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

Hi Sergey, You can use the "//inspect on" chat command to enable inspection, and then punch nodes to figure out what they're called. Alternatively, you can take a look at the game code, where nodes are registered with "minetest.register_node". For example, flames from the fire mo...
by Temperest
Fri Feb 24, 2017 21:46
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 275986

Re: The Mesecons Laboratory

That's a nice project! If you send me the write-up, I'll add it as a new post.
by Temperest
Mon Dec 07, 2015 04:53
 
Forum: WIP Mods
Topic: The Mesecons Laboratory
Replies: 40
Views: 16112

Re: The Mesecons Laboratory

Hi benrob0329,

I don't really have the time to update this much any more, but I'd be happy to accept submissions! Simply post it in this thread or email me with the details, and I'll add it to the site.
by Temperest
Sun Dec 06, 2015 02:01
 
Forum: WIP Mods
Topic: The Mesecons Laboratory
Replies: 40
Views: 16112

Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

Krock: Worldedit supports searching by node description and partial nodenames! See the README regarding node names for more info. I'll fix this in a bit. sfan5 opened an issue here: https://github.com/Uberi/Minetest-WorldEdit/issues/52 if you want to check on progress. By the way, this new stuff is ...
by Temperest
Fri Jul 18, 2014 19:21
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 275986

Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

Hey addi & webdesigner97:

This should be fixed now if you download the latest version from GitHub. Thanks for reporting!
by Temperest
Fri Jul 11, 2014 00:19
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 275986

Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

I'm not sure that is necessary - did you know WE supports typing out partial names, and even by description?

That means you can do "//set Cobblestone" or "//set Blue Lightstone". This was added precisely because of really long node names!
by Temperest
Mon Jun 09, 2014 05:56
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 275986

Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

Hi ak399g , I would recommend you copy in one axis, then move in the other axis. If you meant duplicate 600 times as dgm5555 stated, try using //stack in one direction, select the whole stacked area, then stack in the second direction. You can also do this all in one operation using //lua, but this ...
by Temperest
Mon May 26, 2014 20:57
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 275986

Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

How to set position 1? //pos1 Also try the shorter version of the command, //1, if you have worldedit_shortcommands - it's included by default. It probably would be a good idea to add a feature that lists missing mods in a region. It won't be too difficult to integrate your changes. Giving an error...
by Temperest
Fri May 23, 2014 20:16
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 275986

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

Not really, it wouldn't help much since it deals with metadata so much. That said, it could potentially be used to keep the chunks of a circuit loaded so they still work when far away from any players. These "world anchors" could potentially be very useful, but we need to determine a good ...
by Temperest
Mon May 19, 2014 23:18
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 528661

Re: MODSTER 2.0: Dead simple, super smart Minetest mod insta

Good point. A cross-platform rewrite in Python is on the list! While the built in mod installer is nice, many of the mods in use today are not in the database. That means people are still downloading archives, code files, and copying Lua code from forum posts. This is intended to streamline that pro...
by Temperest
Wed Apr 23, 2014 17:13
 
Forum: Minetest-Related
Topic: MODSTER 2.0: Dead simple, super smart Minetest mod installer
Replies: 17
Views: 9450

Re: MODSTER 2.0: Dead simple, super smart Minetest mod insta

Hey Kilarin,

MODSTER doesn't work on Linux, as it is written to solve the most common issues that Windows users have when trying to install mods. I suspect this is also the reason it hasn't been incorporated into the main Minetest distribution.
by Temperest
Wed Apr 23, 2014 02:54
 
Forum: Minetest-Related
Topic: MODSTER 2.0: Dead simple, super smart Minetest mod installer
Replies: 17
Views: 9450

Re: [Mod] Pipeworks [20131128] [pipeworks]

What is the error, IthegeekRS? Are you sure you're installing the mod correctly? If it is giving you errors with installation, try installing it with MODSTER - it will take care of all the details automatically. If the items are not showing up, try enabling the mod in the world settings page and ope...
by Temperest
Tue Apr 22, 2014 20:45
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 236908

Re:

Neon wrote:I think it's in maintenance mode. Though I don't know who is maintaining it.


We are still maintaining it, and when I can free up more time, I will likely be able to continue developing it. Until then, contributions and ideas are welcome!
by Temperest
Sun Apr 20, 2014 03:04
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 528661

Re:

[*]In that game folder (make sure there's a "game.conf" file in there), make a file called "minetest.conf". In that file write "mg_flags = flat".[/*] .. or just open minetest.conf in the minetest folder and change it there. Or get "a" flatgen mod if you are t...
by Temperest
Sun Apr 20, 2014 03:02
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 275986

Try renaming the mod folder to "pipeworks"! As you can see, the error is that "modname does not follow naming conventions: Only chararacters [a-z0-9_] are allowed."
by Temperest
Fri Apr 18, 2014 07:46
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 236908

Hey temrix: Make sure you have this line in your MINETEST_FOLDER/minetest.conf file: mg_flags = flat Mind you, it will make all of your worlds start generating flat lands. If this is not what you want, here's how you make a custom game that has flat worlds: ⋅ Copy the game you want to base...
by Temperest
Thu Apr 17, 2014 20:45
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 275986

Hi temrix, //load is indeed the correct way to go. Make sure you have your schematics in the correct location! For example, if I had a schematic called castle.we (or castle.wem if you have some older schematics): ⋅ Put the file in the MINETEST_FOLDER_GOES_HERE/worlds/WORLD_NAME_GOES_HERE/s...
by Temperest
Wed Apr 16, 2014 17:23
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 275986

Nice! Wish it was included in the main game.
by Temperest
Sun Apr 13, 2014 20:20
 
Forum: Mod Releases
Topic: [Modpack] 3D Armor [0.4.8] [minetest-3d_armor]
Replies: 594
Views: 249225

...or tell me what I'm doing wrong. We can't exactly tell you what's wrong if we don't know what you're doing. Try giving some indication of what the issue is, and how you installed the mod. Neither say "Idk", "I don't know" nor say "No I will update this mod to v0.4.9". This mod already supports 0...
by Temperest
Mon Mar 24, 2014 00:29
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 528661

Sorry I use also fedora and I have also problem with shadow Some command not working, some mods also not working example Failed to load and run /home/gg/minetest/mods/maptools-master/init.lua /home/gg/minetest/mods/smartfs-master/init.lua I used tnt from Nuke mod to remove unnecessary blocks. I cre...
by Temperest
Wed Mar 19, 2014 19:18
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 275986

Nice debugging! Unfortunately this is an engine issue and is unrelated to the carts mod itself. You should open an issue at https://github.com/minetest/minetest/issues/new, where the minetest core devs can take a look at it. This is tangentially related to issues #529 and #572, but was not the direc...
by Temperest
Wed Mar 19, 2014 06:02
 
Forum: Mod Releases
Topic: [Mod] Carts [carts]
Replies: 597
Views: 290796

Oops, fixed that in 2784a25561be45894d2a138828013c96f387d470.
by Temperest
Sat Mar 15, 2014 18:29
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 275986

Inversion is done by powering the block behind the block the mesecon torch is attached to:

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
<#----S

< = Mesecon torch
# = dirt or something like that
- = Mesecon wire
S = switch or lever
by Temperest
Tue Mar 04, 2014 20:30
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 528661

Please ensure you are using WorldEdit 1.0 or later, it should work regardless of whether blocks are loaded. Note that this requires Minetest 0.4.8 or later.

Also, if you're already using the latest version, please post the schematic here, and I'll take a look!
by Temperest
Thu Feb 20, 2014 23:52
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 275986

Also, for future reference, tar.bz2 can be opened on Windows! Simply download and install a program like 7-zip (free and open source), and you will be able to open almost any type of archive.
by Temperest
Wed Jan 22, 2014 23:53
 
Forum: Old Mods
Topic: [Mod] Fire [0.1.2] [fire]
Replies: 97
Views: 37389

i have a question, what i must change a code in luacontroller/uni.lua would while and other works? As of 7517cc4af16f225ff2a48fa9f8ed82f608bf0082, replace the code in lines 130-136 with "return" to disable all prohibitions on Luacontrollers. Remember, you should be aware that malicious users can us...
by Temperest
Wed Jan 15, 2014 20:38
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 528661

What did it say about init.lua? This is the information needed to diagnose and fix the issue.
by Temperest
Sat Jan 04, 2014 22:58
 
Forum: Mod Releases
Topic: [Mod] Carts [carts]
Replies: 597
Views: 290796

markbe: this button is disabled outside creative mode to prevent those king of accidents... you have to use the trash slot to trash your inventory in survival mode. That's it then ... for some reason, even if I set creative mode to "off" it is actually on ... Where would I post that problem? (Versi...
by Temperest
Tue Dec 31, 2013 17:22
 
Forum: Old Mods
Topic: [Mod] Unified Inventory [1.0] [unified_inventory]
Replies: 161
Views: 104439

Try putting each mod name on it's own line. Also, if you add a question mark at the end of every line, it will continue to work even if you remove the flowers mod in the future.
by Temperest
Thu Dec 26, 2013 04:03
 
Forum: Mod Releases
Topic: [Mod] Snow Biomes [3.2] [snow]
Replies: 272
Views: 95098

Thanks for the patch kaeza, I've merged it. For some reason I missed it entirely while going through the GitHub feed. Edit: LazyJ, I will investigate that. Does this happen when you just click the button, or are there additional steps involved? Edit: confirmed, will be fixed soon before v1.1. Edit: ...
by Temperest
Sun Dec 22, 2013 17:54
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 275986
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