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

I made some change to my fork : Mainly I added the lava flan from zmobs . It spawns in lava regardless of depth and it turn into obsidian if you hit it with a water bucket ! I also tried to reduce hostiles spawning (maybe too much... still adjusting those settings) and added no spawn zone around ori...
by xisd
Wed Mar 22, 2017 01:27
 
Forum: Mod Releases
Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Replies: 274
Views: 169143

Re: [Mod] Simple Beacons [1.1] [beacon]

Nice mod ! I noticed it some time ago but I didn't gave it a go until today. I really wanted to see some of those special effect mentioned in the first post... so I started working on adding these : health regeneration around the red beacon, flying privilege enabled around the green one, and (option...
by xisd
Wed Mar 22, 2017 01:06
 
Forum: Mod Releases
Topic: [Mod] Simple Beacons [1.1] [beacon]
Replies: 12
Views: 5017

Re: [Mod] RandomMessages [random_messages]

This is very useful for having a developing storytelling of a multiplayer world, thank you. One thing I noticed with the ABM switched on is that it slowed down chunk generation drastically. I have noticed some mod developers using some performance tool on their mods. Perhaps it'd be useful. I feare...
by xisd
Tue Feb 14, 2017 21:46
 
Forum: Mod Releases
Topic: [Mod] RandomMessages [random_messages]
Replies: 20
Views: 5516

Re: [Mod] RandomMessages [random_messages]

I was wondering. Could it be made possible to update the text of already placed signs? To correct a spelling error in the random_messages file for instance. I added a new ABM that acts on already placed signs : It does not instantaneously take corrections, but every signs placed by the mod will eve...
by xisd
Tue Feb 14, 2017 14:05
 
Forum: Mod Releases
Topic: [Mod] RandomMessages [random_messages]
Replies: 20
Views: 5516

Re: [Mod] RandomMessages [random_messages]

That's so good xisd, thank you for your effort. It works as intended with the sign density. The two bugs I found was that the inventory item has no tooltip title and that signs spawn on treetops. Perhaps it's good to check for underlying node before spawning? Ideally it would also spawn in already ...
by xisd
Wed Feb 08, 2017 22:49
 
Forum: Mod Releases
Topic: [Mod] RandomMessages [random_messages]
Replies: 20
Views: 5516

Re: [Mod] TurtleMiner ... programmable turtles in Minetest

I really like this idea I've been looking for something like that for a while (an in-game step by step way to teach and learn programming in lua).
I look forward to see it grow and if there is anything I can do to help, I would be glad to !
by xisd
Mon Jan 23, 2017 16:21
 
Forum: WIP Mods
Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
Replies: 107
Views: 19364

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

I wanted to edit my last post and somehow I made a new one ... this post should be deleted
by xisd
Sun Jan 22, 2017 22:16
 
Forum: Mod Releases
Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Replies: 274
Views: 169143

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

Double post, ... sorry
I am not very familiar with forum rules and customs but it just occurred to me that I might be hijacking this topic, so ... maybe I should open a new one for my fork ? or maybe it's best not to open new topics for forks ?... What should I do ?
by xisd
Sun Jan 22, 2017 19:37
 
Forum: Mod Releases
Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Replies: 274
Views: 169143

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

There is indeed no specific translation for these two terms in French, you could use "pondeuse" for "spawner" and simply "œuf" for "spawn egg". Spawn, spawner, spawning specifically refers to fish / frogs laying eggs. Thus you could use "frayère" fo...
by xisd
Sun Jan 22, 2017 19:12
 
Forum: Mod Releases
Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Replies: 274
Views: 169143

Re: [Mod] Backpacks [backpacks]

Thanks for the suggestion I've updated this so that the leather backpack and the recipe are both dependent on mobs Nice ! But you should check the existence of mobs mod using minetest.get_modpath instead of (or at least before) looking for the mobs variable, mainly because it result in this warning...
by xisd
Sat Jan 21, 2017 18:53
 
Forum: WIP Mods
Topic: [Mod] Backpacks [backpacks]
Replies: 11
Views: 2292

Re: [Mod] RandomMessages [random_messages]

I'm not using signs_lib, just regular signs mod. Do you means the signs included in 'default' mod, or the 'signs' mod I am using signs_lib but since it registers signs with signs: prefix, I assumed it should use the same node as the signs mod, but that doesn't sound so obvious now... maybe it need ...
by xisd
Sat Jan 21, 2017 11:28
 
Forum: Mod Releases
Topic: [Mod] RandomMessages [random_messages]
Replies: 20
Views: 5516

Re: [Modpack] Element Portals Mod [element_portals]

I've started working on a mese portal that teleport player to a random place in the world Its is a public portal, so once placed anyone can use it. Player should appear at random x,z coordinates and at a height of 14 or more depending if and where is the nearest ground. In worst case, when ground is...
by xisd
Thu Jan 19, 2017 19:44
 
Forum: WIP Mods
Topic: [Modpack] Element Portals Mod [element_portals]
Replies: 21
Views: 5224

Re: [Mod] Backpacks [backpacks]

Nice mod ! I was looking for something like that ! depends.txt is wrong though : there is hard dependency on "mobs" Checking for the mod existence before registering leather backpack recipe would fix it -- The recipe is only registered if mobs mod exist if minetest.get_modpath("mobs&q...
by xisd
Wed Jan 18, 2017 14:03
 
Forum: WIP Mods
Topic: [Mod] Backpacks [backpacks]
Replies: 11
Views: 2292

Re: [Mod] Prestibags [1.0] [prestibags]

Thank it looks to be exactly what I was looking for I'll check it out
by xisd
Wed Jan 18, 2017 13:38
 
Forum: Mod Releases
Topic: [Mod] Prestibags [1.0] [prestibags]
Replies: 15
Views: 9366

Re: [Mod] RandomMessages [random_messages]

Hi, I posted a fork of this mod on github. As the original, you can write and edit messages located in the world folder ( in a text file file ) + You can now use a default messages file located in mod directory (When a new world is created, its content is copied to the file created in the world fold...
by xisd
Wed Jan 18, 2017 13:35
 
Forum: Mod Releases
Topic: [Mod] RandomMessages [random_messages]
Replies: 20
Views: 5516

Re: [Mod] Mines (with Treasurer support) [0.6] [tsm_mines]

I get repetitive warnings while mines are being generated : 2017-01-15 16:13:45: WARNING[Emerge-0]: Map::getNodeMetadata(): Block not found 2017-01-15 16:13:45: WARNING[Emerge-0]: Map::removeNodeMetadata(): Block not found That make the game freeze , but it doesn't make it crash (though sometimes wa...
by xisd
Sun Jan 15, 2017 16:29
 
Forum: WIP Mods
Topic: [Mod] Mines (with Treasurer support) [0.6] [tsm_mines]
Replies: 18
Views: 3510

Re: [Mod] crops [crops] - (Farming|Food|Cooking)

I don't know if that is intended but vegetables are growing a lot faster that cotton and wheat from farming. Most of the time, they are ready to harvest while wheat has only advanced one stage (with easy setting). I use interval value in settings table of 150 instead of 30 to fix it (with easy setti...
by xisd
Fri Jan 13, 2017 15:11
 
Forum: Mod Releases
Topic: [Mod] crops [crops] - (Farming|Food|Cooking)
Replies: 136
Views: 26973

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

May I suggest hiding the inventory button of worldedit_gui when not in creative mode (or at least having an option to do so)
As a temporary fix I have just added this at the beginning of my worldedit_gui init.lua
if not minetest.setting_getbool("creative_mode") then
return
end
by xisd
Fri Jan 13, 2017 15:04
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 276010

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

Hi ! I forked this mod to make some changes : - Support for treasurer mod : random drops for mobs with no drops registered and chests in dungeons - mobs don't drops things when death on timer - optional alternative spawner (looks like a sand stone with a symbol) - Sheeps don't drop wool unless usin...
by xisd
Wed Jan 11, 2017 22:19
 
Forum: Mod Releases
Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Replies: 274
Views: 169143

Re: [Mod] Prestibags [1.0] [prestibags]

I don't know if this mod was just perfect it did'nt need updates since 2013 or if it is abandonned. But anyway this kind of portable container that is carried as an item and need to be place to be opened is exactly what I was looking for as a bag mod ! So thanks ! The mesh looks good but it doesn't ...
by xisd
Sun Jan 08, 2017 15:24
 
Forum: Mod Releases
Topic: [Mod] Prestibags [1.0] [prestibags]
Replies: 15
Views: 9366

Re: [mod] Simple machines [simple_machines]

DS-minetest wrote:Ah, they move. Do they need mesecon signals like movestones?


Nop they need fuel like a furnace to move like movestones and dig like node-breaker or place nodes like deployer
by xisd
Sat Jan 07, 2017 11:36
 
Forum: WIP Mods
Topic: [mod] Simple machines [simple_machines]
Replies: 6
Views: 1387

Re: [mod] Simple machines [simple_machines]

I don't understand the sense, they take fuel and do the same as the crafting contents. Please describe this mod more precisely! They take fuel and they move. One break nodes under itself and move down, an other move forward (while breaking nodes), the other move forward while placing nodes (this on...
by xisd
Sat Jan 07, 2017 00:42
 
Forum: WIP Mods
Topic: [mod] Simple machines [simple_machines]
Replies: 6
Views: 1387

[mod] Simple machines [simple_machines]

I have found a few similar things but nothing as simple as that : This mod add 3 fuel powered machines, each one do one of this actions - Carving : dig nodes horizontally - Drilling : dig nodes vertically - Bridge : place nodes horizontally https://forum.minetest.net/download/file.php?id=8449 Recipe...
by xisd
Fri Jan 06, 2017 18:08
 
Forum: WIP Mods
Topic: [mod] Simple machines [simple_machines]
Replies: 6
Views: 1387

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

lets implement a cow or a big into the mob-pack??!! Beside the fact that I'm not I'm not good at making meshes, I'm not against adding more mobs but there are already modpacks containing lots and lots of mobs and I would prefer to make sure existing ones are well integrated (compatibility with othe...
by xisd
Thu Jan 05, 2017 13:25
 
Forum: Mod Releases
Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Replies: 274
Views: 169143

Re: [Mod] Pyramids (with Treasurer support) [0.6] [tsm_pyram

I edited this mod a bit, mainly this add a configuration file to make a lot of things optional or easily configurable (traps, lava, mummy, spawner hidden or not, number and types of items in chest, probability of empty chest ...) and allow the use of a mob and spawner from an other mod ( I use mummi...
by xisd
Thu Jan 05, 2017 10:59
 
Forum: WIP Mods
Topic: [Mod] Pyramids (with Treasurer support) [0.6] [tsm_pyramids]
Replies: 13
Views: 5903

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

Hi ! I forked this mod to make some changes : - Support for treasurer mod : random drops for mobs with no drops registered and chests in dungeons - mobs don't drops things when death on timer - optional alternative spawner (looks like a sand stone with a symbol) - Sheeps don't drop wool unless using...
by xisd
Wed Jan 04, 2017 03:11
 
Forum: Mod Releases
Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Replies: 274
Views: 169143

Re: [Mod] Treasurer [0.2.0] [treasurer]

Hi ! I packed together a few more trms Some are for mod included in minetest_game but that were not in trmp_minetest other are for other some mods I use. Its available there : https://github.com/xisd/trmp_Pack Only carts is redundant with the other mod pack posted in this thread (it's the same but w...
by xisd
Sun Jan 01, 2017 14:48
 
Forum: Mod Releases
Topic: [Mod] Treasurer [0.2.0] [treasurer]
Replies: 19
Views: 10535

Re: [Mod] Achievements [2.3] [awards] – UI support, more awa

Hi, I made 2 new PR for the french translation. One for the translated strings and the other with formspec adjustment because french strings are longer. (I actually did that some time ago but it was messy and I made a mistake on github that caused me to re-fork re-edit, and re-PR, so that was finall...
by xisd
Sat Dec 31, 2016 20:01
 
Forum: Mod Releases
Topic: [Mod] Achievements [2.3] [awards] – UI support, more awards
Replies: 156
Views: 91293

Re: [Mod] Lookup Tool [0.5.0] [doc_identifier]

Hi ! These documentation mods are good ! Servers would surely be more welcoming with this kind of documentation on blocks, and it has a tool to access it ! That's brilliant ! I hope other mods will soon start providing long desc to support it I thought it could also benefit from multilingual support...
by xisd
Sun Oct 09, 2016 23:54
 
Forum: Old Mods
Topic: [Mod] Lookup Tool [0.6.0] [doc_identifier]
Replies: 13
Views: 4620

Re: [Mod] crops [crops] - (Farming|Food|Cooking)

Would maybe be better to add wet soil to the soil group I don't know what exactly is in soil group but it seem that wet soil is already in it. ( EDIT : soil group contain blocks a sapling can grow on (=every kind of dirts and soil) ) ( RE-EDIT : It seem that there are levels in the soil group that ...
by xisd
Sun Oct 09, 2016 13:38
 
Forum: Mod Releases
Topic: [Mod] crops [crops] - (Farming|Food|Cooking)
Replies: 136
Views: 26973
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