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Re: Hovercraft Mod

The round figures in a square world seem horrible to me. Why not use the model that created Stu for the mod "Simple Hovercraft"?

https://forum.minetest.net/viewtopic.php?f=11&t=6722&hilit=hovercraft
by Azazel
Fri Mar 24, 2017 06:15
 
Forum: WIP Mods
Topic: Hovercraft Mod
Replies: 2
Views: 1273

Re: [Mod] Not So Simple Mobs [3.0] [nssm]

Andrey01 wrote:Aquatic Horror really looks is horror
Image


Yes... masterly :)

Andrey01 wrote:Who is such Ahuizatl?
Image


https://en.wikipedia.org/wiki/Ahuizotl_(creature)
by Azazel
Fri Mar 24, 2017 05:54
 
Forum: Mod Releases
Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
Replies: 298
Views: 138725

Re: [Game] Farlands

D00Med. I can not see any screenshot of your post
by Azazel
Thu Mar 09, 2017 16:16
 
Forum: WIP Subgames
Topic: [Game] Farlands
Replies: 33
Views: 22758

Re: [Mod] Alive AI V3.938 [aliveai]

i replaced a lot of math.random, where it could be error, to aliveai.random, that will check for errors and checked all for loops, if someone could mess up try if it works better now https://forum.minetest.net/download/file.php?mode=view&id=9446 By far so good. Thanks for the last update
by Azazel
Thu Mar 09, 2017 15:59
 
Forum: Mod Releases
Topic: [Mod] Alive AI V4.8 [aliveai]
Replies: 148
Views: 113662

Re: [Mod] Alive AI V3.935 [aliveai]

ServerError: Lua: Runtime error from mod 'aliveai_threats' in callback luaentity_Step(): /home/****/.minetest/mods/aliveai/aliveai/items.lua:474: 'for' limit must be a number 2017-03-07 18:53:38: ERROR[Main]: stack traceback: 2017-03-07 18:53:38: ERROR[Main]: /home/****/.minetest/mods/aliveai/alive...
by Azazel
Wed Mar 08, 2017 00:12
 
Forum: Mod Releases
Topic: [Mod] Alive AI V4.8 [aliveai]
Replies: 148
Views: 113662

Re: [Mod] Hell [hell]

2016-11-21 15:48:02: ERROR[Main]: /home/***/.minetest/mods/hell/init.lua:365: in function 'teleport_player' 2016-11-21 15:48:02: ERROR[Main]: /home/***/.minetest/mods/hell/init.lua:352: in function </home/***/.minetest/mods/hell/init.lua:348> 2016-11-21 15:48:02: ACTION[Server]: singleplayer leaves ...
by Azazel
Mon Nov 21, 2016 20:56
 
Forum: WIP Mods
Topic: [Mod] Hell [hell]
Replies: 23
Views: 4831

Re: [Mod] More ways for nodes to fall. [falling_nodes]

How could you use this? I mean. How could apply this to a node, is I'm not a programmer but I like to get their hands on some mod that I use when I play.
by Azazel
Mon Oct 10, 2016 18:22
 
Forum: Mod Releases
Topic: [Mod] More ways for nodes to fall. [falling_nodes]
Replies: 10
Views: 3378

Re: [Mod] Elevators / Lifts [2.1.2] [elevator]

Not speak or write English so I apologize because I'm using the google translator. Are you Italian? Google's translation is confusing me, but "testura" seems to be an Italian word. I know someone who speaks Italian. Could you please post the first paragraph again in your language, I can't...
by Azazel
Thu Dec 17, 2015 17:55
 
Forum: Mod Releases
Topic: [Mod] Elevators / Lifts [2.1.2] [elevator]
Replies: 26
Views: 10147

Re: [Mod] Elevators / Lifts [2.1.2] [elevator]

Not speak or write English so I apologize because I'm using the google translator. I really like this mod, is certainly making really great job. But the height of this is very small highlights a lot when the doors open and the doors take up much space down having to leave a space puts a floor on the...
by Azazel
Sun Dec 13, 2015 21:40
 
Forum: Mod Releases
Topic: [Mod] Elevators / Lifts [2.1.2] [elevator]
Replies: 26
Views: 10147

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