Search found 26 matches
- Fri Aug 23, 2024 10:48
- Forum: Mod Releases
- Topic: [MOD] Ethereal NG [1.34] [ethereal]
- Replies: 602
- Views: 269389
To do so, you can just uninstall or rename (the directory of) your current ethereal version (both ways won't reset your settings and are safe) and download the development version from the git page. If you have git (a program for easy management of git repositories 'repos' in a terminal) installed ...
- Fri Jul 26, 2024 16:54
- Forum: Modding Discussion
- Topic: Modding and software patents
- Replies: 8
- Views: 1449
Re: Modding and software patents
Regardless of what it's called or where, there has to be some kind of notice given and then ignored before a case can go to court.
That's great, because I was worrying if I could immiedately get sued at any time.
Not a problem, I sure hope you're less worried now than when you opened the thread ...
That's great, because I was worrying if I could immiedately get sued at any time.
Not a problem, I sure hope you're less worried now than when you opened the thread ...
- Fri Jul 26, 2024 12:19
- Forum: Modding Discussion
- Topic: Modding and software patents
- Replies: 8
- Views: 1449
Re: Modding and software patents
Write some documentation about it. Put it in your README. "I searched on <date> for patents relating to the code of this mod and could not find that it was covered by any patent. I intend no patent infringement and will remedy any infringement when notified."
That actually seems like a pretty ...
That actually seems like a pretty ...
- Thu Jul 25, 2024 21:09
- Forum: Modding Discussion
- Topic: Modding and software patents
- Replies: 8
- Views: 1449
Re: Modding and software patents
Well, as the author, as long as you can show that you tried to verify that you weren't infringing any patents by creating a backgammon game by doing e.g. a Google Patents search
How am I even supposed to prove that I did a search? Via showing a screenshot or a video? Would that even be worth it ...
How am I even supposed to prove that I did a search? Via showing a screenshot or a video? Would that even be worth it ...
- Thu Jul 25, 2024 12:29
- Forum: Modding Discussion
- Topic: Modding and software patents
- Replies: 8
- Views: 1449
Re: Modding and software patents
If you are paranoid though, you should use mod code under a Patent-granting license.
I'm not planning to fork an existing project, but right, it may be a good idea to fork projects that are licensed under patent-giving licenses when I'll do so e.g. in another project.
Speaking of making a mod ...
I'm not planning to fork an existing project, but right, it may be a good idea to fork projects that are licensed under patent-giving licenses when I'll do so e.g. in another project.
Speaking of making a mod ...
- Thu Jul 25, 2024 11:05
- Forum: Modding Discussion
- Topic: Modding and software patents
- Replies: 8
- Views: 1449
Modding and software patents
Hello, I was planning that I could start learning programming mods in minetest, since I already got a bit of programming experience and got a good idea for a mod that no one else made. However, I'm not even sure if I can start doing so in the first place because of the risk of software patent ...
- Wed Jul 03, 2024 13:27
- Forum: Texture Packs
- Topic: Help with publishing texture pack
- Replies: 7
- Views: 3477
Re: Help with publishing texture pack
Oh alright, so it's minetest fault, so I've done nothing wrong.
Once again though, thank you for staying here, I could'nt have done this without you.
Once again though, thank you for staying here, I could'nt have done this without you.
- Wed Jul 03, 2024 08:46
- Forum: Texture Packs
- Topic: Help with publishing texture pack
- Replies: 7
- Views: 3477
Re: Help with publishing texture pack
Wait a second, I was thinking if my account's visibility being set to 'limited' (which means only logged in users can see it) meant that contentdb can't access the git. I tried creating a release after making my account 'public' and it worked!
Still thank you very much for trying to help.
Edit ...
Still thank you very much for trying to help.
Edit ...
- Tue Jul 02, 2024 16:48
- Forum: Texture Packs
- Topic: Help with publishing texture pack
- Replies: 7
- Views: 3477
Re: Help with publishing texture pack
For beginners it may seem imposing to use git on the command line, so instead: On websites GitHub and Codeberg, you click through the file browser to the file you want the history of, then on the History button on the right hand side of the page; the placement is very similar between those two ...
- Tue Jul 02, 2024 13:49
- Forum: Texture Packs
- Topic: Help with publishing texture pack
- Replies: 7
- Views: 3477
Help with publishing texture pack
Hello. I thought the crosshair from the Mesecons Lab game was really cool and wanted to make a texture pack that changes the default cursor to it. I knew I could because the license (as for 99.9% of other minetest media) is free, specifically it's CC-BY-SA 3.0.
I read the license carefully and made ...
I read the license carefully and made ...
- Tue Jun 11, 2024 19:15
- Forum: General Discussion
- Topic: Can you combine ethereal ng and everness?
- Replies: 4
- Views: 1229
Re: Can you combine ethereal ng and everness?
They both use the biome API to register_biome. As long as one does not delete the biomes of the other then they can both co-exist - and which they clearly don't delete biomes because the biomes are visible.
So if they both register biomes, then that's awesome because all these mods are basically ...
So if they both register biomes, then that's awesome because all these mods are basically ...
- Tue Jun 11, 2024 16:05
- Forum: General Discussion
- Topic: Can you combine ethereal ng and everness?
- Replies: 4
- Views: 1229
Re: Can you combine ethereal ng and everness?
I used my phone and can confirm that both mods' biomes are generating. So, does that mean that they just import their biomes to some sort of array of the mapgen, so it knows what landscapes to create?
And about crafting recipe overlaps, I just checked it using (something that I just found now) QA ...
And about crafting recipe overlaps, I just checked it using (something that I just found now) QA ...
- Tue Jun 11, 2024 11:40
- Forum: General Discussion
- Topic: Can you combine ethereal ng and everness?
- Replies: 4
- Views: 1229
Can you combine ethereal ng and everness?
Hello, I was planning to enable ethereal ng on my singleplayer world, which has everness enabled. But, while trying to search up if there can be any breakage, I was forced to ask the question here if I want an answer. So:
Will enabling ethereal ng with everness too cause any breakage? Will it be ...
Will enabling ethereal ng with everness too cause any breakage? Will it be ...
- Wed Jun 05, 2024 18:48
- Forum: Problems
- Topic: Randomly Fallin Nodes
- Replies: 5
- Views: 868
Re: Randomly Fallin Nodes
Is there also something in debug.txt in minetest? You can find it by, e.g., clicking 'open user data directory'/'share debug.txt' in the 'about' menu in minetest.
- Sat Jun 01, 2024 08:03
- Forum: Problems
- Topic: [Solved] Error on i3 when clicking recipe
- Replies: 12
- Views: 1517
Re: Error on i3 when clicking recipe
Summary:
If you use i3 and notice that it errors and kicks you out of your world when you try to find out a recipe (click on an item on the right in survival), then you may be using ordinary Lua instead of LuaJIT, and i3 recommends LuaJIT.
So the solutions are:
-Just get minetest with LuaJIT ...
If you use i3 and notice that it errors and kicks you out of your world when you try to find out a recipe (click on an item on the right in survival), then you may be using ordinary Lua instead of LuaJIT, and i3 recommends LuaJIT.
So the solutions are:
-Just get minetest with LuaJIT ...
- Sat Jun 01, 2024 07:55
- Forum: Problems
- Topic: [Solved] Error on i3 when clicking recipe
- Replies: 12
- Views: 1517
Re: Error on i3 when clicking recipe
Alright, I recompiled minetest with LuaJIT support.
Minetest 5.8.0 (Linux)
Using Irrlicht 1.9.0mt13
Using LuaJIT 2.1.0-beta3
BUILD_TYPE=Release
RUN_IN_PLACE=0
USE_CURL=1
USE_GETTEXT=1
USE_SOUND=1
STATIC_SHAREDIR="/usr/share/minetest"
STATIC_LOCALEDIR="/usr/share/minetest/locale"
Ooh, and guess ...
Minetest 5.8.0 (Linux)
Using Irrlicht 1.9.0mt13
Using LuaJIT 2.1.0-beta3
BUILD_TYPE=Release
RUN_IN_PLACE=0
USE_CURL=1
USE_GETTEXT=1
USE_SOUND=1
STATIC_SHAREDIR="/usr/share/minetest"
STATIC_LOCALEDIR="/usr/share/minetest/locale"
Ooh, and guess ...
- Sat Jun 01, 2024 06:50
- Forum: Problems
- Topic: [Solved] Error on i3 when clicking recipe
- Replies: 12
- Views: 1517
Re: Error on i3 when clicking recipe
Right, they could've recommended LuaJIT for obvious reasons (for speed), but on my computer (a generic laptop with a 2.4Ghz CPU but ig it reaches 4.8Ghz because of some weird intel technology, and that's what neofetch reports) it works just fine and smooth, without spinning the fans.
Though maybe ...
Though maybe ...
- Fri May 31, 2024 20:04
- Forum: Problems
- Topic: [Solved] Error on i3 when clicking recipe
- Replies: 12
- Views: 1517
Re: Error on i3 when clicking recipe
Wait though, on the i3 description on contentdb, it tells that LuaJIT is recommended, while I'm just using ordinary lua. Maybe me doing so is related to the issue?
Also, who do you mean by the programmer? You mean an i3 programmer? If they obfuscate their code intentionally, that is disgusting.
Also, who do you mean by the programmer? You mean an i3 programmer? If they obfuscate their code intentionally, that is disgusting.
- Fri May 31, 2024 16:23
- Forum: Problems
- Topic: [Solved] Error on i3 when clicking recipe
- Replies: 12
- Views: 1517
[Solved] Error on i3 when clicking recipe
// The issue is solved. Scroll down and see the green highlighted message for the solution.
When I try to click on an item in i3 (set to learn recipes progressively) to find out its recipe (in survival), it shuts down the world with the error:
AsyncErr: Lua: Runtime error from mod '' in callback ...
When I try to click on an item in i3 (set to learn recipes progressively) to find out its recipe (in survival), it shuts down the world with the error:
AsyncErr: Lua: Runtime error from mod '' in callback ...
- Tue May 28, 2024 17:35
- Forum: Problems
- Topic: Damage not logging properly, always logged as damage=0
- Replies: 3
- Views: 681
Re: Damage not logging properly, always logged as damage=0
I also got the same issue, also with mob redo API (but the message says "(handled by Lua)", I don't know why it appeared here but not in your logs:
2024-05-28 19:20:29: ACTION[Server]: player singleplayer (id=1, hp=20) punched LuaEntitySAO "animalworld:nandu" at (-302,14,525) (id=38, hp=50), damage ...
2024-05-28 19:20:29: ACTION[Server]: player singleplayer (id=1, hp=20) punched LuaEntitySAO "animalworld:nandu" at (-302,14,525) (id=38, hp=50), damage ...
- Tue May 28, 2024 16:09
- Forum: Problems
- Topic: [solved] Singleplayer world becomes unresponsive
- Replies: 9
- Views: 2191
Re: Singleplayer world becomes unresponsive
Alright, I tried out wilhelmines animal world (which says it has gore, but it is easy to disable through the mobs redo API settings) and mobs animal and they worked great. I was in the mine (and overground) for long and nothing was happening to me in terms of nuclear memory rockets getting or not ...
- Tue May 28, 2024 13:42
- Forum: Problems
- Topic: [solved] Singleplayer world becomes unresponsive
- Replies: 9
- Views: 2191
Re: Singleplayer world becomes unresponsive
Alright, I'm back again, and I decided to go into a cave, and now this seriously reveals stuff.
free -h loop:
[I] nnq@FastPenguinHacker ~> while true
free -h
sleep 5
end
total used free shared buff/cache available
Mem: 15Gi 704Mi 13Gi 370Mi 939Mi 13Gi
Swap: 15Gi 0B 15Gi
total used free shared ...
free -h loop:
[I] nnq@FastPenguinHacker ~> while true
free -h
sleep 5
end
total used free shared buff/cache available
Mem: 15Gi 704Mi 13Gi 370Mi 939Mi 13Gi
Swap: 15Gi 0B 15Gi
total used free shared ...
- Mon May 27, 2024 12:58
- Forum: Problems
- Topic: [solved] Singleplayer world becomes unresponsive
- Replies: 9
- Views: 2191
Re: Singleplayer world becomes unresponsive
Alright, I'm back, and actually was in the test world for as long as I was in my main world. I was doing casual stuff like obtaining stone tools, chopping trees or killing mobs (though I didn't go to a deep cave like in main).
Minetest logs:
https://pub.microbin.eu/upload/snake-swan-lion
free -h ...
Minetest logs:
https://pub.microbin.eu/upload/snake-swan-lion
free -h ...
- Sun May 26, 2024 20:07
- Forum: Problems
- Topic: [solved] Singleplayer world becomes unresponsive
- Replies: 9
- Views: 2191
Re: Singleplayer world becomes unresponsive
Are you certain that your mod list is complete? Apart from animalia - which is a candidate for lag (spawns mobs; most mob mods cause more or less lag) your mod list seems inconspicious. It wouldn't have been a surprise if you'd had caverealms or caveralms lite or a derivate installed. They create ...
- Sun May 26, 2024 14:09
- Forum: Problems
- Topic: [solved] Singleplayer world becomes unresponsive
- Replies: 9
- Views: 2191
Re: Singleplayer world becomes unresponsive
Maybe I'll try to provide more info.
Maybe these can be hints when starting the world, there are many weird warnings:
2024-05-26 14:37:16: WARNING[Main]: Mod name conflict detected: "farming"
2024-05-26 14:37:16: WARNING[Main]: Will not load: /home/nnq/.minetest/games/minetest_game/mods/farming ...
Maybe these can be hints when starting the world, there are many weird warnings:
2024-05-26 14:37:16: WARNING[Main]: Mod name conflict detected: "farming"
2024-05-26 14:37:16: WARNING[Main]: Will not load: /home/nnq/.minetest/games/minetest_game/mods/farming ...