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Re: [Modpack] Sea [0.4.2] [sea]

Right now, the ships are spawned using a function that places them block by block. It would be great if the shipwreck part could use the mapgen mechanism of spawning schematics. It has been long time ago, so relying on my memories of my last work on this mod. Schematics don't work well under water....
by Topywo
Tue Feb 02, 2016 09:49
 
Forum: Mod Releases
Topic: [Modpack] Sea [0.4.2] [sea]
Replies: 144
Views: 76358

Re: Quickest way in and out of a mine?

Anyone tried making a pile of TNT, sitting on top it, lit it, to get blown out of the mine?
by Topywo
Thu Apr 02, 2015 09:53
 
Forum: Minetest General
Topic: Quickest way in and out of a mine?
Replies: 30
Views: 8227

Re: Water too dense.

Hello, am I the only one to think that when a player is in the water "it feel too dense", like jelly/quicksand and not like actual water? Is it possible to change it? Sometimes and Yes: minetest/games/minetest_game/mods/default/nodes.lua --> Viscosity of water is 1 (to compare, lava's vis...
by Topywo
Wed Mar 25, 2015 17:51
 
Forum: Minetest Features
Topic: Water too dense.
Replies: 13
Views: 3167

Re: Minecraft mods require iLivid malware installs? WT?

how do I get rid of iLivid and download my mod? This is how I've done it (as a noob) several times with likewise problems: 1. I look for 'how to remove', in this case iLivid) on the internet. Most of the times there are sites that show you some standard, usefull advice and examples to start with. I...
by Topywo
Tue Mar 24, 2015 08:58
 
Forum: Minetest General
Topic: Minecraft mods require iLivid malware installs? WT?
Replies: 16
Views: 7963

Re: Looking for answers

Put this line in your "minetest.conf" file: time_speed = 72 There are a lot of things you can change in your minetest.conf-file. Look for the possibilities in the file called minetest.conf.example. Copy/paste without the # to use them. The second problem idk, I hardly play singleplayer, on...
by Topywo
Mon Mar 23, 2015 01:05
 
Forum: Minetest Problems
Topic: Looking for answers
Replies: 1
Views: 532

Re: Trying to add more garden plants-need help

Your flowers look great!
by Topywo
Sun Mar 22, 2015 10:43
 
Forum: Modding Discussion
Topic: Trying to add more garden plants-need help
Replies: 17
Views: 3461

Re: Multiple errors

Ochotre wrote: but i dond find the way to install the 4.12... i have 4.09 in ubuntu studio...


Scroll down here for instructions: https://github.com/minetest/minetest how to build minetest on Linux.
by Topywo
Sun Mar 22, 2015 10:33
 
Forum: Minetest Problems
Topic: Multiple errors
Replies: 6
Views: 1391

Re: [Mod] flatgen [100% flat maps]

huang11 wrote:why i cant download


Go to post 1. Press: Browse code (to go to GitHub). Press: Download ZIP
by Topywo
Fri Mar 20, 2015 10:01
 
Forum: Mod Releases
Topic: [Mod] flatgen: 100% flat maps [flatgen]
Replies: 39
Views: 21888

Re: Rename minetest_game

@Magz_builder I'll try to explain it keeping it readable for you without making too much 'technical' mistakes. There is far more, but one needs to start somewhere. Use your folders as a 'picture' Following the minetest build instructions, you build 'minetest' consisting out of the 'minetest-engine' ...
by Topywo
Wed Mar 04, 2015 22:07
 
Forum: Minetest General
Topic: Rename minetest_game
Replies: 37
Views: 4959

Re: Free PIZZA Server

TacoBella wrote:Thats what I ended up doing. The travelnet boxes are faster than typing in coords, anyway. What mod are the from?


Sokomine's travelnet:
viewtopic.php?id=4877#p72086
by Topywo
Wed Mar 04, 2015 21:43
 
Forum: Minetest Servers
Topic: Free PIZZA Server
Replies: 126
Views: 29829

Re: Appletrees with their own wood?

The idea is nice, but indeed it would clutter inventory. Iirc there's an apple tree in the moretrees mod with it's own wood.
by Topywo
Fri Feb 27, 2015 12:41
 
Forum: Minetest Features
Topic: Apple trees with their own wood?
Replies: 30
Views: 7553

Re: [Mod] Nuke Mod [1.6] [nuke]

csf2618 wrote:got an available source code?


In the first post (1) there's a download for 1.6 from dropbox (still working).
by Topywo
Tue Feb 24, 2015 10:09
 
Forum: Mod Releases
Topic: [Mod] Nuke Mod [2.1] [nuke]
Replies: 122
Views: 81824

Re: [Mod] Elevator [0.1] [elevator]

You might want to change the name of your mod (a bit), since there exists a mod with the name elevator)

viewtopic.php?id=4587#p66234
by Topywo
Sun Feb 22, 2015 21:54
 
Forum: Mod Releases
Topic: [Mod] Elevator [0.2] [fancy_elevator]
Replies: 8
Views: 3480

Re: [Mod] Pathogen [0.2][pathogen]

*cough* very original, nice.

A sick mod.
by Topywo
Tue Feb 03, 2015 09:46
 
Forum: WIP Mods
Topic: [Mod] Pathogen [0.3][pathogen]
Replies: 30
Views: 9484

Re: Minetest 0.4.11

Just a thought, is there any way of installing .10 and .11 on the same Ubuntu system, that way I can have the stable version to play with and still test .11 [EDIT] I just had a really horrible thought, I have no idea how to get back to .10 Can anyone please help with this? I'm sorry if I misunderst...
by Topywo
Tue Feb 03, 2015 09:34
 
Forum: Minetest News
Topic: Minetest 0.4.11
Replies: 67
Views: 17053

Re: [Mod] Hydroponics [git] [hydroponics]

Great, thanks for making it possible :-)
by Topywo
Sun Feb 01, 2015 18:39
 
Forum: Mod Releases
Topic: [Mod] Hydroponics [git] [hydroponics]
Replies: 15
Views: 5388

Re: [Mod] More Ores [moreores]

I agree with Hybrid Dog. With such an amount of ores it might be interesting to use different heigths (minetest has +- 30000 layers underground).
by Topywo
Sun Feb 01, 2015 18:33
 
Forum: Mod Releases
Topic: [Mod] More Ores [moreores]
Replies: 291
Views: 244889

Re: [Modpack] Sea [0.4.2] [sea]

@Hybrid Dog Thanks for the suggestion. I only tried the options one at a time, no combinations. I just tried with Bumpmapping and Generated Normalmaps and everything seems to work fine. No airbubbles as in the screenshot. My standard settings are the standard settings: - Smoothlightning - Enable Par...
by Topywo
Sun Feb 01, 2015 18:29
 
Forum: Mod Releases
Topic: [Modpack] Sea [0.4.2] [sea]
Replies: 144
Views: 76358

Re: [Mod] Hydroponics [git] [hydroponics]

Nice!

Iirc in mauvebic's hydro mod, there were 4 spaces between the earth and lightsource. You might want to consider that distance too for crops that grow higher than 1 node.
by Topywo
Sun Feb 01, 2015 13:19
 
Forum: Mod Releases
Topic: [Mod] Hydroponics [git] [hydroponics]
Replies: 15
Views: 5388

Re: [Modpack] Sea [0.4.2] [sea]

@Minetestforfun First notices: - I build the leatest minetest (Linux/Lubuntu), installed Sea and Unified dyes. Everything seemed to work fine for me, also with different settings. - I visited your server, 2 times I got on. I saw no air bubbles around the corals and seaplant around 400 from spawn. - ...
by Topywo
Sun Feb 01, 2015 10:46
 
Forum: Mod Releases
Topic: [Modpack] Sea [0.4.2] [sea]
Replies: 144
Views: 76358

Re: [Mod] Crafting [2.0.1] [crafting]

SAMIAMNOT wrote:No, I tried that but I couldnt seem to make them. Whats the recipe? Sticks?


recipe = {
{"group:wood", "group:wood"},
{"group:wood", "group:wood"}
by Topywo
Sat Jan 31, 2015 10:31
 
Forum: Mod Releases
Topic: [Mod] Crafting [2.0.1] [crafting]
Replies: 172
Views: 91076

Re: [Modpack] Sea [0.4.2] [sea]

@Minetestforfun


Thanks for reporting!

I'll 'dive' into it to find the cause.
by Topywo
Sat Jan 31, 2015 10:25
 
Forum: Mod Releases
Topic: [Modpack] Sea [0.4.2] [sea]
Replies: 144
Views: 76358

Re: Rooms of fire_MapGen6

@Napiophelios
Maybe this post of leetelate can help you/someone further:

viewtopic.php?f=9&t=7383
by Topywo
Wed Jan 14, 2015 17:32
 
Forum: Minetest Problems
Topic: Rooms of fire_MapGen6
Replies: 4
Views: 1200

Re: [Mod] Simple Mobs [mobs]

Napiophelios wrote: I bet he didn't :)

How could he possibly enable the mod in the game menu if he renamed the mods folder to mobs?



Well he did ...eh, hmmm and then...


/hides
by Topywo
Sun Jan 11, 2015 21:45
 
Forum: Mod Releases
Topic: [Mod] Simple Mobs [mobs]
Replies: 848
Views: 397596

Re: [Mod] Simple Mobs [mobs]

The Mod failed to load. I extracted it to C:\Users\LonelyCrow\Downloads\minetest-0.4.11-win64\mods and renamed the folder "mobs". When I clicked the configure button on the menu, enabled the mod, and then hit play, I got an error. Was there something more I needed to do in the beginning o...
by Topywo
Sat Jan 10, 2015 21:49
 
Forum: Mod Releases
Topic: [Mod] Simple Mobs [mobs]
Replies: 848
Views: 397596

Re: Introduction

Welcome to minetest arcturian_vagabond, ashwell, lansney and roslinennatasha. Don't hesitate to ask if you stumble upon things you find curious, don't understand or want to know more about it. Best way atm to find things on the forum is searching on the internet, using "minetest' and "what...
by Topywo
Tue Jan 06, 2015 15:53
 
Forum: Minetest General
Topic: Introduction
Replies: 11
Views: 2825

Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

Hybrid Dog wrote:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
/mtschemcreate filename


l don't have this command, where can l get it?



In (the List of commands/link) of the world edit mod.

https://github.com/Uberi/MineTest-World ... ommands.md
by Topywo
Thu Jan 01, 2015 22:15
 
Forum: Mod Releases
Topic: [Mod] Mount Meru, 2 km tower/mountain [0.3.1] [meru]
Replies: 82
Views: 28861

Re: Schematic Crash...

Checked and confirmed with minetest-minetest-5038b9a

I think this commit caused the segfault:

Dec 28, 2014
Set fallback content if resolving content vector requires everything
https://github.com/minetest/minetest/co ... cec4f0c230
by Topywo
Mon Dec 29, 2014 22:32
 
Forum: Minetest Problems
Topic: Schematic Crash...
Replies: 1
Views: 465

Re: [Game] Dreambuilder [20141227-1745]

@Aicop Unknown blocks are blocks that once were placed or generated in a world. Later they have been given another name, were removed from that mod or the whole mod has been removed. Your world then can't find those 'old' block-names between the mods and names that are loaded, so calls them 'unknown...
by Topywo
Mon Dec 29, 2014 13:59
 
Forum: Mod Releases
Topic: [Modpack] Dreambuilder [20170402-1958]
Replies: 712
Views: 198316

Re: [Mod] UraniumMod [0.4] [uranium]

Jesseman1 wrote:Can you please make it possible to download it as a zip file? The link you provided for the download doesnt work for me.


Do you mean my post 2 places above yours, with the alternative/replacing download link to a zip-file in dropbox? If not, try that one, it is still working.
by Topywo
Mon Dec 29, 2014 00:02
 
Forum: Mod Releases
Topic: [Mod] UraniumMod [0.4] [uranium]
Replies: 50
Views: 24908
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