Search found 989 matches

by Nathan.S
Tue May 26, 2020 12:49
Forum: WIP Mods
Topic: [Mod] Filling Tool [filler]
Replies: 30
Views: 1937

Re: [Mod] Filling Tool [filler]

Even if it was abandoned it still works perfectly fine...
by Nathan.S
Mon May 25, 2020 23:09
Forum: Modding Discussion
Topic: How to use a model with multiple textures?
Replies: 2
Views: 39

Re: How to use a model with multiple textures?

You're probably forgetting an export setting. Make sure you have material groups checked on when exporting as an OBJ.
by Nathan.S
Fri May 15, 2020 22:29
Forum: Modding Discussion
Topic: Nodebox inventory image
Replies: 4
Views: 112

Re: Nodebox inventory image

I think the only option right now is to take a screenshot, though there is a PR adding a feature where you could save the inventory images.
by Nathan.S
Thu May 14, 2020 00:50
Forum: Modding Discussion
Topic: How to color blocks with a custom RGB value?
Replies: 2
Views: 67

Re: How to color blocks with a custom RGB value?

Firstly you'd need to register the nodes, maybe using hardware coloring to support more different colors. Once that is done you just need a way to change the RGB value into the nodename. As an example we'll call the mod colorblocks. You'd need to register all your nodes, probably using some sort of ...
by Nathan.S
Tue May 12, 2020 01:14
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.52] [mobs]
Replies: 1967
Views: 359250

Re: [Mod] Mobs Redo [1.51] [mobs]

The link doesn't change, but you can check when the last changes were done to the files, as of this posting 13 hours ago.
You just need to download the latest code, which you'll do the exact same way you originally downloaded it, and then replace the mod with the freshly downloaded copy.
by Nathan.S
Mon May 11, 2020 12:58
Forum: WIP Mods
Topic: [MOD] NewHorizons [1.1] (newhorizons) (Updated Version of Testmod)
Replies: 2
Views: 122

Re: [MOD] NewHorizons [1.1] (newhorizons) (Updated Version of Testmod)

If you're going to use Github you shouldn't compress the files. Github will do that for you, it also makes it impossible for anybody to submit to the project. A few pictures in your post would likely help convince people to download. I see the mod adds a lot of stuff, but I have no idea what any of ...
by Nathan.S
Mon May 11, 2020 12:55
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.52] [mobs]
Replies: 1967
Views: 359250

Re: [Mod] Mobs Redo [1.51] [mobs]

devAli it looks like you need to update mobs_redo. That error was reported a while back, but it seems to have been fixed recently.
by Nathan.S
Mon May 11, 2020 02:17
Forum: Modding Discussion
Topic: How to make a world with ONLY jungle?
Replies: 5
Views: 110

Re: How to make a world with ONLY jungle?

If you want a world with only one biome I think you'd need to change the code in minetest_game/mods/default/mapgen.lua and comment out all the biome registrations other than the jungle, and you'd probably need to change the y_max, y_min, heat_point and humidity_point so it would generate everywhere....
by Nathan.S
Sun May 10, 2020 15:20
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.27] [ethereal]
Replies: 175
Views: 68659

Re: [MOD] Ethereal NG [1.27] [ethereal]

The minimap is disabled by the 'map' mod within Minetest_game. You need the map:mapping_kit item to use the minimap, or delete the map mod.
by Nathan.S
Fri May 08, 2020 19:09
Forum: Mod Releases
Topic: [Mod] Other Worlds [other_worlds]
Replies: 66
Views: 11932

Re: [Mod] Other Worlds [other_worlds]

I thought it was working fine on my server while running 5.2. I added another mod, moon phases, and that is what broke it for me. I modified my version to make it use the skylayers API so it would play nicely with moon phases. I can share my code, but you'd have to add the skylayers mod to your world.
by Nathan.S
Fri May 08, 2020 02:11
Forum: Mod Releases
Topic: [Mod] Other Worlds [other_worlds]
Replies: 66
Views: 11932

Re: [Mod] Other Worlds [other_worlds]

Polymechanos you probably have another mod that is effecting the skybox, and the two mods don't play well with each other.
by Nathan.S
Sun May 03, 2020 01:40
Forum: Modding Discussion
Topic: stack take_item() SOLVED
Replies: 9
Views: 120

Re: stack take_item()

The error says that you are passing the wrong type of data to set_stack, it's looking for a number, but your passing playerdata. Double checking the code I provided it looks like I have a mistake, I shouldn't have been making a local of count. I think I meant to do local count = inv:get_count here's...
by Nathan.S
Sat May 02, 2020 19:15
Forum: Modding Discussion
Topic: stack take_item() SOLVED
Replies: 9
Views: 120

Re: stack take_item()

Maybe try using

Code: Select all

inv:set_stack('main' , 1 '')
That will set the stack to nothing, if you want to remove just a single stone you'd need to get the count of the stack and set the stack to one less, or use

Code: Select all

local count = inv:take_item
inv:set_stack('main, 1, 'count')
by Nathan.S
Sat May 02, 2020 15:51
Forum: Modding Discussion
Topic: stack take_item() SOLVED
Replies: 9
Views: 120

Re: stack take_item()

Maybe find a mod that does something close to what you are trying to do and see how the code is done there. You didn't really explain what you are trying to do, so I'm not sure what to suggest.
by Nathan.S
Sat May 02, 2020 00:56
Forum: Modding Discussion
Topic: stack take_item() SOLVED
Replies: 9
Views: 120

Re: stack take_item()

What in the world are you trying to do?

Why are you setting a formspec in on_metadata_inventory_put, furthermore on_receive_fields will never run because there is no button or input in the formspec that could trigger it.
by Nathan.S
Thu Apr 23, 2020 01:01
Forum: WIP Mods
Topic: [Mod] Skylayer [0.5]
Replies: 21
Views: 2810

Re: [Mod] Skylayer [0.5]

Perfect, thank you so much.

It looks like the clouds may be broken. If I turn on the demo without clouds, and then go back to the one with clouds, they never appear.
by Nathan.S
Wed Apr 22, 2020 13:23
Forum: WIP Mods
Topic: [Mod] Skylayer [0.5]
Replies: 21
Views: 2810

Re: [Mod] Skylayer [0.5]

I'm probably just missing something obvious, but is it possible to turn off the sunrise and sunset gradients. I have some space layers in my game and don't want to have those showing. I can't seem to find an option for it in the readme or demos. Thanks
by Nathan.S
Wed Apr 01, 2020 00:37
Forum: Modding Discussion
Topic: Can i change node texture?with node func
Replies: 3
Views: 193

Re: Can i change node texture?with node func

You can't change the node texture, but you could change the texture of an entity. If you only have two texture variants you could make a second node with the other texture and swap them back and forth. The furnace from MTG does that.
by Nathan.S
Sun Mar 29, 2020 22:33
Forum: WIP Mods
Topic: [mod] Torch bombs! [torch_bomb] 0.4
Replies: 19
Views: 1432

Re: [mod] Torch bombs! [torch_bomb] 0.4

I was able to collect lit torch bombs when they were destroyed from nearby explosions. Is that intentional, or should they drop the non-burning variant?
by Nathan.S
Thu Mar 19, 2020 02:26
Forum: WIP Mods
Topic: [Mod] Extensible gridless craft system [simplecrafting_lib]
Replies: 106
Views: 6352

Re: [Mod] Extensible gridless craft system [simplecrafting_l

Found a bug!
In templates/table.lua you have a few calls to player:get_name, but they should be player:get_player_name. The bug crashes the game if somebody tries to interact with a locked station, and they aren't in the protection for the area.
by Nathan.S
Sun Mar 08, 2020 21:38
Forum: Mod Releases
Topic: [Mod] Motorbikes [motorbike]
Replies: 36
Views: 1972

Re: [Mod] Motorbikes [motorbike]

It looks like once you craft a motorbike you can place unlimited numbers of them. Aside from that little bug it's super fun.
by Nathan.S
Mon Feb 17, 2020 04:05
Forum: WIP Mods
Topic: [Mod + Program] Minetest-Discord relay [discordmt] [v0.1]
Replies: 7
Views: 980

Re: [Mod + Program] Minetest-Discord relay [discordmt] [v0.1

Quick question, is it possible to prefix a chat message with something to keep the bridge from copying it over to discord? I know some of the IRC mods have some sort of 'off' prefix you can use. I didn't see anything in the wiki, but I may have missed it.
by Nathan.S
Sun Feb 02, 2020 21:33
Forum: Minetest-related projects
Topic: Web-based formspec editor (beta)
Replies: 7
Views: 751

Re: Web-based formspec editor (beta)

This seems extremely useful, I always hate launching a world a dozen times just to get a formspec laid out correctly. The only thing I'm seeing that's missing is the scaling when you change the size of the browser window.
by Nathan.S
Sat Feb 01, 2020 19:07
Forum: Modding Discussion
Topic: Help by creating nodes
Replies: 15
Views: 439

Re: Help by creating nodes

Either by hand as outlined in the lua_api.txt https://github.com/minetest/minetest/bl ... .txt#L1122 or use the nodeboxeditor, https://rubenwardy.com/NodeBoxEditor/
by Nathan.S
Sat Feb 01, 2020 13:24
Forum: Modding Discussion
Topic: Help by creating nodes
Replies: 15
Views: 439

Re: Help by creating nodes

Well depending on what type of node you want you can create a nodebox that is twice as wide as a node, and then when you place it it will be two nodes wide. You might want to check to make sure the second node that you're node will cover is clear so you don't end up with half of the node inside of a...