Wow I requested this a few days ago. Great turnaround time! Thanks!jp wrote: ↑Mon Jan 09, 2023 11:03Update: i3 1.13 released.
Get it on ContentDB.
This release adds an API to manage waypoints.
Search found 53 matches
- Thu Jan 12, 2023 17:02
- Forum: Mod Releases
- Topic: [Mod] i3 [1.16] [i3]
- Replies: 174
- Views: 48218
Re: [Mod] i3 [1.13] [i3]
- Fri Oct 11, 2019 12:05
- Forum: Client-side modding
- Topic: [CSM] Mumble Positional audio w/ handler [mumble]
- Replies: 18
- Views: 10634
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.
- Wed May 30, 2018 13:06
- Forum: WIP Mods
- Topic: [Mod] Spacesuit! [moontest_spacesuit]
- Replies: 8
- Views: 3292
Re: [Mod] Spacesuit! [moontest_spacesuit]
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....BuckarooBanzay wrote:What's your license for the textures? i fixed your breathing code and want to upload it to github...
- Tue May 29, 2018 10:13
- Forum: Mod Releases
- Topic: [Mod] vacuum [git] [0.1] [vacuum]
- Replies: 21
- Views: 8524
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.
- Mon May 28, 2018 13:35
- Forum: Mod Releases
- Topic: [Mod] Jumpdrive [1.4] [jumpdrive]
- Replies: 43
- Views: 14732
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...
- Mon May 28, 2018 11:53
- Forum: Mod Releases
- Topic: [Mod] Jumpdrive [1.4] [jumpdrive]
- Replies: 43
- Views: 14732
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...
- Thu May 24, 2018 09:26
- Forum: Mod Releases
- Topic: [Mod] Jumpdrive [1.4] [jumpdrive]
- Replies: 43
- Views: 14732
Re: [Mod] Jumpdrive [1.0] [jumpdrive]
Oooohhh.. Awesome :). Ill check it out! Starred!
- Thu May 24, 2018 08:48
- Forum: Mod Releases
- Topic: [Mod] Jumpdrive [1.4] [jumpdrive]
- Replies: 43
- Views: 14732
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.
- Sun May 13, 2018 09:57
- Forum: Mod Releases
- Topic: [MOD] Campfire_updated [campfire]
- Replies: 38
- Views: 14275
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?
- Thu May 10, 2018 10:52
- Forum: WIP Mods
- Topic: [Mod] Crops Plus[crops]
- Replies: 13
- Views: 3598
Re: [MOD]Crops Plus[crops]
So what is the status on getting the crops naturally in survival? Do they spawn yet?
- Wed May 09, 2018 00:06
- Forum: Mod Releases
- Topic: [Mod] Jumpdrive [1.4] [jumpdrive]
- Replies: 43
- Views: 14732
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.
You have earned a star from me.
- Wed May 02, 2018 22:52
- Forum: Mod Releases
- Topic: [Mod] Your Dad's BBQ Mod [bbq]
- Replies: 175
- Views: 25713
Re: [Mod] Your Dad's BBQ Mod [bbq]
Dude this is so dope. And your Swanson avatar just makes it that much better xD.
- Sat Aug 05, 2017 10:19
- Forum: Mod Releases
- Topic: [Mod] Meshnodes [0.3.0] [meshnode]
- Replies: 75
- Views: 34329
Re: [Mod] Meshnodes [0.3.0] [meshnode]
This is a good idea.Ima-builder wrote:Looks Great, I can't wait to try it out.
P.S. Maybe you can also add car and boat variations .
- Fri Aug 04, 2017 13:10
- Forum: Mod Releases
- Topic: [Mod] Meshnodes [0.3.0] [meshnode]
- Replies: 75
- Views: 34329
Re: [Mod] Meshnodes [0.3.0] [meshnode]
This mod is awesome! I plan to use it with my space server. Thanks Stu!
- Wed Aug 02, 2017 15:57
- Forum: Mod Releases
- Topic: [Mod] Hook V13.1 (survival tools) [hook]
- Replies: 37
- Views: 11980
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...
- Tue Aug 01, 2017 15:27
- Forum: Mod Releases
- Topic: [Mod] Hook V13.1 (survival tools) [hook]
- Replies: 37
- Views: 11980
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...
- Tue Aug 01, 2017 15:23
- Forum: Mod Releases
- Topic: [Mod] Hook V13.1 (survival tools) [hook]
- Replies: 37
- Views: 11980
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.
- Tue Aug 01, 2017 06:06
- Forum: Mod Releases
- Topic: [Mod] Unified Inventory [git][unified_inventory]
- Replies: 160
- Views: 68185
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!
- Sat Feb 21, 2015 06:55
- Forum: Problems
- Topic: Error Building Latest stable-0.4
- Replies: 1
- Views: 541
Re: Error Building Latest stable-0.4
Problem solved!
- Sat Feb 21, 2015 06:03
- Forum: Problems
- Topic: Error Building Latest stable-0.4
- Replies: 1
- Views: 541
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...
- Sat Feb 21, 2015 03:43
- Forum: Modding Discussion
- Topic: Too many mods destroy “indescructible” nodes
- Replies: 15
- Views: 3621
Re: Too many mods destroy “indescructible” nodes
Nice PSA Wuzzy. Noted for any future projects.
- Sat Feb 21, 2015 01:50
- Forum: Modding Discussion
- Topic: Modding Tutorial Book (new: Code architecture, unit testing)
- Replies: 157
- Views: 64182
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.
- Sat Feb 21, 2015 01:46
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 573016
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 ...
- Fri Feb 20, 2015 20:48
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 573016
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...
- Thu Feb 19, 2015 05:16
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 573016
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...