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Re: Secrets Inside the Box

⋅ The rope is intended to be fully traversable, but one of the mech components deploys one of the segments wrong. ⋅ There is an accolade for "Totally Cheated", which appears to turn the anvil (black wool) into a TNT block and place a sign on it, which should be...
by JTE
Wed Apr 24, 2019 23:34
 
Forum: General Discussion
Topic: Secrets Inside the Box
Replies: 32
Views: 1394

Re: Secrets Inside the Box

Cnl ab nggragvba
gb gur zna
[ druvae gur fhnii ]

Pay no attention to the man behind the curtain. Or glass? I wonder which one it is. I haven't been in that room, I can't see the last two lines. I haven't managed to close all the doors behind me. :(
by JTE
Wed Apr 24, 2019 08:24
 
Forum: General Discussion
Topic: Secrets Inside the Box
Replies: 32
Views: 1394

Re: Some item/node groups I would like to see made more stan

Mesecons defaulting to "everything is pushable, even diggable = false nodes" and demanding special mod dependency treatment to do otherwise has been the bane of my every technical block. A simple immovable group to tell every mod (TNT included) basically "don't touch this unless I giv...
by JTE
Tue Apr 09, 2019 03:45
 
Forum: Feature Discussion
Topic: Some item/node groups I would like to see made more standard
Replies: 23
Views: 1125

Re: Topic move requests

[Mod] System Clock Daytime [system_time] is ready for review. viewtopic.php?f=9&t=22444
by JTE
Sat Apr 06, 2019 11:20
 
Forum: Mod Releases
Topic: Topic move requests
Replies: 10
Views: 29584

[Mod] System Clock Daytime [system_time] release.

Fresh release. Literally the entire mod was rewritten completely from the ground up, even including new math for the system clock time. (The old math was completely wrong on the "seconds" level.) The new mod is now licensed under LGPL-2.1 I believe it is now polished and ready for a full r...
by JTE
Tue Apr 02, 2019 23:07
 
Forum: WIP Mods
Topic: [Mod] System Clock Daytime [system_time]
Replies: 12
Views: 806

Re: [Game] Hades Revisited [0.3.0]

You've captured my heart with this game. Out of all Minetest games I've played, this is the first one to really keep my attention long-term. The only low point is the mobs, and it largely seems like they just exist to make the world more renewable so you don't get stuck, which I can appreciate. Than...
by JTE
Sat Mar 30, 2019 18:35
 
Forum: WIP Games
Topic: [Game] Hades Revisited [0.3.0]
Replies: 28
Views: 4564

Re: [Mod] Realtime Daytime [system_time]

I hope you realize that you can `/set time_speed 1` to get an almost identical speed of time, especially if you follow it up with `/time <localtime>`, right? Of course, you'd still have to sync when starting the server and occasionally to account for time slew. That is exactly what this mod does an...
by JTE
Sat Mar 30, 2019 11:03
 
Forum: WIP Mods
Topic: [Mod] System Clock Daytime [system_time]
Replies: 12
Views: 806

Re: [Mod] Realtime Daytime [system_time]

so next we need infrared night googles i guess ... My previous mod can help with that: Bright nights https://forum.minetest.net/viewtopic.php?f=11&t=20078 Workaround: time shifts, or slightly shorter day. I'm considering making a minetest.conf setting to change how many game days are in a real ...
by JTE
Fri Mar 29, 2019 21:44
 
Forum: WIP Mods
Topic: [Mod] System Clock Daytime [system_time]
Replies: 12
Views: 806

Re: [Mod] Realtime Daytime [system_time]

You're correct, there would be 12 hours of night time, monsters, and no farming, in most games and modpacks, and you wouldn't be able to use a bed in-game to skip it because it would just get synched back to night time. I'm planning to use it for a game that was designed with it in mind, so time of ...
by JTE
Thu Mar 28, 2019 18:25
 
Forum: WIP Mods
Topic: [Mod] System Clock Daytime [system_time]
Replies: 12
Views: 806

[Mod] System Clock Daytime [system_time]

Smoothly synchronize the in-game day/night cycle to a multiple of the server's system clock. Users can join your Minetest server at specific times of day in the real world and experience a consistent and predictable time of day in-game, whether that be hourly or on a full 24 hour cycle. To configure...
by JTE
Thu Mar 28, 2019 18:11
 
Forum: WIP Mods
Topic: [Mod] System Clock Daytime [system_time]
Replies: 12
Views: 806

3D animation export help

I'm working on a Game which involves a reasonably high detail player model (around 2,500 tris) which requires skeletal animation because I want to attach things to several bones which exist solely as attachment points (eg. a temporary hat attaches to the "hat bone", which is attached to th...
by JTE
Tue Mar 19, 2019 01:40
 
Forum: Modding Discussion
Topic: 3D animation export help
Replies: 2
Views: 189

Re: [Game] Tutorial [3.0.0]

Re-played Tutorial because I was excited at seeing it in the content store, and even more so to see it comes with its own singlenode mapgen now. :D Giggled a little when I saw the sneak-jumping and cliff-hugging tutorials were removed. I kind of expected them to be intact with the sneak mode set to ...
by JTE
Wed Mar 13, 2019 22:17
 
Forum: Game Releases
Topic: [Game] Tutorial [3.0.0]
Replies: 247
Views: 60878

[Mod] Bright nights [bright_night]

A simple script which watches the day/night cycle and guarantees a minimum visible sunlight level to all players on the server, without affecting gameplay at all. By default, the minimum sunlight level is 4. Caves will still be darker. You will finally be able to see what you're doing outside at mid...
by JTE
Tue May 08, 2018 23:59
 
Forum: Mod Releases
Topic: [Mod] Bright nights [bright_night]
Replies: 3
Views: 1514

Sun & Moon size

Hum. So, I've noticed that Minecraft sun and moon images actually have a big translucent halo around them. But if you try to do the same in Minetest, as part of a texture pack or something (utilizing the often neglected sun.png and moon.png engine images), they end up just looking extra tiny in the ...
by JTE
Wed Feb 21, 2018 22:54
 
Forum: Feature Discussion
Topic: Sun & Moon size
Replies: 2
Views: 305

Re: [Clientmod] Where is that? [wit]

Silly mod. What you need instead is just point and click system with display of distance and coordinates. It's absolutely silly, but I love it. All it does is find the intersection of your facing directions, and that works for literally everything. You can use it to find the position of a structure...
by JTE
Wed Feb 21, 2018 13:21
 
Forum: Client-side modding
Topic: [Clientmod] Where is that? [wit]
Replies: 7
Views: 1141

Re: Entity manipulation in clientside modding.

Absolutely wonderful, sorry for my wall of text then. ^^;
by JTE
Sat Feb 17, 2018 05:02
 
Forum: Feature Discussion
Topic: Entity manipulation in clientside modding.
Replies: 3
Views: 563

Re: [(Client)Mod] Client Side Protection [csm_protection]

Personally, I'd like to see this functionality built into the server code. I couldn't agree more. Protected blocks have no reason to even be crack-able clientside, the server simply never attempts to actually communicate where protection areas exist until a block is broken, and minetest_game doesn'...
by JTE
Fri Feb 16, 2018 04:10
 
Forum: Client-side modding
Topic: [(Client)Mod] Client Side Protection [csm_protection]
Replies: 14
Views: 2355

Entity manipulation in clientside modding.

I'm proposing an argument for the addition of entity manipulation to clientside modding. If there was any discussion on this subject internally or previously, I have not seen any part of it, so forgive me having to make the assumption that this is not already in development and isn't planned to be, ...
by JTE
Fri Feb 16, 2018 03:08
 
Forum: Feature Discussion
Topic: Entity manipulation in clientside modding.
Replies: 3
Views: 563

Re: Proposal to improve Minetest’s horrible controls

I need to keep a hotbar slot empty at all times so I can go to it when I just want to punch or take things without risking accidentally eating something or "using" tools / blocks for digging things they weren't intended to. (Which just looks weird regardless of lacking any tangible gamepla...
by JTE
Fri Feb 16, 2018 02:17
 
Forum: Feature Discussion
Topic: Proposal to improve Minetest’s horrible controls
Replies: 104
Views: 15262

Re: Do you like the crafting grid?

I utterly detest the crafting grid in general. Aside from the obvious completely oblique shaped crafting recipes you were originally intended to blindly guess at until something makes sense, there is also the other matter of how much material is required being entirely dependant on the aesthetic whi...
by JTE
Fri Feb 16, 2018 02:01
 
Forum: Feature Discussion
Topic: Do you like the crafting grid?
Replies: 37
Views: 2586

Re: [Game]/[World] Tutorial [1.8.0]

Collected 11 diamonds, 2 wagon wheels, and all the ladders. My map is now a mess of sequence-breaking cobblestone staircases and that one wooden background room with nothing in it is full of holes.
Image
by JTE
Tue Sep 08, 2015 04:32
 
Forum: Game Releases
Topic: [Game] Tutorial [3.0.0]
Replies: 247
Views: 60878

[Mod] Full Grief Prevention [early alpha][autoprotect]

Releasing this now since I'm getting bored and likely to wander off. If anyone wants to finish it, contribute more external mod fixes or whatever, go ahead and do it. I don't really know how to use this newfangled github thing properly, so let me know if you need anything. I'm still here watching, e...
by JTE
Mon Sep 22, 2014 13:29
 
Forum: WIP Mods
Topic: [Mod] Full Grief Prevention [early alpha][autoprotect]
Replies: 4
Views: 1320

Bubbles 0.4.10 (Graphical error)

Upon dying from fall damage while underwater and choosing to reborn (thereby leaving the water and returning to spawn point), the HUD continues to show how many oxygen bubbles were left when you died, even though you actually have full oxygen now. This minor graphical error will persist until you en...
by JTE
Sun Sep 07, 2014 15:17
 
Forum: Problems
Topic: Bubbles 0.4.10 (Graphical error)
Replies: 1
Views: 255

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