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Re: [Mod] bring the joy of xmas to minetest. [christmas_craf

Yes, it wouldn't work and I love this mod, please could you update it. What didn't work? Maybe because the mod has an extra folder above it? Try move the christmas_craft folder out of the christmas_craft_0.2 folder directly into the mods folder and then delete the empty christmas_craft_0.2 folder. ...
by Topywo
Sun Oct 12, 2014 13:55
 
Forum: Mod Releases
Topic: [Mod] bring the joy of xmas to minetest. [christmas_craft]
Replies: 33
Views: 10093

Re: [Modpack] Sea [0.4.2] [sea]

Small update from 0.4.1 to 0.4.2.

When there's no 'sea' node nearby, the water will turn back into normal water. So if someone plants seaweed or coral at -1 or -2 level and later removes it, the hole will be refilled with the standard (visible) water.
by Topywo
Sat Oct 11, 2014 09:31
 
Forum: Mod Releases
Topic: [Modpack] Sea [0.4.2] [sea]
Replies: 144
Views: 77591

Re: A new Forum Section?

@Wuzzy Rereading it, I saw I suggested to delete everything beyond page 1, not page 2. Some nuance; removal from page 2 or 3 or 4, removal after being inactive for 1, 2, 6 months would also be fine. Deleting is indeed a bit harsh. If there's enough storage space, archiving would be friendlier. But u...
by Topywo
Thu Oct 09, 2014 15:29
 
Forum: Minetest General
Topic: A new Forum Section?
Replies: 27
Views: 3036

Re: A new Forum Section?

All the replies on this topic so far seem to have a point. Here are some of my thoughts: When I'm a first time on the minetest forum, I want to see at least/only these sections/threads with ( a link to) comprehensible information about how to : - download/install a version of the game for my OS - d...
by Topywo
Thu Oct 09, 2014 11:47
 
Forum: Minetest General
Topic: A new Forum Section?
Replies: 27
Views: 3036

Re: Player Textures

I think here, but didn't try:
minetest/games/minetest_game/mods/default/models


Edit: But maybe a skin mod would be a better option?
by Topywo
Thu Oct 09, 2014 09:35
 
Forum: Minetest Texture Packs
Topic: Player Textures
Replies: 36
Views: 14862

Re: Minetest 0.4.10 and Jungles ?

I compiled the latest dev-version for Lubuntu and used the first specs: name : titi seed : 6933366110595859385 v6/minetest /teleport -1206.2, 5.1, -633.2 And got teleported in the middle of a jungle. So maybe it's due to the difference between Windows and Linux or may between MinGW and MSVC, I don't...
by Topywo
Wed Oct 01, 2014 08:26
 
Forum: Minetest General
Topic: Minetest 0.4.10 and Jungles ?
Replies: 27
Views: 6143

Re: Minetest 0.4.10 and Jungles ?

I see. Reading is an art ... I still need to practice some more.

Iirc the first setup gives me jungletrees and I'm almost sure the second doesn't work. I'll recheck as soon as I use a new build.

Edit: I use Lubuntu.
by Topywo
Wed Oct 01, 2014 07:38
 
Forum: Minetest General
Topic: Minetest 0.4.10 and Jungles ?
Replies: 27
Views: 6143

Re: New here, my introduction and a big thank you!

Welcome to minetest!
by Topywo
Wed Oct 01, 2014 07:30
 
Forum: Minetest General
Topic: New here, my introduction and a big thank you!
Replies: 4
Views: 764

Re: Minetest 0.4.10 and Jungles ?

@napodan Try putting this in your minetest.conf file: mg_flags = trees, caves, dungeons mgv6_spflags = biomeblend, jungles, mudflow Then start a new world with a random seed and use /grant singleplayer all to give yourself fly and fast (and noclip) and fly around a bit. If there are still no junglet...
by Topywo
Wed Oct 01, 2014 07:24
 
Forum: Minetest General
Topic: Minetest 0.4.10 and Jungles ?
Replies: 27
Views: 6143

Re: [Mod] NonCubic Blocks Mod [1.4] [noncubic]

How does it work? I made one and I can't seem to make it work See the 1st post of this thread. Put the material in the 'in' part. Try out with cobble or normal wood. Then choose a shape in the upper part and a size in the lower part. The result you can take from the 'out' part. Just try it out a bi...
by Topywo
Tue Sep 30, 2014 06:56
 
Forum: Mod Releases
Topic: [Mod] NonCubic Blocks Mod [1.4] [noncubic]
Replies: 107
Views: 38893

Re: [Modpack] Animals Modpack [2.4]

This modpack sometimes makes reference to "initlib?" as a dependency, but I can't find where is initlib if it is a required mod? The mods in a dependency.txt file having a question mark (?) are optional dependencies. When you have the optional mod installed (configured/checked in the MT m...
by Topywo
Fri Sep 26, 2014 09:47
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 822836

Re: [Mod] Carpet [0.2] [carpet3d]

@srifqi:
White carpet with leaves sounds good.

Idea:
Maybe you can also use saplings as a design. And leaves and saplings of different mods that have special trees and have a optional dependency for those mods.
by Topywo
Thu Sep 25, 2014 09:05
 
Forum: Mod Releases
Topic: [Mod] Carpet [0.3] [carpet3d]
Replies: 26
Views: 12218

Re: [DEV][WIP] Mars mod.

Still the same error as mentioned by kaeza when trying to download.
by Topywo
Thu Sep 25, 2014 08:57
 
Forum: WIP Mods
Topic: [DEV][WIP] Mars mod.
Replies: 6
Views: 2026

Re: Post your modding questions here

@Icalasari
Idk, but you might find this mod (playerplus from TenPlus1) usable to understand how to code it:
viewtopic.php?f=9&t=10090
by Topywo
Wed Sep 24, 2014 08:38
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628151

Re: Post your modding questions here

@aMMOnym
I never tried to use the code that way, but in that case you might need to spawn them in "air" and build an if/then construction around it that checks if there's default_dirt_with_grass under it. If that works, you can use - 31.000 and + 31000 to spawn your pokemons.
by Topywo
Wed Sep 24, 2014 08:32
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628151

Re: [Game]/[World] Tutorial (Work in progress …)

Wuzzy wrote:For the tutorial to be effective, I wish this subgame (+ world) to be bundled with Minetest. Simply because you can’t expect newbies to search the forums for that. ;-)


+ 1
by Topywo
Wed Sep 24, 2014 08:17
 
Forum: Subgame Releases
Topic: [Game]/[World] Tutorial [1.8.2]/[2.2.0]
Replies: 195
Views: 79039

Re: [Mod] Technic [0.4.10] [technic]

I've been wanting programmable turtles in Minetest for a while now. electrodude512 is starting work on a ComputerCraft like mod and he said the following: I don't see turtles as being nearly as important as computers if you have Technic's frames, so I don't plan to immediately add turtles. I know n...
by Topywo
Wed Sep 24, 2014 07:52
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 531057

Re: Newcomer: some info

That really undermines the utility of the TNT, I thought it was used for easy mining. You might want to try out some tools from RealBadAngel's technic: https://forum.minetest.net/viewtopic.php?f=11&t=2538 or Krock's autominer: https://forum.minetest.net/viewtopic.php?id=8095#p123004 or aldobr's...
by Topywo
Wed Sep 24, 2014 07:29
 
Forum: Minetest General
Topic: Newcomer: some info
Replies: 19
Views: 3189

Re: Post your modding questions here

Hello could someone explain me this numbers (Its from on_generated function) minp, maxp, seed+21, 1/10/10/10, 1, -31000, -40) I can't explain properly what it means. I recognize it from the ore generation in mapgen.lua from an old default: -- Ore generation -- function default.generate_ore(name, wh...
by Topywo
Mon Sep 22, 2014 20:28
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628151

Re: [Mod] Carpet [0.1] [carpet]

Nice, though it might be better to rename it to prevent naming-conflicts:


Jordach, carpet:
viewtopic.php?id=2875#p39728


While checking for carpet I also found this one:
general3214, mccarpet:
viewtopic.php?id=7419#p114173
by Topywo
Mon Sep 22, 2014 11:27
 
Forum: Mod Releases
Topic: [Mod] Carpet [0.3] [carpet3d]
Replies: 26
Views: 12218

Re: [Mod] Shared chests with bag support [chesttools]

This is a very useful mod!
by Topywo
Sun Sep 21, 2014 09:35
 
Forum: WIP Mods
Topic: [Mod] Shared chests with bag support [chesttools]
Replies: 7
Views: 2659

Re: Post your screenshots!

jin_xi wrote:http://i.imgur.com/ocAyR1x.png


Nice!

How did you make it?
by Topywo
Sun Sep 21, 2014 09:15
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1379061

Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

streets-master is a modpack. Afaik it doesn't need to be renamed. Maybe the renaming causes the conflict with streetcars?
by Topywo
Fri Sep 19, 2014 12:27
 
Forum: WIP Mods
Topic: [Mod] Car extension for StreetsMod (ALPHA)[cars]
Replies: 81
Views: 23127

Re: Mods not working

@S0rceress0: Did you enable the mods? (Minetest menu, Singleplayer, Configure). Iirc .minetest means you installed it system-wide. From where did you get your minetest 0.4.10 version? At this moment in time, you might prefer to download the mods you want to play from under Mod Releases or Modding ge...
by Topywo
Thu Sep 18, 2014 17:37
 
Forum: Minetest Problems
Topic: Mods not working [SOLVED]
Replies: 5
Views: 1090

Re: [Mod] Double Chests [chest]

Some code things I found: - The hacky swap has been replaced by swap for the default chests: https://github.com/minetest/minetest_game/commit/47a49eccf4bd59427fa7486fd413e6eade1db896 - If you don't use the on_dig code, like in the default/nodes.lua, it is possible to 'double' your possessions. Try p...
by Topywo
Thu Sep 18, 2014 11:25
 
Forum: WIP Mods
Topic: .
Replies: 10
Views: 1748

Re: [Modpack] Animals Modpack [2.4]

@ken: The shark's randomly droppings should be registered in animalmaterials, but aren't (yet?).
by Topywo
Thu Sep 18, 2014 10:37
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 822836

Re: [Mod] Flamethrower [flamethrower]

balthazariv wrote:The link is dead.
If somebody can repost.

Thanks


Here's a link to the latest version I have:

https://dl.dropboxusercontent.com/u/65428713/flamethrower%20(24-03-2013).zip
by Topywo
Wed Sep 17, 2014 13:44
 
Forum: Mod Releases
Topic: [Mod] Flamethrower [flamethrower]
Replies: 13
Views: 5315

Re: Some serious questions from a MC server owner

-Grief protection: I see a rollback option, but on a busy server rolling back may be as bad as the grief damage; you roll back legit builds, too, after all. I never used the rollback command, but iirc only the actions of the griefer will be undone. This might cause temporarily lag on the server tho...
by Topywo
Wed Sep 17, 2014 13:37
 
Forum: Minetest Servers
Topic: Some serious questions from a MC server owner
Replies: 36
Views: 9811

Re: TNT Mod Problem

Without further information I guess renaming the mod to: tnt may solve your problem. If that doesn't work, post the "ERROR" lines from the (bottom) of your debug.txt file. Minetest 0.4.10 is already out (with tnt as part of the game). I personally prefer to use (one of) the latest dev-vers...
by Topywo
Tue Sep 16, 2014 14:56
 
Forum: Minetest Problems
Topic: TNT Mod Problem
Replies: 1
Views: 469

Re: [Mod] Mobs Redo [0.3] [mobs]

@Minetestforfun
I think you did not make an error. Those unknown nodes are the spiders that were already activated in those parts of the maps. Those remnants can be 'killed' and will 'die out' or maybe you can use 'clearobjects' (Can't help you with that, I never tried).
by Topywo
Tue Sep 16, 2014 14:45
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 241973
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