Search found 1065 matches

by Nathan.S
Fri Mar 05, 2021 16:42
Forum: Mod Releases
Topic: [Mod] Digtron tunnel boring/building machine [digtron]
Replies: 219
Views: 39545

Re: [Mod] Digtron tunnel boring/building machine [digtron]

Im am just wondering what "Digtron has 13 blocks but only enough traction to move 6 blocks." is meaning I am german and deepl neither google could translate Friction in this setence. D = Digger, 0 = Air, I = Inventory module, P = Placer, C = Controllor, F = Fuel module first layer | secon...
by Nathan.S
Fri Feb 19, 2021 14:33
Forum: Modding Discussion
Topic: Automatic update for mods ?
Replies: 2
Views: 98

Re: Automatic update for mods ?

I believe the new Minetest version will offer an option update mods that were installed via the content-db.
by Nathan.S
Tue Feb 16, 2021 19:26
Forum: Modding Discussion
Topic: How to add info to default debug output?
Replies: 3
Views: 75

Re: How to add info to default debug output?

I believe you'd need to modify the client and/or server to do that.
by Nathan.S
Tue Feb 16, 2021 02:46
Forum: Modding Discussion
Topic: Item removal from world
Replies: 2
Views: 64

Re: Item removal from world

You can probably detect when a player puts an item into the trash inventory in creative, or any sort of a trash bin mod, using inventory callbacks. By overriding the /pulverize command you could also put detection in. Not so sure about when a dropped object is deleted.
by Nathan.S
Tue Feb 16, 2021 02:41
Forum: Modding Discussion
Topic: How to create a poisonous environment/biome?
Replies: 2
Views: 48

Re: How to create a poisonous environment/biome?

Deadly in what way? Poisonous gases could be created and placed as decorations, or possibly ores, never actually tried placing an ore in air. Lava always makes thing dangerous. If you're using mobs you could have them spawn in your particular biome. There is a mod, radiant damage I think, that let's...
by Nathan.S
Tue Feb 16, 2021 02:35
Forum: Modding Discussion
Topic: How to configure different nodes to have hardness?
Replies: 2
Views: 54

Re: How to configure different nodes to have hardness?

It is very possible to do this, read up on tool caps. At the time of posting this link takes you to that section in the API.
https://github.com/minetest/minetest/bl ... .txt#L1876
by Nathan.S
Tue Feb 16, 2021 02:33
Forum: Modding Discussion
Topic: [Solved] How to animate objects?
Replies: 2
Views: 83

Re: How to animate objects?

I spent way too much time trying to figure this out, for such a simple solution.
You have to animate the armature in pose mode, simple as that. Your animation is in object mode, and when exporting that get's lost.
by Nathan.S
Fri Feb 12, 2021 13:17
Forum: Modding Discussion
Topic: How to log to debug.txt only?
Replies: 2
Views: 94

Re: How to log to debug.txt only?

By default that is the only place any output will be written. Any other log files are probably being created by a mod you are using.
by Nathan.S
Fri Feb 12, 2021 03:39
Forum: Mod Releases
Topic: [Mod] Lumberjack [lumberjack]
Replies: 32
Views: 4426

Re: [Mod] Lumberjack [lumberjack]

You can climb up to the top of a tree and chop it down without an ax I think.
by Nathan.S
Wed Feb 10, 2021 14:15
Forum: Modding Discussion
Topic: Hotbar - Adding default items
Replies: 2
Views: 110

Re: Hotbar - Adding default items

If you are using Minetest_game you can add these two lines to your Minetest.conf file, give_initial_stuff = true initial_stuff = "default:dirt 15,default:stone 99" If you want a list of items/nodes you'd probably be best off installing a craftguide mod that provides those strings in game.
by Nathan.S
Fri Feb 05, 2021 13:30
Forum: Modding Discussion
Topic: How to stop time?
Replies: 9
Views: 240

Re: How to stop time?

It does exactly what it says it does. Setting speed just make the time of day change at different speeds, essentially calling this function at a different speed than normal.

Code: Select all

* `minetest.set_timeofday(val)`
    * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
by Nathan.S
Fri Feb 05, 2021 03:42
Forum: WIP Mods
Topic: [WIP][MOD] Slimes Redo 0.2.1
Replies: 29
Views: 9548

Re: [WIP][MOD] Slimes Redo 0.2.1

Looks like you don't have mobs_redo, or a compatible version of mobs_redo installed.
by Nathan.S
Fri Feb 05, 2021 03:40
Forum: Modding Discussion
Topic: How to stop time?
Replies: 9
Views: 240

Re: How to stop time?

Time just controls the day/night cycle. I don't think setting a negative time would effect entities at all, much less make them do anything in reverse.
by Nathan.S
Mon Feb 01, 2021 01:42
Forum: Modding Discussion
Topic: Where can I find furnace callbacks?
Replies: 1
Views: 81

Re: Where can I find furnace callbacks?

The furnace doesn't really have any callbacks. You probably want to look at minetest.get_craft_result() This checks for defined craft of a specific type using a specific input as the argument. I don't believe you can create a cooking recipe that requires multiple items for the input, so you might ne...
by Nathan.S
Thu Jan 07, 2021 19:15
Forum: Modding Discussion
Topic: [Help] Identify this mod
Replies: 9
Views: 265

Re: [Help] Identify this mod

That feature requires a mod dependency, off hand I don't remember what it is called. I wanna say data something, but I could be wrong.
by Nathan.S
Mon Jan 04, 2021 22:58
Forum: Modding Discussion
Topic: [Help] Identify this mod
Replies: 9
Views: 265

Re: [Help] Identify this mod

It could be Unified Inventory with the Waypoints enabled. Although that mod only showed waypoints to the person that placed/created them.
by Nathan.S
Sun Dec 27, 2020 23:19
Forum: Modding Discussion
Topic: How to get face shading for objects with "mesh" drawtype?
Replies: 2
Views: 151

Re: How to get face shading for objects with "mesh" drawtype?

The only way I know of is to do an AO (Ambient Occlusion) bake on your mesh in whatever software you are using to make it, (Blender, Maya, Max, etc) and mix that together with your texture when creating the texture to get lighting that looks more realistic.
by Nathan.S
Wed Dec 23, 2020 14:48
Forum: WIP Mods
Topic: [Mod] Slap to rotate [slap_rotate]
Replies: 6
Views: 283

Re: [Mod] Slap to rotate [slap_rotate]

I've never had much luck with the screwdriver. I'll have to give this a go and see if it makes more sense to me. The idea sounds great.
by Nathan.S
Mon Dec 07, 2020 00:58
Forum: Modding Discussion
Topic: Do drawtypes overwrite tiles?
Replies: 2
Views: 189

Re: Do drawtypes overwrite tiles?

The Abriglass mod does this, I suggest you look at the code there. https://github.com/Ezhh/abriglass/blob/master/nodes.lua
by Nathan.S
Sat Dec 05, 2020 21:52
Forum: Mod Releases
Topic: [Modpack] 3D Armor [0.4.13] [minetest-3d_armor]
Replies: 866
Views: 260702

Re: [Modpack] 3D Armor [0.4.13] [minetest-3d_armor]

3d_armor expect textures to use a specific naming scheme if you don't explicitly define the textures. you can define textures in the registration like this, armor:register_armor('armor:ros_chestplate', { description = 'Rose Thennium Chestplate', texture = 'armor_chestplate_thennium.png', preview = '...
by Nathan.S
Sat Dec 05, 2020 21:04
Forum: Mod Releases
Topic: [Modpack] 3D Armor [0.4.13] [minetest-3d_armor]
Replies: 866
Views: 260702

Re: [Modpack] 3D Armor [0.4.13] [minetest-3d_armor]

You need to depend on 3d_armor in your mods depends.txt or mod.conf
by Nathan.S
Sun Nov 22, 2020 19:17
Forum: Modding Discussion
Topic: Allow_take inventory
Replies: 7
Views: 233

Re: Allow_take inventory

I'm slightly confused as to what exactly you are trying to do. Allow_take doesn't need the name of the inventory that you are moving the item too, it only needs the inventory the item is being taken from. If you are trying to keep a player from putting something into their inventory you could do tha...
by Nathan.S
Sun Nov 22, 2020 19:11
Forum: Modding Discussion
Topic: Lighting in the deep ocean
Replies: 2
Views: 157

Re: Lighting in the deep ocean

Water does reduce the light level. You can probably change that by modifying the code for the water if you wanted. Just add, sunlight_propagates = true, to the node registration in minetest_game/mods/default/nodes.lua You could also play around with the alpha and post_effect_color, but I don't think...
by Nathan.S
Thu Nov 19, 2020 19:14
Forum: WIP Mods
Topic: [Mod] [EARLY WIP!!!] Electronic components [electronics]
Replies: 5
Views: 893

Re: [Mod] Electronic components [electronics]

I get a warning about an unsafe website when I try to download. Maybe put the code on some sort of a git site.
by Nathan.S
Tue Nov 17, 2020 02:25
Forum: Modding Discussion
Topic: Model wont display properly
Replies: 5
Views: 261

Re: Model wont display properly

Try changing backface_culling to true, if that doesn't work you might need to make an internal mesh with normals that face inward rather than outwards.