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

Finally xD. I am a bit late to this party but I was among some of the first users to request this feature on Github years ago. Finally got around to checking up on it to see it finally exists lol.
by false_chicken
Fri Oct 11, 2019 12:05
 
Forum: Client-side modding
Topic: [CSM] Mumble Positional audio w/ handler [mumble]
Replies: 6
Views: 767

Re: [Mod] Spacesuit! [moontest_spacesuit]

BuckarooBanzay wrote:What's your license for the textures? i fixed your breathing code and want to upload it to github...


Wow you where thinking the same thing as me xD. I just started looking for a spacesuit I can modify for my space survival server lol. License info would be nice....
by false_chicken
Wed May 30, 2018 13:06
 
Forum: WIP Mods
Topic: [Mod] Spacesuit! [moontest_spacesuit]
Replies: 6
Views: 1206

Re: [Mod] vacuum [git] [vacuum]

This works really well. I built an airlock using mesecons with sticky pistons and it worked exactly as I expected.
by false_chicken
Tue May 29, 2018 10:13
 
Forum: Mod Releases
Topic: [Mod] vacuum [git] [0.1] [vacuum]
Replies: 11
Views: 2240

Re: [Mod] Jumpdrive [1.1] [jumpdrive]

It works pretty well! And it doesn't destroy my CPU like my solution did. Mine actually simulated air pumping node by node. Each air node had a pressure property from 1 to 100 and tried to equalize/distribute the pressure to node that had less than its neighbour. Eventually if the pump did not conti...
by false_chicken
Mon May 28, 2018 13:35
 
Forum: Mod Releases
Topic: [Mod] Jumpdrive [1.4] [jumpdrive]
Replies: 32
Views: 4325

Re: [Mod] Jumpdrive [1.1] [jumpdrive]

I did a very similar mod for my space survival subgame. It seemed to do much more complex simulation of pressure than yours does. The issue I had was such intense simulation had way too much of a performance impact (At least the way I implemented it.) so I have scrapped it for now. I am going to pla...
by false_chicken
Mon May 28, 2018 11:53
 
Forum: Mod Releases
Topic: [Mod] Jumpdrive [1.4] [jumpdrive]
Replies: 32
Views: 4325

Re: [Mod] Jumpdrive [1.0] [jumpdrive]

Oooohhh.. Awesome :). Ill check it out! Starred!
by false_chicken
Thu May 24, 2018 09:26
 
Forum: Mod Releases
Topic: [Mod] Jumpdrive [1.4] [jumpdrive]
Replies: 32
Views: 4325

Re: [Mod] Jumpdrive [1.0] [jumpdrive]

Great work as always! Quick question. Does this have any code for handling collisions? I can easily see two structures teleporting to the same location. Or using this to grief protected areas.
by false_chicken
Thu May 24, 2018 08:48
 
Forum: Mod Releases
Topic: [Mod] Jumpdrive [1.4] [jumpdrive]
Replies: 32
Views: 4325

Re: [MOD] Campfire_updated [campfire]

Cool mod! One thing I notice. It seems like you can just remove the fuel item at the last second and replace it and have infinite fuel?
by false_chicken
Sun May 13, 2018 09:57
 
Forum: Mod Releases
Topic: [MOD] Campfire_updated [campfire]
Replies: 38
Views: 8738

Re: [MOD]Crops Plus[crops]

So what is the status on getting the crops naturally in survival? Do they spawn yet?
by false_chicken
Thu May 10, 2018 10:52
 
Forum: WIP Mods
Topic: [Mod] Crops Plus[crops]
Replies: 13
Views: 1427

Re: [Mod] Jumpdrive [1.0] [jumpdrive]

This is dope! Keep up the great work! I was planning to do something like this for my space survival mod I am working on.

You have earned a star from me.
by false_chicken
Wed May 09, 2018 00:06
 
Forum: Mod Releases
Topic: [Mod] Jumpdrive [1.4] [jumpdrive]
Replies: 32
Views: 4325

Re: [Mod] Your Dad's BBQ Mod [bbq]

Dude this is so dope. And your Swanson avatar just makes it that much better xD.
by false_chicken
Wed May 02, 2018 22:52
 
Forum: Mod Releases
Topic: [Mod] Your Dad's BBQ Mod [bbq]
Replies: 172
Views: 9611

Re: [Mod] Meshnodes [0.3.0] [meshnode]

Ima-builder wrote:Looks Great, I can't wait to try it out.
P.S. Maybe you can also add car and boat variations .


This is a good idea.
by false_chicken
Sat Aug 05, 2017 10:19
 
Forum: Mod Releases
Topic: [Mod] Meshnodes [0.3.0] [meshnode]
Replies: 73
Views: 23037

Re: [Mod] Meshnodes [0.3.0] [meshnode]

This mod is awesome! I plan to use it with my space server. Thanks Stu!
by false_chicken
Fri Aug 04, 2017 13:10
 
Forum: Mod Releases
Topic: [Mod] Meshnodes [0.3.0] [meshnode]
Replies: 73
Views: 23037

Re: [Mod] Hook V10 (survive tools) [hook]

climb rope / clocked: use in air to throw, hit a edge punch on a edge that is lower then you, to place it hook with rope punch on a edge that is higher then you, to place it mouth breather assembly use to refill air/oxygen, use in air to refil it portable chest a chest you can pick up all data in t...
by false_chicken
Wed Aug 02, 2017 15:57
 
Forum: Mod Releases
Topic: [Mod] Hook V13 (survival tools) [hook]
Replies: 34
Views: 6138

Re: [Mod] Hook V10 (survive tools) [hook]

for 0.4.9 ? I am using Minetest version 0.4.16. [### Moderator edit: Phoenixflo44 repeated his question, to which false_chicken replied... ###] What are you talking about? This mod was released like two years after 0.4.9. 0.4.10 was released in 2014. A year before this mod. 0.4.13 was released like...
by false_chicken
Tue Aug 01, 2017 15:27
 
Forum: Mod Releases
Topic: [Mod] Hook V13 (survival tools) [hook]
Replies: 34
Views: 6138

Re: [Mod] Hook V10 (survive tools) [hook]

How do you use this mod? I can attach a rope from the top of a ledge but cannot get it to attach from the bottom. Tried throwing it with the sling shot but it just bounces off.
by false_chicken
Tue Aug 01, 2017 15:23
 
Forum: Mod Releases
Topic: [Mod] Hook V13 (survival tools) [hook]
Replies: 34
Views: 6138

Re: [Mod] Unified Inventory [git][unified_inventory]

Hello. Love the mod. Is there any way to limit the number of bags a player can equip at a time? I am trying to start a realistic survival server and would like to limit players to having one backpack/bag on at a time. I would like to avoid a fork if I can. Thanks!
by false_chicken
Tue Aug 01, 2017 06:06
 
Forum: Mod Releases
Topic: [Mod] Unified Inventory [git][unified_inventory]
Replies: 110
Views: 26458

Re: Error Building Latest stable-0.4

Problem solved!
by false_chicken
Sat Feb 21, 2015 06:55
 
Forum: Problems
Topic: Error Building Latest stable-0.4
Replies: 1
Views: 205

Error Building Latest stable-0.4

I posted this as an issue on Github but I have not received much help thus far which is understandable. It doesn't seem to be a Minetest issue but an issue with my distribution. I am using Linux Mint Xfce 17.1 64bit and GCC 4.8.2. When I try and build I get this: [ 92%] Building CXX object src/CMake...
by false_chicken
Sat Feb 21, 2015 06:03
 
Forum: Problems
Topic: Error Building Latest stable-0.4
Replies: 1
Views: 205

Re: Too many mods destroy “indescructible” nodes

Nice PSA Wuzzy. Noted for any future projects.
by false_chicken
Sat Feb 21, 2015 03:43
 
Forum: Modding Discussion
Topic: Too many mods destroy “indescructible” nodes
Replies: 8
Views: 1458

Re: Modding Tutorial Book - Creating Better Documentation

It would be awesome if this could be exported to EPUB. Probably not worth the work but I would enjoy it xD.
by false_chicken
Sat Feb 21, 2015 01:50
 
Forum: Modding Discussion
Topic: Modding Tutorial Book (new: Code architecture, unit testing)
Replies: 145
Views: 24680

Re: Punch node, spawn monster

If you're adding a tool, you will want to use the on_use callback of the tool. minetest.register_craftitem("asasas:asasas", { on_use = function(itemstack, user, pointed_thing) if pointed_thing.type == "node" then local pos = pointed_thing.above -- spawn the monster at 'pos' end ...
by false_chicken
Sat Feb 21, 2015 01:46
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 325041

Re: Post your modding questions here

how to make a function happen on punching a node I am making a mod where when you punch a node, it spawns a monster on it with add_entity(pos, "monster") , changes the time to midnight through set_timeofday(0000) and becomes a different node using set_node(pos, "traps:used_monster_po...
by false_chicken
Fri Feb 20, 2015 20:48
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 325041

Re: Post your modding questions here

How do you use pointed_thing? My goal is to get the player hit with a tool. I know how to find a node using the position returned with the pointed_thing but how do I get the player/entity at that location using the same idea? EDIT: It doesn't seem to return any sort of actual 'object' you are pointi...
by false_chicken
Thu Feb 19, 2015 05:16
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 325041

Re: Post your modding questions here

I cannot seem to get tool callbacks working. They never seem to get called. Here is what I have: minetest.register_tool("testhammer:testhammer", { -- Register the hammer. description = "The Hammer", inventory_image = "hammer.png", tool_capabilities = { full_punch_interv...
by false_chicken
Thu Feb 19, 2015 04:48
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 325041
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