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Re: Can I use mods on my world online?

Sure, you can host a Minetest server on your machine anytime you want. All mods are server-sided, this means your clients will not need to download anything manually. Here are some good server creation guides in the servers sub-forum: [Guide] Create and maintain a server on Windows and the older Ill...
by Krock
Mon Dec 26, 2016 16:27
 
Forum: Minetest Problems
Topic: Can I use mods on my world online?
Replies: 3
Views: 922

Re: [Mod] Translate Item Texts [Mod]

Interesting mod. It's really helpful to generate a language template file for all item, node and tool descriptions. Could you perhaps add a seperator (comment line) in the generated template file, that contains the name of the current mod? Currently it is quite hard to see to which mod the descripti...
by Krock
Sun Dec 25, 2016 09:16
 
Forum: WIP Mods
Topic: [Mod] Translate Item Texts [Mod]
Replies: 2
Views: 609

Re: Minetest mods web app

Could you give the white text in the mod's descriptions a solid background color? It's quite annoying to have that texture behind the text.
Also, your URL in the topic should start with "http://" in order to make [url] work properly.
by Krock
Thu Dec 22, 2016 19:29
 
Forum: Minetest-Related
Topic: Minetest mods web app
Replies: 3
Views: 2676

Re: [Mod] Boost cart [boost_cart]

Hey why the change? Because I can. \o/ you can't punch a side to change the direction, it just keeps going and going until you pick it up. I tested this with the latest version of MTG's carts on a Windows in-development build and couldn't reproduce this issue. Please download/pull the newest versio...
by Krock
Fri Dec 09, 2016 19:45
 
Forum: Mod Releases
Topic: [Mod] Boost cart [boost_cart]
Replies: 87
Views: 49656

Re: [Mod] BitChange (money) [bitchange]

Finally there's a new update \o/ In the latest master HEAD , there's a fix that allowed players to repair tools by using their own shops. Also the code and the main topic is now a bit cleaner and better formatted. Looks like my programming style changed a bit in these three years :) Keep submitting ...
by Krock
Fri Dec 09, 2016 18:53
 
Forum: Mod Releases
Topic: [Mod] BitChange (money) [bitchange]
Replies: 34
Views: 15605

Re: [Mod] Snow Biomes [3.2] [snow]

A new version?New version of minetest hasn`t come yet, last version was 0.4.14 Versions between each release are so-called in-development versions and contain newer features, bugfixes but also new bugs. There are precompiled (PPA) versions for Ubuntu/Mint and Arch Linux here . For a different distr...
by Krock
Sun Dec 04, 2016 15:27
 
Forum: Mod Releases
Topic: [Mod] Snow Biomes [3.2] [snow]
Replies: 272
Views: 96393

Re: [Mod] X-Decor [git] [xdecor]

Okay, I stumbled over a recent commit message in this mod. It now uses the "colorize" function, which was added in newer in-development versions. This means: The current version will NOT work with 0.4.14-stable anymore, get the last compatible version instead if you do not want to update. ...
by Krock
Sun Dec 04, 2016 13:05
 
Forum: Mod Releases
Topic: [Mod] X-Decor [git] [xdecor]
Replies: 266
Views: 63431

Re: minetest probleme portweiterleitung

Wenn du schon Port 30001 öffnest, sollte auch Minetest auf diesen Port konfiguriert sein.
Also sollte die Datei minetest.conf auf deinem Server diese Zeile enthalten:
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
port = 30001
by Krock
Sat Dec 03, 2016 19:38
 
Forum: Deutsch
Topic: minetest probleme portweiterleitung
Replies: 4
Views: 2752

Re: [Windows] Krock's 32-bit MSVC builds

0.4.14-dev_MSVC , 161202 Download binaries (Dropbox, 7z archive, ~ 5.87 MiB) Download debug database (Dropbox, 7z archive, ~ 2.7 MiB) Source: MODBRANCH [Mod] Make getPointedThing faster Optimize block sent: Fix rendering issue Biomes: Increase heat and humidity noise spread to 1000 Don't send a...
by Krock
Sat Dec 03, 2016 15:00
 
Forum: Minetest Builds
Topic: [Windows] Krock's 32-bit MSVC builds
Replies: 175
Views: 71835

Re: Split bags from Unified Inventory?

Now that the mod "sfinv" is part of Minetest Game, it would be easy to make the bags compatible with the regular inventory too, without additional mods.
by Krock
Mon Nov 28, 2016 18:52
 
Forum: Modding Discussion
Topic: Split bags from Unified Inventory?
Replies: 6
Views: 3818

Re: [Mod] Boost cart [boost_cart]

Update time There is now a slightly modified version of this boost_cart mod in the official minetest_game. Thus, you will most likely not need this mod anymore after the release of Minetest 0.4.15. However, there are some differences: Mesecons When enabled, they are used to turn the acceleration of...
by Krock
Sun Nov 27, 2016 11:51
 
Forum: Mod Releases
Topic: [Mod] Boost cart [boost_cart]
Replies: 87
Views: 49656

Re: 9 Leute werden heute 60

Bei den 9732 momentan existierenden Forum-Accounts hätten statistisch gesehen jeden Tag 26.66 Leute Geburtstag. Dass jedoch in einem Computerspiel-Forum gerade neun Leute sind, welche diese optionale Angabe im Profil gemacht haben und 60 Jahre alt werden, ist sehr unwahrscheinlich. Möglicherweise ha...
by Krock
Sun Nov 27, 2016 08:34
 
Forum: Deutsch
Topic: 9 Leute werden heute 60
Replies: 3
Views: 2492

Re: [Mod] Skins for unified_inventory [u_skins]

Minetest_Neko_ wrote:Hpw to i get the inventory you have? i ahve default inventory

It's called unified_inventory, which can be found here. By the way, that mod is required to be installed and activated to make u_skins work.
by Krock
Fri Nov 18, 2016 17:50
 
Forum: Mod Releases
Topic: [Mod] Skins for unified_inventory [u_skins]
Replies: 31
Views: 11624

Re: World size

It comes from the fact that node positions are sent and handled as 16-bit numbers. This means we could have a world that's about 65500^3 nodes big. The world generator stops some kilometers earlier to prevent occasional bugs due to overflows etc. This topic might be interesting for you: Infinite wor...
by Krock
Wed Nov 16, 2016 19:06
 
Forum: Minetest General
Topic: World size
Replies: 7
Views: 1390

Re: [Mod] Hell [hell]

Hello Lucifer, here I come.
Good job :)
by Krock
Mon Nov 14, 2016 17:56
 
Forum: WIP Mods
Topic: [Mod] Hell [hell]
Replies: 23
Views: 3571

Re: [Windows] Krock's 32-bit MSVC builds

cHyper wrote:when I start a new map in singleplayer the game crash!!! But I dont know why?!

Please re-download the current binary and overwrite the other one. The first uploaded version was a faulty build and instantly crashed here too, thus I uploaded a new one about an hour later. Sorry for this.
by Krock
Sat Nov 12, 2016 10:27
 
Forum: Minetest Builds
Topic: [Windows] Krock's 32-bit MSVC builds
Replies: 175
Views: 71835

Re: [Windows] Krock's 32-bit MSVC builds

please explain the debug database! what it is good for and how do I use it? You can use it to trace back fatal errors. Minetest will generate a Minidump (*.dmp) file for the Windbg application, which is very helpful for finding the source of a crash - but it requires the debug database to "res...
by Krock
Fri Nov 11, 2016 20:26
 
Forum: Minetest Builds
Topic: [Windows] Krock's 32-bit MSVC builds
Replies: 175
Views: 71835

Re: [Windows] Krock's 32-bit MSVC builds

0.4.14-dev_MSVC , 161111 Download binaries (Dropbox, 7z archive, ~ 5.87 MiB) Download debug database (Dropbox, 7z archive, ~ 2.7 MiB) Source: MODBRANCH [Mod] Make getPointedThing faster Fixed tooltips not resizing with \n (#4766) Fix incorrect distance computation for visible blocks (#4...
by Krock
Fri Nov 11, 2016 20:03
 
Forum: Minetest Builds
Topic: [Windows] Krock's 32-bit MSVC builds
Replies: 175
Views: 71835

Re: "Trying to store" & "disconnecting peer" problem

The easiest solution for this problem would be to increase the amount of objects per block in your minetest.conf file: max_objects_per_block = 500 Maybe it will make the world a bit laggier but you will keep the items that would be deleted instead. On the 20th October the limit was increased by defa...
by Krock
Fri Nov 11, 2016 19:44
 
Forum: Minetest Problems
Topic: "Trying to store" & "disconnecting peer" problem [solved?]
Replies: 6
Views: 1596

Re: Does minetest.exe require admin privileges?

Please make sure that you install/copy the Minetest directory to the user's desktops or a personal directory. This means, directories like "Program Files" or write protected places should not be used. I tested the binary on a flash stick without administrator access (Window$ 7) and everyth...
by Krock
Wed Nov 09, 2016 18:46
 
Forum: Minetest Problems
Topic: Does minetest.exe require admin privileges?
Replies: 5
Views: 1403

Re: Search Minetest mods!

Not shure if this bug was introduced lately or if this exists for a longer time: No, this is a new one. Thanks for reporting, I fixed it. could you please replace the favicon to something more minetest like? That favicon was generated by perlin noise, then modified with the sepia filter. I would re...
by Krock
Wed Nov 09, 2016 18:40
 
Forum: Minetest-Related
Topic: Search Minetest mods!
Replies: 55
Views: 19990

Re: Search Minetest mods!

Website Update http://i.imgur.com/fXW0zFF.png The image says everything. A new button has been added. .. and with it I rewrote about 400 lines of code, which means there can be fresh bugs around. So please report them instead of roasting and eating ;) This simply button was requested by rubenwardy ...
by Krock
Mon Nov 07, 2016 19:38
 
Forum: Minetest-Related
Topic: Search Minetest mods!
Replies: 55
Views: 19990

Re: [Mod] Simple teleporters [easyporter]

Interesting idea. Would it be possible to add bidirectional teleporters, so it's not required to set up two teleporter stations on each side? It is indeed helpful to teleport to common places by creating an in-portal in front of your house to get easily to the wanted destination, but backwards isn't...
by Krock
Sun Nov 06, 2016 14:46
 
Forum: Mod Releases
Topic: [Mod] Simple teleporters [easyporter]
Replies: 5
Views: 1341

Re: Knockback [idea]

Same topic, different sub-forum: viewtopic.php?t=14834
by Krock
Sat Nov 05, 2016 10:43
 
Forum: Minetest General
Topic: Knockback [idea]
Replies: 3
Views: 750

Re: [Mod] Simple protection [simple_protection]

How can an admin clear a claimed area that belongs to a normal user? Simply walk into the area and use the command "/area unclaim". It will unclaim the current area either when you're the owner or when you've got the "simple_protection" privilege. Code reference I've also opened...
by Krock
Tue Nov 01, 2016 18:49
 
Forum: Mod Releases
Topic: [Mod] Simple protection [simple_protection]
Replies: 31
Views: 8108

Re: Git, Github, and Minetest modding

Wow shit. A whole hour of explaining is maybe a bit much but you seem to explain there everything that's needed. Would it possible to add the time links into the description for each "chapter", like: Signing up, Creating a mod, Uploading the mod etc.? I'd really appreciate it to be able to...
by Krock
Mon Oct 31, 2016 17:21
 
Forum: Modding Discussion
Topic: Git, Github, and Minetest modding
Replies: 2
Views: 623

Re: First mod / CoolCoal / (c)

Yes, the license is important for all published work from you.
https://tldrlegal.com/ is a great site when you don't exactly know what a license allows or restricts for those who download your mod.
The most common licenses are CC0, WTFPL (which is almost identical to CC0), MIT and BSD 3-Clause.
by Krock
Sun Oct 30, 2016 08:26
 
Forum: Modding Discussion
Topic: First mod / CoolCoal / (c)
Replies: 1
Views: 445

Re: Need default texture pack, thats up to date.

The "complete" texture pack would contain textures for over a thousand of different mods. So you're talking about the textures from minetest_game only, right? After a fresh git clone/download of minetest_game you can simply use a local file search application and list all *.png files insid...
by Krock
Fri Oct 28, 2016 19:01
 
Forum: Minetest General
Topic: Need default texture pack, thats up to date.
Replies: 7
Views: 1367

Re: [Mod] pumpkin textures [pumpkin]

Finally a halloween mod! The textures look good - could even be extended with more pumpkins, like old brown ones or such with a bloody face.
by Krock
Fri Oct 28, 2016 17:55
 
Forum: WIP Mods
Topic: [Mod] pumpkin textures [pumpkin]
Replies: 10
Views: 1134

Re: [Mod] Player Ranks [0.1.0] [rank]

There's no possibility to get more privileges with these ranks right now but they're still a nice addition for the nickname when I've got too many ores :) PS: It would be possible to put the ranks into a table, which describes the required nodes for each rank. Additionally it shortens your code by a...
by Krock
Fri Oct 28, 2016 17:48
 
Forum: WIP Mods
Topic: [Mod] Player Ranks [0.2.0] [rank]
Replies: 18
Views: 2265
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