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sfan5 wrote:/set -n static_spawnpoint <x>,<y>,<z>


oh, thanks
by lonely
Sun Sep 22, 2013 17:19
 
Forum: Minetest Features
Topic: Found a new command
Replies: 5
Views: 2562

Found a new command

Hello guys!
I found a new command which seems to set the spawn.
It is /set static_spawn but i wanna learn more about this.
Can you teach me anything about this?

-ps: I think this will be my last topic on this forums.
by lonely
Wed Sep 18, 2013 18:10
 
Forum: Minetest Features
Topic: Found a new command
Replies: 5
Views: 2562

prof-turbo wrote:You died
You died
You died

I think I'll make a minetest game with that mod !

Players vs. zombies possibly (plans vs. zombies in minetest)?
by lonely
Tue Jun 18, 2013 16:48
 
Forum: Mod Releases
Topic: [Mod] Zombie Waves [0.1] [zombie_waves]
Replies: 20
Views: 14360

jordan4ibanez wrote:MFW i realized this is working right
Image
LOL
by lonely
Sat Jun 08, 2013 18:15
 
Forum: Old Mods
Topic: [Mod] Nether Mod [0.1STABLE]
Replies: 217
Views: 88249

I can't download anything.
by lonely
Sat Jun 08, 2013 18:13
 
Forum: Old Mods
Topic: [Mod] Potions [0.1]
Replies: 13
Views: 11856

jordan4ibanez wrote:MFW i realized this is working right
Image

LOL
by lonely
Sat Jun 08, 2013 18:12
 
Forum: Old Mods
Topic: [Mod] Nether Mod [0.1STABLE]
Replies: 217
Views: 88249

How can i change it that it is NOT wearing out?
by lonely
Sat Jun 08, 2013 17:33
 
Forum: Mod Releases
Topic: [Mod] Throwing, PilzAdam version [throwing]
Replies: 86
Views: 47072

If you create a "worldmods" folder and put all of those mods into it, people will not have to download every one - they will all be there. I posted a download link to a folder called 'aperture mods'. You don't need to post a seperate download; create a folder called "worldmods" inside the folder yo...
by lonely
Sat Jun 08, 2013 09:43
 
Forum: Minetest Maps
Topic: [Map] Aperture science (based on P0RTAL)
Replies: 13
Views: 5348

jojoa1997 wrote:Forget creative mode. Mainly when you place an item in a frame the item is taken.

not to me
by lonely
Sat Jun 08, 2013 09:34
 
Forum: Mod Releases
Topic: [Mod] Item frames and pedestal [github] [itemframes]
Replies: 60
Views: 21748

Have a look at my cake: https://github.com/rubenwardy/food/tree/version_2 It looks better, imo: http://multa.bugs3.com/upload/food_nodeboxes2.png hm, let's look... oh, you mean your food mod.. very well but you cannot place the cake on the ground (ps i'm using this mod for my gaming) Oh, sorry, you...
by lonely
Thu Jun 06, 2013 17:32
 
Forum: Minetest Maps
Topic: [Map] Aperture science (based on P0RTAL)
Replies: 13
Views: 5348

alexcraft wrote:mese sword mese shovel mese axe mod

default game
by lonely
Tue Jun 04, 2013 13:26
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 382115

I would like to write about my aperture map because it is depending mesecons VERY MUCH. Here linked:http://forum.minetest.net/viewtopic.php?id=5917
by lonely
Sat Jun 01, 2013 16:30
 
Forum: WIP Mods
Topic: The Mesecons Laboratory
Replies: 40
Views: 16398

Hey Adam do you, think I can use the, tele one make my Portal gun work? Well I maybe have to change the arrow, zero color. Good idea ;). Well i can give you my portal gun textures if you need them. HERE: https://dl.dropboxusercontent.com/s/gueqayonwyj3ln9/textures.zip?token_hash=AAGxhyLmpS7K4KalRC0...
by lonely
Sat Jun 01, 2013 16:19
 
Forum: Mod Releases
Topic: [Mod] Throwing, PilzAdam version [throwing]
Replies: 86
Views: 47072

PilzAdam wrote:
lonely wrote:
farming

Do you mean farming_plus?

Nope, the farming in the default 0.4.7

Well, it's working with your farming mod too.
by lonely
Sat Jun 01, 2013 16:16
 
Forum: Mod Releases
Topic: [Mod] Throwing, PilzAdam version [throwing]
Replies: 86
Views: 47072

Belgac wrote:Oh i love the idea of the teleport arrow :)

Me too, it's a portal gun :D (changed txtures).
by lonely
Sat Jun 01, 2013 16:14
 
Forum: Mod Releases
Topic: [Mod] Throwing, PilzAdam version [throwing]
Replies: 86
Views: 47072

You can try the Radio mod (it is activated by punching) if you can't/don't want to install technic. I have already tried the radio mod but tbh I prefer the music player in technic. I have already installed technic and I though it would be cool if there was a mese version of the music player because...
by lonely
Fri May 31, 2013 14:43
 
Forum: WIP Mods
Topic: mese music player
Replies: 9
Views: 2419

Compatible with mesecons! Yay!
by lonely
Thu May 30, 2013 11:45
 
Forum: Old Mods
Topic: [Mod] TNT [tnt]
Replies: 148
Views: 93070

PilzAdam wrote:
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
mg_name = singlenode

in minetest.conf

Trying out...
by lonely
Thu May 30, 2013 10:42
 
Forum: Minetest Maps
Topic: How do you generate a map with no nodes in it?
Replies: 3
Views: 1233

xXfrancoXx wrote:
lonely wrote:I will use this for a horror map in minetest.


okey, pass me the map when I test haci :)

oO Coming soon Oo
by lonely
Thu May 30, 2013 09:59
 
Forum: WIP Mods
Topic: herobrine mod
Replies: 23
Views: 12271

What can you make with gold except blocks and ingots?
by lonely
Thu May 30, 2013 09:38
 
Forum: Minetest News
Topic: Minetest 0.4.6 released!
Replies: 46
Views: 21031

Have a look at my cake: https://github.com/rubenwardy/food/tree/version_2 It looks better, imo: http://multa.bugs3.com/upload/food_nodeboxes2.png hm, let's look... oh, you mean your food mod.. very well but you cannot place the cake on the ground (ps i'm using this mod for my gaming)
by lonely
Mon May 27, 2013 05:59
 
Forum: Minetest Maps
Topic: [Map] Aperture science (based on P0RTAL)
Replies: 13
Views: 5348



Thanks but you played in my old first test chamber (fixed).
by lonely
Wed May 22, 2013 11:45
 
Forum: Minetest Maps
Topic: [Map] Aperture science (based on P0RTAL)
Replies: 13
Views: 5348

epsonok0 wrote:I t was clever. Lol don't downplay your abilities by posting with an apology. Its a fun map.


Fixed topic.
by lonely
Wed May 22, 2013 11:42
 
Forum: Minetest Maps
Topic: [Map] Eternal Night
Replies: 2
Views: 3054

Do i really need ALL THAT MODS??? all of them will feature if possible if you see one that is unused i am sorry. though having some extra mods in one download is no bad thing right? (in the next version i will separate the mod download and the actual map) i will trim the mods file (some were left o...
by lonely
Tue May 21, 2013 12:25
 
Forum: Minetest Maps
Topic: The Deep Life -rpgtest by DeepGaze
Replies: 20
Views: 8991

Do i really need ALL THAT MODS???
by lonely
Mon May 20, 2013 15:08
 
Forum: Minetest Maps
Topic: The Deep Life -rpgtest by DeepGaze
Replies: 20
Views: 8991

qwrwed wrote:If you create a "worldmods" folder and put all of those mods into it, people will not have to download every one - they will all be there.


I posted a download link to a folder called 'aperture mods'.
by lonely
Sun May 19, 2013 17:14
 
Forum: Minetest Maps
Topic: [Map] Aperture science (based on P0RTAL)
Replies: 13
Views: 5348

Made it.
by lonely
Fri May 17, 2013 17:25
 
Forum: Minetest Maps
Topic: Aperture science map upload?
Replies: 5
Views: 2084

Hybrid Dog wrote:
12Me21 wrote:Cool, there should be a laser detector
What should it do?


rubenwardy wrote:Nice!
thanks


New version:
— vertical lasers added
— textures rotated
— more colours (except white, actually this isn't a colour) added
by lonely
Wed May 15, 2013 18:25
 
Forum: WIP Mods
Topic: [Mod] Frickin' Laser Beams [laser]
Replies: 41
Views: 15230

It can't load and run bobblocks, even if i rename it!
by lonely
Wed May 15, 2013 18:15
 
Forum: WIP Mods
Topic: [Mod] Frickin' Laser Beams [laser]
Replies: 41
Views: 15230

by lonely
Tue May 14, 2013 18:22
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 382115
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