Search found 1074 matches

by Nathan.S
Wed May 05, 2021 14:26
Forum: Builds
Topic: [Ubuntu] Compiling latest Minetest [Tutorial / Script]
Replies: 7
Views: 402

Re: [Ubuntu] Compiling latest Minetest [Tutorial / Script]

Thanks for this. My auto-update script broke, and I couldn't figure out how to tell cmake where to look for the fork of Irrlicht. Working perfectly now.
by Nathan.S
Tue Apr 27, 2021 03:08
Forum: Modding Discussion
Topic: Invisible Node
Replies: 3
Views: 105

Re: Invisible Node

Use an transparent texture, and set the correct alpha option in the node def for the block to be invisible. To prevent it from being exploded check out the on_blast callback.
by Nathan.S
Sat Apr 10, 2021 23:31
Forum: WIP Mods
Topic: [Mod] Numeracy Blocks [0.3] [numeracy]
Replies: 4
Views: 338

Re: [Mod] Numeracy Blocks [0.1] [numeracy]

Seems to be working just fine. I placed a group of 324 or so nodes with no issues.

I really like how you did the different color grouping of large numbers, great job on your first mod.
by Nathan.S
Wed Apr 07, 2021 23:32
Forum: Game Discussion
Topic: Game request: Among Us in MT
Replies: 9
Views: 770

Re: Game request: Among Us in MT

I don't know that clone is necessarily the right word. The same basic concepts apply, but I've never played among us, so I'm just doing things that seem to make sense to the main idea of the game.
by Nathan.S
Sun Mar 28, 2021 17:28
Forum: WIP Mods
Topic: [Mod]Ultralight Trike[trike]
Replies: 28
Views: 1178

Re: [Mod]Ultralight Trike[trike]

Very fun to fly around. The bar thing that you'd hold on to control the wings gets in the way of the gauges sometimes. Could those maybe be turned into a HUD so they wouldn't be obscured?
by Nathan.S
Sun Mar 28, 2021 16:57
Forum: WIP Mods
Topic: [mod] Pullable carts [1.2][pull_cart]
Replies: 22
Views: 642

Re: [mod] Pullable carts [1.2][pull_cart]

So I just tried this out, and gotta say really well done. The cart tilting when I go up and down slabs is on point!
by Nathan.S
Fri Mar 19, 2021 14:14
Forum: Modding Discussion
Topic: How to use Plantlike meshoptions [SOLVED]
Replies: 23
Views: 1163

Re: How to use Plantlike meshoptions [SOLVED]

jcarr, I don't know why it's not working for you. I put the place_param2 line in some of my code, set it to three and the plants show as the # shape properly when placing them.
by Nathan.S
Mon Mar 15, 2021 16:11
Forum: Modding Discussion
Topic: Beyond 1 m³
Replies: 2
Views: 193

Re: Beyond 1 m³

I'm fairly sure the doors are a mesh, so it's easier to create textures for them as a single object. The object collision and selection box are the size of the door, so the only second node code is just for a small invisible node that is placed to prevent any nodes from being placed in the top half ...
by Nathan.S
Sat Mar 13, 2021 16:13
Forum: WIP Mods
Topic: Pickpocketing [pickp] (v1.3)
Replies: 20
Views: 971

Re: Pickpocketing [pickp] (v1.2)

Hey, so I just recorded a video, great fun stealing from another player that I was also controlling. :) I noticed a bug though, In the message where it says who stole from you, or tried to steal from you, it shows your own name, not the name of the thief.
by Nathan.S
Wed Mar 10, 2021 21:48
Forum: WIP Mods
Topic: [Mod]Ultralight Trike[trike]
Replies: 28
Views: 1178

Re: [Mod]Ultralight Trike[trike]

Looks very cool, will have to try it out.
by Nathan.S
Fri Mar 05, 2021 16:42
Forum: Mod Releases
Topic: [Mod] Digtron tunnel boring/building machine [digtron]
Replies: 219
Views: 40493

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: 171

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: 145

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: 104

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: 86

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: 95

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: 139

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: 115

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: 43
Views: 5198

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: 123

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: 274

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: 9730

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: 274

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: 89

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: 303

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.