Search found 1031 matches

by Nathan.S
Wed Oct 21, 2020 01:26
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.53] [mobs]
Replies: 2119
Views: 387290

Re: [Mod] Mobs Redo [1.53] [mobs]

Yes thunderdog1138, it's very possible to make random 'skins' for the mobs.
I do something very much along the lines of what you are asking about in my Epic game. You can see that specific code here; https://notabug.org/NathanS21/Epic/src/ ... s/init.lua
by Nathan.S
Sun Oct 18, 2020 23:02
Forum: WIP Mods
Topic: [MOD] MT_Village_Set (low poly models)
Replies: 14
Views: 390

Re: [MOD] MT_Village_Set (low poly models)

In the on_place callback you could just set an invisible light source above the node. You'd also need to add in an on_destruct callback to remove that light source when the lamp is removed. Something like this would probably work. after_place_node = function(pos) local above = {x = pos.x, y = pos.y ...
by Nathan.S
Sun Oct 18, 2020 22:59
Forum: Modding Discussion
Topic: Decreasing player inventory size?
Replies: 2
Views: 61

Re: Decreasing player inventory size?

minetest.register_on_joinplayer(function(player) player:get_inventory():set_size('main', 8*3) end Do note you'll also need to change the formspec, not sure where that is saved normally, but you could always provide a new formspec to use if you wanted. player:set_inventory_formspec(player.formspec_h...
by Nathan.S
Sat Oct 17, 2020 17:52
Forum: Mod Releases
Topic: [Mod] Player Radar - hud rehub [player_radar] [0.2]
Replies: 43
Views: 14556

Re: [Mod] Player Radar - hud rehub [player_radar] [0.2]

You need to remove the -master from the folder name. Please note though, this mod is very old, and may not work even with that fixed.
by Nathan.S
Wed Oct 14, 2020 22:30
Forum: Mod Releases
Topic: [mod] Tomb Stones [tombs]
Replies: 43
Views: 3139

Re: [mod] Tomb Stones [tombs]

I could look into making that an option. Putting a tombstone on top of the bones might look funny, but I could probably figure something out.
by Nathan.S
Tue Oct 13, 2020 23:36
Forum: Mod Releases
Topic: [mod] Tomb Stones [tombs]
Replies: 43
Views: 3139

Re: [mod] Tomb Stones [tombs]

Adding an additional shape would ruin the formspec, as I'd need to create a new layout to hold the extra shape, however It would be possible to just replace one of the existing shapes with the F, the downside of that being that any placed stones would change.
by Nathan.S
Sat Oct 10, 2020 03:08
Forum: WIP Games
Topic: Epic [epic][Updated 10/9/20]
Replies: 1
Views: 251

Re: Epic [epic][Updated 10/9/20]

A longstanding bug with armor in space has been fixed, and now the gravity works as expected.

Also added bunch of new armors,and a few new stations to make the armors.
by Nathan.S
Sun Sep 27, 2020 02:01
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.53] [mobs]
Replies: 2119
Views: 387290

Re: [Mod] Mobs Redo [1.53] [mobs]

I wonder if that works for nodes, I should try it out. Thanks for the suggestion.
Edit: doesn't look like that works at all.
by Nathan.S
Sat Sep 26, 2020 22:34
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.53] [mobs]
Replies: 2119
Views: 387290

Re: [Mod] Mobs Redo [1.53] [mobs]

Maybe I'm just missing something, but is there an avoid option for mobs. I know of the stay_near option. I want to add scarecrows to my game, which will make animals stay away, but I don't see an option for that already.
by Nathan.S
Sun Sep 20, 2020 23:07
Forum: Modding Discussion
Topic: New modder, some questions
Replies: 9
Views: 261

Re: New modder, some questions

I'm pretty sure this is how it works.
The abm running is controlled by the

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active_block_range
setting in minetest.conf. Mapblocks that are outside of that range won't have their ABMs run, even if they are visible to players.
by Nathan.S
Sat Sep 19, 2020 19:57
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1550
Views: 518849

Re: [Mod] Technic [0.4.16-dev] [technic]

Either cheat and use the /give command, or use centrifuges and get the uranium the hard way.
by Nathan.S
Sat Sep 19, 2020 12:19
Forum: Modding Discussion
Topic: How to use b3d in blender?
Replies: 38
Views: 4030

Re: How to use b3d in blender?

You should find exactly what you need here, https://youtu.be/YmZpGt2Jg90?t=661 :)
by Nathan.S
Fri Sep 18, 2020 13:44
Forum: Modding Discussion
Topic: How to use b3d in blender?
Replies: 38
Views: 4030

Re: How to use b3d in blender?

Last I exported B3d files I used this exporter, https://github.com/GreenXenith/io_scene_b3d From what I remember it exported every object in the scene, so objects I didn't want I just moved to another layer thing.(I forget what the layers are called in 2.8.2, collections maybe) Using automatic weigh...
by Nathan.S
Sat Sep 12, 2020 21:03
Forum: WIP Mods
Topic: [mod] more coral [more_coral]
Replies: 8
Views: 524

Re: more coral [more_coral]

Coral can now spread, one in twenty-five change every five-hundred seconds, suitably slow for something that happens very slow IRL.
by Nathan.S
Sat Sep 12, 2020 20:45
Forum: WIP Mods
Topic: [mod] more coral [more_coral]
Replies: 8
Views: 524

Re: more coral [more_coral]

This mod adds extra colors of coral. The coral from default isn't effected by this mod in any way. Previously you could just dye the coral skeletons in all the colors, but now a handful of the corals provided from this mod will spawn in the oceans. I hadn't thought of making any sort of growth mecha...
by Nathan.S
Sat Sep 12, 2020 20:28
Forum: Mod Releases
Topic: Topic move requests
Replies: 44
Views: 39966

Re: Topic move requests

Can viewtopic.php?p=244834#p244834 be moved to mod releases.
by Nathan.S
Sat Sep 12, 2020 20:27
Forum: WIP Mods
Topic: [mod] more coral [more_coral]
Replies: 8
Views: 524

Re: more coral [more_coral]

Just updated the mod, nothing major, the coral now spawns in mapgen as a decoration. The colors of the coral were tweaked a little bit. Some code cleaning and updates for Minetest 5.3
by Nathan.S
Sat Sep 12, 2020 15:34
Forum: WIP Games
Topic: Epic [epic][Updated 10/9/20]
Replies: 1
Views: 251

Epic [epic][Updated 10/9/20]

Epic is a game that focuses on a fantasy/medieval time period, limited automation, and more realism. Most notable are the stations which are needed to craft many items. Eventually all the textures will be 32px, right now it's a mix between 16px and 32px. There is plenty of custom content that I have...
by Nathan.S
Thu Sep 10, 2020 23:54
Forum: WIP Mods
Topic: [Mod] Extended Tooltips: Base [1.0.0] [tt_base]
Replies: 2
Views: 142

Re: [Mod] Extended Tooltips: Base [1.0.0] [tt_base]

Content DB usually includes a link to the video if available.
by Nathan.S
Mon Sep 07, 2020 13:41
Forum: Modding Discussion
Topic: How to use b3d in blender?
Replies: 38
Views: 4030

Re: How to use b3d in blender?

Last I used it this worked perfectly fine with Blender 2.8.
https://github.com/GreenXenith/io_scene_b3d
by Nathan.S
Tue Sep 01, 2020 12:00
Forum: Modding Discussion
Topic: Need help with creating a barrier block
Replies: 3
Views: 113

Re: Need help with creating a barrier block

Try adding

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paramtype = 'light',
to the node registration.
by Nathan.S
Sat Aug 29, 2020 19:13
Forum: Modding Discussion
Topic: timer issues
Replies: 2
Views: 101

Re: timer issues

set_node expects pos, and a table with the node data.

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 * `node`: table `{name=string, param1=number, param2=number}`
So something like,

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minetest.set_node(pos, {name="xpand:dirt_with_truffle"})
will probably work
by Nathan.S
Thu Aug 13, 2020 00:35
Forum: Modding Discussion
Topic: Problem with consistently accessing lua tables
Replies: 3
Views: 275

Re: Problem with consistently accessing lua tables

Locals are local, so they'll only exist where you have defined them. If you want to use the same variables, with the same data, in multiple areas put them in a global table.
something like this;

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mod.table={['variable'] = value}
by Nathan.S
Fri Jul 31, 2020 02:57
Forum: Modding Discussion
Topic: Texture License in minetest 0.4.8 build?
Replies: 2
Views: 125

Re: Texture License in minetest 0.4.8 build?

While I'm not a lawyer I'd have to imagine that a texture pack with WTFPL in the title would be licensed under WTFPL, as much as you can argue that being a real license anyway.
Again I'm not a lawyer. if you're worried about somebody suing you consult a real lawyer or don't use the textures.
by Nathan.S
Sat Jul 25, 2020 03:43
Forum: Modding Discussion
Topic: [MOD] Realistic bricks
Replies: 1
Views: 145

Re: [MOD] Realistic bricks

You should probably have posted this in WIP mods.