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Re: Looking for space-craft / science fiction theme mods

With a little work you could probably adapt this mod to work with Minetest_game. https://github.com/NathanSalapat/new-subgame/tree/master/mods/spawn It actually will probably work as is, as there are no recipes for any of the nodes. It has a bunch of floor and walkway type nodes you might find in a ...
by Nathan.S
Tue Feb 20, 2018 04:08
 
Forum: Modding Discussion
Topic: Looking for space-craft / science fiction theme mods
Replies: 2
Views: 54

Re: 2 Block Tall Node?

I don't believe that you actually need an invisible node as Sorcerykid mentioned. I've made nodes that are two nodes tall, and as long as the selection and collision box extend into the second node it is impossible to place anything in that node space. I'm not sure how the engine would handle a fal...
by Nathan.S
Mon Feb 12, 2018 14:26
 
Forum: Modding Discussion
Topic: 2 Block Tall Node?
Replies: 9
Views: 135

Re: 2 Block Tall Node?

I don't believe that you actually need an invisible node as Sorcerykid mentioned. I've made nodes that are two nodes tall, and as long as the selection and collision box extend into the second node it is impossible to place anything in that node space. I'm not sure how the engine would handle a fall...
by Nathan.S
Mon Feb 12, 2018 03:33
 
Forum: Modding Discussion
Topic: 2 Block Tall Node?
Replies: 9
Views: 135

Re: Modding for beginners

Nothing with CSM, but I have loads of videos on minetest modding on my youtube channel.
https://www.youtube.com/channel/UCdiury ... se2rarVqPg
by Nathan.S
Sat Feb 10, 2018 20:21
 
Forum: Client-side modding
Topic: Modding for beginners
Replies: 5
Views: 134

Re: Colorize a node

do you mean the texture options, as found here: http://dev.minetest.net/texture
by Nathan.S
Tue Jan 23, 2018 13:11
 
Forum: Modding Discussion
Topic: Colorize a node
Replies: 18
Views: 300

Re: Making Sense of License

I'm not a lawyer, but that looks good to me.
by Nathan.S
Sun Jan 21, 2018 03:40
 
Forum: Modding Discussion
Topic: Making Sense of License
Replies: 14
Views: 181

Re: Any tunnel borer tool mod in Minetest?

it might be the digtron mod you're looking for.
by Nathan.S
Sun Jan 21, 2018 03:35
 
Forum: General Discussion
Topic: Any tunnel borer tool mod in Minetest?
Replies: 6
Views: 193

Re: One Biom per Island

I thought you already had the islands created via a mapgen. I don't know anything about writing mapgens. I think though if you had a mapgen doing this you could set the biomes in the mapgen and then do the set the resources to only spawn in the biomes that you set the islands to be in mapgen. If you...
by Nathan.S
Sun Jan 14, 2018 20:47
 
Forum: Modding Discussion
Topic: One Biom per Island
Replies: 3
Views: 106

Re: One Biom per Island

You could set the resources to only spawn in a specific node, and then only have that node generate in the specific biomes.
by Nathan.S
Sat Jan 13, 2018 17:53
 
Forum: Modding Discussion
Topic: One Biom per Island
Replies: 3
Views: 106

Re: [Mod] BBQ [bbq]

This looks really nice, I'll be keeping my eye on it.
by Nathan.S
Tue Jan 09, 2018 03:31
 
Forum: Mod Releases
Topic: [Mod] Your Dad's BBQ Mod [bbq]
Replies: 101
Views: 2107

Re: [Mod] Drinks [1.0][drinks]

I should no better than to push code this close to a holiday as I won't have time to fix any bugs I may have created, but barrels and silos now are able to be filled and can fill stacks of containers. Took a bunch of head scratching and mistakes, but I think I got all the match working properly and ...
by Nathan.S
Sat Dec 23, 2017 21:14
 
Forum: Mod Releases
Topic: [Mod] Drinks [1.0][drinks]
Replies: 82
Views: 4483

Re: [Mod] Drinks [1.0][drinks]

Issue is that crop's melon slice is crops:melon_slice, so the drink machine is turning it into drinks:jsb_melon_slice, same with all the vessels. Should be fixed, please update the mod. Not sure how I missed that before, but I just tried out using both melons and melon slices from the crops mod and...
by Nathan.S
Sat Dec 23, 2017 18:46
 
Forum: Mod Releases
Topic: [Mod] Drinks [1.0][drinks]
Replies: 82
Views: 4483

Re: [Mod] Drinks [1.0][drinks]

I'm still trying to figure out how to allow players to add or remove a stack of liquids, not sure on the maths though.
by Nathan.S
Sat Dec 23, 2017 14:22
 
Forum: Mod Releases
Topic: [Mod] Drinks [1.0][drinks]
Replies: 82
Views: 4483

Re: [Mod] Drinks [1.0][drinks]

Chibi ghost you will be please to learn that I have finished the changes required to be able to use the juice press with the silo. Took me a while because I was stupid and didn't think that the silo, though visually is two nodes tall, actually only exists in the lower node space, once I realized tha...
by Nathan.S
Sat Dec 23, 2017 04:01
 
Forum: Mod Releases
Topic: [Mod] Drinks [1.0][drinks]
Replies: 82
Views: 4483

Re: Development practices / tools for mods?

Thanks Nathan! using Linux you can install LUA and run commands But I think that in this case we are talking about a stand alone LUA interpreter right? I.e. w/o access to the LUA context (variables, objects, etc.) within Minetest. Is this correct? Correct, this would just be running LUA no access t...
by Nathan.S
Mon Dec 18, 2017 03:25
 
Forum: Modding Discussion
Topic: Development practices / tools for mods?
Replies: 11
Views: 192

Re: Development practices / tools for mods?

If you are using Linux you can install LUA and run commands in your terminal. You can probably do something similar on Windows or Mac, but I wouldn't know how to set that up. To my knowledge there is no way to reload a mod w/o restarting the server, running a game with as few mods as possible will a...
by Nathan.S
Sat Dec 16, 2017 03:51
 
Forum: Modding Discussion
Topic: Development practices / tools for mods?
Replies: 11
Views: 192

Re: [Mod] Drinks [1.0][drinks]

there is an auto-juicer, place a juice press on top of a barrel, and use papyrus as the container. The press will then put the drink directly into the barrel. this sounds like lazy me but is there any chance of extending the auto filler into the silos as well please That does sound pretty lazy :D I...
by Nathan.S
Mon Dec 11, 2017 03:30
 
Forum: Mod Releases
Topic: [Mod] Drinks [1.0][drinks]
Replies: 82
Views: 4483

Re: [Mod] Drinks [1.0][drinks]

I just tried using the melon slice and the full melon and they both worked. Of course using the full melons is horribly inefficient, as you use eight melons, when you could just be using 8 slices. Could you drop one of the unknown items and let me know what the itemstring is. I'm not sure what the p...
by Nathan.S
Sun Dec 10, 2017 01:18
 
Forum: Mod Releases
Topic: [Mod] Drinks [1.0][drinks]
Replies: 82
Views: 4483

Re: [Mod] Drinks [1.0][drinks]

Added support for Ethereal, you can make banana, coconut, strawberry and orange juice from that mod.
by Nathan.S
Fri Dec 08, 2017 13:23
 
Forum: Mod Releases
Topic: [Mod] Drinks [1.0][drinks]
Replies: 82
Views: 4483

Re: [Mod] Drinks [1.0][drinks]

Chem871 wrote:Thx! Btw, would you add ethereal support? Banana juice sounds mighty tasty :P


Sure, I actually already have bananas supported from another mod, so I just have to copy some code around.
by Nathan.S
Fri Dec 08, 2017 04:11
 
Forum: Mod Releases
Topic: [Mod] Drinks [1.0][drinks]
Replies: 82
Views: 4483

Re: [Mod] Drinks [1.0][drinks]

I mean having 2 input and 2 output slots, so yes, you can fill 20 cups at once, without heavy manipulation of the machines. I could try and do that, doing it with the barrels and silos would probably make more sense, as if you wanted to fill a lot of glasses you could just fill the barrel first. I ...
by Nathan.S
Thu Dec 07, 2017 15:58
 
Forum: Mod Releases
Topic: [Mod] Drinks [1.0][drinks]
Replies: 82
Views: 4483

Re: [Mod] Drinks [1.0][drinks]

Would you add the ability to push/pull more than 1 cup/bottle of juice out out of/into a silo/barrel/juicer? I'm not really sure what you mean. You mean having a stack of cups in the output that would all get filled one after the other? If you want to do that I suggest using the papyrus to fill a f...
by Nathan.S
Thu Dec 07, 2017 03:23
 
Forum: Mod Releases
Topic: [Mod] Drinks [1.0][drinks]
Replies: 82
Views: 4483

Re: [Mod] Drinks [1.0][drinks]

Akahyperion; It doesn't look like I have support for the pumpkin from the crops mod. I'll update that in a few minutes. I discovered a spelling error in the word pumpkin, fixed that, and now the pumpkins seem to work just fine. Chem871; there is an auto-juicer, place a juice press on top of a barrel...
by Nathan.S
Wed Dec 06, 2017 03:45
 
Forum: Mod Releases
Topic: [Mod] Drinks [1.0][drinks]
Replies: 82
Views: 4483

Re: Blender training series

It is a node, unless you plan on having it be an entity, though you typically don't build those. To use your mesh/model you need to define a node as usual and use the mesh drawtype and then list the name of the mesh, like this. drawtype = 'mesh', mesh = 'drinks_press.obj', I actually created a video...
by Nathan.S
Fri Nov 03, 2017 03:32
 
Forum: Modding Discussion
Topic: Blender training series
Replies: 59
Views: 2654

Re: [Mod] The Lower Road [thelowerroad]

I've noticed that when the path goes underground that the trees above ground directly above the path are removed.
Image
by Nathan.S
Sat Oct 28, 2017 13:34
 
Forum: Mod Releases
Topic: [Mod] The Lower Road [thelowerroad]
Replies: 54
Views: 3097
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