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Re: Post your modding questions here

Thank you very much, time for experimenting :)

edit : looks like it's working
http://i.imgur.com/oyj49n1.jpg
going to have fun testing around the values
by Robsoie
Wed Dec 21, 2016 12:56
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 658586

Re: Post your modding questions here

On an old thread i asked on how to make those forests/jungle less dense (as i never had any fun with how they are set up) : https://forum.minetest.net/viewtopic.php?f=47&t=14545 And it worked great and can be tweaked a lot , by example on a v7 that usually generate very dense forests on my world...
by Robsoie
Wed Dec 21, 2016 12:23
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 658586

Re: [API]Open AI [open_ai]

I checked the videos and i'm really amazed at how those mobs are moving, they nearly "feel" alive.
Can't wait to see how it will go.
by Robsoie
Tue Dec 20, 2016 21:29
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 19230

Re: [Modpack] Villages modpack (contains mg_villages)

Hello, I've been testing this modpack and found that it contained already mg_village, explaining why when i enabled the full modpack + mg_village i only encountered problems. So after enabling only the modpack (and removing the canadian house mod as it depends on lost things) it worked on my new tes...
by Robsoie
Wed Sep 07, 2016 12:52
 
Forum: WIP Mods
Topic: [Modpack] Villages modpack (contains mg_villages)
Replies: 34
Views: 7880

Re: [Mod] Fun Caves [fun_caves]

Thanks for the update, i grabbed it from your github and it launched , along mobs_redo perfectly fine. On my quick test i started in a nice little village with friendly villagers that were all running at me to show how welcoming they were :D Not sure what could have edited my default minetest_game a...
by Robsoie
Wed Jul 13, 2016 09:08
 
Forum: WIP Mods
Topic: [Mod] Fun Caves [fun_caves]
Replies: 244
Views: 24914

Re: [Mod] Fun Caves [fun_caves]

Hello, I decided to test your latest version from github instead of the old version i had , but now when i create a world with fun_caves i have this error preventing play : 2016-07-12 20:14:56: ERROR[Main]: ModError: Failed to load and run script from C:\minetest-0.4.14\bin\..\mods\fun_caves-master\...
by Robsoie
Tue Jul 12, 2016 18:16
 
Forum: WIP Mods
Topic: [Mod] Fun Caves [fun_caves]
Replies: 244
Views: 24914

Re: New mob mod

I just watched your videos from your post on the video thread and the less i can say is that i'm very impressed.

And getting 170 creature using your movement code without any lag, that's nothing short of amazing.
Good luck in improving your excellent work.
by Robsoie
Tue Jul 12, 2016 14:00
 
Forum: Modding Discussion
Topic: New mob mod
Replies: 11
Views: 1035

Re: What's Minetest still missing over Minecraft?

I'm no developer, i'm only a player, i often play Minetest with my young nephew. When it comes to "creative" mode i help him build whatever ideas he has, and i found that minetest_game is entirely sufficient from what i experienced, we had a lot of fun building things, some mods like boost...
by Robsoie
Mon Jul 11, 2016 17:57
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 139884

Re: [MOD] Ethereal NG [1.20]

by mobs api, i assume you're talking about the "mobs_redo" mod, if that's it, indeed i am running it, all the mobs redo files are enabled. On non-ethereal world , animals and monsters have been spawning as they should, it's only on my ethereal world that i have seen nothing during all thos...
by Robsoie
Sat Jul 09, 2016 16:27
 
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.22] [ethereal]
Replies: 64
Views: 39170

Re: [MOD] Ethereal NG [1.20]

Hello, Is mobs redo (and all mobs redo supported creatures) incompatible with Ethereal NG 1.20 or is there some setting i am missing to make them compatible ? I've been waiting and walking around for 3 days and 2 nights in banana jungle and have not seen a single creature, and no creature is mention...
by Robsoie
Sat Jul 09, 2016 14:48
 
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.22] [ethereal]
Replies: 64
Views: 39170

Re: [Mod] Mobs Redo [1.30] [mobs]

[*]Creeper https://forum.minetest.net/viewtopic.php?f=11&t=9917&start=250#p176616 Hello, it seems your mobs redo creeper variant from the Daredevil creeper is missing its model, the init.lua has mesh = "mobs_tree_monster.x", that does not exist in the mobs_monster, so they're invi...
by Robsoie
Sat Jul 09, 2016 11:35
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 249045

Re: [Game] Adventuretest [Alpha]

You can change the physics parameters in adventuretest/minetest.conf without causing a problem. You can just delete the movement lines, except for maybe movement_speed_fast if you plan on using fast moving for sprinting. Spawning underground is an Adventuretest issue, I'm not sure if it's a Mapgen ...
by Robsoie
Fri Jul 01, 2016 13:59
 
Forum: Subgame Releases
Topic: [Game] Adventuretest
Replies: 298
Views: 108723

Re: [Game] Adventuretest [Alpha]

Hello I'm completely new to Adventuretest, so sorry if this is known problem. My first contact seems a bit buggy : my first spawn on a mapgenV7 world is somehow underground, there was some see-through view i dug up but died in the night in my quickly made dirt house in which i was planning to wait f...
by Robsoie
Wed Jun 29, 2016 21:50
 
Forum: Subgame Releases
Topic: [Game] Adventuretest
Replies: 298
Views: 108723

Re: [Mod] Mobs Redo [1.30] [mobs]

A bit of help please [*]Sheep (right-click for wool, feed 8 wheat to replenish wool)[/*] I can't make this work, i managed to feed the animal 8 wheat items (and the game tells me the sheep is tamed) by right click on the sheep with them selected (so they are given one by one), but no right click on ...
by Robsoie
Wed Jun 22, 2016 20:33
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 249045

Re: [Game] Minetest TNG [v16.05]

I thought the "MeshUpdate" hinted to a different bug, as the other one refered to "Emerge-0". Odd if those are engine bugs i have not yet got any crash from the default game. Maybe it's the addition of some of those TNG-specific mods that aren't fully accepted by the current stat...
by Robsoie
Sun May 22, 2016 23:59
 
Forum: Subgame Releases
Topic: [Game] Minetest TNG [v16.08] - Free for backporting!
Replies: 99
Views: 42046

Re: [Game] Minetest TNG [v16.05]

I just got another crash, this time just prior it i was right clicking around , mostly to test and it crashed after a few of those right clicks. 2016-05-22 19:34:49: ACTION[Main]: Server for gameid="Minetest_TNG-master" listening on 0.0.0.0:54651. 2016-05-22 19:34:55: ACTION[Server]: singl...
by Robsoie
Sun May 22, 2016 19:15
 
Forum: Subgame Releases
Topic: [Game] Minetest TNG [v16.08] - Free for backporting!
Replies: 99
Views: 42046

Re: [Game] Minetest TNG [v16.05]

Not sure what happened, i'm new to TNG, downloaded the latest version from github, added it to the games folder of the recently released Minetest 0.4.14 for win32 , i ran a new world with it (no additional mod, only TNG) on Valley mapgen . Spawned in some non-dense forest , moved around until i saw ...
by Robsoie
Sun May 22, 2016 12:13
 
Forum: Subgame Releases
Topic: [Game] Minetest TNG [v16.08] - Free for backporting!
Replies: 99
Views: 42046

Re: modding forest

Thank you, this is very helpful.
by Robsoie
Mon May 02, 2016 17:18
 
Forum: Modding Discussion
Topic: modding forest
Replies: 4
Views: 806

modding forest

Hello I would like to have less dense forest/jungle biome, basically my goal would be to increase the minimum spacing between trees, both for navigation and performance reasons. I gave a look into the ...\games\minetest_game\mods\default\ mapgen.lua to test things around, but unfortunately, not havi...
by Robsoie
Mon May 02, 2016 09:28
 
Forum: Modding Discussion
Topic: modding forest
Replies: 4
Views: 806
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