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@Neuromancer https://github.com/minetest/minetest/pull/887 fixes your issue
by sapier
Sat Aug 31, 2013 16:49
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821621

/mobf is only in new version in old one this was /mobf_settings
by sapier
Thu Aug 29, 2013 18:51
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821621

DigAmy I'm sorry but I can't do anything if you don post the "some bug in environment.lua" error information ;-). If you do so plz tell what version you're using too. If you did test stable branch, I suggest waiting for weekend as new stable is almost finished, fixing a lot of performance issues.
by sapier
Wed Aug 28, 2013 11:46
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821621

Yes Neuromancer that's same direction I was thinking at, improve movgen by some sort of "prefered" direction which is chosen by some criteria and selected with a chance bigger than random. This way fish could move towards a bobber, as well as rats towards crop. Making a wolf attack players lifestock...
by sapier
Tue Aug 27, 2013 08:29
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821621

@EDDIEDUCE almost everything is done on_step could you post a little bit more error information? I intend to release a new stavke version next weekend so any error report is helpfull.
by sapier
Mon Aug 26, 2013 22:02
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821621

it's resting
by sapier
Mon Aug 26, 2013 11:16
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821621

I'm about to write a mob making tutorial but I guess to add that feature some changes in core are necessary
by sapier
Sun Aug 25, 2013 21:20
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821621

@Mossmanikin I already thought about something very similar to Neuromancer suggestions but didn't want to conflict with your mod. So if you're ok to join forces I'll put this enhancement on list for 2.3. I don't wanna add new features to 2.2 right now as release is scheduled end of august ;-) @neuro...
by sapier
Sun Aug 25, 2013 20:12
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821621

I just added a FAQ section to wiki on github if you know about questions of common interest plz help me add them.
https://github.com/sapier/animals_modpack/wiki/Frequently-asked-questions
by sapier
Wed Aug 21, 2013 18:48
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821621

thanks for reporting this issue I'm gonna fix it as soon as possible
by sapier
Tue Aug 20, 2013 10:45
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821621

no it's feature complete, usually it's tested for compatibility along with mobf release ;-). I guess mesecons broke compatibility .. again
by sapier
Tue Aug 20, 2013 10:42
 
Forum: Mod Releases
Topic: [Mod] Monorail [0.1.2] [monorail]
Replies: 87
Views: 49087

I've just labeled first preview version of upcoming mobf release, 2.1.80 is ready for testing. Main improovements: -way more smart probabilistic movement gen -automatic movedir facing -faction support (gui still missing) -new settings menu (call by /mobf) -profiling support (requires socket lua addo...
by sapier
Sun Aug 18, 2013 17:08
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821621

@nikminers you can also use gui to remove all entites without loosing all objects but of course you need mobf to be installed until all enities are removed @all mobf 2.2 release is delayed due to minetest core missing features required for development branch ... if pilzadam keeps only merging what h...
by sapier
Wed Jul 31, 2013 15:02
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821621

what do you mean with "normal" 3d models? .x? not an option as ,x models are factor 5-20 larger than b3d ;-)
by sapier
Fri Jun 14, 2013 11:38
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821621

ryanvade you can ignore the texture warnings, those textures are relics of 3d mesh format. The mesh contains a path to a texture but texture isn't there for different systems. The texture is applied later so nothing bad happens. "MOBF: no pathfinding support/ no path found directly setting targetpos...
by sapier
Wed Jun 12, 2013 16:40
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821621

there is a check to not spawn mobs next to another mob of same type, unfortunately there was a bug. it's fixed in dev but it's not compatible to current master.
by sapier
Fri May 31, 2013 18:08
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821621

vktRus that's not a bug but a feature. abm based spawning is quite heavy and adds lag. that's why secondary spawning is disabled by default. If you enable it you get some mobs in "old" areas too but not all. e.g. vombies boombomb ...
by sapier
Mon May 27, 2013 14:00
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821621

all of those mobs (rat dm oerkki) are included within mobf too pilzadam ;-P and of course 3d as well as 2d
by sapier
Thu May 23, 2013 10:48
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821621

animal_dm_meshw.jpg2 ??? there shouldn't be any jpg files within mobf if this was added by mistake I'm gona fix it. until then just find this file and delete it.
by sapier
Wed May 22, 2013 11:45
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821621

@keyxmakerx thanks for your bugreport plz test 0.1.2 containing fix for your problem Edit1: initial privs have to be given by server admin, there are 2 privs for factions: factions_admin: Can do everything with any faction including creating a faction. factions_user: players allowed to use factions ...
by sapier
Thu May 16, 2013 17:45
 
Forum: Mod Releases
Topic: [Mod] Factions (sapier's) [0.1.5] [factions]
Replies: 22
Views: 9321

You're aware that booster rails don't require mesecons? if mesecons isn't detected they'll always accelerate (at least if you never had mesecons in this world)
by sapier
Mon May 13, 2013 23:33
 
Forum: Mod Releases
Topic: [Mod] Monorail [0.1.2] [monorail]
Replies: 87
Views: 49087

value is true or false I updated main post
by sapier
Mon May 13, 2013 23:30
 
Forum: Mod Releases
Topic: [Mod] Factions (sapier's) [0.1.5] [factions]
Replies: 22
Views: 9321

afaik this is true for normal rails too. due to simplicity of monorail it's just more obvious. But if someone has a suggestion how to fix it? I'm not a graphics guy my main interst with this mod was the physics/mechanics behind it.
by sapier
Mon May 13, 2013 15:40
 
Forum: Mod Releases
Topic: [Mod] Monorail [0.1.2] [monorail]
Replies: 87
Views: 49087

@Inocudom I'm not quite sure but maybe you used too much booster rails. Once a cart is accelerated to much it'll crash to the floor thus being stopped. If this guess is true the issue should occur way more often the slower your server is. @Dan Duncombe thats two suggestions :-) the second one being ...
by sapier
Mon May 13, 2013 05:53
 
Forum: Mod Releases
Topic: [Mod] Monorail [0.1.2] [monorail]
Replies: 87
Views: 49087

@Idanwin I'm not quite sure about the reason for this glitch. I don't think it's a direct effect of maploading. My current working thesis is it's a collision handling artifact happening on high server load. Which of course is result of chunk loading. My stepsize pull request might help reducing this...
by sapier
Sun May 12, 2013 01:24
 
Forum: Mod Releases
Topic: [Mod] Monorail [0.1.2] [monorail]
Replies: 87
Views: 49087

if someone provides claiming/selling I gladly merge it but for the moment I don't plan to add new features on my own.

EDIT1:
this mod is just bywork for mobf ... and I haven't even done the mobf part by now ;-)
by sapier
Fri May 10, 2013 23:54
 
Forum: Mod Releases
Topic: [Mod] Factions (sapier's) [0.1.5] [factions]
Replies: 22
Views: 9321

cleanup is implemented for almost half a year now I can't help if anyone is to lazy to read documentation or one of at least 5 posts it's mentioned.

mobf isn't a simple one line mod plz read doc and at least some pages of this thread before complaining about things already included for ages
by sapier
Fri May 10, 2013 17:18
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821621

a little bit less invasive way is just disabling the vombie mob and selecting delete disabled mobs within settings
by sapier
Fri May 10, 2013 13:49
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821621

spawnpoint is a little bit difficult to add as you can be member in multiple factions. Which spawnpoint should be the one taking effect?
by sapier
Fri May 10, 2013 08:20
 
Forum: Mod Releases
Topic: [Mod] Factions (sapier's) [0.1.5] [factions]
Replies: 22
Views: 9321

You most likely downloaded fixed version just this moment, there was a bug in those handlers. Still if minetest calles all handlers I need to recheck some error cases.
by sapier
Fri May 10, 2013 08:15
 
Forum: Mod Releases
Topic: [Mod] Factions (sapier's) [0.1.5] [factions]
Replies: 22
Views: 9321
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