Search found 3693 matches

Return to advanced search

Re: [Mod] Simple Mobs [mobs]

brunob.santos wrote:No. I simply deletes the mobs keeping only the dungeon master. I deleted a line of it.(drop)

Why didn't you add this information to your first post? This is the reason it crashes.
by PilzAdam
Sun Jun 22, 2014 12:26
 
Forum: Mod Releases
Topic: [Mod] Simple Mobs [mobs]
Replies: 848
Views: 402477

Re: Wie neu sind eigentlich die Spieler?

Ich habe mit version 0.3.1 angefangen, obwohl schon 0.4-dev mit experimenteller mod unterstützung da war (April... 2012? wtf, ist das lang her). Dann bin ich, glaub ich, schon fast ein altes Eisen *lach*, denn ich hab Minetest schon irgendwann in der 0.2er-Serie auf der Platte. Damals wurden noch öf...
by PilzAdam
Sat Jun 21, 2014 20:13
 
Forum: Deutsch
Topic: Wie neu sind eigentlich die Spieler?
Replies: 33
Views: 5699

Re: [Mod] Simple Mobs [mobs]

This error toppled Brazil Minemacro server 11:14:15: ERROR[main]: ERROR: An unhandled exception occurred: /root/minetest/bin/../mods/mobs/api.lua:467: bad argument #1 to 'ipairs' (table expected, got nil) 11:14:15: ERROR[main]: stack traceback: 11:14:15: ERROR[main]: [C]: in function 'ipairs' 11:14...
by PilzAdam
Sat Jun 21, 2014 20:02
 
Forum: Mod Releases
Topic: [Mod] Simple Mobs [mobs]
Replies: 848
Views: 402477

Re: eure Namen

webdesigner97 wrote:Meiner dürfte selbsterklärend sein. @PilzAdam würde mich da mal interessieren :D

http://de.wikipedia.org/wiki/Pilz
by PilzAdam
Sat Jun 21, 2014 12:34
 
Forum: Deutsch
Topic: eure Namen
Replies: 11
Views: 2034

Re: [Mod] Simple Mobs [mobs]

I have gotten the following error: Irrlicht log: Could not open file of texture: UV_rat.png 17:34:44: ERROR[ServerThread]: LuaEntity name "creatures:sheep" not defined This error repeatedly shows up, and no sheep or rats will spawn. This is not caused by this mod. I have gotten the follow...
by PilzAdam
Sat Jun 21, 2014 10:36
 
Forum: Mod Releases
Topic: [Mod] Simple Mobs [mobs]
Replies: 848
Views: 402477

Re: [Mod] Minecraft like item drop/pick up [item_drop]

I checked out the latest GIT version, and found an obvious problem: You can no longer drop items, because they're picked back up immediately after leaving your inventory. Can some sort of cooldown be added, so items can only be picked up a second after their entity appears in-world? There is a cool...
by PilzAdam
Wed Jun 18, 2014 14:14
 
Forum: Mod Releases
Topic: [Mod] Minecraft like item drop/pick up [item_drop]
Replies: 94
Views: 57541

Re: Minetest - Education Version

I would prefer to just make all the changes only within the Games folder if possible. This would make it more portable and easier to maintain. Am I right in assume that minecraft.conf can't be implemented within the Game folder? Make a minetest.conf in the game folder, and then add the line default...
by PilzAdam
Thu Jun 12, 2014 11:11
 
Forum: Minetest General
Topic: Minetest - Education Version
Replies: 49
Views: 13573

Re: Wrong OpenGL version with NVidia driver and compiling er

I know a few people who had this problem. For all of them the problem "fixed itself".
Maybe try rebooting, deleting CMakeCache.txt and compile again.
by PilzAdam
Tue Jun 10, 2014 19:12
 
Forum: Minetest Problems
Topic: Wrong OpenGL version with NVidia driver and compiling error
Replies: 3
Views: 775

Re: Speeding up mapgen?

Is there a way to (without buying a faster machine)? I keep running into non-loaded chunks, and it's sort of annoying. If there's no way to fix it, then OK, but if there is, please tell me. My original fix was to start a localhost server and then connect to that with a client, as two threads are be...
by PilzAdam
Mon Jun 09, 2014 21:55
 
Forum: Minetest General
Topic: Speeding up mapgen?
Replies: 9
Views: 2162

Re: Mapgen V7 question

Why are water chasms only found in rivers and never in oceans? Why are oceans shallow and never really deep? In reply to the first question, I have in fact found water chasms in oceans, so I guess you've just been fairly unlucky... With the second question, I've found some deep oceans before. This ...
by PilzAdam
Mon Jun 09, 2014 16:47
 
Forum: Minetest Problems
Topic: Mapgen V7 question
Replies: 6
Views: 1276

Re: Forum search sucks

celeron55 wrote:Should the mod list show also topics from "Modding General"? Currently it does not.

I also have a mod in Other languages/German.
by PilzAdam
Sun Jun 08, 2014 20:41
 
Forum: Minetest General
Topic: Forum search sucks
Replies: 28
Views: 46388

Re: the settings don't save.

Do you edit minetest.conf while a Minetest instance is running?
by PilzAdam
Sun May 25, 2014 00:53
 
Forum: Minetest Problems
Topic: the settings don't save.
Replies: 11
Views: 2111

Re: Code Golf Competition

When will the winner be announced?
by PilzAdam
Sun May 25, 2014 00:26
 
Forum: WIP Mods
Topic: Code Golf Competition
Replies: 34
Views: 4994

Re: Code Golf Competition

Here is my submission for the shortest code: https://gist.github.com/PilzAdam/08eb6e724fe19f15870d The nodename is "a" (same as in my obfuscated submission). It has 334 characters. Here is a version, that supports the image from my other submission: https://gist.github.com/PilzAdam/4bcc985...
by PilzAdam
Mon May 19, 2014 16:08
 
Forum: WIP Mods
Topic: Code Golf Competition
Replies: 34
Views: 4994

Re: Mod Maker

The . and , keys on your keyboard are there for a reason.
by PilzAdam
Mon May 19, 2014 15:32
 
Forum: WIP Mods
Topic: Mod Maker
Replies: 3
Views: 1166

Re: Post your modding questions here

Why don't you submit a pull request to my carts mod? Would LOVE to, I PM'd you about whether you were interested in the changes and didn't get a response, so I thought you weren't interested. I'll figure out how to do a pull and execute it today. Oh, new PMs are rather invisible with this new forum...
by PilzAdam
Wed May 14, 2014 23:09
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 620219

Re: Post your modding questions here

I've got a fork of PilzAdam's cart mod that I want to publish as cartsplus. So I renamed everything from carts to cartsplus, and it works just fine. BUT, I'd like to make it so that when you include the cartsplus mod, all carts created under the old carts mod (carts:cart) become cartsplus carts (ca...
by PilzAdam
Wed May 14, 2014 19:00
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 620219

Re: Using OpenCL in Minetest client and/or server

Most of the big servers are dedicated servers without a graphics card.
by PilzAdam
Fri May 09, 2014 19:40
 
Forum: Minetest Features
Topic: [closed] Using OpenCL in Minetest client and/or server
Replies: 20
Views: 2353

Re: Post your screenshots!

Image
<3 3D perlin noise
by PilzAdam
Fri May 09, 2014 15:40
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1347751

Re: Is shaders will be implemented

You can't just write something in GLSL to make every graphical feature you want. GLSL is used to modify a part of the rendering pipeline. You need to supply the required data from the core code. E.g. to do dynamic shadows you need several rendering steps, which can only be done in the engine code. w...
by PilzAdam
Wed May 07, 2014 21:35
 
Forum: Minetest Features
Topic: Is shaders will be implemented
Replies: 11
Views: 2499

Re: Code Golf Competition

Here is my submission: https://gist.githubusercontent.com/PilzAdam/f7433cfbb206cebaf0df/raw/gistfile1.txt (paste it to init.lua in a mod folder; name doesn't matter). You can use this image (move it to textures/a.png in the mod folder) if you want (not required for the mod to work) (I "wasted&q...
by PilzAdam
Wed May 07, 2014 20:49
 
Forum: WIP Mods
Topic: Code Golf Competition
Replies: 34
Views: 4994

Re: [Mod] Carts [carts]

problem was that the calc_rail_direction has code that fires when the cart stops that checks to see if the cart has moved above or below the rail and places it back on the rail. it does this by checking for a rail above or below the current position, and if it finds it, calling calc_rail_direction ...
by PilzAdam
Wed May 07, 2014 19:26
 
Forum: Mod Releases
Topic: [Mod] Carts [carts]
Replies: 597
Views: 293869

Re: What's Minetest still missing over Minecraft?

Inocudom wrote:
celeron55 wrote:Image

Celeron55 posted this image in the Post Your Screenshots thread. It must mean something about Minetest's future.

The signs! They are everywhere!
Soilnar!
by PilzAdam
Wed May 07, 2014 19:16
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 134447

Re: Homepage visit button for public server list

What about security? I heard some people have Javascript enabled by default in their browsers. Are clickable links in OpenOffice a security risk? AFAIK the link is displayed and you need to Ctrl + click. What about security? I heard some people have Javascript enabled by default in their browsers. ...
by PilzAdam
Mon May 05, 2014 15:58
 
Forum: Minetest Features
Topic: Homepage visit button for public server list
Replies: 24
Views: 4187

Re: Annoying inventory and building bug...

There are a lot of topics about messed up inventory icons already, search through them first.
by PilzAdam
Mon May 05, 2014 15:57
 
Forum: Minetest Problems
Topic: Annoying inventory and building bug...
Replies: 12
Views: 2251

Re: Homepage visit button for public server list

What about security? I heard some people have Javascript enabled by default in their browsers.
by PilzAdam
Mon May 05, 2014 15:53
 
Forum: Minetest Features
Topic: Homepage visit button for public server list
Replies: 24
Views: 4187

Re: Setting up multiple servers

Compile with cmake . -DRUN_IN_PLACE=1
by PilzAdam
Mon May 05, 2014 13:59
 
Forum: Minetest Problems
Topic: Setting up multiple servers
Replies: 1
Views: 809

Re: [Mod] Bedrock [bedrock]

Calinou wrote:Fast and reliable

It's not reliable. Caves, gravel fields and ores "cut" through the bedrock layer.
by PilzAdam
Sun May 04, 2014 14:24
 
Forum: Mod Releases
Topic: [Mod] Bedrock [bedrock]
Replies: 23
Views: 20038

Re: [Mod] Bedrock [bedrock]

gsmanners wrote:Yeah. Actually, I was thinking about raising bedrock to -512 in my own game. That seems fairly sensible, even with the nether.

The never is generated at -5000 by default, so I would set the bedrock height to the same level.
by PilzAdam
Sun May 04, 2014 14:21
 
Forum: Mod Releases
Topic: [Mod] Bedrock [bedrock]
Replies: 23
Views: 20038

Re: [Mod] Bedrock [bedrock]

gsmanners wrote:Does this work with nether, or will that need to be modified to work with this?

It doesn't cause problems, but I would raise the height of the berock.
by PilzAdam
Sat May 03, 2014 21:50
 
Forum: Mod Releases
Topic: [Mod] Bedrock [bedrock]
Replies: 23
Views: 20038
PreviousNext

Return to advanced search

cron