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Re: [Mod] Incredible Maze Generator [incrediblemaze]

I'M BLIND! Oh wait.... no, there's in fact no screenshot.
by ErrorNull
Wed Mar 22, 2017 11:58
 
Forum: Mod Releases
Topic: [Mod] Incredible Maze Generator [incrediblemaze]
Replies: 6
Views: 2143

Re: [Windows] sfan5's builds: 32-bit & 64-bit, LevelDB, LuaJ

so *ahem* i see these super exciting references to client side modding (CSM) on these latest two updates. is there some documentation available yet on how to take advantage of the these new methods, callback functions, features?
by ErrorNull
Wed Mar 22, 2017 11:54
 
Forum: Minetest Builds
Topic: [Windows] sfan5's builds: 32-bit & 64-bit, LevelDB, LuaJIT
Replies: 585
Views: 350758

Re: [Mod] Mountain Climbing [handholds]

ah makes sense. great mod!
by ErrorNull
Wed Mar 22, 2017 04:29
 
Forum: Mod Releases
Topic: [Mod] Mountain Climbing [handholds]
Replies: 23
Views: 6104

Re: [Mod] Mountain Climbing [handholds]

very nice! does the speed at which you climb the same as ladder? i haven't tried mod yet, but i think slower would be more realistic or players will never care to make ladders again....
by ErrorNull
Tue Mar 21, 2017 23:55
 
Forum: Mod Releases
Topic: [Mod] Mountain Climbing [handholds]
Replies: 23
Views: 6104

Re: [Mod] Villages for Minetest [mg_villages]

thanks for the clarification Sokomine. i'm not familiar with how to work with biomes at this time. so I will have my villager's clothing types be chosen based on your village types - grasshut, lumberjack, tent, medieval, etc. my clothing types are only very basic, like for cold weather, hot weather,...
by ErrorNull
Tue Mar 21, 2017 22:19
 
Forum: WIP Mods
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 64
Views: 23830

Re: I'm leaving minetest

continue to do what you enjoy and what motivates you. thank you for all your contributions est31!
by ErrorNull
Sun Mar 19, 2017 11:51
 
Forum: Minetest News
Topic: I'm leaving minetest
Replies: 12
Views: 7627

Re: [mod] Trample path [trample_path]

that's cool! i will try it. but question: so when i walk on grass of flowers, they will automatically disappear or be removed? or is that optional behavior? thanks!
by ErrorNull
Tue Mar 14, 2017 14:14
 
Forum: Mod Releases
Topic: [mod] Trample path [trample_path]
Replies: 19
Views: 3610

Re: [Mod] Villages for Minetest [mg_villages]

Hi Sokomine - I'm working on a villagers mod that spawns into your beautiful villages. I'm doing this by hooking directly into your API function "mg_villages.part_of_village_spawned = function( village, minp, maxp, data, param2_data, a, cid )" I'm making good progress. Each villager now sp...
by ErrorNull
Thu Mar 09, 2017 15:31
 
Forum: WIP Mods
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 64
Views: 23830

Re: [Mod] Alive AI V3.31 [aliveai]

i use "pn" programmer's notepad. it's open source and works great food me. http://www.pnotepad.org
by ErrorNull
Thu Mar 02, 2017 13:49
 
Forum: Mod Releases
Topic: [Mod] Alive AI V4.8 [aliveai]
Replies: 148
Views: 66381

Re: [Mod] [Real Trees] [real_trees] [1.1]

Very cool. Keep up the great work! To me having these different size trees are so important and make the game more realistic.
by ErrorNull
Thu Mar 02, 2017 02:26
 
Forum: WIP Mods
Topic: [Mod] [Real Trees] [real_trees] [1.1]
Replies: 23
Views: 5193

Re: [Mod] [Real Trees] [real_trees] [1.1]

there have been dev updates coming with leaf decay ABM now based on LBM or node timers. will that impact this mod in any way?
by ErrorNull
Wed Mar 01, 2017 16:24
 
Forum: WIP Mods
Topic: [Mod] [Real Trees] [real_trees] [1.1]
Replies: 23
Views: 5193

Re: Request for donations for my development work

i will be happy to give you regular donations. i currently fund several of my favorite artists and game modders on a monthly basis on patreon. you have made many big contributions and hope to see more! if you ever use patreon let me know!
by ErrorNull
Wed Mar 01, 2017 16:04
 
Forum: Minetest General
Topic: Request for donations for my development work
Replies: 41
Views: 24479

Re: [Mod] Villages for Minetest [mg_villages]

Updates * Fixed bug in relation to mod_security. * The 3d torches from minetest_game are now used. * Added a new house, a shed with a forge and a shed with a pasture for animals (no animals included so far) * Fixed some issues with Ethereal biomes and ground types (i.e. bushes) not beeing properly ...
by ErrorNull
Fri Feb 17, 2017 08:05
 
Forum: WIP Mods
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 64
Views: 23830

Re: [Mod] Alive AI V2.9 [aliveai]

i also think this is a very important mob. i'm looking for a good villagers and traders mob and i'm keeping close eye on this one. a github is a great idea for this!
by ErrorNull
Fri Feb 17, 2017 07:48
 
Forum: Mod Releases
Topic: [Mod] Alive AI V4.8 [aliveai]
Replies: 148
Views: 66381

Re: Leave decay without ABM

i like this idea. the current leafdecay abm seems to be so heavy..
by ErrorNull
Fri Feb 10, 2017 04:55
 
Forum: Minetest Features
Topic: Leave decay without ABM
Replies: 9
Views: 1735

Re: Does adding more nodes....

Byakuren wrote:Could you try to fit a full question in your topic title next time? Something like "Does adding more nodes reduce performance?"

+1
by ErrorNull
Fri Feb 10, 2017 04:34
 
Forum: Minetest General
Topic: Does adding more nodes....
Replies: 6
Views: 1459

Re: [mod] Nodebox Mob API [nmobs]

very cool! watching this closely...
by ErrorNull
Tue Feb 07, 2017 14:24
 
Forum: WIP Mods
Topic: [mod] Nodebox Mob API [nmobs]
Replies: 26
Views: 3531

Re: [Windows] sfan5's builds: 32-bit & 64-bit, LevelDB, LuaJ

very awesome! great to see how much minetest improves each year.
by ErrorNull
Wed Dec 28, 2016 07:50
 
Forum: Minetest Builds
Topic: [Windows] sfan5's builds: 32-bit & 64-bit, LevelDB, LuaJIT
Replies: 585
Views: 350758

Re: Minetest 0.4.15

awesome. great job devs!
by ErrorNull
Sun Dec 25, 2016 10:30
 
Forum: Minetest News
Topic: Minetest 0.4.15
Replies: 136
Views: 52880

Re: How can I turn on wield light?

3d torches in now included in minetest game. But how can I turn on wield light? torches_wieldlight_enable = true in minetest.conf doesn't work when importing into minetest_game, the wieldlight functionality of the 3d torched mod was left out. my guess is because it adds some lag, though the lag iss...
by ErrorNull
Wed Dec 21, 2016 15:41
 
Forum: Minetest General
Topic: How can I turn on wield light?
Replies: 4
Views: 779

Re: [Mod] Villages for Minetest [mg_villages]

Another problem I already had several times. There is a problem with the torch as when I added some mods after generating the map the villages torches become unknown (with the special block) Any ideas which mod causes the problem? Or do I have the possibility to "find" the missing torches...
by ErrorNull
Wed Dec 21, 2016 15:27
 
Forum: WIP Mods
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 64
Views: 23830

Re: [API]Open AI [open_ai]

looks pretty cool! tenplus1's mobs-redo is pretty awesome already, but i'll be keeping my eye on yours too!

My request: add some sort of api to allow other mods to pass their own rewards (like experience points) or to execute custom functions (like upon death, or tame, or whatever) into your mobs.
by ErrorNull
Wed Dec 14, 2016 08:50
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 18253

Re: How can the minetest community be made bigger?

If the first time player downloads minetest, does not know to install any mods or subgames, the player will receive a message on the main menu...

"THERE ARE NO MODS OR SUBGAMES CURRENTLY LOADED.
To provide a fuller game experience, please go here
[link] and install these mods!"
by ErrorNull
Wed Dec 14, 2016 08:38
 
Forum: Minetest General
Topic: How can the minetest community be made bigger?
Replies: 49
Views: 7428

Re: Mgv7 is now the default mapgen

+1 for mg v7
by ErrorNull
Wed Dec 14, 2016 08:30
 
Forum: Minetest News
Topic: Mgv7 is now the default mapgen
Replies: 9
Views: 4245

Re: Post your mod requests/ideas here

I really enjoy sokomine's mg_villages mod that creates beautiful structures (end even spawns traders) on the world surface. I would love to see a mod that will now add small villages underground, like in caves or the nether or inside other large expanses created by many of the existing mods.
by ErrorNull
Tue Dec 13, 2016 10:36
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 382097

Re: [Mod] Villages for Minetest [mg_villages]

Sokomine my kids and I love your village mod. It is fantastic. I do have one small request, and probably is easy one... sfan's latest minetest build now uses the updated 3d torches as default. It would be cool to see mt_villages:torch nodes follow this update too! I also have another idea. How abou...
by ErrorNull
Tue Dec 13, 2016 10:33
 
Forum: WIP Mods
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 64
Views: 23830

Re: [Mod] Real Torch [0.4][real_torch]

just what i was hoping for! very nice.
by ErrorNull
Sun Dec 11, 2016 10:42
 
Forum: Mod Releases
Topic: [Mod] Real Torch [0.4][real_torch]
Replies: 18
Views: 4359

Re: [Mod] Villages for Minetest [mg_villages]

Sokomine my kids and I love your village mod. It is fantastic. I do have one small request, and probably is easy one... sfan's latest minetest build now uses the updated 3d torches as default. It would be cool to see mt_villages:torch nodes follow this update too!
by ErrorNull
Thu Dec 08, 2016 09:17
 
Forum: WIP Mods
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 64
Views: 23830

Re: [Mod] Not So Simple Mobs [3.0] [nssm]

I think it's great that all the mobs now use tenplus1's mob's redo api. i have always used mobs-redo but always wanted to have nssm mobs in my game too. will there be any issue with having all of the nssm mobs and all of the mob's redo mobs in my game together? my thoughts are there will be a bit of...
by ErrorNull
Tue Dec 06, 2016 06:26
 
Forum: Mod Releases
Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
Replies: 298
Views: 79804
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