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Re: Futuristic mods?

rubenwardy wrote:Some of mauvebic's unreleaseds mods are here, but no star trek ones: http://minetest.org/data/gamezips/index.html

:(


That's a pity :( But thanks.

I think I collected a lot now, and I try the Mods I got now ;)

Thanks to all of you :)
by Mella
Tue Mar 24, 2015 14:08
 
Forum: Minetest Features
Topic: Futuristic mods?
Replies: 18
Views: 3786

Re: Futuristic mods?

This is useful: http://nimg.pf-control.de/MTstuff/modSearch.php?st=0&at=0&q=technic https://forum.minetest.net/viewtopic.php?t=2538 Ah, thanks, I guess that is the "Technic" Mod, 12Me21 has written about. It looks good :) Also I guess there would be really good components for a st...
by Mella
Mon Mar 23, 2015 19:28
 
Forum: Minetest Features
Topic: Futuristic mods?
Replies: 18
Views: 3786

Re: Futuristic mods?

12Me21 wrote:Also technic has some futureistic stuff, like a force field generetor, though it's a pretty large mod and has a lot of dependencies, so you might want to remove some features or at least remove some of the dependancies


I can't find the Mod you mean. Is it just called "technic"?
by Mella
Mon Mar 23, 2015 19:02
 
Forum: Minetest Features
Topic: Futuristic mods?
Replies: 18
Views: 3786

Re: Futuristic mods?

As I understand it, in Star Trek replicators need a Warp Core to get enough energy and the Warp Core needs an ore called "Dilithium". That sounds like a great base for minetest, don't you think? I'd really love to have a phaser, but I guess it's comlicated creating the laser beam. :( Phas...
by Mella
Mon Mar 23, 2015 18:48
 
Forum: Minetest Features
Topic: Futuristic mods?
Replies: 18
Views: 3786

Re: Futuristic mods?

I'm still waiting for a feature to build moving structures in the sky to do some battles over there :) Replicators are quite useless here because it's easy to put a stack of bananas in your inventory and there's mostly too much food in the world. (at least when farming_plus is activated) Also repli...
by Mella
Mon Mar 23, 2015 18:25
 
Forum: Minetest Features
Topic: Futuristic mods?
Replies: 18
Views: 3786

Re: Futuristic mods?

I'm still waiting for a feature to build moving structures in the sky to do some battles over there :) Replicators are quite useless here because it's easy to put a stack of bananas in your inventory and there's mostly too much food in the world. (at least when farming_plus is activated) Yeah, that...
by Mella
Mon Mar 23, 2015 18:23
 
Forum: Minetest Features
Topic: Futuristic mods?
Replies: 18
Views: 3786

Re: Futuristic mods?

12Me21 wrote:Travelnet adds teleporters

Thanks :)
by Mella
Mon Mar 23, 2015 17:18
 
Forum: Minetest Features
Topic: Futuristic mods?
Replies: 18
Views: 3786

Futuristic mods?

Hello everybody! I've had the idea about creating a futuristic world on Minetest, however the only suitable mods I found (except the "Dreambuilder" subgame, perhaps) were an old one for a laser sword and the UFO Mod. Have you got suggestions for me? If there aren't any further mods, maybe ...
by Mella
Mon Mar 23, 2015 17:11
 
Forum: Minetest Features
Topic: Futuristic mods?
Replies: 18
Views: 3786

Re: Ich hasse minecraft

Was mich an MC eher stört ist die Einstellung mancher Benutzer. Viele meiner Freunde spielen MC, und klar, sie haben dafür Geld bezahlt, also verteidigen sie es auch, aber als ich ihnen MT gezeigt habe, haben sie es die ganze Zeit nur runter gemacht :( (Von Kommentaren wie "komische Mobs" ...
by Mella
Thu Aug 28, 2014 10:44
 
Forum: Deutsch
Topic: Ich hasse minecraft
Replies: 69
Views: 18822

Re: [Mod] Beds (complete rewrite) [1.1] [beds]

Is this also the mod you used for Wasteland?
by Mella
Wed Aug 27, 2014 17:04
 
Forum: Mod Releases
Topic: [Mod] Beds (complete rewrite) [1.1] [beds]
Replies: 41
Views: 18279

Re: [Mod] Creatures [minetest_mods_creatures]

Maybe this part: "Important: For the mod to work properly, you must first disable the default player script. To do that, open minetest_game/mods/default/init.lua and comment out the dofile line for player.lua.:" scares potential users off. Yes... I need to add a change to minetest_game to...
by Mella
Wed Aug 27, 2014 16:41
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 140
Views: 55890

Re: [Game] Wasteland [0.3]

Great new version :D The zombies fit good into the story and destroying the chests also makes the game harder to play (Before I've also collected the chests ;) ) I actually spend more time playing Wasteland than the regular game :D The only thing is, I've never had mobs in the game before... Do the ...
by Mella
Sun Aug 24, 2014 16:05
 
Forum: Subgame Releases
Topic: [Game] Wasteland [0.5 beta]
Replies: 133
Views: 134566

Re: [Game] Wasteland [0.2.2]

Well, I'm almost starving, but this game is brilliant ;)
by Mella
Sat Jun 21, 2014 21:15
 
Forum: Subgame Releases
Topic: [Game] Wasteland [0.5 beta]
Replies: 133
Views: 134566

Re: [Game] Wasteland [0.2.2]

I've got problems, too. The error I get (also after a few seconds) is: "minetest-0.4.9/bin [...] /games/Wasteland/mods/default/player.lua:144: attempt to call method "set local animation" (a nil value) I'm also rather new to minetest. :( Try to get a in-developement build from the fo...
by Mella
Sat Jun 21, 2014 17:01
 
Forum: Subgame Releases
Topic: [Game] Wasteland [0.5 beta]
Replies: 133
Views: 134566

Re: [Game] Wasteland [0.2.2]

I've got problems, too.
The error I get (also after a few seconds) is:
"minetest-0.4.9/bin [...] /games/Wasteland/mods/default/player.lua:144: attempt to call method "set local animation" (a nil value)
I'm also rather new to minetest. :(
by Mella
Sat Jun 21, 2014 15:16
 
Forum: Subgame Releases
Topic: [Game] Wasteland [0.5 beta]
Replies: 133
Views: 134566

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