Search found 972 matches

by Napiophelios
Wed Jul 01, 2020 01:26
Forum: Minetest-related projects
Topic: search minetest content easily
Replies: 2
Views: 293

Re: search minetest content easily

Festus1965 wrote:
Tue Jun 30, 2020 06:54
* http://krock-works.16mb.com/MTstuff/modSearch.php dead link ?
It's been changed:

Code: Select all

https://krock-works.uk.to/minetest/modSearch.php
by Napiophelios
Sat Jun 27, 2020 21:05
Forum: WIP Mods
Topic: [MOD]Colored Beds [beds]
Replies: 11
Views: 1256

Re: [MOD]Colored Beds [beds]

Colored Beds mod #001 uses texture modifiers based on a 16px texture pack. if you do not use a 16px texture pack, it will appear 'broken'. These mods don't use the textures from the original beds mod, they use the default wool and wood textures. These mods also changes the nodebox of the fancy beds....
by Napiophelios
Tue Jun 23, 2020 00:39
Forum: General Discussion
Topic: I started working on a soundtrack for Minetest!
Replies: 22
Views: 415

Re: I started working on a soundtrack for Minetest!

The music files are very nice; I especially like 'exploring' thanks for sharing them :) People overestimate the importance and significance of Minetest Game because it is currently shipped with the engine (and it really should not be, this is a very important change we need to make). Minetest Game c...
by Napiophelios
Sat Jun 13, 2020 02:16
Forum: WIP Mods
Topic: [MOD]Colored Beds [beds]
Replies: 11
Views: 1256

Re: [MOD]Colored Beds [beds]

Looks nice, but can you put your code on some git site like gitlab or github? That way people can view your code before they download it This was just an experiment, nothing I am really interested in updating. I don't even know if it works with the latest releases Edit: The second one works better ...
by Napiophelios
Sat Jun 13, 2020 02:10
Forum: WIP Mods
Topic: [MOD]Colored Beds [beds]
Replies: 11
Views: 1256

Re: [MOD]Colored Beds [beds]

I've noticed something that I find a bit irritating. The simple bed would take the texture pack's version of the wool texture and slap it on top of the foot of the default bed textures on their respective colors. It doesn't happen to the fancy beds,just the simple one. This is all aesthetic and doe...
by Napiophelios
Tue Jun 02, 2020 17:54
Forum: Game Releases
Topic: [Game] 'minipeli', a game minimal requirements example
Replies: 11
Views: 1493

Re: [Game] 'minipeli', a game minimal requirements example

It's been a nice starting point for building a game. I think I am getting carried away with all the different trees tho. Trees are good :-) Glad they're growing in your game. Reminds me that I ought to maintain and update my trees_lib mod eventually...so much is common for all trees... The plants a...
by Napiophelios
Mon Jun 01, 2020 00:11
Forum: Problems
Topic: use_texture_alpha for entities?
Replies: 6
Views: 452

Re: use_texture_alpha for entities?

Have you tried 'object_use_texture_alpha = true' ?

https://github.com/minetest/minetest/bl ... .txt#L4166
by Napiophelios
Sun May 31, 2020 16:46
Forum: Mod Releases
Topic: [Mod] Bags [bags] Attach bags to your inventory to increase
Replies: 81
Views: 48476

Re: [Mod] Bags [bags] Attach bags to your inventory to increase

mtmodder148 wrote:
Thu May 28, 2020 16:52
Looks like it's line 210 causing issues:

Code: Select all

return minetest.get_player_privs(name).home
If the player doesn't have the 'home' privilege the bag tab doesn't appear. I changed it to 'return true' and now it shows up fine.
Thanks, Mtmodder! What a simple fix :)
by Napiophelios
Thu May 28, 2020 01:17
Forum: Modding Discussion
Topic: No way to check if in creative mode or not
Replies: 3
Views: 141

Re: No way to check if in creative mode or not

I don't know about the wiki, but MTG has plenty of examples. Start with the creative mod, maybe boats or beds... just browse the code for something similar to: if not (creative and creative.is_enabled_for and creative.is_enabled_for(placer:get_player_name())) then It really depends on what you are t...
by Napiophelios
Fri May 22, 2020 01:06
Forum: Game Releases
Topic: [Game] 'minipeli', a game minimal requirements example
Replies: 11
Views: 1493

Re: [Game] 'minipeli', a game minimal requirements example

Good to see you using this game =) It's been a nice starting point for building a game. I think I am getting carried away with all the different trees tho. https://forum.minetest.net/download/file.php?mode=view&id=21910 screenshot_20200521.png thanks for the tip, my plants are generating correctly ...
by Napiophelios
Tue May 19, 2020 20:29
Forum: Mod Releases
Topic: [Mod] Bags [bags] Attach bags to your inventory to increase
Replies: 81
Views: 48476

Re: [Mod] Bags [bags] Attach bags to your inventory to increase

Nope, no change. It must be Windows weirdness.
I'm gonna mess around with it this weekend, see if I can get anywhere with it.

Image
screenshot_20200519_162419.png
(364.05 KiB) Not downloaded yet
by Napiophelios
Mon May 18, 2020 20:43
Forum: Mod Releases
Topic: [Mod] Bags [bags] Attach bags to your inventory to increase
Replies: 81
Views: 48476

Re: [Mod] Bags [bags] Attach bags to your inventory to increase

No change with the latest dev release from Sfan5
Image
screenshot_20200518_164251.png
(162.67 KiB) Not downloaded yet
by Napiophelios
Mon May 18, 2020 11:11
Forum: Mod Releases
Topic: [Mod] Bags [bags] Attach bags to your inventory to increase
Replies: 81
Views: 48476

Re: [Mod] Bags [bags] Attach bags to your inventory to increase

I downloaded a fresh copy of 5.2 MT engine and used the default MTG that comes with it;
started a new game world, 'sfinv_bags' is the only mod enabled.
(I'm using Windows 10 x64)
Image
2020-05-18_064551.png
(112.76 KiB) Not downloaded yet
by Napiophelios
Sun May 17, 2020 23:09
Forum: Mod Releases
Topic: [Mod] Bags [bags] Attach bags to your inventory to increase
Replies: 81
Views: 48476

Re: [Mod] Bags [bags] Attach bags to your inventory to increase

Here is the latest Bags mod for inventory plus: https://notabug.org/TenPlus1/bags ..and the latest Bags mod for sfinv: https://notabug.org/TenPlus1/sfinv_bags The bags items are registered and appear in inventory but there is no sfinv page. skins and craftguide are there, just no tab for bags. I do...
by Napiophelios
Sun May 17, 2020 15:59
Forum: Game Releases
Topic: [Game] 'minipeli', a game minimal requirements example
Replies: 11
Views: 1493

Re: [Game] 'minipeli', a game minimal requirements example

I been adding trees and plants to my copy, was wondering how to add a plant that will generate with the papyrus but not collide with it? I copy papyrus from MTG default mapgen for the new plant as well as payrus; but my new cat tail plants sometimes 'over write' the payrus and leave them floating ab...
by Napiophelios
Fri May 15, 2020 23:54
Forum: Modding Discussion
Topic: Nodebox inventory image
Replies: 6
Views: 195

Re: Nodebox inventory image

I have used Nodebox editor for some inventory images,
but it's not ideal if you need a lot of them.
Image
test.png
(169.48 KiB) Not downloaded yet
by Napiophelios
Mon May 11, 2020 20:04
Forum: Problems
Topic: [Solved] How to group grass, bed api
Replies: 7
Views: 136

Re: How to group grass, bed api

The "G" above the image in your craft guide stands for 'group' :)
by Napiophelios
Mon May 11, 2020 10:27
Forum: Problems
Topic: [Solved] How to group grass, bed api
Replies: 7
Views: 136

Re: How to group grass, bed api

choose one for the node definition to be included in the register bed, then write the others long form seperately. you can add numerous alternate recipes so long as they don't duplicate or conflict with another node/item's recipe EDIT I believe Gerald means to override the default nodes like this, t...
by Napiophelios
Sun May 10, 2020 15:11
Forum: Problems
Topic: [Solved] How to group grass, bed api
Replies: 7
Views: 136

Re: How to group grass, bed api

sounds like you have six seperate recipes, you should only need four to include all the grass variants. 1 recipe for "group:grass" 1 recipe for "group:dry_grass" 1 recipe using "default:junglegrass" 1 recipe using "default:marram_grass_1". "group:grass" includes "default:grass_1-5" "group:dry_grass"...
by Napiophelios
Fri May 08, 2020 19:09
Forum: WIP Mods
Topic: [MOD] Fireworkz [fireworkz] (v1.5.1)
Replies: 25
Views: 672

Re: [MOD] Fireworkz [fireworkz] (v1.0)

did googol delete the original mod?
I can't find it with forum search.

Edit: Nevermind. I found it :)
by Napiophelios
Sun Apr 26, 2020 17:51
Forum: General Discussion
Topic: The ContentDB is doing its own thing!
Replies: 16
Views: 558

Re: The ContentDB is doing its own thing!

you're a lunatic.
by Napiophelios
Tue Apr 21, 2020 16:42
Forum: General Discussion
Topic: The ContentDB is doing its own thing!
Replies: 16
Views: 558

Re: The ContentDB is doing its own thing!

life is not a popularity contest
If you don't like it, don't use it

Find something better to do with your time
by Napiophelios
Tue Apr 14, 2020 01:25
Forum: WIP Mods
Topic: [mod] Nightscape (updated V1.1)
Replies: 11
Views: 676

Re: [mod] Nightscape

Neat mod, I love luminiscent suff; few criticisms tho. you should update the mods.conf file: name = nightscape description = Nightscape adds bioluminescent and biofluorescent creatures depends = default then ditch the depends.txt & description.txt files It would be nice if you followed naming conven...
by Napiophelios
Wed Mar 25, 2020 22:09
Forum: WIP Mods
Topic: [Mod] Sleeping Mat [sleeping_mat]
Replies: 4
Views: 452

Re: [Mod] Sleeping Mat [sleeping_mat]

Kestral here is an older version of the sleeping bag from campfire mod adapted to your textures It doesn't overwrite the beds spawn point when you sleep, just skips the night. to test it out just replace your sleeping mat init file with this one you also don't need beds mod as a depends with this fi...
by Napiophelios
Sun Mar 22, 2020 04:06
Forum: Modding Discussion
Topic: Looking for mod names and suggestions !
Replies: 12
Views: 505

Re: Looking for mod names and suggestions !

Linuxdirk wrote:
Napiophelios wrote:remove '-master' from the mod folder's name and it should load.
If done properly (name value set in mod.conf) then the directory name is irrelevant.
This is true, but I have no idea what mods he is using that aren't loading,
so I went for the simplest solution :)