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The issue is that the bamboo bock stairs won't register and show up as an unknown item when placed but will show up as bamboo stairs when in a stack in inventory. Don't know how to fix this.
Tried this mod and when I put either the same type or different type of slab there is still a gap between them. Mod not working as intended and no errors given in debug.txt
I tried to place a candle above one of the pies and get this error.
AsyncErr: Lua: Runtime error from mod 'ethereal' in callback item_OnPlace(): D:\Games\Minetest\bin..\mods\x_farming/api.lua:2817: attempt to index global 'stamina' (a nil value)
stack traceback:
D:\Games\Minetest\bin..\mods\x_farming/api.lua:2817: in function 'on_rightclick'
D:\Games\Minetest\bin..\builtin\game\item.lua:313: in function <D:\Games\Minetest\bin\..\builtin\game\item.lua:306>
My ISP blocks bitbucket but I can access github or not-a-bug
I love being able to enchant my weapons and items. This is a much needed mod. The one thing I would like to see is being able to put the enchantments in a book so items can have more than just 1 or 2 random enchantments. It would be nice to choose which ones you want through books. That and it would also make another use for books
All the animals are nice and polished in terms of graphics and lag....except for bats. They have atendancey to severly lag my server and they also break minecart rails and my users and I are really getting annoyed with this as the guano piles up all over the place even when all settings related to guano are set to false, which also lags the server hard. It would be nice to have an option to remove them.
When you place a map it only hangs an enlarged version of the hotbar icon. And the map is kind of useless as it's only 2 colors and the height map doesn't seem to be correct.
I followed the instructions and even with the /grantme all command, /ru still is an invalid command. This mod needs some serious documentation that is correct
This is an ok mod (not great) When setting or replacing nodes if you have other mods installed for various nodes this won't allow you to search through a node list and choose what you need. As an example, the moreblocks mod and default both have a 'wooden planks' node but WorldEdit defaults to the moreblocks node which falls under mb's cube setting of a 1/4 block rather than the default of a full block making it useless to make flooring. Same with other nodes that have similar names from other mods. I even tried to replace air with Wooden Planks which is a default block and I got Wooden Plank Thin Stairs. It kind of makes it useless if you can't choose the block you actually want.
It would make more sense to make the node replace/set menu with a list like you find in unified inventory or other similar mods.
For the absoulte basic, it's ok. But if you want to make large builds that use specialized blocks this falls way short since there is no option to select blocks by mod name or type.
Just as the title says. There are no recipies for arrows and without arrows the bow is useless. The only way to get arrows is to install another mod (lucky_block), or use creative and cheat them.
Great concept but too many recipies return "No Valid Recipies" I get this error with champagne, cointreau, kefir and mint julep. I do have farming redo installed but recipes aren't working.
Tried the report issue button above but it just returns a 404 page
There are way too many errors with this mod. It is completely useless since it won't even load. The debug text file had over 200 lines of error with this mod alone.
I am so tired of having to make yet another account for these errors. I stopped at github and this is yet one too many. So I won't be posting to the issues in the post unless they can move their issues board to minetest forums or github.
And yes this was downloaded from the master file on NotABug.
This mods recipes shouldn't be dependant on other mods for its recipies since some players won't have those mods install and therefore makes it kind of useless for most items.
Many of the recipies for the food items have missing assets (i.e. Unknown Item node) even with all of the required and optional dependencies installed. The art is inconsistent between 32px and 64px and I have seen some of the artwork in other mods that have low quality art. Some of the assets conflict heavily with moretrees and plantlife mods. It does have some unique items for cooking utensils, but it would have been better to test against other plant/food mods. This mods recipes shouldn't be dependant on other mods for its recipies since some players won't have those mods install and therefore makes it kind of useless for most items.
Many of the tubes and axels don't connect properly. When I tried to make the gravel washer as per the board with the blueprints, the tubes would not connect at all to the machine. Author said it was wrong to use the tubes and to refer to the board, so I provided a screenshot of the board and the machine how it wasn't working. I have not been able to get any of the tubes to connect properly. If another block was placed near the tubes, the tube would disconnect breaking the input/output of the machine. Same with the axels.
I downloaded the mod from the github page so it is updated but problems still remain.
So I did rtfm and most of it is apparently incorrect and hasn't been updated with the correct instructions.
Don't use this mod if you want an easy working portal/teleportaton system. There is no documentation on how to actuall make it work. There are better like TeleporterPad and Travelnet that work right away and you don't need any documentation to make it work.
I use techpack much more than this and I would love to see these machines (like the water mill and steam engine as an example) in the techpack mod. It would be nice to see an all-in-one mod. The only issue is that it doesn't work with several other tech-type mods like micupack. Also it would be nice to see a compressor similar to the one from technic so that you can make dyes. Using technic with this and techpack often crash each other.
I'm not a programmer so trying to use this is really confusing and the tutorials are in German which I don't speak and Google's translate function leaves much to be desired as it started making nonsense translations.. And the written instructions aren't very useful.
As a typical layman, this is unusable and not fit for the average user. This is more of a niche mod for those with more knowledge than I.
Everytime you try to enter coordinates it tells you that a space is occupied even when you're in mid-air. I set a point that was 500 blocks above any land or other nodes but it always says that the space is occupied. It seems that even air nodes are considered occupied so that makes this mod completely useless.
I built a house/barn for them that was completely enclosed with a door so no escape, but when I reloaded my game the next day all the animals had disappeared. If there was a way to upload a screenshot here I would show you how it's completely enclosed
Have been using this mod for a few weeks now and I always run across the issue of the animals dissappearing from their pens at random. In one instance I built a barn and walked out of it and when I walked back in all the animals were gone. This makes it near impossible to use the animals as food production.
Wanted to post this as an issue but my ISP has blocked the not-a-bug-site as they claim it's a bad site that steals your info. I tried to have my ISP unblock it but the are steadfast in this blocking and I have no other options as they are the only ISP in my area. So I had to vote this thumbs down so I can get a hold of the mod author even though it's not my real vote.
I didn't even know that "no_biomes" was a thing. I am still fairly new to mt and still don't know all the ins-and-outs. But ya, after that many times all I ever got was just desert with no sticks, water, grass or anything. I usually don't mess with the settings as I have no idea what I'm doing. I'm just and end user who has no idea about any of the programming or settings.
I like hardcore games but this is nearly impossible. After 147 games all I spawn in at the beginning is massive deserts with zero resources. We're talking no grass, trees, anything. Makes it unplayable when you can't get resources at all after that many times trying.
It would probably be better if they stuck to the way mtg works. This is just way too convoluted and confusing to even be fun as a brutal game.
This has been a complete time saver when building on my server. The only issue is that it doesn't work well with Unified Inventory as it offsets to where it's hard to see the borders of the R&D screen.
I love this mod as I like fighting this mob but I have noticed that the skeleton archers are able to shoot through solid blocks like planks, glass and doors.
I noticed this when I had a horde of skeletons and went into my house while they were able to shoot me from the outside through the walls made of planks so your house is not even a safe place.
This is a great mod for building machines inside of so as to keep a clean overworld without too much clutter, the only thing I would like to see added is inputs for the technic mod power cables. Mesecons and digiline work but not so technic
I have tried to get anything working with this mod and being a complete beginner the documentation is severly lacking. I get many things that say this item has no network but there is no way to give it a network as it has no right click options but is wired into every port possible.
Many of the devices can not be made in regular mode and must be done in creative. For example; you need a grinder (any grinder) to make any kind of metal dust. One of the componets to make a grinder is a Machine Casing which takes 8 cast iron ingots and 1 brass ingot. To make a csat iron ingot takes carbon steel ingot and coal dust. How are you supposed to get the coal dust if you can't make a grinder in the first place. This is something that should be fixed for those of us who don't play in creative mode very often, if at all.
I have used this mod for so many things. My only disappointment (and a very minor one at that) is that the fluid storage tank doesn't work at all no matter how it's connected. I also wish that the spigot created a watersource block when it empties into a container such as a bucket or one made from other blocks.
Went through the images on how to craft and nothing happened. They didn't craft and they also don't show up in the creative inventory either. Useless if there is no way to get them.
There are no errors, per se. But when I place the bamboo_wood_stairs it automatically turns into an "Unknown Block" node.
Edited bamboo stairs to bamboo_wood_stairs
[tried to delete but can't]
Bitbucket won't let me login or create an account since my ISP blocks ads.
The issue is that the bamboo bock stairs won't register and show up as an unknown item when placed but will show up as bamboo stairs when in a stack in inventory. Don't know how to fix this.
Tried this mod and when I put either the same type or different type of slab there is still a gap between them. Mod not working as intended and no errors given in debug.txt
I tried to place a candle above one of the pies and get this error.
AsyncErr: Lua: Runtime error from mod 'ethereal' in callback item_OnPlace(): D:\Games\Minetest\bin..\mods\x_farming/api.lua:2817: attempt to index global 'stamina' (a nil value) stack traceback: D:\Games\Minetest\bin..\mods\x_farming/api.lua:2817: in function 'on_rightclick' D:\Games\Minetest\bin..\builtin\game\item.lua:313: in function <D:\Games\Minetest\bin\..\builtin\game\item.lua:306>
My ISP blocks bitbucket but I can access github or not-a-bug
I love being able to enchant my weapons and items. This is a much needed mod. The one thing I would like to see is being able to put the enchantments in a book so items can have more than just 1 or 2 random enchantments. It would be nice to choose which ones you want through books. That and it would also make another use for books
Did that and it still doesn't work. Unable to travel through it at all. Connected it to mese power supply and it still didn't work
All the animals are nice and polished in terms of graphics and lag....except for bats. They have atendancey to severly lag my server and they also break minecart rails and my users and I are really getting annoyed with this as the guano piles up all over the place even when all settings related to guano are set to false, which also lags the server hard. It would be nice to have an option to remove them.
When you place a map it only hangs an enlarged version of the hotbar icon. And the map is kind of useless as it's only 2 colors and the height map doesn't seem to be correct.
I followed the instructions and even with the /grantme all command, /ru still is an invalid command. This mod needs some serious documentation that is correct
I'm using the current stable version of mt on windows 11
Still get a 404 page even with the update and now my personal skins have disappeared. I followed the direction on github and still doesn't work.
I have the latest version of bows and animalia and I still have no recipies
This is an ok mod (not great) When setting or replacing nodes if you have other mods installed for various nodes this won't allow you to search through a node list and choose what you need. As an example, the moreblocks mod and default both have a 'wooden planks' node but WorldEdit defaults to the moreblocks node which falls under mb's cube setting of a 1/4 block rather than the default of a full block making it useless to make flooring. Same with other nodes that have similar names from other mods. I even tried to replace air with Wooden Planks which is a default block and I got Wooden Plank Thin Stairs. It kind of makes it useless if you can't choose the block you actually want.
It would make more sense to make the node replace/set menu with a list like you find in unified inventory or other similar mods.
For the absoulte basic, it's ok. But if you want to make large builds that use specialized blocks this falls way short since there is no option to select blocks by mod name or type.
Just as the title says. There are no recipies for arrows and without arrows the bow is useless. The only way to get arrows is to install another mod (lucky_block), or use creative and cheat them.
The link you provided to the documentation returns a 404 page. I am one of those people that need an eli5 explanation
I loved this mod but now the skin database is just a 404 page so it makes the mod completely useless and non-functional
I am using the latest version of minetest and playing minetest_game
Great concept but too many recipies return "No Valid Recipies" I get this error with champagne, cointreau, kefir and mint julep. I do have farming redo installed but recipes aren't working.
Tried the report issue button above but it just returns a 404 page
There are way too many errors with this mod. It is completely useless since it won't even load. The debug text file had over 200 lines of error with this mod alone.
I am so tired of having to make yet another account for these errors. I stopped at github and this is yet one too many. So I won't be posting to the issues in the post unless they can move their issues board to minetest forums or github.
And yes this was downloaded from the master file on NotABug.
This mods recipes shouldn't be dependant on other mods for its recipies since some players won't have those mods install and therefore makes it kind of useless for most items.
Many of the recipies for the food items have missing assets (i.e. Unknown Item node) even with all of the required and optional dependencies installed. The art is inconsistent between 32px and 64px and I have seen some of the artwork in other mods that have low quality art. Some of the assets conflict heavily with moretrees and plantlife mods. It does have some unique items for cooking utensils, but it would have been better to test against other plant/food mods. This mods recipes shouldn't be dependant on other mods for its recipies since some players won't have those mods install and therefore makes it kind of useless for most items.
Many of the tubes and axels don't connect properly. When I tried to make the gravel washer as per the board with the blueprints, the tubes would not connect at all to the machine. Author said it was wrong to use the tubes and to refer to the board, so I provided a screenshot of the board and the machine how it wasn't working. I have not been able to get any of the tubes to connect properly. If another block was placed near the tubes, the tube would disconnect breaking the input/output of the machine. Same with the axels.
I downloaded the mod from the github page so it is updated but problems still remain.
So I did rtfm and most of it is apparently incorrect and hasn't been updated with the correct instructions.
Don't use this mod if you want an easy working portal/teleportaton system. There is no documentation on how to actuall make it work. There are better like TeleporterPad and Travelnet that work right away and you don't need any documentation to make it work.
I use techpack much more than this and I would love to see these machines (like the water mill and steam engine as an example) in the techpack mod. It would be nice to see an all-in-one mod. The only issue is that it doesn't work with several other tech-type mods like micupack. Also it would be nice to see a compressor similar to the one from technic so that you can make dyes. Using technic with this and techpack often crash each other.
I'm not a programmer so trying to use this is really confusing and the tutorials are in German which I don't speak and Google's translate function leaves much to be desired as it started making nonsense translations.. And the written instructions aren't very useful.
As a typical layman, this is unusable and not fit for the average user. This is more of a niche mod for those with more knowledge than I.
Everytime you try to enter coordinates it tells you that a space is occupied even when you're in mid-air. I set a point that was 500 blocks above any land or other nodes but it always says that the space is occupied. It seems that even air nodes are considered occupied so that makes this mod completely useless.
I built a house/barn for them that was completely enclosed with a door so no escape, but when I reloaded my game the next day all the animals had disappeared. If there was a way to upload a screenshot here I would show you how it's completely enclosed
Have been using this mod for a few weeks now and I always run across the issue of the animals dissappearing from their pens at random. In one instance I built a barn and walked out of it and when I walked back in all the animals were gone. This makes it near impossible to use the animals as food production.
Wanted to post this as an issue but my ISP has blocked the not-a-bug-site as they claim it's a bad site that steals your info. I tried to have my ISP unblock it but the are steadfast in this blocking and I have no other options as they are the only ISP in my area. So I had to vote this thumbs down so I can get a hold of the mod author even though it's not my real vote.
I didn't even know that "no_biomes" was a thing. I am still fairly new to mt and still don't know all the ins-and-outs. But ya, after that many times all I ever got was just desert with no sticks, water, grass or anything. I usually don't mess with the settings as I have no idea what I'm doing. I'm just and end user who has no idea about any of the programming or settings.
I like hardcore games but this is nearly impossible. After 147 games all I spawn in at the beginning is massive deserts with zero resources. We're talking no grass, trees, anything. Makes it unplayable when you can't get resources at all after that many times trying.
It would probably be better if they stuck to the way mtg works. This is just way too convoluted and confusing to even be fun as a brutal game.
This has been a complete time saver when building on my server. The only issue is that it doesn't work well with Unified Inventory as it offsets to where it's hard to see the borders of the R&D screen.
Tried to run this and all I get is a blank screen. No hotbar or anything.
I think it either needs to be updated or removed.
I love this mod as I like fighting this mob but I have noticed that the skeleton archers are able to shoot through solid blocks like planks, glass and doors.
I noticed this when I had a horde of skeletons and went into my house while they were able to shoot me from the outside through the walls made of planks so your house is not even a safe place.
Hopefully this issue gets fixed.
This is a great mod for building machines inside of so as to keep a clean overworld without too much clutter, the only thing I would like to see added is inputs for the technic mod power cables. Mesecons and digiline work but not so technic
I have tried to get anything working with this mod and being a complete beginner the documentation is severly lacking. I get many things that say this item has no network but there is no way to give it a network as it has no right click options but is wired into every port possible.
Many of the devices can not be made in regular mode and must be done in creative. For example; you need a grinder (any grinder) to make any kind of metal dust. One of the componets to make a grinder is a Machine Casing which takes 8 cast iron ingots and 1 brass ingot. To make a csat iron ingot takes carbon steel ingot and coal dust. How are you supposed to get the coal dust if you can't make a grinder in the first place. This is something that should be fixed for those of us who don't play in creative mode very often, if at all.
I have used this mod for so many things. My only disappointment (and a very minor one at that) is that the fluid storage tank doesn't work at all no matter how it's connected. I also wish that the spigot created a watersource block when it empties into a container such as a bucket or one made from other blocks.
Went through the images on how to craft and nothing happened. They didn't craft and they also don't show up in the creative inventory either. Useless if there is no way to get them.