Search found 548 matches

by cd2
Tue Jan 09, 2018 16:41
Forum: WIP Mods
Topic: [Mod] automation [wip][git][automation]
Replies: 30
Views: 8081

Re: [Mod] automation [wip][git][automation]

There's a mod in the unternull modpack that makes stone cookable into lava. uh yeah I know used it for like 2-3 years its to simple just cook cobble into stone and stone into lava I prefer something like my crucible which turns 8 cobble into 1 lava over time Good idea. I was thinking maybe an auto ...
by cd2
Tue Jan 02, 2018 13:38
Forum: Game Releases
Topic: [Game] rpgtest [git][rpgtest]
Replies: 409
Views: 123481

Re: [Game] rpgtest [git][rpgtest]

First of all, thank you for playing! After reading a story recently that had concepts from MineCraft and the Jobs system from Final Fantasy, I was looking for something to play around with, and develop if needed. I found Minetest, and then this subgame, which does many of the things I was thinking o...
by cd2
Mon Nov 13, 2017 14:29
Forum: WIP Mods
Topic: [Mod] automation [wip][git][automation]
Replies: 30
Views: 8081

Re: [Mod] automation [wip][git][automation]

It would make more sense for fans to push things that are on ice, not sticky-slime-carpet. Yes, but ice would melt :) Tried it out on a creative world, seems like it has potential! seems like everything works except the crafting recipes for certain components such as the Bevel Gear. Ok, looks like ...
by cd2
Sat Jul 29, 2017 09:06
Forum: WIP Games
Topic: [Game] UfoRun [community project][git][uforun]
Replies: 65
Views: 14442

Re: [Game] UfoRun [community project][git][uforun]

Amaz wrote:I think that the collision box is hard coded in the engine. There is a pull to make it customizable. https://github.com/minetest/minetest/pull/2738
viewtopic.php?f=18&t=18144
by cd2
Sat Jul 29, 2017 08:41
Forum: Client-side modding
Topic: [discussion]Technical notes on how to defeat(*) oredetect
Replies: 94
Views: 17091

Re: [discussion]Technical notes on how to defeat(*) oredetec

I think that ... This is outside the scope of the discussion of this topic, because I do not think so since the discussion is named "Technical notes on how to defeat(*) oredetect" the post (imo) clearly is a technical note . it clearly falls in the "modify XXX to prevent CSM" ca...
by cd2
Fri Jul 28, 2017 12:21
Forum: WIP Games
Topic: [Game] UfoRun [community project][git][uforun]
Replies: 65
Views: 14442

Re: [Game] UfoRun [community project][git][uforun]

is this dead? I guess ( https://github.com/CasimirKaPazi/uforun/graphs/contributors ), but since this is a community project, anyone can help to improve it. I will merge pull requests on GitHub if anyone wants to keep this project alive. Please open an issue on GitHub if there are any questions bec...
by cd2
Fri Jul 28, 2017 12:15
Forum: Client-side modding
Topic: [discussion]Technical notes on how to defeat(*) oredetect
Replies: 94
Views: 17091

Re: [discussion]Technical notes on how to defeat(*) oredetec

I think that "defeating" oredetect just does not make much sense. When the minetest community decides to add new features to the client side modding API, more client side mods and cheats will be created. There are already some examples for other "cheats": https://forum.minetest.n...
by cd2
Wed Apr 12, 2017 08:56
Forum: Game Releases
Topic: [Game] rpgtest [git][rpgtest]
Replies: 409
Views: 123481

Re: [Game] rpgtest [git][rpgtest]

I found the villages (without npc-s) in dried forest areas. NPCs do not spawn anywhere in the world at the moment, because the npc system is still WIP at the moment. PS: As some of you noticed, the development of rpgtest slowed down a lot in the last months, that does not mean, that I will stop dev...
by cd2
Wed Apr 12, 2017 08:52
Forum: Game Releases
Topic: [Game] rpgtest [git][rpgtest]
Replies: 409
Views: 123481

Re: [Game] rpgtest [git][rpgtest]

Is there any server running this subgame? It might be intresting, in particular with the npc (didn't find any so far). No, there is no server running this subgame at the moment. The bushes and trees with their diffrent thickness are very nice and form a decorative landscape. Leaves can be walked/cl...
by cd2
Sat Apr 08, 2017 09:20
Forum: Mod Releases
Topic: [Mod] compost [git][compost]
Replies: 38
Views: 14268

Re: [Mod] compost [git][compost]

Small update
  • Fix README.md
  • Add support for groups
  • Make composting process slower
by cd2
Sun Apr 02, 2017 10:14
Forum: Game Releases
Topic: [Game] rpgtest [git][rpgtest]
Replies: 409
Views: 123481

Re: [Game] rpgtest [git][rpgtest]

UPDATE
  • fixed workbench
  • fixed grow ability
  • fixed mob spawning
  • fixed README.md
PS: Thanks to WSDguy2014 for reporting many bugs. If you find any bugs or have any suggestions, you can open an issue on GitHub (https://github.com/cdqwertz/rpgtest/issues).
by cd2
Sun Jan 15, 2017 11:17
Forum: General Discussion
Topic: Post your screenshots!
Replies: 11052
Views: 2048536

Re: Post your screenshots!

by cd2
Sun Jan 15, 2017 10:46
Forum: Game Releases
Topic: [Game] rpgtest [git][rpgtest]
Replies: 409
Views: 123481

Re: [Game] rpgtest [git][rpgtest]

NPCs
  • added more npcs
  • added add_talk_goal()
Image
by cd2
Fri Jan 13, 2017 13:35
Forum: Game Releases
Topic: [Game] rpgtest [git][rpgtest]
Replies: 409
Views: 123481

Re: [Game] rpgtest [git][rpgtest]

UPDATE
  • added dye
  • added /list_places
Image
by cd2
Tue Jan 10, 2017 18:19
Forum: Game Releases
Topic: [Game] rpgtest [git][rpgtest]
Replies: 409
Views: 123481

Re: [Game] rpgtest [git][rpgtest]

NPCs
  • added npcs
  • allow players to trade with npcs
Image

TODO
  • add add_talk_goal() to quests mod
  • add npcs to some buildings
by cd2
Fri Jan 06, 2017 09:14
Forum: Game Discussion
Topic: Eclipse workspace setup for subgame
Replies: 11
Views: 2837

Re: Eclipse workspace setup for subgame

LouisDB wrote:Too bad, I guess I'll have to use a gold old text editor, it's gonna be a pain ...
You could use atom. Idk if it has auto completion for lua, but I am sure that there is a package for that.
https://atom.io/

PS : Sorry for the late reply.
by cd2
Thu Jan 05, 2017 09:21
Forum: Game Releases
Topic: [Game] rpgtest [git][rpgtest]
Replies: 409
Views: 123481

Re: [Game] rpgtest [git][rpgtest]

Wuzzy wrote:Because I think this subgame is quite good enough to be showcased and recently reached version 1.0, I created an entry on the LGDB for this:

https://lgdb.org/game/rpgtest
Thank you :)
by cd2
Wed Jan 04, 2017 11:01
Forum: Game Releases
Topic: [Game] rpgtest [git][rpgtest]
Replies: 409
Views: 123481

Re: [Game] rpgtest [git][rpgtest]

For spawning working workbenches, you could try something similar to what is done in LOTT. To make things like this work, there are nodes (generally with the airlike drawtype, so they're invisible) which are placed in the schematics in place of the furnace/workbench/whatever, and an abm runs on the...
by cd2
Mon Jan 02, 2017 10:20
Forum: Game Releases
Topic: [Game] rpgtest [git][rpgtest]
Replies: 409
Views: 123481

Re: [Game] rpgtest [git][rpgtest]

The workbenches in watchtowers can't be used as workbenches until you take them and replace them again The only way to fix that is to replace the workbench with something else, isn't it? No. I know that I can just do minetest.set_node for default:chest (in Minetest Game) and Minetest Game will alre...
by cd2
Mon Jan 02, 2017 09:47
Forum: Modding Discussion
Topic: any quest mods?
Replies: 9
Views: 1594

Re: any quest mods?

Looking at your quests mod, is there any way to give rewards? Edit - I see the goal.reward in the code, would you just add a line in this syntax? local quest = quests.new(name, "Preparing a small feast") quests.add_dig_goal(quest, "Harvest wheat", "farming:wheat_8", 5)...
by cd2
Sun Jan 01, 2017 11:43
Forum: Game Releases
Topic: [Game] rpgtest [git][rpgtest]
Replies: 409
Views: 123481

Re: [Game] rpgtest [git][rpgtest]

Version 1.0

Download : https://github.com/cdqwertz/rpgtest/releases

Update
  • added crafting guide button to inventory
  • added quest tab to player's inventory
  • fixed blueprints
  • fixed ability books
  • improved furnace system
  • show how many skill points are left
by cd2
Sun Jan 01, 2017 11:14
Forum: Game Releases
Topic: [Game] rpgtest [git][rpgtest]
Replies: 409
Views: 123481

Re: [Game] rpgtest [git][rpgtest]

D00Med wrote:This reminds me, a while ago I made some mob textures for this game.
Feel free to use them if you like.
Cool! (I will take a look at them later.)

Edit : They look really good!
by cd2
Sun Jan 01, 2017 11:10
Forum: Game Releases
Topic: [Game] rpgtest [git][rpgtest]
Replies: 409
Views: 123481

Re: [Game] rpgtest [git][rpgtest]

- The central_message mod is not really meant to be used for tutorial purposes. It's not really wrong. But if you use it for this, then you should at least make it possible to access the help texts in a different way again (hint: look at the Help modpack: https://forum.minetest.net/viewtopic.php?f=...
by cd2
Sun Jan 01, 2017 09:42
Forum: Modding Discussion
Topic: any quest mods?
Replies: 9
Views: 1594

Re: any quest mods?

rubenwardy wrote:See quests in rpgtes
It's WTFPL
I'm pretty sure that it isn't licensed under WTFPL. https://github.com/cdqwertz/rpgtest/tre ... ods/quests (LGPL 2.1)