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Re: Idea for a universal node/item creator

UPDATE I started working on a way to build/power the thing, and my ideas are kinda that you would have to have a very powerful generator of some type to use it. After all, you are trying to cause nuclear fusion pretty much, so I thought that logically, you would need a strong (for lack of a better t...
by mr_dean
Sun Mar 26, 2017 21:10
 
Forum: Modding Discussion
Topic: Idea for a universal node/item creator
Replies: 5
Views: 3538

Re: What i must use to compile minetest??

azekill_DIABLO, If you use Windows, then Microsoft Community Visual studio should work fine. Mac, I'm not sure, and from what I have seen here, you don't use Linux. I don't even know if you even use this any more, but I'm just sayin. On the bright side, You can use the most shiny Windows compiler th...
by mr_dean
Thu Mar 23, 2017 00:20
 
Forum: Minetest Engine
Topic: What i must use to compile minetest??
Replies: 12
Views: 6490

Re: [Game] Big Freaking Dig [0.5]

what is the recommended mapgen for this mod, because, when I use v6, I just get a big jumbled forest. v7 seems to work, but I always spawn in a cold biome in v7, no matter what. that's just my luck I guess
by mr_dean
Sat Mar 18, 2017 02:02
 
Forum: Subgame Releases
Topic: [Game] Big Freaking Dig [0.5]
Replies: 75
Views: 52246

Idea for a universal node/item creator

Lately, I have been working on a idea loosely based on basic_machines constructor and the Stargate MCD from gmod. What I am wondering is, has anyone seen anything like this in the past, and is there even a interest in a device that can just make other stuff out of one single ingredient? What the mod...
by mr_dean
Fri Mar 17, 2017 19:12
 
Forum: Modding Discussion
Topic: Idea for a universal node/item creator
Replies: 5
Views: 3538

Re: [Mod] Dungeon Treasure Chests [tsm_chests_dungeon]

This looks a lot like the dungeon loot mod, but, I bet I know why you made this! :)
by mr_dean
Fri Mar 17, 2017 18:30
 
Forum: WIP Mods
Topic: [Mod] Dungeon Treasure Chests [tsm_chests_dungeon]
Replies: 2
Views: 926

Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]

Is it okay to use code partially generated by Rubenwardy's NodeBox editor?
(I just want to be sure...)
by mr_dean
Thu Mar 16, 2017 19:11
 
Forum: Modding Discussion
Topic: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Replies: 28
Views: 15950

Re: [Mod] Away Mod [1.0] [away]

Is this still even an active mod? and, if so, will it still work with the current version of Minetest?
by mr_dean
Tue Mar 07, 2017 19:10
 
Forum: Mod Releases
Topic: [Mod] Away Mod [1.0] [away]
Replies: 8
Views: 7604

Re: [Game] MineClone 2 [0.14.0]

You did a really good job on this Wuzzy, I wanted a game that made gameplay similar to that of Minecraft, but Overcraft Origins was so buggy that it was unplayable. So I was kinda doubtful when I saw this, but I installed it anyway, and it works fine. I also really like the music (thx Jordach) and t...
by mr_dean
Tue Mar 07, 2017 16:41
 
Forum: WIP Subgames
Topic: [Game] MineClone 2 [0.17.0]
Replies: 300
Views: 190298

Re: [Mod] Dungeon Loot [1.1 alpha] [dungeon_loot]

Has anyone tested this with 0.4.15 yet? and, if so, are there any bugs that keep the game from loading it?
by mr_dean
Tue Mar 07, 2017 14:43
 
Forum: WIP Mods
Topic: [Mod] Dungeon Loot [1.1 alpha] [dungeon_loot]
Replies: 23
Views: 5411

Re: [Mod] Squaresville (Ruins) [squaresville]

This looks a lot like a Fallout type world, a large post-apocalyptic landscape covered by ruins and hostiles. I like it, it adds, in it's own way, more than the Aftermath game. +1
by mr_dean
Mon Mar 06, 2017 20:10
 
Forum: WIP Mods
Topic: [Mod] Squaresville (Ruins) [squaresville]
Replies: 14
Views: 2960

Re: [Mod] Villages for Minetest [mg_villages]

Just a question, has anyone else noticed the chests in the villages have no metadata? I love the mod, but, I wish I could get treasure from the villages, as it seems that if there is chests than you should be able to get something from them.
by mr_dean
Thu Feb 16, 2017 01:05
 
Forum: WIP Mods
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 64
Views: 24256

Re: Compressor 0.0.4 [W.I.P]

This is really cool, honestly I love your thinking on making diamonds out of coal. Even better, it's realistic :D
by mr_dean
Thu Feb 16, 2017 00:58
 
Forum: WIP Mods
Topic: Compressor 0.0.4 [W.I.P]
Replies: 23
Views: 4661

Re: Random foods [Mod] [random_foods] [V0.1]

Version 0.13 released! Adds beef soup, (requires mobs) and mushroom soup. I will make the beef soup optional soon.
by mr_dean
Wed Jan 18, 2017 01:10
 
Forum: WIP Mods
Topic: Random foods [Mod] [random_foods] [V0.1]
Replies: 5
Views: 1519

Re: Post your modding questions here

Oh, ok I see now, sorry, I just wasn't getting what you were saying, thx!
by mr_dean
Mon Jan 16, 2017 14:21
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 643542

Re: Post your modding questions here

Nyarg wrote:
mr_dean wrote:Topic: Game crashing

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
 
...
    discription = "Mushroom Stew",
...
    recepie = {
...


Are you saying that this is where my errors are, or just check those?
by mr_dean
Mon Jan 16, 2017 00:44
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 643542

Re: [Mod]Modular tunnel boring/building machine [digtron][0.

Did anyone know that this can dig through cloud block?

PS it's the only way to remove it
by mr_dean
Sun Jan 15, 2017 21:52
 
Forum: WIP Mods
Topic: [Mod] Modular tunnel boring/building machine [digtron][0.8]
Replies: 120
Views: 22938

Re: Post your modding questions here

Topic: Game crashing when I run a mod. Reason: I am trying to modify a mod I made, but now it crashes w/out a error. Info: So, I made a mod, (random_foods, look it up, WIP mods) I decided to edit it and add some stuff, but now it will not load. the game just stops working, and there's no error messa...
by mr_dean
Sun Jan 15, 2017 21:25
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 643542

Re: Random foods [Mod] [random_foods] [V0.1]

Notice:

version 0.11 should come out sometime this week, so, be watching!
I may also soon release a coral tool mod, but that's still iffy.
by mr_dean
Sun Jan 15, 2017 20:29
 
Forum: WIP Mods
Topic: Random foods [Mod] [random_foods] [V0.1]
Replies: 5
Views: 1519

Re: [Game] Post-apocalyptic Fallout World [aftermath]

how long are mob bones protected?
Just wondering...
by mr_dean
Sat Jan 14, 2017 02:11
 
Forum: Subgame Releases
Topic: [Game] Post-apocalyptic Fallout World [aftermath]
Replies: 29
Views: 15398

Re: Random foods [Mod] [random_foods] [V0.1]

I fixed the bug for no crafting for sugar, I have also fixed the typo in depends.txt so that it now lets you run the mod.
by mr_dean
Fri Jan 13, 2017 15:44
 
Forum: WIP Mods
Topic: Random foods [Mod] [random_foods] [V0.1]
Replies: 5
Views: 1519

Re: Random foods [Mod] [random_foods] [V0.1]

I will add a screenshot soon, I am trying to get one I like :(
by mr_dean
Fri Jan 13, 2017 02:19
 
Forum: WIP Mods
Topic: Random foods [Mod] [random_foods] [V0.1]
Replies: 5
Views: 1519

Random foods [Mod] [random_foods] [V0.1]

screenshot_20170112_114559.png My first mod, I know a lot of this stuff exists in other mods, but this is just a small mod, that doesn't add a ton of food. PLEASE NOTE: This REQUIRES mobs to work, or you will get error messages saying that the mod has unsatisfied dependencies. Adds several new food...
by mr_dean
Thu Jan 12, 2017 18:35
 
Forum: WIP Mods
Topic: Random foods [Mod] [random_foods] [V0.1]
Replies: 5
Views: 1519

Re: [Mod] TurtleMiner ... programmable turtles in Minetest

This is awesome! no, seriously though, this is really cool. I was thinking about trying to make a similar one, but using a Lua entity instead of a node, though my idea for programming it was with something similar to the "Lua Controller" from Mesecons but this is totally awesome!
by mr_dean
Tue Jan 10, 2017 20:35
 
Forum: WIP Mods
Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
Replies: 107
Views: 19947

Re: [Mod]Modular tunnel boring/building machine [digtron][0.

This is so cool FaceDeer,I like using it to build tunnels, and not having to supply it with roof material. it works as a tower builder too, (not really but sorta...) I made it build a ten-story tower, with two walls missing, but it wasn't supposed to build towers. keep it up! Can't wait to see where...
by mr_dean
Mon Jan 09, 2017 02:01
 
Forum: WIP Mods
Topic: [Mod] Modular tunnel boring/building machine [digtron][0.8]
Replies: 120
Views: 22938

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