Search found 41 matches
- Thu Jun 23, 2016 05:18
- Forum: Feature Discussion
- Topic: Items stackable by 100 ?
- Replies: 117
- Views: 25353
Re: Items stackable by 100 ?
Put this on the top of init.lua of the default mod: minetest.craftitemdef_default.stack_max=100 minetest.nodedef_default.stack_max=100 minetest.noneitemdef_default.stack_max=100 to set the default stack size to 100 (or any other value you dream of) I agree, 100 is easier to calculate with and is an...
- Mon Jun 20, 2016 15:58
- Forum: Feature Discussion
- Topic: Allowing to change maximum health/breath for players
- Replies: 30
- Views: 9155
Re: Allowing to change maximum health/breath for players
The code below runs inside globalstep function. Also... - rpg.HEALTH_HARD_CODED_MAX = 20 // engine's limitation - rpg[pname].health = player's 'real' health, reports to HUD - rpg[pname].player_status = 1 when player 'alive'. When zero, entire code below is skipped at each globalstep -- check if Hea...
- Mon Jun 20, 2016 15:46
- Forum: General Discussion
- Topic: 2 Different slabs in 1 node space.
- Replies: 16
- Views: 1764
Re: 2 Different slabs in 1 node space.
I'm pretty sure that there can easily be hundreds of kinds of slabs with mods, which will exceed the node number limit if you want to support every slab. It's better to create a mod that supports some common nodes.
- Tue Jun 14, 2016 15:07
- Forum: Game Releases
- Topic: [Game] Minetest TNG [v16.08] - Free for backporting!
- Replies: 114
- Views: 47169
Re: [Game] Minetest TNG [v16.06]
A quick question: why are you moving all kinds of stuff to default mod? I don't like it to have e.g. books in default, but wool in an other mod! It's not logical. I know ... this breaks mod compatibility. But I have also planned a MTG-Compatibility modpack or something like this... But it also mean...
- Sun Jun 12, 2016 15:23
- Forum: Game Releases
- Topic: [Game] Minetest TNG [v16.08] - Free for backporting!
- Replies: 114
- Views: 47169
Re: [Game] Minetest TNG [v16.06]
A quick question: why are you moving all kinds of stuff to default mod?
- Sat Jun 11, 2016 12:05
- Forum: Feature Discussion
- Topic: Why the 32768 node limit?
- Replies: 14
- Views: 3629
Re: Why the 32768 node limit?
I just checked my world with dreambuilder and some other mods, and it has 17544 nodes. Most of it comes from stairsplus.
- Sat Jun 11, 2016 11:06
- Forum: Modding Discussion
- Topic: Don't place bones after die
- Replies: 3
- Views: 606
Re: Don't place bones after die
Create a mod called "bones" and put an empty init.lua there.
There is an issue about making it configurable with a setting, but for now it has to be disabled by overriding the mod.
There is an issue about making it configurable with a setting, but for now it has to be disabled by overriding the mod.
- Fri Jun 10, 2016 15:03
- Forum: General Discussion
- Topic: Permanent Hotbar size
- Replies: 20
- Views: 2898
Re: Permanent Hotbar size
That depends on your screen size... For me there is enough room for 24.azekill_DIABLO wrote:more than 23 and it leaves the screen.Spoiler
LOL
Also, the engine will draw hotbar in two rows if screen is not wide enough. The texture will be broken, though.
- Fri Jun 10, 2016 02:59
- Forum: General Discussion
- Topic: Permanent Hotbar size
- Replies: 20
- Views: 2898
Re: Permanent Hotbar size
I think there used to be some logic to generate hotbar texture in dreambuilder, but it is not there anymore.
Also, how is the 23 limit chosen? Is there any technical restrictions, or is it just an arbitrary limit?
Also, how is the 23 limit chosen? Is there any technical restrictions, or is it just an arbitrary limit?
- Fri Jun 10, 2016 02:56
- Forum: General Discussion
- Topic: Sewer System on Creative Gardens server (1080 HD pics)
- Replies: 5
- Views: 1892
Re: Sewer System on Creative Gardens server (1080 HD pics)
What's the yellow glowing node in the second image?
- Sun May 29, 2016 05:55
- Forum: General Discussion
- Topic: The Ultimate Goal/Challenge in Minetest
- Replies: 11
- Views: 2056
Re: The Ultimate Goal/Challenge in Minetest
Even with a ultimate goal people can still feel boring after finishing it.
Any game with finite content will eventually get boring. You will either need to make goals for yourself, or add procedural generation to the game.
Any game with finite content will eventually get boring. You will either need to make goals for yourself, or add procedural generation to the game.
- Thu May 26, 2016 14:35
- Forum: General Discussion
- Topic: What do you expect from a survival game?
- Replies: 7
- Views: 996
Re: What do you expect from a survival game?
How do you define "survival"? There is no "survival_mode" setting in minetest. Do you mean "creative_mode = false" or "enable_damage = true" or both? As someone who plays with "creative_mode = false" and "enable_damage = false", I guess I p...
- Tue May 24, 2016 13:53
- Forum: Feature Discussion
- Topic: Default mod list for worlds will be created ?
- Replies: 3
- Views: 803
Re: Default mod list for worlds will be created ?
The mod loading code supports nested modpacks, but the main menu doesn't work with them. See this issue.
- Wed May 18, 2016 16:10
- Forum: Feature Discussion
- Topic: Items stackable by 100 ?
- Replies: 117
- Views: 25353
Re: Items stackable by 100 ?
Just some thoughts: Reducing the default stack size to a value below 99 can be a minor problem because it will not be backwards-compatible with existing worlds. There will be still item stacks of 99 after the update. Increasing the stack size would be unproblematic, of course. Actually both would b...
- Mon May 16, 2016 16:12
- Forum: General Discussion
- Topic: timer with luacontroller
- Replies: 7
- Views: 2710
Re: timer with luacontroller
Hi, i need to get a timer with the luacontroller because i need a delay of 120 seconds and i'm afraid it lag with 120 delayer from mesecon mod Try using minetest.after() if (event.type == "on" and event.pin.name == "A") then --if signal at A if not mem.counting then mem.counting...
- Wed Apr 13, 2016 03:23
- Forum: General Discussion
- Topic: generate a "map of the map"
- Replies: 17
- Views: 5672
Re: generate a "map of the map"
There is also /emergeblocks chat command.oleastre wrote: @yyt16384: I was not aware of that one, I think I will just add a command to use this in a quick way.
- Tue Apr 12, 2016 06:09
- Forum: General Discussion
- Topic: generate a "map of the map"
- Replies: 17
- Views: 5672
Re: generate a "map of the map"
You can use minetest.emerge_area to force generate a block.
- Thu Feb 18, 2016 07:32
- Forum: Feature Discussion
- Topic: What's Minetest still missing over Minecraft?
- Replies: 1099
- Views: 224183
Re: What's Minetest still missing over Minecraft?
If it doesn't have to be a piston door, sticky movestones are perfect for this.benrob0329 wrote:I like Mesecons, and the biggest problem with them is the inability to make a piston door that easily recesses into the walls.
Wait...I just had an idea!
- Thu Feb 18, 2016 02:32
- Forum: Feature Discussion
- Topic: What's Minetest still missing over Minecraft?
- Replies: 1099
- Views: 224183
Re: What's Minetest still missing over Minecraft?
Minetest is missing redstone, don't say mesecones because there is 100x more to redstone and Minecraft command blocks then any one could know if they don't play MC, Mesecons have luacontrollers, which are more powerful than anything in vanilla MC (not sure about MC mods). The only bad thing about m...
- Tue Feb 16, 2016 14:51
- Forum: General Discussion
- Topic: What purpose of duplicate items?
- Replies: 11
- Views: 2146
Re: What purpose of duplicate items?
You can't have both kinds in one world if you use texture packs.
And hiding some content in singleplayer is not a good idea. Some mods may treat them differently, and players will have to run a server locally to use it.
And hiding some content in singleplayer is not a good idea. Some mods may treat them differently, and players will have to run a server locally to use it.
- Tue Feb 09, 2016 14:55
- Forum: Game Releases
- Topic: [game] Dreambuilder [20210626-0349]
- Replies: 1186
- Views: 319332
Re: [Game] Dreambuilder [20160114-2006]
It seems that the infrastructure submodule no longer exists. It is merged into streets now.
- Sun Feb 07, 2016 03:43
- Forum: Problems
- Topic: Error in mod technic
- Replies: 1
- Views: 432
Re: Error in mod technic
I think you are having an old version of moreblocks.
- Mon Jan 18, 2016 15:24
- Forum: Feature Discussion
- Topic: Allowing to change maximum health/breath for players
- Replies: 30
- Views: 9155
Re: Allowing to change maximum health/breath for players
Currently you can hack with register_on_player_hpchange, but this is really something that should be in the engine.
- Wed Dec 30, 2015 05:38
- Forum: Problems
- Topic: Node metadata inventory is only updated every 2 seconds
- Replies: 16
- Views: 3269
Re: Node metadata inventory is only updated every 2 seconds
Maybe it's caused by that: https://github.com/minetest/minetest/blob/master/minetest.conf.example#L764 I think it is this one: https://github.com/minetest/minetest/blob/master/src/clientiface.cpp#L358 It is not changed anywhere outside of this method, so once you set it to 2.0 you will not push blo...
- Thu Dec 03, 2015 07:02
- Forum: Feature Discussion
- Topic: Mapgen as an option
- Replies: 14
- Views: 2377
Re: Mapgen as an option
This pull allows specifying mod conflicts.mahmutelmas06 wrote:And there could be a new feature as blacklisted mods.For exp if a game or mod is not compatible some mapgens/mods it wont allow you to choose it.