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I don't like the idea of an actual cornerstone-block. You need to points to define a 3d area so you would need two blocks and one would be floating in the air. I wanted a 3d area because you would want to protect area just above and below an area without having to protect any caves deep underneath....
by robin
Fri Jan 20, 2012 09:20
 
Forum: Old Mods
Topic: [Mod] Node ownership [node_ownership]
Replies: 84
Views: 28632

Great idea, but i personally would like to see that with a cornerstone-block and a sign instead of the commands.
by robin
Thu Jan 19, 2012 20:26
 
Forum: Old Mods
Topic: [Mod] Node ownership [node_ownership]
Replies: 84
Views: 28632

stormrider2 wrote: [user1] commit suicide. (On fall).



Please rephrase it to "did the lemming thing." ;)
by robin
Mon Jan 16, 2012 07:18
 
Forum: WIP Mods
Topic: Death Announcements
Replies: 5
Views: 1199

There is already kahrls chatconsole. Maybe its can be extended to allow such actions?
by robin
Sun Jan 15, 2012 14:01
 
Forum: Feature Discussion
Topic: "Console" for command line commands within gui
Replies: 2
Views: 1471

Hackeridze wrote:I like [url]github.com[/url] =\


+1
by robin
Sun Jan 15, 2012 10:49
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1584
Views: 582905

Or just a function in the scriptapi to change the texture of a node type live.
by robin
Thu Jan 12, 2012 12:19
 
Forum: Feature Discussion
Topic: Biomes/seasons/etc
Replies: 8
Views: 1139

Did your patches went upstream meanwhile?
by robin
Tue Jan 10, 2012 19:22
 
Forum: WIP Mods
Topic: [Mod][Experimental] Doors (minecraftlike) 0.0.3
Replies: 30
Views: 10353

Modified Patchset: GUI Tooltips

I've modified Janitor61s patchset for GUI Tooltips. I integrated the Tooltip as StaticText (not Button) and used the item name as its content. (without adding a new description field) Here is the GUI Tooltip patch . Screenshot https://github.com/basicinside/dev-minetest/blob/master/patches/0002-item...
by robin
Tue Jan 10, 2012 10:10
 
Forum: Partly official engine development
Topic: Modified Patchset: GUI Tooltips
Replies: 8
Views: 1453

Good idea!

Can you create a small mod to test the function?

I'm also just curious about the following: Is there any way to proof, that the native functions works faster than the lua implementation? I've heard it in some threads, but never saw evidence for it.
by robin
Sat Jan 07, 2012 15:31
 
Forum: Feature Discussion
Topic: Get Nodes around a specified position
Replies: 10
Views: 1895

Argh. Somehow the patch did not make it into git. I'm sorry. It should work now.
by robin
Fri Jan 06, 2012 23:14
 
Forum: WIP Mods
Topic: [MOD] Lose Items on Death
Replies: 17
Views: 4398

Better write yourself a tool to compare states

1) data/mods/<modname>
2) hash over the all files
3) no need
4) generate list of all recipes
5) generate list of all nodes/crafts/etc
6) compare recipes/nodes/crafts/etc for duplicates.
by robin
Fri Jan 06, 2012 22:30
 
Forum: WIP Mods
Topic: [General] best practice for mod developers?
Replies: 5
Views: 1346

unknown wrote:but I do not see any differences in your first post code... ? where is the fix ?


Code: Select all
oldvalue=math.random(0,(oldvalue/3)-1)

changed to
Code: Select all
oldvalue=math.random(0,(oldvalue/3))
by robin
Fri Jan 06, 2012 22:21
 
Forum: WIP Mods
Topic: [MOD] Lose Items on Death
Replies: 17
Views: 4398

22:35:39: ACTION[ServerThread]: robin joins game. List of players: robin 22:35:42: ERROR[ServerThread]: ERROR: An unhandled exception occurred: LuaError: error: ...erver/bin/../data/mods/animals/generic_functions.lua:708: 'for' limit m ust be a number 22:35:42: ERROR[ServerThread]: stack traceback:...
by robin
Fri Jan 06, 2012 21:36
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1584
Views: 582905

by robin
Fri Jan 06, 2012 15:58
 
Forum: General Discussion
Topic: Lua Tutorial?
Replies: 3
Views: 947

Thanks redcrab. It was a wrong interval for math.random given. it should work now.

Thanks Jeija. You're right I looked up inventory handling from your mod and copied the code with some small modifications.
by robin
Fri Jan 06, 2012 11:43
 
Forum: WIP Mods
Topic: [MOD] Lose Items on Death
Replies: 17
Views: 4398

[MOD] Lose Items on Death

Description When a player dies, he rolls for every item. If the roll succeed he keeps his item, otherwise the item is removed or the amount dramatically decreased. Latest master branch from 20120106 is required. Code https://github.com/basicinside/dev-minetest/tree/master/mods/die_hard Download ZIP...
by robin
Thu Jan 05, 2012 16:17
 
Forum: WIP Mods
Topic: [MOD] Lose Items on Death
Replies: 17
Views: 4398

[ScriptAPI] Player died

diff --git a/data/builtin.lua b/data/builtin.lua index b2ce968..1046e93 100644 --- a/data/builtin.lua +++ b/data/builtin.lua @@ -435,6 +435,7 @@ minetest.registered_on_dignodes, minetest.register_on_dignode = make_registratio minetest.registered_on_punchnodes, minetest.register_on_punchnode = make_...
by robin
Thu Jan 05, 2012 07:09
 
Forum: Partly official engine development
Topic: [ScriptAPI] Player died
Replies: 3
Views: 1098

This is my working combination. (PM me if you want the server credentials) add_tool baking bucket corn experimental give_initial_stuff hatches home_mod leaf_decay moarcraft moreores obsidian pumpkin rtmmp watermelon animals bottle cement default flowers growing hoe jeija legacy morechests mushrooms ...
by robin
Wed Jan 04, 2012 13:55
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1809
Views: 481825

One more thing: 12:31:22: ERROR[ServerThread]: ERROR: An unhandled exception occurred: LuaError: error running function 'on_step': ...obin/modserver/bin/../data/mods/animals/fighting.lua:255: attempt to compare number with nil 12:31:22: ERROR[ServerThread]: stack traceback: In thread 7f404bfff700: /...
by robin
Wed Jan 04, 2012 11:37
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1584
Views: 582905

They are great. I really like hiding from them.

There is one minor thing: If you're close to the monster you look down to it. Maybe you can trigger the top only, when you're really higher than the monster.
by robin
Wed Jan 04, 2012 10:22
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1584
Views: 582905

I can confirm that nparticle is the source of the problem. I removed it and its dependency dynamite.

Now mesecon runs fine.
by robin
Wed Jan 04, 2012 10:01
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1809
Views: 481825

I have the same problem, but only when I use [url=Hackeridzes https://github.com/Hackeridze/ru-true_minetest_mods_pack]ru-true_minetest_mods_pack[/url]. After logging into the server all nodes are Unknown Nodes.

With only Mesecon as single mod (and the default stuff of course) it is loading well.
by robin
Wed Jan 04, 2012 09:31
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1809
Views: 481825

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