Search found 4178 matches
- Thu Jan 15, 2026 07:21
- Forum: Mod Releases
- Topic: [Mod] Lucky Block [1.7] [lucky_block]
- Replies: 105
- Views: 41401
Re: [Mod] Lucky Block [1.7] [lucky_block]
@Arceusl - How would the replicator mod improve lucky blocks ? could you give me an example...
- Tue Jan 13, 2026 08:39
- Forum: Mod Releases
- Topic: [Mod] Hoppers [hopper]
- Replies: 113
- Views: 46957
Update:
- Dont allow void hoppers to use containers that dont support them (thx SFence).
https://content.minetest.net/packages/TenPlus1/hopper/
https://content.minetest.net/packages/TenPlus1/hopper/
- Mon Jan 12, 2026 07:37
- Forum: Mod Releases
- Topic: [MOD] Ethereal NG [1.33] [ethereal]
- Replies: 522
- Views: 253268
Update:
- Added prairie moss and changed moss recipe slightly.
- Updated French translation (thanks Marches-pour-la-paix).
- Updated French translation (thanks Marches-pour-la-paix).
- Sat Jan 10, 2026 16:31
- Forum: Mod Releases
- Topic: [Mod] Lucky Block [1.7] [lucky_block]
- Replies: 105
- Views: 41401
Re: [Mod] Lucky Block [1.7] [lucky_block]
@Don - The api.txt file explains how to use the API with examples :) you can also check the lb_default.lua for even more... https://codeberg.org/tenplus1/lucky_block/src/branch/master/api.txt The command you showed added two blocks, one to place a node, the other to drop items, and there's other com...
- Sat Jan 10, 2026 14:18
- Forum: Mod Releases
- Topic: [Mod] Lucky Block [1.7] [lucky_block]
- Replies: 105
- Views: 41401
Re: [Mod] Lucky Block [1.7] [lucky_block]
@Don - Look forward to seeing many drops and disasters :P the API is easy to use.
- Sat Jan 10, 2026 11:34
- Forum: Mod Releases
- Topic: [Mod] Lucky Block [1.7] [lucky_block]
- Replies: 105
- Views: 41401
Update to Version 1.7:
- Do not drop or replace items with {soulbound=1} group set.
- Sat Jan 10, 2026 09:35
- Forum: WIP Mods
- Topic: [Mod] Ambient Sounds [ambient_sounds]
- Replies: 6
- Views: 203
Re: [Mod] Ambient Sounds [ambient_sounds]
Yeah ContentDB can be quite strict when it comes to licensing :P The test mod I linked will only remain on my git page so it doesn't interfere with your own when you add it :) It did however help me to add a few new features.
- Sat Jan 10, 2026 08:58
- Forum: Mod Releases
- Topic: [Mod] Immersive Sounds [.36] [ambience]
- Replies: 312
- Views: 167221
Updated to Version 2.2:
- Added 'fade' option for sounds. - Added ambience.add_to_set() function. - Added singular sound chance option for when a set is played too often. - Added background sounds that loop in background while normal sounds play on top. - Removed old beach_2 sound and added new seagul_2 and wooden_owl soun...
- Fri Jan 09, 2026 12:22
- Forum: WIP Mods
- Topic: [Mod] Ambient Sounds [ambient_sounds]
- Replies: 6
- Views: 203
- Fri Jan 09, 2026 07:18
- Forum: WIP Mods
- Topic: [Mod] Ambient Sounds [ambient_sounds]
- Replies: 6
- Views: 203
Re: [Mod] Ambient Sounds [ambient_sounds]
@SimpleDoodle - Would it be ok to use your additional sounds to make a sound_pack for the existing Ambience Lite mod ?
- Thu Jan 08, 2026 06:05
- Forum: Problems
- Topic: Why can't i break and set a node?
- Replies: 14
- Views: 344
Re: Why can't i break and set a node?
You need to add a groups line to register what can break your block e.g. groups = {oddly_breakable_by_hand = 1}, -- lets you break it by hand :) ... you can also use 'crumbly' for sand and dirt tools like shovel, 'cracky' for picks only, 'choppy' for axes only, and the higher the value the harder th...
- Wed Jan 07, 2026 11:01
- Forum: Mod Releases
- Topic: [MOD] Ethereal NG [1.33] [ethereal]
- Replies: 522
- Views: 253268
Update:
- Added 'ethereal.pond_chance' setting to limit appearance of ponds in Mesa biome.
- Changed fire flower to be a falling node.
- Changed fire flower to be a falling node.
- Mon Jan 05, 2026 10:29
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.62] [mobs]
- Replies: 2711
- Views: 875708
Update:
- Tweak pathfinding.
- Wed Dec 31, 2025 17:53
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.62] [mobs]
- Replies: 2711
- Views: 875708
Update:
- Dont attack if dead or running away.
- Sat Dec 27, 2025 08:09
- Forum: Mod Releases
- Topic: [Mod] Farming Redo [1.49] [farming]
- Replies: 734
- Views: 368523
Update:
- Add recipe check to farming.register_hoe (thx The4codeblocks)
- Update api.txt
- Update api.txt
- Wed Dec 24, 2025 07:38
- Forum: Modding Discussion
- Topic: PBJ Pup
- Replies: 8
- Views: 1204
Fork Updated:
- Tweaked light levels for PBJ_Pup, Nyan Cat and MooGNU.
- Works with Mineclonia and Voxelibre.
- Tidied code.
https://content.luanti.org/packages/TenPlus1/pbj_pup/
- Works with Mineclonia and Voxelibre.
- Tidied code.
https://content.luanti.org/packages/TenPlus1/pbj_pup/
- Tue Dec 23, 2025 09:26
- Forum: Mod Releases
- Topic: [Mod] Wine [2.0] [wine]
- Replies: 105
- Views: 43638
Update:
- Add drinks recipes to crafting guide along with barrel to remind them to use it.
- German translation updated (thanks Wuzzy).
- Fix bug that stopped mods using wine:add_drink() function.
- German translation updated (thanks Wuzzy).
- Fix bug that stopped mods using wine:add_drink() function.
- Sat Dec 20, 2025 14:02
- Forum: Mod Releases
- Topic: [Mod] Farming Redo [1.49] [farming]
- Replies: 734
- Views: 368523
Update:
- Let mithril scythe pick up items (thx gergelypolonkai).
- Fri Dec 19, 2025 14:18
- Forum: General Discussion
- Topic: I need help
- Replies: 2
- Views: 210
Re: I need help
@KingerMAG - Place papyrus on sand near water and it will grow on it's own, havest the top parts, blue agave placed on desert sand will spread on their own like flowers, and check the crafting tab to show paper recipes which can be made from 3x papyrus in a row, 3x cotton in a row or 2x3 bamboo.
- Thu Dec 11, 2025 07:56
- Forum: Mod Releases
- Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
- Replies: 474
- Views: 164964
Update:
- Added nil check in custom_attack functions.
- Wed Dec 10, 2025 05:59
- Forum: Problems
- Topic: Goblins not working for Voxelibre
- Replies: 6
- Views: 249
Re: Goblins not working for Voxelibre
The error seems to be from the Draconis mod which requires default to run, so it's not compatible with Voxelibre and should be disabled.
- Tue Dec 09, 2025 16:53
- Forum: Mod Releases
- Topic: [Mod] Farming Redo [1.49] [farming]
- Replies: 734
- Views: 368523
Update:
- Fix Hoe Bomb bug.
- Tue Dec 09, 2025 13:24
- Forum: Mod Releases
- Topic: [Mod] Immersive Sounds [.36] [ambience]
- Replies: 312
- Views: 167221
Update:
- Added back Big Splash sound when jumping in water.
- Above setting is disabled by default "ambience_water_splash".
https://codeberg.org/tenplus1/ambience
- Above setting is disabled by default "ambience_water_splash".
https://codeberg.org/tenplus1/ambience
- Fri Dec 05, 2025 17:40
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.62] [mobs]
- Replies: 2711
- Views: 875708
Update:
- Add 'can_spawn_protect' flag to mobs:register_egg so that certain mobs can be spawned inside protected areas.
- Set above setting to True for mob_horse so players can spawn their horses in protected areas to ride.
- Set above setting to True for mob_horse so players can spawn their horses in protected areas to ride.
- Fri Dec 05, 2025 16:17
- Forum: General Discussion
- Topic: Luanti for a 7-year-old OK? How do I ensure child protection?
- Replies: 9
- Views: 589
Re: Luanti for a 7-year-old OK? How do I ensure child protection?
Playing on their own singleplayer world would be the safest option just to be sure, with mods selected by you that they can use. Some servers are deemed family friendly and have swear filters and admin available to keep an eye on players online, Xanadu is one of these.