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Re: [mod] Underground Realms [0.8] [caverealms]

Yes, I've experienced the same problem as JoshMars. If you accidentally (or deliberately) mine the fire in caverealms (or the skylands mod, for that matter), it will crash the server.
by Heraclitus
Fri Feb 03, 2017 13:57
 
Forum: Mod Releases
Topic: [mod] Underground Realms [0.8] [caverealms]
Replies: 126
Views: 39355

Re: Drinks[drinks]

This is a fun mod. I love the concept of presses and storage barrels. My kid and I are beginning to work on our own "drinks cellar" slightly underground with barrels and casks of different things. Quite fun. But I did notice a few (mostly minor) things that might use a little "polish....
by Heraclitus
Thu Feb 02, 2017 20:06
 
Forum: Mod Releases
Topic: [Mod] Drinks [1.0][drinks]
Replies: 39
Views: 10190

Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]

Really terrific mod.

Is it my imagination, or does the "autorotate" feature no longer work in the newest Minetest release? (That is, when you arrive at your destination, you used to be rotated to face the exit of the elevator. That no longer seems to happen for me.)
by Heraclitus
Wed Jan 25, 2017 07:18
 
Forum: Mod Releases
Topic: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
Replies: 104
Views: 68273

Re: [MOD] cannons with a lot of features! [2.5] [cannons]

Thanks so much for the quick response! Very good mod.
by Heraclitus
Mon Jan 23, 2017 01:11
 
Forum: Mod Releases
Topic: [MOD] cannons with a lot of features! [2.5] [cannons]
Replies: 74
Views: 26050

Re: [MOD] cannons with a lot of features! [2.5] [cannons]

I'm not sure if this mod is still being maintained, but I recently downloaded the last version and get some strange behavior when trying to craft a cannon. That is, when I attempt to craft a steel or bronze canon, it merely produces an "unknown item." I can successfully get a canon in crea...
by Heraclitus
Sun Jan 15, 2017 22:01
 
Forum: Mod Releases
Topic: [MOD] cannons with a lot of features! [2.5] [cannons]
Replies: 74
Views: 26050

Re: [Mod]mymonths[mymonths]

Thanks for the quick reply. I agree that a simple solution (like just turning off the sound if player is below some Y value) isn't going to account for all cases. But it would at least cover scenarios where you're hundreds of blocks underground and it makes no sense at all to hear rain. By the way, ...
by Heraclitus
Mon Jan 09, 2017 22:06
 
Forum: WIP Mods
Topic: [Mod]mymonths[mymonths]
Replies: 124
Views: 17869

Re: [Mod]mymonths[mymonths]

First off, this is a truly great idea and fantastic mod. I love what's implemented so far and look forward to further developments. I noticed that up this thread a bit someone mentioned the possibility of doing some sort of check so that you wouldn't hear rain (and presumably other weather) sounds f...
by Heraclitus
Mon Jan 09, 2017 02:22
 
Forum: WIP Mods
Topic: [Mod]mymonths[mymonths]
Replies: 124
Views: 17869

Re: [Mod] Technic [0.4.11] [technic]

The noise would be more like X_1 + 0.7 * X_2 + 0.7^2 * X_3, where X_1, X_2, X_3 are uniformly distributed on [-1,1], and with X_2 having a frequency double of that of X_1, X_3 one double of that of X_2 (that is: there are smaller-scale variations). Thus, a threshold of 0.55 is quite less that 50% c...
by Heraclitus
Thu Oct 13, 2016 16:28
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 530792

Re: [Mod] Technic [0.4.11] [technic]

First, I REALLY appreciate the reply. Well, these metals are *on average* common. However, you need to find "veins" of them, which will be areas where you can find high concentrations of them. Thus, the gameplay objective is to make you find those veins, and establish an zinc mine somewher...
by Heraclitus
Wed Oct 12, 2016 04:21
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 530792

Re: [Mod] Technic [0.4.11] [technic]

Apologies in advance for the long post, but I want to document the issues I had for future users, since I've seen a few other posts alluding to this. (FYI -- using default mapgen v6.) For the TL;DR version -- (1) Given the Perlin noise distribution of Technic metals, how far on average does one need...
by Heraclitus
Tue Oct 11, 2016 18:31
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 530792

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