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Re: Mynetest (Serveur survie Français/Anglais)

AAAAAA l'aaaaaaaaaaaaiiiiiiiiiiddddddddeeeeee !!!!!!!!! J'ai fait une bêtise ? J'ai juste utilisé worldedit avec la commande /replace wood air pour aider yann, et... le serveur c'est éteind, et il ne se rallume pas :/ S'il te plaît Upsilon, répare le serveur !! Je suis désolé, je ne recommencerai p...
by mgl
Mon Oct 24, 2016 21:24
 
Forum: Français
Topic: Mynetest (Serveur survie Français/Anglais)
Replies: 114
Views: 68904

Re: [Mod] markers - gui for areas mod [0.2][markers]

I've seen the markers being used for grief : a player left a trail of them on his path to nowhere and it seems another one used them like unbreakable cobble in PvP to prevent the escape of his prey. You can craft tens of them easily and other players can't destroy them for a long time. You have to u...
by mgl
Wed Aug 24, 2016 11:45
 
Forum: Mod Releases
Topic: [Mod] markers - gui for areas mod [0.2][markers]
Replies: 34
Views: 17414

Re: Mynetest (Serveur survie Français/Anglais)

Le serveur a crashé et ne se relance pas. Le bot Mynetest non plus. Le serveur répond au ping.
by mgl
Sun May 22, 2016 12:14
 
Forum: Français
Topic: Mynetest (Serveur survie Français/Anglais)
Replies: 114
Views: 68904

Re: Mynetest (Serveur survie Français/Anglais)

Ça ne fonctionne toujours pas. Le serveur refuse les connexions et les ping, MT Satellite ne répond pas. Même cas de figure qu'hier, où le bot Mynestest était présent sur IRC (mais pas le supybot), le serveur tournait, on voyait le temps qui s'écoulait dans le jeu mais impossible de se connecter.
by mgl
Sun May 22, 2016 07:04
 
Forum: Français
Topic: Mynetest (Serveur survie Français/Anglais)
Replies: 114
Views: 68904

Re: Mynetest (Serveur survie Français/Anglais)

Il y a comme une absence du serveur et de l'IRC en ce moment...
by mgl
Sat May 21, 2016 10:10
 
Forum: Français
Topic: Mynetest (Serveur survie Français/Anglais)
Replies: 114
Views: 68904

Re: Problème de mods

nonobou 31 wrote:dans quels dosier on mets les mods


"mods". Plus d'infos sur le wiki français: http://wiki.minetest.net/Installing_Mods/fr
by mgl
Sat May 21, 2016 10:06
 
Forum: Français
Topic: Problème de mods
Replies: 5
Views: 2701

Re: Goodbye !

So many people have to leave Minetest to be happy. For sure it's a healthy project... Go on.

Good luck jp.
by mgl
Wed May 04, 2016 07:18
 
Forum: Minetest General
Topic: Goodbye !
Replies: 32
Views: 8187

Re: [Game] Adventuretest [Alpha]

Sokomine wrote:Please also tell me where the typo is so that I can correct it.

Self-employed people (i.e everyone ?) say: "I work for myshelf"

I also noticed that the "quit" button on the "/moblist" command overlaps much of the title line of the formspec, even in fullscreen.
by mgl
Thu Jul 02, 2015 20:29
 
Forum: Subgame Releases
Topic: [Game] Adventuretest
Replies: 298
Views: 189185

Re: [Game] Adventuretest [Alpha]

If mobf_trader is installed, the peaceful villagers will now become traders and offer a variety of products. Tests are welcome. There are some minor things like girls who have male names, a typo on self-employed npcs but your mod works very well with Adventuretest. The interface is very intuitive. ...
by mgl
Fri Jun 26, 2015 19:36
 
Forum: Subgame Releases
Topic: [Game] Adventuretest
Replies: 298
Views: 189185

Re: [Mod] Snow and wool for stairs etc [moresnow]

Diamond knight wrote:when the snow mod is enabled the snow wont cover stuff, plz fix

From what I remember, snow and moresnow overwrite the same nodes and moresnow should prevail. Adding a soft dependency to snow in moresnow's 'depends.txt' (= add the line "snow?") should solve this.
by mgl
Wed Jun 10, 2015 21:38
 
Forum: WIP Mods
Topic: [Mod] Snow and wool for stairs etc [moresnow]
Replies: 18
Views: 5988

Re: [Mod] More Blocks [moreblocks]

I got a very confusing error about the functions core.item_place_node() and core.add_node() from the minetest file 'builtin/game/item.lua' while trying to place your updated saw. It was because the subgame I used didn't have the default.gui* constants (and textures, especially the file 'gui_formbg.p...
by mgl
Sat Jun 06, 2015 17:45
 
Forum: Mod Releases
Topic: [Mod] More Blocks [moreblocks]
Replies: 344
Views: 249953

Re: Unable to configure mods for worlds

Aren't you supposed to do a "$ make install" at the end (see rubenwardy's post) when you compile with "RUN_IN_PLACE = 0" ? cmake could mess the build process as well because it's very gifted at compiling with old cached settings rather than the ones you specified on the command l...
by mgl
Tue Dec 30, 2014 08:10
 
Forum: Minetest Problems
Topic: Unable to configure mods for worlds
Replies: 7
Views: 1983

Re: Unable to configure mods for worlds

The same thing happened to me recently after an update from the github repository, in an earlier commit than the one you quoted. I had to manually edit the file 'world.mt' in the 'worlds/<your_world_name>' folder to enable/disable mods. Everything went back to normal later, probably after another up...
by mgl
Sun Dec 28, 2014 23:24
 
Forum: Minetest Problems
Topic: Unable to configure mods for worlds
Replies: 7
Views: 1983

Re: [Mod] Better HUD (and hunger) [1.4] [hud]

Submitted a pull request on GitHub to add support for Ferns (of plantlife_modpack), Mobs Redo and update Farming Redo.
by mgl
Tue Dec 02, 2014 17:08
 
Forum: Mod Releases
Topic: [Modpack] "Better HUD" and "hunger" [2.x.1] [hud][hunger]
Replies: 310
Views: 136409

Re: [Mod] Farming Redo [1.10] [farming]

TenPlus1 wrote:on farming redo and mobs redo forum threads you will find the hunger.lua values for all items within the mods...

I read some, but I thought they were outdated and confusing. Your bread is worth 4 hearts without Hud but 6 food with. The carrots 3 and 4...
by mgl
Mon Dec 01, 2014 19:43
 
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.23] [farming]
Replies: 162
Views: 58937

Re: [Mod] Farming Redo [1.10] [farming]

I wanted to add the food from the new blueberry plant to BlockMen's Better Hud mod but noticed that some of the already existing hunger values don't match between Farming Redo and Hud. Bread and carrot at least. So I'm asking for them instead (from the "hunger.lua" file of Hud on Xanadu fo...
by mgl
Mon Dec 01, 2014 17:14
 
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.23] [farming]
Replies: 162
Views: 58937

Re: [Serveur Français] FR – MinetestForFun (Survival – PvP)

Gael de Sailly wrote:J'ai du mal à me connecter.

Idem (Le_Docteur) sous Linux.

EDIT: C'est normal d'après Mg et les joueurs actuels, le serveur est congelé et personne n'y a accès. Eux-mêmes sont condamnés à mort dans le jeu :'(
by mgl
Sun Nov 09, 2014 15:25
 
Forum: Français
Topic: MinetestForFun (Survie - JcJ - Extrême) [FR/EN]
Replies: 93
Views: 28723

Re: [Mod] Colored Woods [20140617] [coloredwood]

I should put "group:stick" in those fence recipes. Since the fences are colored, the base wood is then irrelevant. Then you may also consider adding the colored sticks to the group "group:stick", or it would be confusing to be able to craft colored fences from dye and any stick ...
by mgl
Thu Nov 06, 2014 17:12
 
Forum: Mod Releases
Topic: [Mod] Colored Woods [20140617] [coloredwood]
Replies: 40
Views: 26837

Re: [Mod] Colored Woods [20140617] [coloredwood]

Thanks Vanessa. There's an unused variable at the beginning of the file 'stick.lua': neutral_block. It's set to be "default:stick" and never used. I think it's better to keep the "default:stick" as they are, without an alias. It makes the recipes more readable. believe every dye ...
by mgl
Tue Nov 04, 2014 17:18
 
Forum: Mod Releases
Topic: [Mod] Colored Woods [20140617] [coloredwood]
Replies: 40
Views: 26837

Re: [Mod] Colored Woods [20140617] [coloredwood]

I noticed two typos in the dark colors s50 (I don't understand what I'm talking about) while playing with this mod: - the dark color s50 dye makes the same wood (craft: {default:wood, default:wood, dye}) as the simply dark dye. - You can't craft sticks from the dark color s50 wood (fences are good o...
by mgl
Mon Nov 03, 2014 17:45
 
Forum: Mod Releases
Topic: [Mod] Colored Woods [20140617] [coloredwood]
Replies: 40
Views: 26837

Re: [Serveur Français] FR – MinetestForFun (Survival – PvP)

* Le_Docteur rêve du mod Colored Woods et d'une cabine téléphonique en bois bleu...
by mgl
Thu Oct 30, 2014 12:40
 
Forum: Français
Topic: MinetestForFun (Survie - JcJ - Extrême) [FR/EN]
Replies: 93
Views: 28723

Re: [Mod] Colored Woods [20140617] [coloredwood]

Fixed in git The mistake is still there Vanessa, in 'init.lua' this time. diff --git a/init.lua b/init.lua index 78d44f8..d8be6ad 100644 --- a/init.lua +++ b/init.lua @@ -106,7 +106,7 @@ coloredwood.greys2 = { coloredwood.greys3 = { "black", "darkgrey_paint", - "mediumgrey_...
by mgl
Thu Oct 30, 2014 10:35
 
Forum: Mod Releases
Topic: [Mod] Colored Woods [20140617] [coloredwood]
Replies: 40
Views: 26837

Re: [Mod] Colored Woods [20140617] [coloredwood]

I believe there's a typo in the code of the greyscale colors of planks that makes the medium grey wood uncraftable (file 'wood.lua'): there's a reference to "unifieddyes:mediumgrey_paint" which doesn't exist in the unifieddyes mod, it's "grey_paint" there I think. diff --git a/wo...
by mgl
Wed Oct 29, 2014 17:07
 
Forum: Mod Releases
Topic: [Mod] Colored Woods [20140617] [coloredwood]
Replies: 40
Views: 26837

Re: [Mod] Unified Inventory [1.0] [unified_inventory]

i need to make a change and i don't know how make it, I want the bags are emptied when a player die, is it possible, can you help me please ? I think it's the drop_on_die mod in your case (I am Le_Docteur on your server). Its code is not even aware that you can have bags. It can be fixed there. Edi...
by mgl
Tue Oct 28, 2014 12:57
 
Forum: Old Mods
Topic: [Mod] Unified Inventory [1.0] [unified_inventory]
Replies: 161
Views: 133039

Re: [Mod] Unified_Inventory Skins [u_skins]

i's saw 39pages when update the DB of u_skins, but only 25pages appear in-game Don't take the number of pages displayed by different applications as a reliable information because they don't have the same number of skins per page. Addis currently shows 30 skins per page while unified_inventory has ...
by mgl
Mon Oct 06, 2014 22:47
 
Forum: Old Mods
Topic: [Mod] Unified_Inventory Skins [u_skins]
Replies: 50
Views: 16750

Re: [Mod] Unified_Inventory Skins [u_skins]

Thank you for your answer, But... i don't want use the u_skin of krock, because his mod has less skins :/ (4pages vs 10 pagesin this mod) Use the script "update_from_db.py" (still talking about Krock's fork) to fetch all the skins available at Addis's website. That's the purpose of this m...
by mgl
Mon Oct 06, 2014 12:03
 
Forum: Old Mods
Topic: [Mod] Unified_Inventory Skins [u_skins]
Replies: 50
Views: 16750

Re: [Mod] Skins for unified_inventory [u_skins]

Minetestforfun's post in the old u_skins thread made me remember about this fix in the script "update_from_db.py": the base64 functions need bytes, not strings. diff --git a/update_from_db.py b/update_from_db.py index 123b200..2aefcf7 100755 --- a/update_from_db.py +++ b/update_from_db.py ...
by mgl
Sun Oct 05, 2014 10:24
 
Forum: Mod Releases
Topic: [Mod] Skins for unified_inventory [u_skins]
Replies: 31
Views: 14102

Re: [Mod] Unified_Inventory Skins [u_skins]

... You probably use an outdated version of this mod, because there's no more "update_from_db 2 .py" script in Krock's latest git . Clone it and fix the bug (that I forgot to report) in the base64 function call of the "update_from_db.py" script: Edit: Krock fixed it. Then, fix y...
by mgl
Sun Oct 05, 2014 10:04
 
Forum: Old Mods
Topic: [Mod] Unified_Inventory Skins [u_skins]
Replies: 50
Views: 16750

Re: [Game] LordOftheRingsGame [LordofTheTest] [1409.00 Beta]

This is the git diff of the replacement abm that I wrote to grow papyrus the way the map generator places it (papyrus on a water node and dirt under the water): diff --git a/mods/default/functions.lua b/mods/default/functions.lua index 4f5f85d..5a35c6e 100644 --- a/mods/default/functions.lua +++ b/m...
by mgl
Fri Oct 03, 2014 16:36
 
Forum: Subgame Releases
Topic: [Game] Lord Of The Rings [Lord-of-the-Test] [1.1.0] [23/12]
Replies: 304
Views: 167973

Re: [Game] LordOftheRingsGame [LordofTheTest] [1409.00 Beta]

I forgot to report that I move faster in wooden armor than with no armor.
by mgl
Fri Oct 03, 2014 13:13
 
Forum: Subgame Releases
Topic: [Game] Lord Of The Rings [Lord-of-the-Test] [1.1.0] [23/12]
Replies: 304
Views: 167973
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