Search found 152 matches

by sparky
Tue Apr 11, 2023 14:00
Forum: Client-side modding
Topic: [CSM] Mumble Positional audio w/ handler [mumble]
Replies: 18
Views: 10517

Re: [CSM] Mumble Positional audio w/ handler [mumble]

ok, thanks for report. I'll make some changes
by sparky
Tue Jan 31, 2023 18:52
Forum: WIP Mods
Topic: [Mod] Spriteguns (Image waypoint based guns) [spriteguns]
Replies: 2
Views: 595

Re: [Mod] Spriteguns (Image waypoint based guns) [spriteguns]

Glad you like it! hmm, I probably should add a way to detect a wide variety of mobs, at the moment they are only added manually in the mod. https://github.com/Elkien3/spriteguns/blob/main/init.lua#L10 I think the blurriness is just due to being 320x180, though in the high res images I probably forgo...
by sparky
Tue Jan 31, 2023 05:15
Forum: WIP Mods
Topic: [Mod] Spriteguns (Image waypoint based guns) [spriteguns]
Replies: 2
Views: 595

[Mod] Spriteguns (Image waypoint based guns) [spriteguns]

I know, another gun mod. But here we are. This one uses sprites (image waypoints) to draw the visuals. https://i.imgur.com/yvrz42A.png The main purpose of this mod is to allow the aimpoint to move around due to recoil. (Because setting the player's yaw/pitch dosn't work the best) The result is you c...
by sparky
Mon Nov 14, 2022 17:06
Forum: WIP Mods
Topic: [Mod] Advanced Food Cooking [cooking]
Replies: 16
Views: 4385

Re: [Mod] Advanced Food Cooking [cooking]

I've done a few fixes to the cooking mod, and added a farming redo cooking mod addon (see original post)
by sparky
Wed Aug 10, 2022 15:56
Forum: WIP Mods
Topic: [mod] Mumble Bridge [mumble_bridge]
Replies: 15
Views: 2729

Re: [mod] Mumble Bridge [mumble_bridge]

Ooo nice, glad people are working on more solutions for mumble pa.
by sparky
Sun Jun 26, 2022 19:35
Forum: WIP Mods
Topic: [Mod] Advanced Food Cooking [cooking]
Replies: 16
Views: 4385

Re: [Mod] Advanced Food Cooking [cooking]

sorry for late reply well, this mod is just for crafting food items, not going to have any spoilage or nutrient based satiation built in. My plans to add to this mod specifically is perhaps a 'age' craft type, where the item sits out for a certain amount of time. (example: you leave bread dough out ...
by sparky
Fri Dec 17, 2021 20:48
Forum: WIP Mods
Topic: [Mod] Advanced Food Cooking [cooking]
Replies: 16
Views: 4385

Re: [Mod] Advanced Food Cooking [cooking]

Ah, I added a "burned" option in the craft definition that let's you pick what it turns into when burned. cooking.register_craft({ type = "stove", cooktime = 10, recipe = "cooking:mushroom_soup_uncooked", output = "cooking:mushroom_soup", burned = "cookin...
by sparky
Tue Dec 14, 2021 03:40
Forum: WIP Mods
Topic: [Mod] Advanced Food Cooking [cooking]
Replies: 16
Views: 4385

Re: [Mod] Advanced Food Cooking [cooking]

I don't have any visual indication apart from it saying the expiration date on the item description. that's all handled in the other mod, I just added the registration to this mod since I'll be using them together in the future. I'll remove the soup stack limitation if you'd like, I suppose my logic...
by sparky
Mon Dec 13, 2021 17:24
Forum: WIP Mods
Topic: [Mod] Advanced Food Cooking [cooking]
Replies: 16
Views: 4385

Re: [Mod] Advanced Food Cooking [cooking]

foodspoil is a separate mod of mine I haven't published yet, it has no significance unless you happen to have it. If the mod was installed the food item would spoil in 4 ingame days, which means it would no longer give any benefits when eaten (and if it's very spoiled it may damage you instead). The...
by sparky
Sat Dec 11, 2021 18:28
Forum: WIP Mods
Topic: [Mod] Advanced Food Cooking [cooking]
Replies: 16
Views: 4385

[Mod] Advanced Food Cooking [cooking]

This mod adds tools and some crafts that uses them to prepare food with no formspecs or menus. https://raw.githubusercontent.com/Elkien3/cooking/main/screenshot.png How the mod works There are 8 types of crafts: https://raw.githubusercontent.com/Elkien3/cooking/main/textures/craftguide_stack_icon.pn...
by sparky
Tue Dec 07, 2021 04:39
Forum: Minetest-related projects
Topic: Public Remote Media Server Project
Replies: 141
Views: 42717

Re: Public Remote Media Server Project

Do custom mods need to be supplied with git? The minetest server doesn't send the mods automatically, does it?
edit: looks like the case, should've read a bit more, sorry.
by sparky
Sat Jun 12, 2021 16:53
Forum: Client-side modding
Topic: [CSM] Mumble Positional audio w/ handler [mumble]
Replies: 18
Views: 10517

Re: [CSM] Mumble Positional audio w/ handler [mumble]

You can set it up as a Proximity Voice Chat, comparable to https://github.com/zsawyer/MumbleLink
by sparky
Wed Sep 30, 2020 17:05
Forum: WIP Mods
Topic: [Mod] Mapgen from geographical data [geo-mapgen] (Biomes!)
Replies: 80
Views: 20679

Re: [Mod] Mapgen from geographical data [geo-mapgen] (Biomes!)

ah, I see. thanks for info. :)
by sparky
Tue Sep 29, 2020 14:23
Forum: WIP Mods
Topic: [Mod] Mapgen from geographical data [geo-mapgen] (Biomes!)
Replies: 80
Views: 20679

Re: [Mod] Mapgen from geographical data [geo-mapgen] (Biomes!)

Would it be possible to use geo-mapgen as a basis for v7 biomes to generate onto? It would be nice to be able to make a defined shape of a map, but still have it be functional with ores and plants and such, even if you don't have perfect control over which biomes go where.
by sparky
Thu Apr 16, 2020 01:53
Forum: WIP Mods
Topic: [Mod] Medical System/API [medical]
Replies: 4
Views: 1128

Re: [Mod] Medical System/API [medical]

happy you think so, but I think this is too specialized/specific for default game. not really the goal anyways
by sparky
Sat Apr 11, 2020 16:46
Forum: WIP Mods
Topic: [Mod] Medical System/API [medical]
Replies: 4
Views: 1128

[Mod] Medical System/API [medical]

A very new project for me, medical simulation. plan is to have an api for injuries that are linearly treated, as well as for vital sign management which is more of a nonlinear balancing act to try to achieve homeostasis. I'm a newly certified EMT, so i have some knowledge, but little experience. Ope...
by sparky
Wed Apr 01, 2020 04:23
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2324
Views: 441687

Re: Post your mod requests/ideas here

(parts copied from Discord) I'm not entirely sure if I'm going to start this project, since it's perhaps too ambitious for me, but just wanted to know if people would be interested a somewhat educational first aid and basic life support mod. And if there are people able and willing to help with suc...
by sparky
Mon Dec 09, 2019 15:12
Forum: Mod Releases
Topic: [Mod] Fancy Cars [cars]
Replies: 11
Views: 2721

Re: [Mod] Fancy Cars [cars]

I tried to work around it by attaching an intermediary 'seat' entity
I think mainly the problem for me when I tried that is there is nauseating jitter when you have any sort of latency.
by sparky
Tue Dec 03, 2019 18:04
Forum: Mod Releases
Topic: [Mod] Advanced Bandage [bandage]
Replies: 0
Views: 712

[Mod] Advanced Bandage [bandage]

This mod adds a bandage that takes time to apply and works on both yourself and other players. It can be configured to only heal to a certain point, and also change how long it takes. Hold down left click to use, left click on a player to use it on them. keep holding it down until you/they are heale...
by sparky
Tue Dec 03, 2019 17:50
Forum: Mod Releases
Topic: [Mod] Fancy Cars [cars]
Replies: 11
Views: 2721

[Mod] Fancy Cars [cars]

This mod add cars with 4 seats, nice-ish engine sounds, randomly generated license plate with signs mod, wheels that turn, and a trunk. you will enter the seat (or use trunk) that is closest to where you are pointing on the collisionbox. One thing to note is that it's heavier than most other vehicle...
by sparky
Tue Dec 03, 2019 16:20
Forum: Mod Releases
Topic: [Mod] Entity Bones [bones_entity]
Replies: 0
Views: 811

[Mod] Entity Bones [bones_entity]

A mod for minetest that adds a bone mod like entity with a copy of the player's body. Behaves pretty much the same as node bones (though the inventory has more space), uses same "share_bones_time" config setting. https://i.imgur.com/KX71hgx.png https://i.imgur.com/d6WLSmP.png https://i.img...
by sparky
Sat Nov 23, 2019 17:34
Forum: Client-side modding
Topic: [CSM] Mumble Positional audio w/ handler [mumble]
Replies: 18
Views: 10517

Re: [CSM] Mumble Positional audio w/ handler [mumble]

Made a Discord for whoever wants to connect with other users of this mod, since the mod isn't much good with only one person. https://discord.gg/nG8ZgF9
by sparky
Thu Aug 22, 2019 18:17
Forum: Modding Discussion
Topic: [Question] Entity attached to player
Replies: 5
Views: 872

Re: [Question] Entity attached to player

What do you mean by "access"? You can save the entity id in a table, something like: entites[playername] = add_entity() You can also have the entity (or even the player I think) have it's own variable eg: self.owner = player or entites[playername].owner = player or you can get the object t...
by sparky
Wed Feb 06, 2019 14:25
Forum: Minetest-related projects
Topic: [BOT] mtdBot [v.0.3.0] - Discord Bot for Minetest
Replies: 27
Views: 12054

Re: [BOT] mtdBot [v.0.2.0] - Discord Bot for Minetest

I don't have them anymore, sorry. but it was a client being created an removed every minute or so, the issue was that I didn't set up the Discord bot to be connected anywhere, and the step of the tutorial I linked is the only thing I was really missing.