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Crash on worldgen....

Getting this crash sometimes when walking and new worldgen is being created. Any thoughts? Running Minetest 4.1.2 and a bunch of Mods. Obviously Technic is one of them. 15:06:36: ERROR[main]: ServerError: caught (...) 15:06:36: ERROR[main]: stack traceback: 15:06:36: ERROR[main]: [C]: in function 'g...
by nvrsbr
Sun Jul 05, 2015 21:11
 
Forum: Minetest Problems
Topic: Crash on worldgen....
Replies: 1
Views: 449

Re: [mod-pack] water critters (for mobs_redo) [water_mobs]

Updated requires mobs_redo v1.13 or better, new capture function implimented This should fix the sharks and crocs levitating into the air after you hit them. I had to change the fall speed to -1... unfortunately, that means they won't swim around in open water anymore, instead they will slowly &quo...
by nvrsbr
Tue Jun 30, 2015 16:19
 
Forum: WIP Mods
Topic: [mod-pack] water critters (for mobs_redo) [mobs_water]
Replies: 37
Views: 9160

Re: [mod-pack] water critters (for mobs_redo) [water_mobs]

The Ducks are from 3 posts up :D
by nvrsbr
Mon Jun 29, 2015 15:55
 
Forum: WIP Mods
Topic: [mod-pack] water critters (for mobs_redo) [mobs_water]
Replies: 37
Views: 9160

Re: [mod-pack] water critters (for mobs_redo) [water_mobs]

I hit a shark, and then it floated up into the sky like it took off flying?

- Sharks swim above water if you get close or hit them.
- Crocodiles do the same thing.
- Ducks are spawning like crazy.
by nvrsbr
Mon Jun 29, 2015 03:49
 
Forum: WIP Mods
Topic: [mod-pack] water critters (for mobs_redo) [mobs_water]
Replies: 37
Views: 9160

Re: Lag putting item in chests..

Server is my own with great hardware and a fast line, and its right next to me.
Everything runs fast and smooth except for putting items in and out of a normal chest.

What configuration would affect it?
by nvrsbr
Wed Jun 24, 2015 19:48
 
Forum: Minetest Problems
Topic: Lag putting item in chests..
Replies: 5
Views: 897

Re: Lag putting item in chests..

I am using non locked chests...
by nvrsbr
Wed Jun 24, 2015 17:23
 
Forum: Minetest Problems
Topic: Lag putting item in chests..
Replies: 5
Views: 897

Lag putting item in chests..

Is this normal?
I put an item in or out of a chest from my inv and it takes a couple of seconds for the item to move correctly.

Any way to fix this?
by nvrsbr
Wed Jun 24, 2015 02:56
 
Forum: Minetest Problems
Topic: Lag putting item in chests..
Replies: 5
Views: 897

Re: [ModPack][0.0.4] GloopTest Pack! [glooptest]

Why are the textures for Talinite Ore just regular stone textures? Makes fisding the stuff very hard lol. Think others may be the same as well.. Anyone? Are the ores just supposed to show up as small textures in the corner of regular blocks? Are you using a HD texture pack or that has textures bigg...
by nvrsbr
Mon Jun 22, 2015 23:22
 
Forum: Mod Releases
Topic: [ModPack][0.0.4] GloopTest Pack! [glooptest]
Replies: 39
Views: 18113

Re: [ModPack][0.0.4] GloopTest Pack! [glooptest]

nvrsbr wrote:Why are the textures for Talinite Ore just regular stone textures?
Makes fisding the stuff very hard lol.
Think others may be the same as well..


Anyone?
Are the ores just supposed to show up as small textures in the corner of regular blocks?
by nvrsbr
Sun Jun 21, 2015 19:53
 
Forum: Mod Releases
Topic: [ModPack][0.0.4] GloopTest Pack! [glooptest]
Replies: 39
Views: 18113

Block Textures

Why are textures from some mods for ores just a tiny little texture in the corner of a normal stone block texture?
Shouldn't the whole block be the ore texture?

This is for the Mod Gloop Ores. Unless that mod is supposed to be like that?
by nvrsbr
Sun Jun 21, 2015 19:43
 
Forum: Minetest General
Topic: Block Textures
Replies: 2
Views: 584

Re: [ModPack][0.0.4] GloopTest Pack! [glooptest]

Why are the textures for Talinite Ore just regular stone textures?
Makes fisding the stuff very hard lol.
Think others may be the same as well..
by nvrsbr
Thu Jun 18, 2015 22:07
 
Forum: Mod Releases
Topic: [ModPack][0.0.4] GloopTest Pack! [glooptest]
Replies: 39
Views: 18113

Re: UberHD 256x

No images to see :P
by nvrsbr
Thu Jun 18, 2015 16:12
 
Forum: Minetest Texture Packs
Topic: UberHD 256x
Replies: 10
Views: 2532

Re: [Mod] Ethereal [1.07] [ethereal]

Is this for v6 or v7 mapgen ?
by nvrsbr
Thu Jun 18, 2015 12:42
 
Forum: Mod Releases
Topic: [Mod] Ethereal [1.16] [ethereal]
Replies: 342
Views: 104667

Re: Mobs not spawning correctly on Server

each mob has a specific spawn function that controls on what terrain, height and light intensity they spawn. by default, mobs redo is designed for ethereal maps and v6 maps. if you use any other mapgen, you have to check compability. some mapgens use different names for terrain, so you have to edit...
by nvrsbr
Thu Jun 18, 2015 12:40
 
Forum: Minetest General
Topic: Mobs not spawning correctly on Server
Replies: 5
Views: 833

Re: Mobs not spawning correctly on Server

Anyone?
by nvrsbr
Wed Jun 17, 2015 23:42
 
Forum: Minetest General
Topic: Mobs not spawning correctly on Server
Replies: 5
Views: 833

Re: [Mod] Mobs Redo [1.12] [mobs]

Anyone help me with this...

viewtopic.php?f=3&t=12637

Thanks
by nvrsbr
Wed Jun 17, 2015 20:32
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 241779

Mobs not spawning correctly on Server

I have an issue with Mobs not spawning correctly or just not spawning at all. By "not correctly" I mean some mobs spawn while others don't. Some will randomly spawn too much etc etc. I have even had it wheer I created a map for the server and NO mobs will spawn at all. The same map in Sing...
by nvrsbr
Wed Jun 17, 2015 19:58
 
Forum: Minetest General
Topic: Mobs not spawning correctly on Server
Replies: 5
Views: 833

Re: [Mod] MapIt [1.2] [mapit] – another mapping mod

An_dz wrote:You can use the installers here.


Still get same error as above.
by nvrsbr
Wed Jun 17, 2015 00:24
 
Forum: Mod Releases
Topic: [Mod] MapIt [1.2] [mapit] – another mapping mod
Replies: 47
Views: 16268

Re: [Mod] MapIt [1.2] [mapit] – another mapping mod

An_dz wrote:
nvrsbr wrote:Do I need to install Python for this to work?

Of course, and numpy and Pillow. I added the links in my post (You can try using Python 3.4 or 2.7, but I tested on 3.3)


How the heck do you install Numpy 1.9.2?
by nvrsbr
Tue Jun 16, 2015 15:32
 
Forum: Mod Releases
Topic: [Mod] MapIt [1.2] [mapit] – another mapping mod
Replies: 47
Views: 16268

Re: [Mod] MapIt [1.2] [mapit] – another mapping mod

I've created a fork which works on Windows and Python 3. https://github.com/An-dz/mapit The fork should work on any OS and with Python 2.7 too. I used Python 3.3, Numpy 1.9.2 and Pillow 2.8.2 for Py3.3 The problem with Windows is that your test for worldPath checked for / (slash), but Windows uses ...
by nvrsbr
Tue Jun 16, 2015 14:42
 
Forum: Mod Releases
Topic: [Mod] MapIt [1.2] [mapit] – another mapping mod
Replies: 47
Views: 16268

Re: Zombie Mob

TenPlus1 wrote:Change to:

mobs:register_spawn("zombie:zombie", {"default:stone", "default:dirt_with_grass"}, 0, 0, 1, 1, 31000)


OK Thanks.
by nvrsbr
Tue Jun 16, 2015 14:33
 
Forum: Minetest General
Topic: Zombie Mob
Replies: 2
Views: 577

Zombie Mob

I am using the stand alone Zombie Mob and was wondering what needs to be set to make them spawn in a bit darker light? --name, nodes, neighbours, minlight, maxlight, interval, chance, active_object_count, min_height, max_height mobs:register_spawn("zombie:zombie", {"default:stone"...
by nvrsbr
Tue Jun 16, 2015 01:38
 
Forum: Minetest General
Topic: Zombie Mob
Replies: 2
Views: 577

Re: [Mod] Creatures [1.1.4 beta] [creatures]

I am using the stand alone Zombie Mob and was wondering what needs to be set to make them spawn in a bit darker light? --name, nodes, neighbours, minlight, maxlight, interval, chance, active_object_count, min_height, max_height mobs:register_spawn ("zombie:zombie", {"default:stone&quo...
by nvrsbr
Mon Jun 15, 2015 20:32
 
Forum: Mod Releases
Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Replies: 274
Views: 171982

Re: [Mod] MapIt [1.2] [mapit] – another mapping mod

This mod still work?
Any other good Map mods out there?
by nvrsbr
Mon Jun 15, 2015 17:07
 
Forum: Mod Releases
Topic: [Mod] MapIt [1.2] [mapit] – another mapping mod
Replies: 47
Views: 16268

Re: Slimes Mob spawns.

If you open the greenslimes or lavaslimes.lua files scroll all the way to the end of the file. You'll find something that starts with this. mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height) Just change the chance to be higher? If that makes more slimes,...
by nvrsbr
Mon Jun 15, 2015 03:38
 
Forum: Modding Discussion
Topic: Slimes Mob spawns.
Replies: 4
Views: 715

Re: [WIP][MOD] Slimes Redo 0.2.1

nvrsbr wrote:Anyway to control the spawning of the Slimes?
There are just WAY TOO many spawning.


Anyone?
by nvrsbr
Mon Jun 15, 2015 02:35
 
Forum: WIP Mods
Topic: [WIP][MOD] Slimes Redo 0.2.1
Replies: 22
Views: 6199

Re: Slimes Mob spawns.

Any help you would be awesome.
by nvrsbr
Mon Jun 15, 2015 02:34
 
Forum: Modding Discussion
Topic: Slimes Mob spawns.
Replies: 4
Views: 715

Slimes Mob spawns.

Just wondering if there is a way to control the spawn limits of mobs?
I am using the Slimes Redo mod and there are way too many spawning.

Thanks.
by nvrsbr
Sun Jun 14, 2015 19:57
 
Forum: Modding Discussion
Topic: Slimes Mob spawns.
Replies: 4
Views: 715

Re: [Mod] Ethereal [1.07] [ethereal]

TenPlus1 wrote:When I get time I'll add more fish and hopefully find more textures for them...


Sounds great.
by nvrsbr
Sun Jun 14, 2015 19:55
 
Forum: Mod Releases
Topic: [Mod] Ethereal [1.16] [ethereal]
Replies: 342
Views: 104667

Re: [WIP][MOD] Slimes Redo 0.2.1

Anyway to control the spawning of the Slimes?
There are just WAY TOO many spawning.
by nvrsbr
Sun Jun 14, 2015 16:31
 
Forum: WIP Mods
Topic: [WIP][MOD] Slimes Redo 0.2.1
Replies: 22
Views: 6199
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