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ragnarok can you be a little bit more precise about that conflict? thx Sure. After last two updates MOB Framework i have this in debug.txt : 14:17:26: ERROR[main]: ========== ERROR FROM LUA =========== 14:17:26: ERROR[main]: Failed to load and run script from 14:17:26: ERROR[main]: /home/radek/.min...
by Ragnarok
Sun Jan 06, 2013 13:21
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 846262

There is a conflict with a roof mod.
by Ragnarok
Sun Jan 06, 2013 00:16
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 846262

Pretty nice :) I slightly modified code like this (different horisontal and vertical speeds): local UFO_SPEED_H = 10 local UFO_SPEED_V = 3 local UFO_TURN_SPEED = 2 local ufo = { physical = true, collisionbox = {-1.5,-.5,-1.5, 1.5,2,1.5}, visual = "mesh", mesh = "ufo.x", textures = {"ufo.png"}, drive...
by Ragnarok
Thu Jan 03, 2013 23:28
 
Forum: Mod Releases
Topic: [Mod] UFOs [ufos]
Replies: 99
Views: 64263

I noticed if I make inverters using block and torch and I connect them in a chain horisontally, reaction time is different than if I put them vertically. Any idea how to change this? Guess it's easy, but I can't find a solution.
by Ragnarok
Thu Dec 27, 2012 23:38
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 540775

Echo wrote:How about setting the spawn-point just like in PilzAdams bed-mod? http://minetest.net/forum/viewtopic.php?id=2625


That's great idea. Unfortunatelly recently I'm recently a little busy :| I'll do this as soon as I can.
by Ragnarok
Thu Nov 29, 2012 22:08
 
Forum: WIP Mods
Topic: [Mod] Papyrus Bed [20120807-3] [papyrus_bed]
Replies: 37
Views: 24900

What has happened with mesecons_door? :( I missed something?
by Ragnarok
Sun Oct 21, 2012 12:03
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 540775

When I'm trying to download mod using this link: http://ompldr.org/vZnQ1dw/moreores.zip Opera gives me "Opera:site_warning". What's going on?
by Ragnarok
Tue Oct 09, 2012 18:35
 
Forum: Mod Releases
Topic: [Mod] More Ores [moreores]
Replies: 291
Views: 255091

Could you implement... cones? 4:1, 3:1, 2:1, 1:1, 1:2, 1:3, 1:4 height to diameter ratios.
by Ragnarok
Wed Sep 26, 2012 11:57
 
Forum: Mod Releases
Topic: [Mod] Deploy Nodes [deploy_nodes] nodes that turn into big structures
Replies: 57
Views: 18676

Thanks for the tip :) I breeding them now (after changing spawn mechanism to at_night for a while - lots of cows and other animals). I think another spawning mechanism can be very useful. Is there a way to spawn MOBs manually?
by Ragnarok
Thu Sep 20, 2012 10:24
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 846262

I'm using latest git snapshots of minetest and inventory_plus.
by Ragnarok
Wed Sep 19, 2012 20:49
 
Forum: Mod Releases
Topic: [Mod] Bags [bags] Attach bags to your inventory to increase storarage.
Replies: 68
Views: 30840

Animals won't get spawned. Only vombies. Where should I search issue?
debug.txt 1.6MB
by Ragnarok
Wed Sep 19, 2012 19:25
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 846262

Almost helped 18:23:20: ERROR[main]: ServerError: LuaError: error: /home/radek/.minetest/mods/minetest/bags/init.lua:79: attempt to call method 'get_size' (a nil value) 18:23:20: ERROR[main]: stack traceback: 18:23:20: ERROR[main]: InventoryMenu: The selected inventory location "current_player" does...
by Ragnarok
Wed Sep 19, 2012 16:26
 
Forum: Mod Releases
Topic: [Mod] Bags [bags] Attach bags to your inventory to increase storarage.
Replies: 68
Views: 30840

When I move back empty bag to the inventory Minetest crashes. 17:49:00: ERROR[main]: ServerError: LuaError: error: /home/radek/.minetest/mods/minetest/bags/init.lua:79: attempt to call method 'get_size' (a nil value) 17:49:00: ERROR[main]: stack traceback: 17:49:00: ERROR[main]: InventoryMenu: The s...
by Ragnarok
Wed Sep 19, 2012 15:55
 
Forum: Mod Releases
Topic: [Mod] Bags [bags] Attach bags to your inventory to increase storarage.
Replies: 68
Views: 30840

This is definitely better than Minecraft TNT =) boom, boom, boom, boom... BOOM! Works fine on latest GIT.
by Ragnarok
Fri Sep 14, 2012 18:50
 
Forum: Old Mods
Topic: [Mod] TNT [tnt]
Replies: 148
Views: 95879

Man! This is HUUUUUGE!
by Ragnarok
Fri Sep 14, 2012 18:47
 
Forum: Mod Releases
Topic: [Mod] Infinite Chest [infinite_chest] Never-ending chest slots.
Replies: 13
Views: 9644

Thanks :) Update soon.
by Ragnarok
Mon Aug 27, 2012 21:48
 
Forum: Mod Releases
Topic: [Mod] Growth Limiter [20120828] [growth_limiter]
Replies: 4
Views: 6303

Cool! I used the past sim_paint and few textures. You've made decorating easier :)
by Ragnarok
Mon Aug 27, 2012 20:45
 
Forum: Mod Releases
Topic: [Mod] Carpet [1] [carpet]
Replies: 10
Views: 8838

Updated. Can anybody give me a tip how do this part using "for" loop? table? if (current_node == "default:dirt" or current_node == "default:dirt_with_grass" or current_node == "default:stone" or current_node == "default:cobble" or current_node == "default:mossycobble" or current_node == "default:wat...
by Ragnarok
Mon Aug 27, 2012 20:36
 
Forum: Mod Releases
Topic: [Mod] Growth Limiter [20120828] [growth_limiter]
Replies: 4
Views: 6303

But why isn't it fully transparent? It's hard to explain but I really like the idea of creating something similar to a small sign. On the other hand you've right and transparent texture may be a better solution for somebody. I'll do this soon :) Edit: Updated :) This crafting recipe doesn't collide...
by Ragnarok
Mon Aug 27, 2012 09:26
 
Forum: Mod Releases
Topic: [Mod] Plant Trimmer [20120829] [plant_trimmer]
Replies: 8
Views: 6606

Glad It's useful.
by Ragnarok
Mon Aug 27, 2012 08:48
 
Forum: Mod Releases
Topic: [Mod] Plant Trimmer [20120829] [plant_trimmer]
Replies: 8
Views: 6606

Use axe and destroy door panels first then the door handle. Otherwise, if you try to destroy the door handle first, the door will open and close and removing it can be difficult.
by Ragnarok
Sat Aug 25, 2012 14:02
 
Forum: Mod Releases
Topic: [Mod] Papyrus Door [20120823] [papyrus_door]
Replies: 8
Views: 9732

[Mod] Plant Trimmer [20120829] [plant_trimmer]

This is probably simplest mod ever. So... why you may need the Plant Trimmer? In some cases we should limit growth of plants to specified height. For example - temple decoration on screenshot. Simplest method is to place something over them. You can use sign, glass or... Plant Trimmer which is almos...
by Ragnarok
Fri Aug 24, 2012 21:45
 
Forum: Mod Releases
Topic: [Mod] Plant Trimmer [20120829] [plant_trimmer]
Replies: 8
Views: 6606

[Mod] Growth Limiter [20120828] [growth_limiter]

If you have any problem with limitless trees, papyrus or any other living node growing to the sky this mod is exactly for you. It simple cut selected nodes located more than 7 nodes over the ground (by default). You can adjust settings in the init.lua file. No more hard work with axe and timber mod!...
by Ragnarok
Fri Aug 24, 2012 12:24
 
Forum: Mod Releases
Topic: [Mod] Growth Limiter [20120828] [growth_limiter]
Replies: 4
Views: 6303

It works amazingly! Big thanks =) After setting r = 2 forest looks like after logging :D

OT:
I just noticed that is my hundredth post. Time to open the champagne :)
by Ragnarok
Fri Aug 24, 2012 10:37
 
Forum: WIP Mods
Topic: Limiting tree growth [solved]
Replies: 2
Views: 860

Limiting tree growth [solved]

I have an idea: remove all trunks and leaves 8 nodes above the dirt. I wrote simple code but I've done something wrong and all trees disappearing. Could you help me? minetest.register_abm({ nodenames = {"default:tree", "default:leaves"}, interval = 0, chance = 1, action = function(pos) for r = -8, 0...
by Ragnarok
Thu Aug 23, 2012 23:23
 
Forum: WIP Mods
Topic: Limiting tree growth [solved]
Replies: 2
Views: 860

But there was a different version of this mod created by someone earlier in this thread that limits tree growth (search for nature pack controlled) Thanks I think this part of tree_growth.lua making trees too high: for i = -1, 1 do for j = -1, 1 do for k = -1, 1 do local current_node = { x = pos.x ...
by Ragnarok
Thu Aug 23, 2012 21:42
 
Forum: Old Mods
Topic: [Mod] Nature Pack [1.0.4]
Replies: 223
Views: 127460

I tuned the code so if the door is open the squeaky sound will be played but when you close it you will hear slamming.
by Ragnarok
Thu Aug 23, 2012 13:37
 
Forum: Mod Releases
Topic: [Mod] Papyrus Door [20120823] [papyrus_door]
Replies: 8
Views: 9732

cornernote wrote:how about a draw bridge?


+1

It should be easy (if I finally learn the LUA). First goal is detect somehow when the doors are closed and then slamming sound playing. When opened should be played 2-3 randomly squeaking sounds.
by Ragnarok
Thu Aug 23, 2012 09:32
 
Forum: Mod Releases
Topic: [Mod] Papyrus Door [20120823] [papyrus_door]
Replies: 8
Views: 9732

Yes, I think this doors are very old ;) But cool. And refurbished now.
by Ragnarok
Wed Aug 22, 2012 22:08
 
Forum: Mod Releases
Topic: [Mod] Papyrus Door [20120823] [papyrus_door]
Replies: 8
Views: 9732
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