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Re: [Mod] compost [wip][git][compost]

cd2 wrote:I added garden soil. If you use garden soil you dont need water to build a farm:


It might be a good idea to add an ABM (or something) to garden soil that runs every so often, and makes the plant on top (if present) grow a bit, in addition to what the plant already does.
by cheapie
Mon Apr 25, 2016 05:11
 
Forum: Mod Releases
Topic: [Mod] compost [git][compost]
Replies: 25
Views: 4672

Re: Post your screenshots!

Some random building I built on VanessaE's Creative Server. It's not furnished yet, and I'm letting bulldog1 handle that. https://cheapiesystems.com/media/images/2016-04-24-152300_1918x1179_scrot.png Elevator lobby: https://cheapiesystems.com/media/images/2016-04-24-153422_1918x1179_scrot.png Baseme...
by cheapie
Sun Apr 24, 2016 20:42
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1412559

[Mod] In-Game "Email" [git][mail]

Mail mod for Minetest ===================== Download: ZIP Git This mod adds a system to Minetest that allows players to send each other messages within the game. Unlike chat messages or /msgs, these can be sent to an offline player and will still be present the next time they join. Also, unlike phys...
by cheapie
Tue Apr 19, 2016 06:11
 
Forum: WIP Mods
Topic: [Mod] In-Game "Email" [git][mail]
Replies: 3
Views: 679

Re: Minetest Server Version 0.4.13?

You can compile Minetest from sources. See the GitHub project for instructions. You can also try this, it can be used on servers as well: https://forum.minetest.net/viewtopic.php?f=42&t=3837 I did this on my server, but it didn't seem to update. I will try purging old minetest (v0.4.12) and run...
by cheapie
Sat Apr 16, 2016 06:15
 
Forum: Minetest General
Topic: [SOLVED] Minetest Server Version 0.4.13?
Replies: 8
Views: 1104

Re: Transform player model

This is how my cars mod works.

It's also fun to turn random players into travelnet boxes.
by cheapie
Sat Apr 16, 2016 06:14
 
Forum: Minetest General
Topic: Transform player model
Replies: 9
Views: 2025

Re: Question for a "nil value"

thegreatone wrote:if pos ~= nil then <this line need to change out ~ with =

at least I THINK that may be what is throwing the error, I could be completely wrong. If I am then full apologies


There's nothing wrong with "~=". It's the opposite of "==".
by cheapie
Thu Apr 14, 2016 20:03
 
Forum: Modding Discussion
Topic: Question for a "nil value"[solved]
Replies: 13
Views: 965

Re: [Mod] Streets+Infrastructure Fork [streets][git]

benrob0329 wrote:Could you please post links/names of mods/modpacks?

Huh?
by cheapie
Mon Mar 21, 2016 02:31
 
Forum: WIP Mods
Topic: [Mod] Streets+Infrastructure Fork [roads][git]
Replies: 21
Views: 4299

Re: [Mod] Non-laggy cars [cars][git]

Diamond knight wrote:ho do you disable anticheat? i dont use minetest.conf much as the lines are unseperated and sloppy in notepad.exe


Then use a text editor that handles line endings properly.

Alternatively, newer versions of MT have it in the settings menu.
by cheapie
Sun Mar 20, 2016 19:51
 
Forum: WIP Mods
Topic: [Mod] Non-laggy cars [cars][git]
Replies: 17
Views: 4487

Re: Database migration with Minetest?

The Minetest client can work as a server if given the --server argument.

Try "minetest --server --worldname My_World --migrate leveldb" or similar.
by cheapie
Mon Mar 14, 2016 03:11
 
Forum: Minetest General
Topic: Database migration with Minetest?
Replies: 1
Views: 290

Re: [Mod] Non-laggy cars [cars][git]

This mod adds cars in what might be the simplest way possible - it turns the player into a car (and back again, if desired) - this makes it not lag like entity-based solutions do, but you can't see a car you're "in" from first-person view, and the car appears to be driving itself since no...
by cheapie
Sun Mar 13, 2016 01:06
 
Forum: WIP Mods
Topic: [Mod] Non-laggy cars [cars][git]
Replies: 17
Views: 4487

Re: I found MESE in Real Life!

jogag wrote:Anyway, we can't DIY this because there's a custom LCD to make. And that means messing everything up, finding a manufacturer, and $$$.

Some guy managed to make one...
by cheapie
Thu Mar 03, 2016 18:51
 
Forum: Minetest General
Topic: I found MESE in Real Life!
Replies: 29
Views: 10540

Re: Post your screenshots!

rubberduck wrote:and here a HUGE building from Nakilashiva on VE-Building

My favorite building from Nakilashiva has to be the "Dream Library".
Image
by cheapie
Wed Mar 02, 2016 23:42
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1412559

Re: Post your screenshots!

Inside a library I built on VanessaE's creative server (-150,550):
Image
by cheapie
Tue Mar 01, 2016 21:10
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1412559

Re: Loading media takes forever

ufa wrote:I have a bunch of MODs installed, but I think they are not the problem.


How much media are we talking here? 3 Mb/s is not a lot.
by cheapie
Mon Feb 29, 2016 04:11
 
Forum: Minetest Problems
Topic: Loading media takes forever
Replies: 8
Views: 1449

Re: help me please

So... you're wanting to mod a very old (0.3.x or earlier) version of MT?
by cheapie
Mon Feb 29, 2016 04:10
 
Forum: Minetest Problems
Topic: help me please
Replies: 10
Views: 1277

Re: ¿Make the map is not generated?

I found a few things in minetest.conf that might work: # From how far blocks are generated for clients, stated in mapblocks (16 nodes). # type: int # max_block_generate_distance = 6 Setting that to 0 *might* do what you want. # Size of chunks to be generated at once by mapgen, stated in mapblocks (1...
by cheapie
Mon Feb 29, 2016 04:08
 
Forum: Minetest General
Topic: ¿Make the map is not generated?
Replies: 1
Views: 416

Re: The size of Minetest's world compared to the size of Ear

If I got my math right, the surface area of a flat MT world would be about 3600 km^2, while Earth's surface area is about 509,000,000 km^2. This means that an MT world has about 0.0007% of the surface area of the Earth, or that you would need about 142,000 MT worlds to equal Earth.
by cheapie
Thu Feb 25, 2016 04:52
 
Forum: Minetest General
Topic: The size of Minetest's world compared to the size of Earth
Replies: 10
Views: 1759

Re: What hardware is everybody running?

_,met$$$$$gg. cheapie@tim ,g$$$$$$$$$$$$$$$P. OS: Debian testing stretch ,g$$P"" """Y$$.". Kernel: x86_64 Linux 3.16.0-4-amd64 ,$$P' `$$$. Uptime: 7h 11m ',$$P ,ggs. `$$b: Packages: 1528 `d$$' ,$P"' . $$$ Shell: bash 4.3.42 $$P d$' , $$P Resolution: 1920x1200 $$: ...
by cheapie
Wed Feb 24, 2016 04:50
 
Forum: Minetest General
Topic: What hardware is everybody running?
Replies: 82
Views: 16829

Re: A plea for direction.

AnxiousInfusion wrote:so what if FPS is reduced by some insignificant percentage?

It's already too low to begin with. Any drop from that is too much.

AnxiousInfusion wrote:It's not like we're all runing 386 with 3DFX

Sure as h*** runs like it most of the time.
by cheapie
Tue Feb 23, 2016 03:22
 
Forum: Minetest General
Topic: A plea for direction.
Replies: 37
Views: 13226

Re: A plea for direction.

The problems I have with the project and related things from my perspective as a more-or-less end-user are slightly different. The biggest one is currently the whole "let's add this, this, and this, and who cares about performance" thing. The experience of playing on VanessaE's creative se...
by cheapie
Sun Feb 21, 2016 20:37
 
Forum: Minetest General
Topic: A plea for direction.
Replies: 37
Views: 13226

Re: [Mod] Non-laggy cars [cars][git]

* Change the walking sound. (If possible, if not this needs a bug report for minetest) The docs say this should be possible. I tried it, and it didn't work. * Display the change in the HUD, e.g. via center message I might have to try that at some point. * Maybe enable fast automatically I'm not sur...
by cheapie
Tue Feb 02, 2016 01:48
 
Forum: WIP Mods
Topic: [Mod] Non-laggy cars [cars][git]
Replies: 17
Views: 4487

[Mod] Non-laggy cars [cars][git]

This mod adds cars in what might be the simplest way possible - it turns the player into a car (and back again, if desired) - this makes it not lag like entity-based solutions do, but you can't see a car you're "in" from first-person view, and the car appears to be driving itself since nob...
by cheapie
Mon Feb 01, 2016 22:35
 
Forum: WIP Mods
Topic: [Mod] Non-laggy cars [cars][git]
Replies: 17
Views: 4487

Re: Wondering...

happened last year on xanadu :) it was a big discussion about the rules and stuff. the hacker argued that there was no rule that forbids flying. reason: why should we make rules about features that don't exist? it's like having a "no pooping" rule. you can't poop in mimetest, so there is ...
by cheapie
Mon Jan 25, 2016 19:47
 
Forum: Minetest General
Topic: Wondering...
Replies: 19
Views: 3480

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

webdesigner97 wrote:I still have to think about a way to make every country happy. The fact of having different road-related stuff (markings, signs, trafficlights) makes that quite difficult...


I suppose that's sort of where my fork fits in, since it's drifting towards being more American-style.
by cheapie
Thu Jan 21, 2016 21:45
 
Forum: Mod Releases
Topic: [Mod] StreetsMod [2.0.1] – create modern cities
Replies: 308
Views: 118697

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

Hybrid Dog wrote:railroad gates
with bell sounds


My fork has those, although they are the American style, so they're not likely to make it into the "official" one.
by cheapie
Thu Jan 21, 2016 06:49
 
Forum: Mod Releases
Topic: [Mod] StreetsMod [2.0.1] – create modern cities
Replies: 308
Views: 118697

[Mod] Streets+Infrastructure Fork [roads][git]

https://cheapiesystems.com/media/images/screenshot_4.png https://cheapiesystems.com/media/images/2016-05-12-150853_1920x1200_scrot.png This is a fork of webdesigner97's StreetsMod and Ragnarok's Infrastructure . The main motivation for this was that streets is only occasionally under active develop...
by cheapie
Sun Jan 17, 2016 03:57
 
Forum: WIP Mods
Topic: [Mod] Streets+Infrastructure Fork [roads][git]
Replies: 21
Views: 4299

Re: [Server] VanessaE's Creative Server [git]

dkelley810 wrote:Can I have Interact please Vanessa? And how do I get out of the Spawn room with the Rules?

There are instructions on the signs in there.
by cheapie
Tue Jan 12, 2016 15:09
 
Forum: Minetest Servers
Topic: [Server] VanessaE's Creative Server [git/dev]
Replies: 1384
Views: 242237

Re: [Server] VanessaE's Survival Server [0.4.13]

Is there still a download link to the old map? I dug a bit through the Minetest section on your site and couldn't find a survival world download that wasn't current (new world). I had some buildings and construction strategies that I wanted to review. That, and I want to...sometime...revisit the st...
by cheapie
Sun Jan 10, 2016 00:48
 
Forum: Minetest Servers
Topic: [Server] VanessaE's Survival Server [git/dev]
Replies: 561
Views: 97668

Re: What is it about Minetest that draws you to it?

A quick Google search for "free version of minecraft" brought me here, and mods/modding and VanessaE's creative server keep me here.
by cheapie
Wed Dec 16, 2015 15:42
 
Forum: Minetest General
Topic: What is it about Minetest that draws you to it?
Replies: 38
Views: 5854

Re: Post your screenshots!

...and a new feature as of just a few minutes ago: https://cheapiesystems.com/media/images/screenshot_20151214_151903.png It now draws a line through the winning Xs/Os, using some other colors where necessary so that they are still visible. It currently uses 9 of the available 16 colors.
by cheapie
Mon Dec 14, 2015 21:21
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1412559
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