- Topic: [Mod] NPC for yl_speak_up [npc_talk]
- Replies: 10
- Views: 3110
Re: [Mod] NPC for yl_speak_up [npc_talk]
If they could also walk around sensibly now or accompany me? I'm afraid that's beyound the scope of this mod. But don't worry: Other mods that enable mobs/NPC to do these things can provide such functionality. yl_speak_up mostly needs to be able to store a few values and to be called when the playe...