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Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

bad, that triller-subword generates that message? But I dont know where it came from! unified_inventory? What is the problem with this? Which version do you use? We need more infos about the problem? Hi, sorry for my bad feed.... Win10_x64, minetest-0.4.15-win64, CME Version 2.3.1, Unified Inventor...
by Codesound
Mon Mar 27, 2017 11:59
 
Forum: Mod Releases
Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Replies: 274
Views: 171795

Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

bad, that triller-subword generates that message? But I dont know where it came from! unified_inventory? What is the problem with this? Which version do you use? We need more infos about the problem? Hi, sorry for my bad feed.... Win10_x64, minetest-0.4.15-win64, CME Version 2.3.1, Unified Inventor...
by Codesound
Sat Mar 25, 2017 19:23
 
Forum: Mod Releases
Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Replies: 274
Views: 171795

Re: [Mod] Unified Dyes [20130721][unifieddyes]

Hi,

You were very kind to answer! Many thanks...

I downloaded the zip file you recommended but the problem persist...

regards

R
by Codesound
Sat Mar 25, 2017 10:58
 
Forum: Mod Releases
Topic: [Mod] Unified Dyes [20130721][unifieddyes]
Replies: 67
Views: 42812

Re: [Mod] Unified Dyes [20130721][unifieddyes]

Hi, many and many thanks for your beautiful works (mods and so on)! I have one simply question: when I enable the unifieddies mod, in the dependencies menu it appear default and dye... who I find the dye mod? I found this: https://github.com/minetest/minetest_game/tree/master/mods/dye but I don't un...
by Codesound
Sat Mar 25, 2017 08:07
 
Forum: Mod Releases
Topic: [Mod] Unified Dyes [20130721][unifieddyes]
Replies: 67
Views: 42812

Re: [Mod] Advanced area protection [areas]

thanks again....

R
by Codesound
Fri Mar 24, 2017 22:13
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 58089

Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

Hi,

appears this messages on screen with unified_inventory mod....

many and many thanks for your work!

R
by Codesound
Fri Mar 24, 2017 22:11
 
Forum: Mod Releases
Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Replies: 274
Views: 171795

Re: [Mod] Advanced area protection [areas]

Hi,

sorry for my stupid question:

I'm the moderator of my private server; how you can give the area privileges to another/s user/s? (in my private server)

/grant user areas (is right?)

thanks for this beautiful mod

R
by Codesound
Fri Mar 24, 2017 10:43
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 58089

Re: [Mod] WorldEdit [1.0] [worldedit]

You need to be specific with the mod names... e.g. //replace default:dirt_with_grass mymod:fake_grass Hi, many thanks.... works but not in all situations.... frequently, in the "replaces" menu, when I search one object, the underscores between the two words, generate mistake: "Unknow...
by Codesound
Fri Mar 10, 2017 16:09
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 280339

Re: [Mod] WorldEdit [1.0] [worldedit]

Hi, when I tried to replace "Dirt with Grass" with "Fake Grass" the Worldedit Output is: -|- invalid replace node name... it's a bug or I wrong anything? (see attached file) PS: in "Worldedit GUI > Replace Nodes" is possible to add one button that open the inventory to ...
by Codesound
Tue Mar 07, 2017 20:21
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 280339

Re: Uscita spawnpoint iniziale

'pandaro', ti ringrazio per il supporto. (e ringrazio pure ajax per il suo interessamento...) Ho trovato una soluzione alternativa alla mia richiesta usando 2 mods: Areas - salvo la mia area in modo tale che nessuno possa distruggerla; Agree rules or kick V3 - in modo tale che ogni utente che entra ...
by Codesound
Mon Mar 06, 2017 07:47
 
Forum: Italiano
Topic: Uscita spawnpoint iniziale
Replies: 3
Views: 3458

Re: [Mod] Agree rules or kick V3 [agreerules]

Many and many thanks again! (also for your support!)

Beautiful mod!
5/5

R
by Codesound
Mon Mar 06, 2017 07:33
 
Forum: Mod Releases
Topic: [Mod] Agree rules or kick V3 [agreerules]
Replies: 27
Views: 6486

Re: [Mod] Agree rules or kick V3 [agreerules]

Hi, many and many thanks for this mod and for your support! I changed the "German" language to "Italian" and set this default language ..... works! One another question: the new users receive the 'interact' priv via moderator, like '\grant user interact' .... is correct? thanks a...
by Codesound
Sat Mar 04, 2017 17:09
 
Forum: Mod Releases
Topic: [Mod] Agree rules or kick V3 [agreerules]
Replies: 27
Views: 6486

Re: [Mod] Agree rules or kick V3 [agreerules]

Hi,

many thanks for your suggestions.... but anything is changed....

I added to minetest.conf the line default_privs = interact, shout, home
and tried to enter with another username, but anything is changed....

I did not understand what I should do ...

R
by Codesound
Fri Mar 03, 2017 20:34
 
Forum: Mod Releases
Topic: [Mod] Agree rules or kick V3 [agreerules]
Replies: 27
Views: 6486

Re: [Mod] Agree rules or kick V3 [agreerules]

Minetest 0.4.15, ByUjEdwinV3-1-agreerules, Win 7 x32 [server]

Hi,

I downloaded, unzipped and placed in the correct path, enabled on my server/level, this mod, but doesn't appear anything on screen... what I wrong?

thanks again for all...

R
by Codesound
Thu Mar 02, 2017 17:34
 
Forum: Mod Releases
Topic: [Mod] Agree rules or kick V3 [agreerules]
Replies: 27
Views: 6486

Uscita spawnpoint iniziale

Salve a tutti, Vorrei fare in modo che una volta reso pubblico il mio server, SOLO gli utenti che confermo possano entrare e giocare. Ho generato la classica stanza tutta chiusa di vetro protetta in modo che non si possano rompere i vetri e vorrei che di tutti gli utenti che entrano, SOLO gli utenti...
by Codesound
Wed Mar 01, 2017 20:39
 
Forum: Italiano
Topic: Uscita spawnpoint iniziale
Replies: 3
Views: 3458

Re: [Mod] Protector Redo [2.0] [protector]

Hi, I really appreciate this mod, and I would have a request to improve it: it is possible to add the possibility to set for each protector the size of the area that it protects? In its menu that appears, you could add the ability to enter values ​​that correspond to the XYZ coordinates of protectio...
by Codesound
Sat Feb 18, 2017 09:23
 
Forum: Mod Releases
Topic: [Mod] Protector Redo [2.0] [protector]
Replies: 174
Views: 37375

Re: [Mod] Protector Redo [2.0] [protector]

Hi,

I'm stupid!!! I try this mod on my server with others 3 players with all permissions.....

it is clear that they can break everything.... Thanks for your support!!!

R
by Codesound
Fri Jan 06, 2017 13:06
 
Forum: Mod Releases
Topic: [Mod] Protector Redo [2.0] [protector]
Replies: 174
Views: 37375

Re: [Mod] Protector Redo [2.0] [protector]

Hi, sorry for my incompetence , but I can not understand how to use this mod... I would use it to protect the spawnpoint of my server and protect specific areas of my level.... - I simply placed the "protection Block" (to protect my area), (image 001); - Right click on this "protectio...
by Codesound
Fri Jan 06, 2017 09:49
 
Forum: Mod Releases
Topic: [Mod] Protector Redo [2.0] [protector]
Replies: 174
Views: 37375

Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

@DS-minetest: ok, thanks! ;-)
by Codesound
Thu Jan 05, 2017 07:23
 
Forum: Mod Releases
Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Replies: 274
Views: 171795

Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

Hi,

the animals don't die in water/lava ambients.... is normal?

thanks...

R
by Codesound
Wed Jan 04, 2017 15:25
 
Forum: Mod Releases
Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Replies: 274
Views: 171795

Re: the animals mob do not die...

I wrong to add this topic here.... I open one similar topic to the CME mod....

Sorry....


R
by Codesound
Wed Jan 04, 2017 15:24
 
Forum: Minetest Problems
Topic: the animals mob do not die...
Replies: 1
Views: 676

Re: [Mod] WorldEdit [1.0] [worldedit]

Hi,

I inform you that the "unified_inventory" mod has resolved the infinite loop problem......

thanks again....

R
by Codesound
Wed Jan 04, 2017 12:02
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 280339

the animals mob do not die...

Hi,

the animals don't die in water/lava ambients.... is normal?

thanks...

R
by Codesound
Wed Jan 04, 2017 11:48
 
Forum: Minetest Problems
Topic: the animals mob do not die...
Replies: 1
Views: 676

Re: [Mod] WorldEdit [1.0] [worldedit]

Hi,

thanks for your interest.... i hope that the bugs are simplest to fix...
thanks again at all!

R
by Codesound
Tue Jan 03, 2017 15:18
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 280339

Re: [Mod] WorldEdit [1.0] [worldedit]

thanks for your reply,

but the two boring bugs persist.... I wonder if I'm the only one with these problems with worldedit.... did I do something wrong?

please help me!

anyway thank you for your contribution!

R
by Codesound
Mon Jan 02, 2017 20:27
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 280339

Re: [Mod] Nuke Mod [2.1] [nuke]

Hi,

thanks for reply. Now I try to use the new 2.1 version....

thanks again

R
by Codesound
Sun Jan 01, 2017 17:47
 
Forum: Mod Releases
Topic: [Mod] Nuke Mod [2.1] [nuke]
Replies: 122
Views: 82561

Re: [Mod] WorldEdit [1.0] [worldedit]

Hi, I found another user with my same problems: https://forum.minetest.net/viewtopic.php?f=11&t=572&start=400 if i use the worldedit gui ill stay at it. there is no way to go to the craft grid again. only logout/login helps the click on the back button opens only the last visited page in wor...
by Codesound
Sun Jan 01, 2017 15:59
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 280339

Re: [Mod] WorldEdit [1.0] [worldedit]

Hi,

thanks for your worldedit 1.1 notice, but the problems persists.... I downloaded the .zip file from the address that you gave me, unpacked and pasted in the mod path of minetest... I tried again with MODSTER 2.0 but the same result....

Thanks again,

R
by Codesound
Sun Jan 01, 2017 15:36
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 280339

Re: Minetest recalculate the old levels with new release opt

OK, thanks really

I'm a player not a Minetest programmer...
I will mention bugs and suggestions
thanks again

R
by Codesound
Sun Jan 01, 2017 08:35
 
Forum: Minetest Features
Topic: Minetest recalculate the old levels with new release optins?
Replies: 6
Views: 1519

Re: [Mod] WorldEdit [1.0] [worldedit]

Hi, I explain my situation: I play minetest normally, open/close and find different items in my inventory: all work; - I open the worldedit section by click on the world icon (image b); - worldedit start correctly (image c); - if I click on the "Back" button, you are returned correctly to ...
by Codesound
Sun Jan 01, 2017 08:21
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 280339
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