Search found 113 matches

Return to advanced search

Re: Minecraft to minetest texture pack converter

Due to the problems with running this on windows, I might just rewrite this in Java. Therefore, cross-platform.
by minermoder27
Sun Jan 08, 2017 22:15
 
Forum: Minetest Texture Packs
Topic: Minecraft to minetest texture pack converter
Replies: 19
Views: 46669

Re: Minecraft to minetest texture pack converter

are the "mc-to-mt-tp-conv" and "assets" folders in the same place?
by minermoder27
Tue Nov 17, 2015 23:29
 
Forum: Minetest Texture Packs
Topic: Minecraft to minetest texture pack converter
Replies: 19
Views: 46669

Re: Minecraft to minetest texture pack converter

see the readme Get minecraft texture pack. Get "assets" folder from minecraft texture pack. Move "mc-to-mt-tp-conv" folder to folder with assets folder Run "conv.sh" (it is inside "mc-to-mt-tp-conv" folder) The folder "minetest-texture-pack" will be ...
by minermoder27
Sat Sep 05, 2015 23:48
 
Forum: Minetest Texture Packs
Topic: Minecraft to minetest texture pack converter
Replies: 19
Views: 46669

Re: Command block clear hand command?

Untested, but here goes: core.register_chatcommand("pulverizeall", { description = "Pulverize inventory", func = function(name, param) local player = core.get_player_by_name(name) player:get_inventory():set_list("main", {}) return true, "An inventory was pulverized...
by minermoder27
Sat Jun 20, 2015 00:32
 
Forum: WIP Mods
Topic: Command block clear hand command?
Replies: 17
Views: 3255

Re: [Mod] Nixie Tubes [nixie_tubes][git]

Oooh, looks awesome! What about adding some form of high-voltage driver that you would need to power them?
by minermoder27
Sun Jun 14, 2015 02:57
 
Forum: Mod Releases
Topic: [Mod] Nixie Tubes [nixie_tubes][git]
Replies: 16
Views: 5812

Re: [Mod] Fertiliser [0.1] [fertiliser]

[...] but it didn't work on moretrees or jungle trees for me. No crash, just no fertiliser application (no removal from the stack). Seems like the support for jungle trees and the moretrees mod was removed from the mod with the latest update. Moretrees support has been re-added in the latest versio...
by minermoder27
Sun Jun 14, 2015 02:52
 
Forum: Mod Releases
Topic: [Mod] Fertiliser [0.1.6] [fertiliser]
Replies: 18
Views: 5149

Re: [Mod] Fertiliser [0.1] [fertiliser]

balthazariv, it comes down to a ":" vs a "." line 6 of the fertiliser/init.lua farming:generate_tree(pos, def[4][1], def[4][2], def[4][3], def[4][4]) change it to farming.generate_tree(pos, def[4][1], def[4][2], def[4][3], def[4][4]) and it works. Do that and it will no longer w...
by minermoder27
Thu Jun 11, 2015 07:26
 
Forum: Mod Releases
Topic: [Mod] Fertiliser [0.1.6] [fertiliser]
Replies: 18
Views: 5149

Re: [Mod] BuildTest - Buildcraft for Minetest [0.2] [buildte

I have discovered a very spammy error message with Buildtest, I made a screenshot of it and tracked down the possible cause. As you can see in the image the error message spammed is ERROR[ServerThread]: Map::setNode(): Not allowing to place CONTENT_IGNORE while trying to replace "default:lava_...
by minermoder27
Tue Apr 14, 2015 20:14
 
Forum: Mod Releases
Topic: [Mod] BuildTest - Buildcraft for Minetest [0.2] [buildtest]
Replies: 31
Views: 19446

Re: [Mod] Minecraft like drop on die [dropondie]

I have applied TenPlus1’s fix and packaged the result a Zip file for you. I also added a description. And I fixed the dependencies. The dependency list was wrong, it falsely claimed that this mod depends on default. In reality, this mod does have no dependencies. You find the updated version in the...
by minermoder27
Mon Oct 20, 2014 05:20
 
Forum: WIP Mods
Topic: [Mod] Minecraft like drop on die [dropondie]
Replies: 27
Views: 6776

Re: [Mod]IndustrialTest[itest]

FASTPACEDMAN2000 wrote:doesn't work for minetest 0.4.10


Could you be more specific? What is happening (eg, crashing). If so, could you pastebin a error log?
by minermoder27
Mon Oct 20, 2014 05:07
 
Forum: WIP Mods
Topic: [Mod]IndustrialTest[itest]
Replies: 31
Views: 12199

Re: [Mod] Fertiliser [0.1] [fertiliser]

IDK why they got rid of it. Will have to look into a workaround for the bones.
by minermoder27
Thu Oct 16, 2014 23:17
 
Forum: Mod Releases
Topic: [Mod] Fertiliser [0.1.6] [fertiliser]
Replies: 18
Views: 5149

Re: [Mod] Fertiliser [0.1] [fertiliser]

Sorry about three lines, it was a problem with my use of git.
This is now fixed.
by minermoder27
Sat Oct 11, 2014 20:02
 
Forum: Mod Releases
Topic: [Mod] Fertiliser [0.1.6] [fertiliser]
Replies: 18
Views: 5149

Re: [Mod] BuildTest - Buildcraft for Minetest [0.2] [buildte

The liquids pump does not work.
I will make some textures for the others.
Thanks.
by minermoder27
Mon Aug 25, 2014 23:34
 
Forum: Mod Releases
Topic: [Mod] BuildTest - Buildcraft for Minetest [0.2] [buildtest]
Replies: 31
Views: 19446

Re: [mod] New-and-Improved Lava! [lavaplus]

Technical Tip:
Looking at your code, it looks like most of the lag is coming from the entity damage ABM. I would suggest stepping through the connected players and entity tables, and checking if they are in contact with lava like that.
by minermoder27
Sun Jun 22, 2014 21:00
 
Forum: WIP Mods
Topic: [mod] New-and-Improved Lava! [lavaplus]
Replies: 9
Views: 2239

Re: Debian server setup

+100
Very nice to see a non-Ubuntu branded tutorial
by minermoder27
Fri Jun 20, 2014 03:54
 
Forum: Minetest Servers
Topic: Debian server setup
Replies: 2
Views: 879

Re: [Tutorial] How do I create / import schem file ?

You only have to type the grant command the first time.
Maybe you should say that?
by minermoder27
Fri Jun 20, 2014 03:51
 
Forum: Minetest Maps
Topic: [Tutorial] Create and import a schematic file (.mts)
Replies: 7
Views: 7018

Re: [mod] New-and-Improved Lava! [lavaplus]

Doesn't lava already catch trees and wood on fire?
by minermoder27
Fri Jun 20, 2014 03:48
 
Forum: WIP Mods
Topic: [mod] New-and-Improved Lava! [lavaplus]
Replies: 9
Views: 2239

Re: [mod] Skytest [0.1] [skytest]

I think that it is good for this type of thing. I think I'll remove the dependace on buildcraft., and only have the auto activator usable/craftable if you have build craft. Also, if you don't have itest, it will give you ore instead of dust.
by minermoder27
Thu Jun 12, 2014 20:53
 
Forum: WIP Mods
Topic: [mod] Skytest [0.1] [skytest]
Replies: 2
Views: 1264

[mod] Skytest [0.1] [skytest]

Skytest: skyblock improvement mod. Skytest is a mod designed to allow the collection of resources on skyblocks. You begin by making a hammer. Punch stone/cobblestone with it, and it will break into gravel. Punch it again, and it will turn into sand. Punch gravel of sand with a sieve, and you have a ...
by minermoder27
Wed Jun 11, 2014 20:45
 
Forum: WIP Mods
Topic: [mod] Skytest [0.1] [skytest]
Replies: 2
Views: 1264

Re: [Mod] BuildTest - Buildcraft for Minetest [0.2] [buildte

Added quarries. Same crafting as in BuildCraft
by minermoder27
Tue Jun 10, 2014 21:01
 
Forum: Mod Releases
Topic: [Mod] BuildTest - Buildcraft for Minetest [0.2] [buildtest]
Replies: 31
Views: 19446

Re: [Mod] ITest Reactors [0.1 beta] [itest_reactors]

This mod is meant to be a clone of the reactor-related components of IC2
by minermoder27
Sun Jun 08, 2014 07:54
 
Forum: WIP Mods
Topic: [Mod] ITest Reactors [0.1 beta] [itest_reactors]
Replies: 3
Views: 1466

[Mod] ITest Reactors [0.1 beta] [itest_reactors]

Industrial Test Reactors ITest reactors introduce a new method for power generation to itest: nuclear reactors. IndustrialCraft docs: http://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor Currently, it only contains: ⋅  The reactor it self ⋅  Cooling Vents ⋅ ...
by minermoder27
Sun Jun 08, 2014 05:55
 
Forum: WIP Mods
Topic: [Mod] ITest Reactors [0.1 beta] [itest_reactors]
Replies: 3
Views: 1466

Re: Mesecons chain-reaction

Very nice map!
by minermoder27
Tue May 06, 2014 20:34
 
Forum: Minetest Maps
Topic: Mesecons chain-reaction
Replies: 1
Views: 2038

Re: [Mod] Mesecons lamps and logic gates [mesegates, meselam

I think, if these changes don't create big lag and also work with the current stable version of minetest, Jeija may add it to the mesecons mod. He's free to put them in as long as he follows the license's terms. Also, they don't seem to add big lag at all, but they lack the "stop working on ov...
by minermoder27
Tue May 06, 2014 20:29
 
Forum: Mod Releases
Topic: [Mod] Mesecons lamps and logic gates [mesegates, meselamps]
Replies: 12
Views: 4707

Re: [Mod] Mesegates - logic gates for Mesecons [mesegates]

Very nice!

As for crafting, what about this: a normal gate surrounded by mesecons
by minermoder27
Mon May 05, 2014 20:46
 
Forum: Mod Releases
Topic: [Mod] Mesecons lamps and logic gates [mesegates, meselamps]
Replies: 12
Views: 4707

Re: [Mod] Achievements [0.4] [awards] - awards menu

I have some code that can display awards in a tree, and can find that code for you if you like
by minermoder27
Mon May 05, 2014 20:42
 
Forum: Mod Releases
Topic: [Mod] Achievements [2.3] [awards] – UI support, more awards
Replies: 156
Views: 98509

Re: End dragon and endermen plus the realm of the End

If you like MineCraft, you should look at MiniTest (it doesn't have the end dimension, though).
by minermoder27
Sat May 03, 2014 05:50
 
Forum: WIP Mods
Topic: End dragon and endermen plus the realm of the End
Replies: 16
Views: 4535

Sorry about world.mt, just looked like some sort of config file to me
by minermoder27
Sat Apr 19, 2014 07:44
 
Forum: Mod Releases
Topic: [Mod] BuildTest - Buildcraft for Minetest [0.2] [buildtest]
Replies: 31
Views: 19446
Next

Return to advanced search

cron