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0gb.us wrote:Oh, wow. Actual hills with actual slopes!

Might I suggest implementing a seconds set like a staircase? That way, you still have slopes, but you can gently stroll up them, as opposed to jumping. Keep these ones though too. They make an awesome secret entrance to my bunker.


Will do.
Eventually.
by qwrwed
Thu Oct 18, 2012 19:26
 
Forum: Mod Releases
Topic: [mod] Hills [grassblock]
Replies: 20
Views: 12362

If you use that texture, you should keep the border but make the inside(brown wood) more grey/silver.
by qwrwed
Thu Oct 18, 2012 16:00
 
Forum: WIP Mods
Topic: Protect block crafting ideas?
Replies: 15
Views: 3512

I like the second-last one, but replace the planks with a locked chest.
by qwrwed
Thu Oct 18, 2012 14:42
 
Forum: WIP Mods
Topic: Protect block crafting ideas?
Replies: 15
Views: 3512

Did you disable the texture atlas?
by qwrwed
Wed Oct 17, 2012 14:54
 
Forum: Minetest Problems
Topic: HUD textures different from normal block textures
Replies: 11
Views: 2062

Good! I think more people will like it. I've read the init.lua and then tried it out. Now I've some questions/remarks: 1. I think you mixed up the output of your 1st and 3rd crafting (grassblock:block and hill) 2. The 5th craft, grassblock:block 6 is only possible after doing the 4th craft, default...
by qwrwed
Wed Oct 17, 2012 14:49
 
Forum: Mod Releases
Topic: [mod] Hills [grassblock]
Replies: 20
Views: 12362

[mod] Hills [grassblock]

This mod adds a full grass block (all faces are grass), a non-walkable (not solid) railllike grass cover, and 3 non-cubic grass blocks (normal slope, inner corner slope and outer corner slope) Depends: default Suggested by Immanuel_Kant, used on Redcrab's 30401 server. That version is outdated, and ...
by qwrwed
Tue Oct 16, 2012 18:28
 
Forum: Mod Releases
Topic: [mod] Hills [grassblock]
Replies: 20
Views: 12362

Idea: In real life, paper is made from trees. Maybe you could make 2 machines, one of which turns trees into pulp and then white wool or something of a similar colour is added to that pulp(via crafting, i would say dye but white dandelions are just too rare) and then that dyed pulp is put into a mac...
by qwrwed
Tue Oct 16, 2012 15:32
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 546572

You need to make the mining laser and drill compatible with bones and protector(and node ownership for other servers) because a laser destroyed my bones containing 76 diamonds, and my house was griefed despite the protectors. EDIT: MAKE THAT 85 DIAMONDS, BECAUSE A DIAMOND BLOCK WAS GRIEFED TOO, AND ...
by qwrwed
Sat Oct 13, 2012 10:29
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 546572

Updated, see first post
by qwrwed
Sat Oct 13, 2012 10:13
 
Forum: Mod Releases
Topic: [Mod] Lights+ [12112013] [lightsplus]
Replies: 46
Views: 20310

Thanks!
by qwrwed
Sat Oct 13, 2012 09:32
 
Forum: Minetest Problems
Topic: How to make a nodebox (slab) keep the same orientation? (SOLVED)
Replies: 4
Views: 873

What did you open it with? Did it not actually open? notepad and notepad++ can both be used to open .lua documents.
by qwrwed
Fri Oct 12, 2012 20:42
 
Forum: Minetest Problems
Topic: Towntest Mod
Replies: 17
Views: 2759

param type 2 is facedir on both nodes, but i don't know what to put if i put a param2 field. -- Wall Slab Light minetest.register_node("lightsplus:slab_light_wall", { description = "Wall Slab Light", tile_images = {"lightsplus_light.png"}, paramtype = "light", paramtype2 = "facedir", drawtype = "nod...
by qwrwed
Fri Oct 12, 2012 20:30
 
Forum: Minetest Problems
Topic: How to make a nodebox (slab) keep the same orientation? (SOLVED)
Replies: 4
Views: 873

How to make a nodebox (slab) keep the same orientation? (SOLVED)

In Lights+, I have made a wall slab light that turns on and off when punched. However, although it will keep it's orientation when placed (as in Stairs+) it won't when it is changed to an active wall slab light (by on_punch) How can i stop this?
by qwrwed
Fri Oct 12, 2012 18:47
 
Forum: Minetest Problems
Topic: How to make a nodebox (slab) keep the same orientation? (SOLVED)
Replies: 4
Views: 873

There is also a mod made by celeron55 on the blog which adds dungeon masters, dungeons(rooms made of mossy cobble), and treasure(a chest with a lava bucket, an empty bucket, and a sign)
by qwrwed
Fri Oct 12, 2012 18:42
 
Forum: Minetest Problems
Topic: dungeon monster problem
Replies: 6
Views: 1363

Other people have got this error(including me) and apparently the onlt way to fix it is opening \cornernote-minetest-towntest-7d37654\towntest\init.lua and changing thw 100000000 (or something) to a lower number, like 10000. Not sure how this impacts the mod.
by qwrwed
Fri Oct 12, 2012 18:40
 
Forum: Minetest Problems
Topic: Towntest Mod
Replies: 17
Views: 2759

Thanks for the feedback! When I have time, I will make ground lights, wall lights and full node lights, any other ideas? as for colours, I'll have to find a program that can do it, any suggestions for what is the best one?
by qwrwed
Thu Oct 11, 2012 07:19
 
Forum: Mod Releases
Topic: [Mod] Lights+ [12112013] [lightsplus]
Replies: 46
Views: 20310

The new wires don't connect to the bottom of solar panels. Those wires will be used for next generation machines. Ok, then I'm guessing nuclear reactors will be one of those machines. But what do the nodebreaker and deployer do, and how can I get an injector? and i'm not sure if this is intentional...
by qwrwed
Wed Oct 10, 2012 07:17
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 546572

The new wires don't connect to the bottom of solar panels.
by qwrwed
Tue Oct 09, 2012 17:21
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 546572

Released!
by qwrwed
Tue Oct 09, 2012 07:35
 
Forum: Mod Releases
Topic: [Mod] Lights+ [12112013] [lightsplus]
Replies: 46
Views: 20310

RealBadAngel wrote:Pipeworks are needed by technic and recipes are provided by technic.
So ask Calinou to take a look whats goin on. By now only treetap can be used to collect caoutchouc. And its the only way to get rubber.
Zinc will be used to create brass alloy.


I have, twice.
by qwrwed
Tue Oct 09, 2012 07:06
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 546572

[Mod] Lights+ [12112013] [lightsplus]

http://i.imgur.com/tHTTn.png This is my first Minetest mod, Lights+. It adds white and gold lights that turn on/off when punched. Screenshots: http://imgur.com/a/ERFdj Now with gold and flat lights. http://s9.postimg.org/u9jd0k1cv/GOLD.png http://i.imgur.com/khS6dSK.png License is WTFPL, textures a...
by qwrwed
Mon Oct 08, 2012 19:32
 
Forum: Mod Releases
Topic: [Mod] Lights+ [12112013] [lightsplus]
Replies: 46
Views: 20310

I have just tried to use worldedit to place dirt_with_grass, but only the selection box of the grass would load, not the texture, and it wasn't diggable. I also couldn't get any inventory except for crafting with inventory_plus, bags, armor and PilzAdam's minetest_game creative mode, although this m...
by qwrwed
Sun Oct 07, 2012 08:54
 
Forum: Subgame Releases
Topic: [Game] Techduck
Replies: 51
Views: 18300

Hey Jordan4ibanez when i go to start up this fancy game mode here's what happens: https://dl.dropbox.com/u/102401091/screenshot_873584635.png Altough my computer dosen't seem to enjoy high-resulotion texture packs such as Misa's. Could this be the problem? After changing most of the textures to 16x...
by qwrwed
Sun Oct 07, 2012 08:34
 
Forum: Subgame Releases
Topic: [Game] Techduck
Replies: 51
Views: 18300

Temperest:
Calinou wrote:If anyone can help fix this issue, please do. :P
Temporary workaround: use the WorldEdit mod to add and remove these nodes safely.

Although i did suggest using code from it to make it easier and quicker.
by qwrwed
Sun Oct 07, 2012 08:28
 
Forum: Mod Releases
Topic: [Mod] Map Tools [maptools]
Replies: 63
Views: 50388

BenAmaranth wrote:Experiencing the same, running vanilla latest stable and some simple mods, anything square doesnt show up, I noticed.


Open minetest.conf and type
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
enable_texture_atlas = false

This should sort it out.
by qwrwed
Sun Oct 07, 2012 08:24
 
Forum: Minetest Problems
Topic: Missing Icons
Replies: 57
Views: 13987

Hey Jordan4ibanez when i go to start up this fancy game mode here's what happens: https://dl.dropbox.com/u/102401091/screenshot_873584635.png Altough my computer dosen't seem to enjoy high-resulotion texture packs such as Misa's. Could this be the problem? After changing most of the textures to 16x...
by qwrwed
Sat Oct 06, 2012 20:45
 
Forum: Subgame Releases
Topic: [Game] Techduck
Replies: 51
Views: 18300

Then what if the tool gets the positions of the nodes nearby, and then removes them? Or some code from worledit was used to convert the nodes to pointable ones with the same functionality, and then they were removed?
by qwrwed
Sat Oct 06, 2012 20:38
 
Forum: Mod Releases
Topic: [Mod] Map Tools [maptools]
Replies: 63
Views: 50388

Any help? Anyone??
by qwrwed
Sat Oct 06, 2012 20:29
 
Forum: Minetest Problems
Topic: PLEASE HELP! Not loading (Detached inventory update:"creative")
Replies: 14
Views: 2945

Thanks.
by qwrwed
Sat Oct 06, 2012 19:41
 
Forum: WIP Mods
Topic: [Sounds] Mitori's Soundpack: aiming to the better gaming experience
Replies: 22
Views: 5737

still "invalid or corrupted". Are these sounds in Dwarves?
by qwrwed
Sat Oct 06, 2012 18:40
 
Forum: WIP Mods
Topic: [Sounds] Mitori's Soundpack: aiming to the better gaming experience
Replies: 22
Views: 5737
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