Search found 20 matches
- Sun Jun 07, 2015 06:53
- Forum: WIP Mods
- Topic: [Mod] Simple Gravelslabs [v0.1]
- Replies: 10
- Views: 1550
Re: [Mod] Simple Gravelslabs [v0.1]
As an idea: I want to try to add the count of quarter slabs as a number (quarter slabs = 1, half slab = 2, threequarter slab = 3, full block = 4). on_place will call a function which will look for possible slabs below the placed slab (with a 3 node vertical range to override the falling_node effect ...
- Tue Jun 02, 2015 20:17
- Forum: WIP Mods
- Topic: [Mod] Simple Gravelslabs [v0.1]
- Replies: 10
- Views: 1550
Re: [Mod] Simple Gravelslabs [v0.1]
The falling node can trigger certain events. It stops when hitting another solid block, and it destroys plants and such. Is there maybe a way to check on collision with the ground? It will fall as long as air is under the node anyways, but how does it checks for and probably trigger the first non-ai...
- Mon Jun 01, 2015 06:01
- Forum: WIP Mods
- Topic: [Mod] Simple Gravelslabs [v0.1]
- Replies: 10
- Views: 1550
Re: [Mod] Simple Gravelslabs V0.1
Replacing the ground block to strech them out into the water might work. I'll check that mods, thanks! I think someone did a world generated with slabs some time ago. As far as i remember it had problems with water and everything generated on top of slabs, like trees and plants. Would be way above m...
- Sun May 31, 2015 18:08
- Forum: WIP Mods
- Topic: [Mod] Simple Gravelslabs [v0.1]
- Replies: 10
- Views: 1550
[Mod] Simple Gravelslabs [v0.1]
Well, i guess the idea isn't new, but was the first mod i 'created' and i somewhat like it. This mod adds simple gravelslabs to the game: Quarter-, half- and 3/4-slabs. Receipes and Demonstration: (uses Misa's Texture Pack, converted by Calinou) Video: https://www.youtube.com/watch?v=kvgP2SlwFQg Cod...
- Tue May 19, 2015 06:24
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 573204
Re: Post your modding questions here
Unless there have been engine changes, when you register a node you have to tell it what texture(s) are being used. There is currently no way to change those textures afterwards. You are unfortunately limited to whatever node you register. So if you want 25 different textured nodes, you have to reg...
- Mon May 18, 2015 13:24
- Forum: Mod Releases
- Topic: [Mod] Farming Redo [1.48] [farming]
- Replies: 643
- Views: 286711
Re: [Mod] Farming Redo [1.14] [farming]
I'd love to see a mod pack of farming and mobs redo with a diffculty setting. :p IMO the plants give so much food, they should grow much slower. My small fields support me forever and an army of pets as well. Great mod nonetheless! Btw, what did you use for the signs in the image? Are they just text...
- Sun May 17, 2015 14:20
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 573204
Re: Post your modding questions here
To do coin flip you must register another node with flipped nodeboxes (as you mention before). Because if you only do coin flip, the bridge will be floating above the block below. Sorry, my bad. English isn't my native language. I meant coin flip as a chance (50%), not to flip the nodes like a coin...
- Sun May 17, 2015 13:18
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 573204
Re: Post your modding questions here
Well, there is one question to finalize my plank bridge: Can i rotate the placed tile at random (coin flip) on the z axis? This would double the variations. Not that i really need those since the planks look pretty similar, but i have some more ideas how to put that to use. :) However, im not sure i...
- Sun May 17, 2015 12:40
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 573204
Re: Post your modding questions here
Wow, that was easy. Thank you so very very much!
Works perfect. :)
Works perfect. :)
- Sun May 17, 2015 11:43
- Forum: Mod Releases
- Topic: [Mod] Air Sword [airsword]
- Replies: 137
- Views: 41595
Re: [Mod] Air Sword [airsword]
If you place your Air sword in a furnace it will produce an hot air sword. Handle with care!
- Sun May 17, 2015 11:35
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2502
- Views: 641937
Re: [Mod] Mobs Redo [1.11] [mobs]
I noticed that Pets return to their untamed state when picked up. Not as a request but as a question, is it possible to make different textures for tamed pets, like collars or something?
Also rats would make great pets as well, tamed with cheese. :)
Also rats would make great pets as well, tamed with cheese. :)
- Sat May 16, 2015 18:25
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2502
- Views: 641937
Re: [Mod] Mobs Redo [1.11] [mobs]
Well, i was just stupid. Misa has overwritten the sheep texture. Deleted those and sheeps are fine now. The sudden mob disappearance seems only to occur when i charge at them. Also they don't display a despawn notification in chat if they do so. I installed your farming mod, but couldn't find any ca...
- Sat May 16, 2015 13:46
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2502
- Views: 641937
Re: [Mod] Mobs Redo [1.11] [mobs]
Thanks for the great mod! I have some questions however: - The sheep is missing parts of it. It has no legs and there are only two planes at the body that does not close. Everything else works fine. What could cause this? Im using latest release (0.4.12) - Zombies in the caves, and sometimes other m...
- Sat May 16, 2015 04:50
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 573204
Re: Post your modding questions here
I moved the last brdige node to the front and it worked. However, the selction box seems not to adjust. I set it from -,5 to 3.5 in lenght to -1.5 to 2.5, but it still shows the old selection. Also, i've split the bridge into multiple nodes that can be placed seperately (image attached). One advanta...
- Fri May 15, 2015 19:53
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 573204
Re: Post your modding questions here
there's another bridges mod https://forum.minetest.net/viewtopic.php?id=3488 Thanks, looks nice. However, didn't answer my questions tho: Why do i fall through the 4th node of my bridge, and can i place nodebox blocks randomly selected from a list? My goal is to create variations in the pattern of ...
- Fri May 15, 2015 18:13
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 573204
Re: Post your modding questions here
Hello! I made a simple wodden bridge, several nodes long, using nodebox. Works fine with 3 nodes in lenght, but when i increase the size to 4 nodes i fall through the 4th node. I used multiple nodes in lenght to have some variation in the planks size (as shown in the attached image). Or is it possib...
- Sun Nov 23, 2014 03:46
- Forum: Mod Releases
- Topic: [Mod] Sprint [sprint]
- Replies: 81
- Views: 48987
Re: [Mod] Sprint [sprint]
Do you have a file singleplayer under your minetest/worlds/"the world you lost but still got the map.sqlite from"/players ? (or the name you play with at that world) (or do you have more files in this directory?) When you open this file, you see detailed stats about the player (including ...
- Fri Nov 21, 2014 03:19
- Forum: Mod Releases
- Topic: [Mod] Sprint [sprint]
- Replies: 81
- Views: 48987
Re: [Mod] Sprint [sprint]
env_meta.txt was ok, had put in the selcetion above to be sure, didn't change anything. I've asked here because it happened right after i put that mod in (with the error message i mentioned above). Never had this problem before, have some mods installed and made some myself too. I didn't changed any...
- Fri Nov 21, 2014 01:26
- Forum: Mod Releases
- Topic: [Mod] Sprint [sprint]
- Replies: 81
- Views: 48987
Re: [Mod] Sprint [sprint]
you need too rename the folder to sprint. Remove the -master Thanks, the mod works now. Have not played for a while and simply forgot about that. It was mentioned in other mods before. Anyways, my world and inventory is still missing. Is there any way to recover it, and what has caused this? I don'...
- Thu Nov 20, 2014 09:41
- Forum: Mod Releases
- Topic: [Mod] Sprint [sprint]
- Replies: 81
- Views: 48987
Re: [Mod] Sprint [sprint]
Hi. I installed that mod and it wouldnt start. When i disabled the mod, it had cleared out my entire world, put me on a random location, with no inventory. Any Idea what might have caused this? And how to revert that? I don't have a newer backup and no idea that a simple mod can cause problems like ...