Search found 86 matches

by Gerald
Wed May 27, 2020 12:28
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.52] [mobs]
Replies: 2007
Views: 366427

Re: [Mod] Mobs Redo [1.52] [mobs]

With the way Minetest works, could it well support mobs being set aflame, such as to injure them? Sure, getting them to appear as such would be tricky though. The entity itself can store whether it's burning and take damage accordingly, but it'd be quite a chore to draw the flames around it. I don'...
by Gerald
Sun May 10, 2020 15:47
Forum: Problems
Topic: [Solved] How to group grass, bed api
Replies: 7
Views: 136

Re: How to group grass, bed api

If you are changing the default and bed mods you can just add your own group - let's call it grass_craft - by adding grass_craft = 1 to the groups list in the definition of every grass node (found in the nodes.lua file). If you want to add this stuff using your own mod you can do the following: loca...
by Gerald
Tue Dec 11, 2018 13:54
Forum: Servers
Topic: [Server] Inside The Box [Puzzles]
Replies: 564
Views: 48574

Re: [Server] Inside The Box [Puzzles]

... I have no idea what the purpose of this purple wall is. It doesn't react to anything I do at all. It is in the box called Memory. I think you missed to pick up something at the start. Thinking about this, it would have been way better design if the mechanism of the first door ensured this. I wi...
by Gerald
Thu Mar 15, 2018 21:08
Forum: Servers
Topic: [Server] Inside The Box [Puzzles]
Replies: 564
Views: 48574

Re: [Server] Inside The Box [Puzzles]

After I put in the same pattern over and over again, the door finally randomly opened! I noticed this too on the right pattern but it never occured twice in a row. In the first pattern (from the left), the door already opens after just 8/9 blocks placed. This seems to be consistent, maybe I acciden...
by Gerald
Fri Feb 02, 2018 15:27
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2088
Views: 283814

Re: Post your mod requests/ideas here

Hi, I have a machine which works well and am now looking at water and other fluid storage both within my machine and also in tanks externally. I would suggest not using pipeworks but the technic energy system. (Wires, generators and batteries become pipes, pumps and storages.) technic.register_tier...
by Gerald
Tue Jan 02, 2018 19:36
Forum: Mod Releases
Topic: [Mod] Playing Cards [cards]
Replies: 1
Views: 704

[Mod] Playing Cards [cards]

Adds standard playing cards. Currently there are four basic decks, which can be combined. French suits (normal black and red) 32 cards (green back) French suits (four colour version) 52 cards (blue back) 6 Jokers (blue back) Minetest themed suits 52 cards (meselike back) Moreover, there are colored ...
by Gerald
Tue Jan 02, 2018 15:23
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 807
Views: 274714

Re: [Modpack] WorldEdit [worldedit]

You can use the default command "/rollback". Wait a second … I can just select a region and type /rollback , and everything in this region gets revertet to the initial state without any changes made? No, it is global and only reverts the changes done in a specified time. Also you need to enable it ...
by Gerald
Sat Dec 30, 2017 14:08
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 807
Views: 274714

Re: [Modpack] WorldEdit [worldedit]

SonosFuer wrote:Is there an undo command? I looked at the command guide on github and cant find one.
You can use the default command "/rollback".
by Gerald
Thu Dec 21, 2017 22:38
Forum: General Discussion
Topic: Stupid Questions - The Topic
Replies: 20
Views: 1272

Re: Stupid Questions - The Topic

In the node registration, what is the relationship between wield_image and inventory_image , if one or the other is not specified? Or is it always necessary to specify both if you want them to be the same image? Just curious, since I'm always looking for ways to avoid redundancy :) inventory_image ...
by Gerald
Sat Dec 02, 2017 21:24
Forum: Modding Discussion
Topic: Tinker's Construct
Replies: 2
Views: 315

Re: Tinker's Construct

Very hard, because you have to register a new tool if you want to change the digging speed or the durability. Moreover, you can't change the inventory image of an item. Sure you can register tons of tools but this is awful for the performance. You do not need to register different tools to manipula...
by Gerald
Sun Oct 15, 2017 13:32
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2088
Views: 283814

Re: Post your mod requests/ideas here

I think about Mendel's Genetics for manipulation plants and fruits (maybe animals too). Is it possible? Any ideas? I did this once, but never published the code. The biggest problem is the itemstack of the seeds. If seeds are not stackable, inventories become messy. If they stack if they have the s...
by Gerald
Sat Sep 09, 2017 14:09
Forum: Feature Discussion
Topic: Rename mapgens
Replies: 42
Views: 4172

Re: Rename mapgens

[...] it's a lot of work for no good reason. If this is a lot of work, the design of the UI must be horrible. I agree with Wuzzy, something needs to be changed, but a name like 'Hills' sounds like a selection of biomes. 'A picture says more than a thousand words'; Maybe it should be possible to ass...
by Gerald
Thu Aug 10, 2017 17:37
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 360805

Re: Post your modding questions here

ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'azewheel' in callback luaentity_Step(): ...ames\minetest-0.4.16-win64\bin\..\mods\azewheel/tank.lua:105: bad argument #1 to 'set_pos' (userdata expected, got table) I have this error with that code, why? can you help...
by Gerald
Wed Jul 26, 2017 15:28
Forum: WIP Games
Topic: [Game] MineClone 2 [0.66.2]
Replies: 1901
Views: 286334

Re: [Game] MineClone 2 [0.24.0]

Is there a way to take some components of the subgame and make them act like mods in normal minetest game ? I like the bow better than any other I found. ) In principle you can copy every mod of Mineclone 2 and just use it as a normal mod, but - no one ensures compatibility. - dependencies need to ...
by Gerald
Sun Jul 16, 2017 15:48
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 360805

Re: Post your modding questions here

My solution is the following: modify currency/shop.lua Add a table e.g. "default.shop.replacements" to register replacements. Add two inventories to the shop (see line 111) "owner_wants_adjusted" and "customers_gave_adjusted" While trading go through the "owner_wants" and "cotumer_gave" inventories ...
by Gerald
Sun Jul 16, 2017 13:57
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 360805

Re: Post your modding questions here

I am attempting to modify the old currency mod to work with US Currency for educational purposes. I have a functional method that sort of works, but IDEALLY, I have an angle I am not sure is doable, so I turn to you, my fellow minetesters... Can you provide a link to the currency mod you use? There...
by Gerald
Fri Jul 14, 2017 21:06
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 360805

Re: Post your modding questions here

minetest.register_abm({ nodenames = {"default:wood"}, interval = 10.0, chance = 1, action = function(pos, node, active_object_count, active_object_count_wider) local node = minetest.get_node({x = pos.x, y = pos.y + 1, z = pos.z}) local nodedef = minetest.registered_nodes[node] if nodedef.walkable =...
by Gerald
Fri Jul 07, 2017 11:50
Forum: Feature Discussion
Topic: A case for publishing the game on Steam
Replies: 43
Views: 4680

Re: A case for publishing the game on Steam

At first, I support the idea. What needs to be decided beforehand? Firstly, let's get this out of the way: the pricing. The game could be free, or it could be paid. Some free games have a paid Steam version to help raising funds, this is generally regarded positively by the users as a "donation" to ...
by Gerald
Wed Jun 21, 2017 22:45
Forum: Mod Releases
Topic: [Mod] Worms and Snakes [worm]
Replies: 26
Views: 3160

Re: [Mod] Worms and Snakes [worm]

Andrey01 wrote:Some mobs crawl too slowly. Ones of them are agressive, other less. Are Nyan cat and caterpillar not dangerous possibly?
Yes, i wanted to make every species distinct.
Here you can find a table with the different properties:https://github.com/gejan/worm/wiki
by Gerald
Tue Jun 20, 2017 22:13
Forum: General Discussion
Topic: Post your videos!
Replies: 950
Views: 125463

Re: Post your videos!

Some new features of my "Worms and Snakes" mod: video
by Gerald
Tue Jun 20, 2017 21:35
Forum: Mod Releases
Topic: [Mod] Worms and Snakes [worm]
Replies: 26
Views: 3160

Re: [Mod] Worms and Snakes [worm]

Major Update https://forum.minetest.net/download/file.php?mode=view&id=10997&sid=dd2514e43c41ebe0f399324e90c6dd64 Changelog added animated textures snakes actively attack objects including players snakes and worms move to "swallowable" nodes bugfix: head nodes only move if the body contains an acti...
by Gerald
Mon Jun 19, 2017 19:21
Forum: News
Topic: [0.4.16] Removal of NyanCats: how to preserve them in worlds
Replies: 42
Views: 17437

Re: Removal of Nyan Cats: how to preserve them in worlds

Simple solution: Contact Torres and ask for permission.
by Gerald
Sun Jun 18, 2017 02:31
Forum: WIP Games
Topic: [Game]Minetest_Hades[wip]
Replies: 54
Views: 13138

Re: [Game]Minetest_Hades[wip]

- Hunger gets easy soon. Really just growing 1 or two apple trees is already more than enough to survive for quite a while. I don't really bother in farming other plants except [...] - Tomatoes are more than enough to survive for a long time. I don't see a reason why I should bother to farm other p...
by Gerald
Sun Jun 11, 2017 23:56
Forum: Texture Packs
Topic: [16px] Schoene Welt [W.I.P.]
Replies: 87
Views: 8293

Re: [16px] Schone Welt [W.I.P.]

I do not know if you are aware of this:
The name of the texture pack is a little bit confusing, because the correct way to replace the german umlaut 'ö' is 'oe'.
by Gerald
Sat Jun 10, 2017 21:41
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 360805

Re: Well, halp to delete metadata

Sires wrote:
Gerald wrote: I think meta:set_string("d", nil) works.
Nope, I tested it, it just sets the data to nil, but the data key still exists in the metadata
If I read the result of minetest.serialize(meta:to_table()) the key is gone.
What is the problem of a dummy value anyway?