Search found 166 matches
- Tue Sep 06, 2022 15:25
- Forum: Modding Discussion
- Topic: [SOLVED] How to get this rotated and consistently sticking out with signlike
- Replies: 2
- Views: 423
Re: How to get this rotated and consistently sticking out with signlike
Ah dammit. Thanks Skamiz, at least I won't be wasting time on this
- Tue Sep 06, 2022 00:57
- Forum: Modding Discussion
- Topic: [SOLVED] How to get this rotated and consistently sticking out with signlike
- Replies: 2
- Views: 423
[SOLVED] How to get this rotated and consistently sticking out with signlike
https://media.discordapp.net/attachments/868993464308760607/1016511490402041856/screenshot_20220905_185106.png I can't get it to rotate depending on which side. I'm trying to essentially make it a shelf mushroom - Chicken of the Woods, specifically https://media.discordapp.net/attachments/868993464...
- Mon Aug 29, 2022 23:45
- Forum: Texture Packs
- Topic: [16x16] Sym-vee-ny [WIP]
- Replies: 5
- Views: 1004
Re: [16x16] Sym-vee-ny [WIP]
I like it so far! I first thought the stone texture would tile too much, but it's fine in-game. The grass's (the plantlike one, not dirt_with_grass) dark pixels are a bit non-pretty though, imo. Maybe make at least the lower pixels the same color as the dirt_with_grass. Ah, originally it didn't hav...
- Sun Aug 28, 2022 23:24
- Forum: Texture Packs
- Topic: [16x16] Sym-vee-ny [WIP]
- Replies: 5
- Views: 1004
Re: [16x16] Sym-vee-ny [WIP]
That looks very nice Thank you :D It's good to be back to doing pixel art again nice althought the dirt textures throw me off being used the the clean minetest game textures as in my opinion minecraft textures look dirty :P nice tp anyways i especially like the weird shape of the inside of tree tru...
- Sun Aug 28, 2022 04:04
- Forum: Texture Packs
- Topic: [16x16] Sym-vee-ny [WIP]
- Replies: 5
- Views: 1004
[16x16] Sym-vee-ny [WIP]
Hello. So some years back, I made a few texture packs for Minecraft, the most popular and complete being Harvest Mooncraft As I'm derusting my skills making textures for my mod, I decided to revive an earlier texture pack I never got far with - One inspired by cel-shading. It's still far from comple...
- Sat Aug 27, 2022 20:44
- Forum: Modding Discussion
- Topic: [SOLVED] Clarifications on Noise Parameters and Decorations
- Replies: 4
- Views: 1613
Re: Clarifications on Noise Parameters and Decorations
Thanks for the resources, DrFrankenstone and Blockhead! That'll be useful going forth and let me figure this out Couldn't find out in the Ruben guide in the decorations area, and the api doesn't explain each part well for decorations (or at all in most cases) It's not in the modding book because noi...
- Sat Aug 27, 2022 06:32
- Forum: Modding Discussion
- Topic: [SOLVED] Clarifications on Noise Parameters and Decorations
- Replies: 4
- Views: 1613
[SOLVED] Clarifications on Noise Parameters and Decorations
Was reading some old threads for examples on how to create thin, 1 node wide lines and came across these two threads: https://forum.minetest.net/viewtopic.php?f=47&t=23287 | https://forum.minetest.net/viewtopic.php?f=47&t=26672 I think I understand how I could use it for smaller but wider cr...
- Sat Aug 27, 2022 06:21
- Forum: Modding Discussion
- Topic: [SOLVED] Is it possible to layer drawtypes?
- Replies: 5
- Views: 522
Re: [SOLVED] Is it possible to layer drawtypes?
Yes, this is possible. I've stacked a mesh node on top of a plantlike_rooted, on top of terrain, to get a unique looking plant. Sorry, no pics. :( You can actually get quite creative with the options, including using upside down plantlike_rooted nodes as vines, any other hanging plant, or even as a...
- Sat Aug 27, 2022 03:28
- Forum: Modding Discussion
- Topic: [SOLVED] Is it possible to layer drawtypes?
- Replies: 5
- Views: 522
Re: Is it possible to layer drawtypes?
Thanks for the answer. Darn, guess my, well, guess was right
- Sat Aug 27, 2022 02:06
- Forum: Modding Discussion
- Topic: [SOLVED] Is it possible to layer drawtypes?
- Replies: 5
- Views: 522
[SOLVED] Is it possible to layer drawtypes?
I already have a good idea of what the answer might be, but on the off chance, is it possible? e.g. Have a node box with a plant drawtype around it?
- Fri Aug 26, 2022 23:45
- Forum: Modding Discussion
- Topic: [SOLVED] Node Stages baffling me (Formerly: "Not Registered Node" but it should be?)
- Replies: 7
- Views: 567
Re: Node Stages baffling me (Formerly: "Not Registered Node" but it should be?)
minetest.set_node(pos, node) only takes two arguments. You are trying to pass it three. Think about it. That got me checking the API again * `minetest.set_node(pos, node)` * `minetest.add_node(pos, node)`: alias to `minetest.set_node` * Set node at position `pos` * `node`: table `{name=string, para...
- Fri Aug 26, 2022 08:34
- Forum: Modding Discussion
- Topic: [SOLVED] Node Stages baffling me (Formerly: "Not Registered Node" but it should be?)
- Replies: 7
- Views: 567
Re: Node Stages baffling me
You're improving over time Good to hear, painfully slow improvement is better than no improvement XD Just because the if-else block ended doesn't mean the function is over :) Hopefully you can spot more places to factor repeated things out like this in future. I bet it's gonna happen a few more tim...
- Fri Aug 26, 2022 06:33
- Forum: Modding Discussion
- Topic: [SOLVED] Node Stages baffling me (Formerly: "Not Registered Node" but it should be?)
- Replies: 7
- Views: 567
Re: "Not Registered Node" but it should be?
Also, you seem to have regressed with e.g. melrot. All of those local declarations at the top of the file should go in the loop body or inside functions. Indentation on your return statements is also still wrong. Dammit, at least my indentation isn't AS bad this time? I also do not advise a table.c...
- Fri Aug 26, 2022 03:19
- Forum: Modding Discussion
- Topic: [SOLVED] Node Stages baffling me (Formerly: "Not Registered Node" but it should be?)
- Replies: 7
- Views: 567
[SOLVED] Node Stages baffling me (Formerly: "Not Registered Node" but it should be?)
This worked with the daisy part of the mod (albeit that one only has one inbetween stage), so not sure what is going wrong It should be registering it as a variable node, right? From what I'm gathering, it's instead just registering the initial set up then nothing else, so how would I make it regist...
- Thu Aug 25, 2022 21:42
- Forum: Texture Packs
- Topic: [Answered] How much of a texture pack is recommended to be done before posting?
- Replies: 3
- Views: 1256
Re: [Answered] How much of a texture pack is recommended to be done before posting?
Thanks. Alright so it is like back when I did them for Minecraft - Thread when you think there is enough there to start to show off
- Thu Aug 25, 2022 21:38
- Forum: Modding Discussion
- Topic: [SOLVED] Self contained growing plant + Relative Directional Node Placement
- Replies: 43
- Views: 2237
Re: Self contained growing plant + Relative Directional Node Placement
I am going assume you just had a brain fart It was unfortunately a massive brain fart. Thanks Well, the entire code is resolved except for checking if the block under the melon is solid or not but that's a little thing I can probably fix up at a later time Thanks again everybody for all the help an...
- Thu Aug 25, 2022 09:09
- Forum: Modding Discussion
- Topic: [SOLVED] Self contained growing plant + Relative Directional Node Placement
- Replies: 43
- Views: 2237
Re: Self contained growing plant + Relative Directional Node Placement
Got closer! It now will grow the melon unless there is a block there The issue is if there IS a block there on the check, it then 'sterilizes' the vine, making it not grow another melon again. I know this is because of the end, but without that end, the whole thing won't even allow the world to load...
- Thu Aug 25, 2022 08:50
- Forum: Texture Packs
- Topic: [Answered] How much of a texture pack is recommended to be done before posting?
- Replies: 3
- Views: 1256
[Answered] How much of a texture pack is recommended to be done before posting?
Assuming only minetest_game. Because hoo boy I'd prefer being able to gather opinions sooner rather than later
...Why yes, I did stumble upon some of the texture packs I made for Minecraft and decided, "I never DID finish these..."
...Why yes, I did stumble upon some of the texture packs I made for Minecraft and decided, "I never DID finish these..."
- Tue Aug 23, 2022 07:12
- Forum: Modding Discussion
- Topic: [SOLVED] Self contained growing plant + Relative Directional Node Placement
- Replies: 43
- Views: 2237
Re: Self contained growing plant + Relative Directional Node Placement
Tried checking the API and googling around, so I think I'm misunderstanding a function again ... on_timer = function(pos, elapsed) melrot = minetest.get_node(pos).param2 if not mindeca.can_grow_fullsun(pos) then minetest.get_node_timer(pos):start(math.random(5, 5)) elseif melrot == 0 then mel_air = ...
- Tue Aug 23, 2022 05:05
- Forum: Modding Discussion
- Topic: [SOLVED] Self contained growing plant + Relative Directional Node Placement
- Replies: 43
- Views: 2237
Re: Self contained growing plant + Relative Directional Node Placement
The problem is with variable scope. It's important to understand that reach melon's growth is unrelated to every other melon. Therefore the scope of melrot can only be inside on_timer, not outside it. Huh, I had a thought about that, but was thinking it wouldn't work in the timer section so ignored...
- Tue Aug 23, 2022 01:53
- Forum: Modding Discussion
- Topic: [SOLVED] Self contained growing plant + Relative Directional Node Placement
- Replies: 43
- Views: 2237
Re: Self contained growing plant + Relative Directional Node Placement
EDIT: NOPE! It just happened to magically line up during my test to make it SEEM it worked. But the error returned!
I
Wow I think my code is actively messing with me. Sorry for the extra post - I honestly thought it was working right finally
I
Wow I think my code is actively messing with me. Sorry for the extra post - I honestly thought it was working right finally
- Tue Aug 23, 2022 00:47
- Forum: Modding Discussion
- Topic: [SOLVED] Self contained growing plant + Relative Directional Node Placement
- Replies: 43
- Views: 2237
Re: Self contained growing plant + Relative Directional Node Placement
...Or I get a brand new bug. If near another melon vine, it will place a melon in a random direction. The heck is going on to cause this? local melrot = {} for name,def in pairs(mindeca.melon) do minetest.register_node("mindeca:fruit_"..def.elonname, { description = def.elondesc.."\n\...
- Tue Aug 23, 2022 00:15
- Forum: Modding Discussion
- Topic: [SOLVED] Self contained growing plant + Relative Directional Node Placement
- Replies: 43
- Views: 2237
Re: Self contained growing plant + Relative Directional Node Placement
Alright finally isolated the bug It's melrot, melrot isn't being set for some reason Will -- the line that should be setting the melrot value. I'll keep looking into this in the meantime local melrot = {} for name,def in pairs(mindeca.melon) do minetest.register_node("mindeca:fruit_"..def....
- Mon Aug 22, 2022 19:57
- Forum: Modding Discussion
- Topic: Post your mod requests/ideas here
- Replies: 2324
- Views: 441861
Re: Post your mod requests/ideas here
Pretty sure one of the mintest games somebody made has that, so it should be possiblej0j0n4th4n wrote: ↑Mon Aug 22, 2022 18:11Resident Evil like inventory, items occupy different number of slots. I dunno if this is possible but it would create some interesting gameplay.
Issue is figuring out how much work it would be
- Mon Aug 22, 2022 16:49
- Forum: Modding Discussion
- Topic: [SOLVED] Self contained growing plant + Relative Directional Node Placement
- Replies: 43
- Views: 2237
Re: Self contained growing plant + Relative Directional Node Placement
I'm not sure if your flower is meant grow in a cotinuous cycle, if it is and you just want the timer to run again with the same value as before in each of your elseif melrot == X outcomes add a return true. Yep, the melon vine is to keep regrowing melons If you want a new time length restart your t...