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Re: [Mod] cottages [cottages] (medieval, farming, country li

Too bad, that the cottages hammer conflicts with the metal sign of signs_lib.
by mase
Tue Mar 28, 2017 16:34
 
Forum: Mod Releases
Topic: [Mod] cottages [cottages] (medieval, farming, country life)
Replies: 77
Views: 44809

Re: Cannot move

After saving the current world and creating a new one, i also could not move.
The problem is one of the last commits of the 3d armor mod.
by mase
Mon Mar 27, 2017 20:03
 
Forum: Minetest Problems
Topic: Cannot move
Replies: 1
Views: 2077

Cannot move

Hi! I logged in today to my minetest server on Debian Jessie. I changed neither the game, not the mod set. But now, all logged in players are unable to move. The players move arms and legs, but don't change their position. Also jumping is not possible. Created a single player game, everything works ...
by mase
Mon Mar 27, 2017 19:25
 
Forum: Minetest Problems
Topic: Cannot move
Replies: 1
Views: 2077

Re: [Mod] Zombies Mashup [zombies]

I changed mine to a walk velocity of 1, a run velocity of 1.25 and a light damage of 5.
The 0.5 slow zombies aren't a big challenge, even when spawning a lot of them.
by mase
Mon Mar 27, 2017 18:40
 
Forum: WIP Mods
Topic: [Mod] Zombies Mashup [zombies]
Replies: 9
Views: 2562

Re: [Mod] Zombies Mashup [zombies]

Maybe the zombies should move faster to make it harder to deal with them. And I think, they should
die by daylight like BlockMen's zombies.
by mase
Mon Mar 27, 2017 12:59
 
Forum: WIP Mods
Topic: [Mod] Zombies Mashup [zombies]
Replies: 9
Views: 2562

Re: [Mod] Lifters [0.2] [lifter]

Since the latest git changes to the default doors in the minetest game, the lift doors don't
work any more.
https://github.com/minetest/minetest_ga ... 17d60a2203
by mase
Thu Mar 23, 2017 14:49
 
Forum: Mod Releases
Topic: [Mod] Lifters [0.2] [lifter]
Replies: 30
Views: 7749

Re: [Mod] Boost cart [boost_cart]

I have a similar problem to Damned's one. I have a deep mine with a permanent climb rate of 45 degrees. Even when I place a powered rail every 2 rails, there is not enough power to reach the top. So it is not possible to transport minerals to the daylight without sitting in the cart and do permanent...
by mase
Mon Mar 20, 2017 15:27
 
Forum: Mod Releases
Topic: [Mod] Boost cart [boost_cart]
Replies: 87
Views: 48004

Re: Cannot open doors

Thx!
The bug is fixed!
by mase
Sun Mar 19, 2017 11:50
 
Forum: Minetest Problems
Topic: Cannot open doors
Replies: 2
Views: 2363

Cannot open doors

Hi!
Since one of the latest minetest subgame git changes, I am not able to open my wooden
doors. I can remove them and build again, but they do not open.
by mase
Sat Mar 18, 2017 14:43
 
Forum: Minetest Problems
Topic: Cannot open doors
Replies: 2
Views: 2363

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

DS-minetest wrote:There is insulated mesecon wire.

But no vertical one.
by mase
Fri Mar 03, 2017 15:59
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 535322

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

cheapie wrote:You can use solid mese blocks for that.

That's pretty expensive. But I got it now to put vertical mesecons on top of another.
Isolated vertical mesecons would be fine.
by mase
Fri Mar 03, 2017 14:15
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 535322

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

The vertical wire in extrawires connects only a height of 1 block. I'd like to draw wires
vertical as they can be drawn horizontal.
by mase
Thu Mar 02, 2017 14:50
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 535322

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

I think, it is sometimes very complicated to make some wire connections.
Especially vertical. And it is not possible to draw a wire up a wall. You
have to build a stair system to get the wire to upper positions. You have to
build heavy workarounds most times.
by mase
Thu Mar 02, 2017 11:10
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 535322

Re: Block info on hud?

But with the debug info activated, you get this info without a
special interaction. Maybe the api does not provide this info.
by mase
Thu Mar 02, 2017 11:05
 
Forum: Minetest General
Topic: Block info on hud?
Replies: 12
Views: 2507

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

I did it with an adjustable player detector with an and gate. But protection in mesecons would
be nice.
by mase
Wed Mar 01, 2017 19:04
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 535322

Re: Block info on hud?

So the only solution seems to be keeping the debug info on.
by mase
Wed Mar 01, 2017 19:03
 
Forum: Minetest General
Topic: Block info on hud?
Replies: 12
Views: 2507

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

A trapdoor is no good idea. The switches are reachable from a higher distance.
A player detector could be a workaround.
by mase
Wed Mar 01, 2017 18:08
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 535322

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

How about making the buttons and switches protectable and sharable?
by mase
Wed Mar 01, 2017 14:32
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 535322

Re: [Mod] Advanced area protection [areas]

Could you please add protection of mesecons buttons and switches?
by mase
Wed Mar 01, 2017 14:29
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 58092

Re: Default mods on headless server

I did so. I copied the default mods from the minetest game and some additional
mods. A good workaround, as there is always the same game running on my server.
And I am still able to modify the setup without losing the world.
by mase
Wed Mar 01, 2017 08:49
 
Forum: Minetest Servers
Topic: Default mods on headless server
Replies: 3
Views: 873

Re: [Mod] Gates [1.8] [gates]

I have 0.4.15.
by mase
Tue Feb 28, 2017 19:53
 
Forum: Mod Releases
Topic: [Mod] Gates [1.8] [gates]
Replies: 64
Views: 28850

Re: [Mod] locks [locks]

Support for mesecons would be nice!
by mase
Tue Feb 28, 2017 15:47
 
Forum: Mod Releases
Topic: [Mod] locks [locks]
Replies: 48
Views: 25471

Re: [Mod] Advanced area protection [areas]

Thx! I did not notice this setting.
by mase
Tue Feb 28, 2017 15:16
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 58092

Re: [Mod] Advanced area protection [areas]

Yes, mobs redo. Mobs cannot spawn in protected areas? Did not notice yet.
by mase
Tue Feb 28, 2017 15:03
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 58092

Re: [Mod] Advanced area protection [areas]

Maybe you could add support to prevent mobs spawning in protected areas.
When I build a fortress surrounded by walls, monsters can spawn inside.
Or is there another way to do this? Using special materials is not enough, as
mobs can spawn in a garden.
by mase
Tue Feb 28, 2017 14:20
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 58092

Re: Block info on hud?

I was looking for a permanent info display of the node I am pointing to.
Permanent, not craftable, and without any mouse clicking.
However this mod is also useful.
by mase
Tue Feb 28, 2017 11:08
 
Forum: Minetest General
Topic: Block info on hud?
Replies: 12
Views: 2507

Re: [Mod] Gates [1.8] [gates]

No, that was not possible. Digging had no effect.

Will mesecon support return?
by mase
Tue Feb 28, 2017 11:04
 
Forum: Mod Releases
Topic: [Mod] Gates [1.8] [gates]
Replies: 64
Views: 28850

Re: [Mod] Gates [1.8] [gates]

How can I remove the placed gate again? The usual way does not work.
by mase
Mon Feb 27, 2017 22:13
 
Forum: Mod Releases
Topic: [Mod] Gates [1.8] [gates]
Replies: 64
Views: 28850

Re: [Mod] Lifters [0.2] [lifter]

I got a naming error. I had to add the file mod.conf with 'name = lifter'.
Maybe you should add this to your mod.
by mase
Mon Feb 27, 2017 16:17
 
Forum: Mod Releases
Topic: [Mod] Lifters [0.2] [lifter]
Replies: 30
Views: 7749

Re: [Mod] Run & Fast [runfast]

So I don't need the hungermod when using this mod?
by mase
Sun Feb 26, 2017 16:54
 
Forum: WIP Mods
Topic: [Mod] Run & Fast [runfast]
Replies: 24
Views: 4977
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