Search found 201 matches
- Wed May 17, 2017 20:17
- Forum: Mod Releases
- Topic: [Mod] Simple teleporters [easyporter]
- Replies: 10
- Views: 3406
Re: [Mod] Simple teleporters [easyporter]
This is really nice and simple. I liked it so much that for my first mod attempt, I just modded your mod for my own use. I wanted to go really low tech, so I renamed it 'fairyring." To make an in portal you leave the center empty and fill the crafting blocks with red mushrooms. To make an out ...
- Mon May 08, 2017 18:55
- Forum: WIP Mods
- Topic: [Mod] Easy crafting table [crafting]
- Replies: 62
- Views: 16974
Re: [Mod] Easy crafting table [crafting]
Update!
The changes made by FaceDeer have been merged!
The changes made by FaceDeer have been merged!
- Sun Apr 30, 2017 10:55
- Forum: WIP Mods
- Topic: [Mod] Easy crafting table [crafting]
- Replies: 62
- Views: 16974
Re: [Mod] Easy crafting table [crafting]
Hey, all. I've got some plans for a different crafting mod ... I'm happy to see the improvements to the recipe importer - I never got around to properly fixing it's (many) issues. The recipe sub-division was another feature that I intended to do, but never got around to. The hopper support is also ...
- Sun Apr 30, 2017 10:42
- Forum: WIP Mods
- Topic: [Mod] Easy crafting table [crafting]
- Replies: 62
- Views: 16974
Re: [Mod] Easy crafting table [crafting]
I basically copy and pasted the default furnace's code and then tweaked it to interface with the new crafting system instead of the old one I'm trying but I don't follow how the new furnace functions differently than the old one. Didn't know qwertymine wrote a furnace either. What's the difference?...
- Mon Apr 03, 2017 13:03
- Forum: WIP Mods
- Topic: [Mod] Circuits - Mesecons alternative [circuits]
- Replies: 32
- Views: 6573
Re: [Mod] Circuits - Mesecons alternative [circuits]
More alternatives - the better. I hope t does not lag that much, hope... I will have to dissapoint you - the visual lag caused by both this and mesecons is due how the minetest engine handles mesh updates. In terms of server lag, mesecons has had years to optimise their code - while I haven't - so ...
- Mon Apr 03, 2017 12:59
- Forum: WIP Mods
- Topic: [Mod] Circuits - Mesecons alternative [circuits]
- Replies: 32
- Views: 6573
Re: [Mod] Circuits - Mesecons alternative [circuits]
Is there anything us players can do to help with further development of this mod? Make a PR? I'd help ;). Thanks for offering your help - I don't think that this mod is quite ready for PRs yet though. The internal API is not stable, and will be refactored as I continue to work on this. That said - ...
- Mon Apr 03, 2017 12:53
- Forum: WIP Mods
- Topic: [Mod] Circuits - Mesecons alternative [circuits]
- Replies: 32
- Views: 6573
Re: [Mod] Circuits - Mesecons alternative [circuits]
That's true. I do those kind of PRs already, but with this project I'm not sure what the author see as the next step (if there is a next step). Also if you are willing to be dissapointed - I may be willing to privately share some more exotic and unlikely future ideas with you - but this should real...
- Mon Apr 03, 2017 12:51
- Forum: WIP Mods
- Topic: [Mod] Circuits - Mesecons alternative [circuits]
- Replies: 32
- Views: 6573
Re: [Mod] Circuits - Mesecons alternative [circuits]
Is there anything us players can do to help with further development of this mod? Do my coursework for me ;). I've been quite busy recently - and in what spare time I've had, I've been taking a break from minetest modding. That said, over easter I will have a lot of free time, so I should be able t...
- Sun Mar 26, 2017 01:56
- Forum: Mod Releases
- Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
- Replies: 119
- Views: 39107
Re: [mod] Dwarf Fortress style caverns [dfcaverns]
I don't play dwarf fortress - but I took a look around in creative: Great work so far - all of the caves are well designed and look nice. It is also nice to see that they all present differnet challenges / rewards to the player. Leaving mese ore inside the lava tunnels is a nice touch to that effect...
- Tue Mar 14, 2017 00:18
- Forum: WIP Mods
- Topic: [Modpack] Mapgen Utils [mgutils]
- Replies: 10
- Views: 1708
Re: [Modpack] Mapgen Utils [mgutils]
Large update to mgnm and the test mod.
Now depends on mgbm - new MapGen Buffer Management mod.
https://github.com/Qwertymine/mgbm
OP and API ref is now out of date - will update when I have time.
Now depends on mgbm - new MapGen Buffer Management mod.
https://github.com/Qwertymine/mgbm
OP and API ref is now out of date - will update when I have time.
- Sun Mar 05, 2017 20:36
- Forum: WIP Mods
- Topic: [Mod] Easy crafting table [crafting]
- Replies: 62
- Views: 16974
Re: [Mod] Easy crafting table [crafting]
Another idea: How about an option to simply have the mod scanning player inventory directly instead of the player having to place items in the left column? That would essentially be the craftguide with progressive mode but that you may also craft directly in it. There are a few issues with this ide...
- Sat Mar 04, 2017 19:56
- Forum: Mod Releases
- Topic: [Mod] Aquarium_glass [aquarium_glass]
- Replies: 10
- Views: 3806
Re: [Mod] Aquarium_glass [aquarium_glass]
With a Poll result of 4 in favour and 1 against - this mod hash been moved to releases!
- Thu Mar 02, 2017 18:08
- Forum: Modding Discussion
- Topic: I want to modify a tool but I can't
- Replies: 2
- Views: 718
Re: I want to modify a tool but I can't
Quick reply - you may want to look at: * `minetest.handle_node_drops(pos, drops, digger)` * `drops`: list of itemstrings * Handles drops from nodes after digging: Default action is to put them into digger's inventory * Can be overridden to get different functionality (e.g. dropping items on ground) ...
- Wed Mar 01, 2017 17:43
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11060
- Views: 2053969
Re: Post your screenshots!
8-bit ripple carry adder
- Wed Mar 01, 2017 15:41
- Forum: WIP Mods
- Topic: [Mod] Circuits - Mesecons alternative [circuits]
- Replies: 32
- Views: 6573
Re: [Mod] Circuits - Mesecons alternative [circuits]
2017-03-01 12:08:10: ACTION[Server]: singleplayer places node circuits:button_on at (346,20,-3) 2017-03-01 12:08:14: ACTION[Server]: singleplayer digs circuits:button_on at (346,20,-3) 2017-03-01 12:08:14: WARNING[Server]: Undeclared global variable "bit" accessed at /.../.minetest/mods/c...
- Tue Feb 28, 2017 21:49
- Forum: WIP Mods
- Topic: [Mod] Circuits - Mesecons alternative [circuits]
- Replies: 32
- Views: 6573
[Mod] Circuits - Mesecons alternative [circuits]
An alternative circuitry mod to mesecons. I am looking for constructive feedback on what should be added to or changed in this mod. Please keep in mind the style of this mod - I am not looking to re-make mesecons with lua-controllers and logic gates as basic nodes - logic should be build from primat...
- Tue Feb 28, 2017 16:33
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11060
- Views: 2053969
Re: Post your screenshots!
That looks interesting. What mod is that and what does it do? It is a mod I am currently working on (but haven't yet released). If you hadn't guessed - the mod itself is a mesecons replacement, and this circuit is a t-flip flop. It takes a pulse and turns it into a toggle for on/off - e.g. use a bu...
- Mon Feb 27, 2017 22:01
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11060
- Views: 2053969
Re: Post your screenshots!
T-Flipflop
- Sat Feb 25, 2017 21:10
- Forum: General Discussion
- Topic: Post your videos!
- Replies: 1127
- Views: 250685
- Sat Feb 25, 2017 20:42
- Forum: WIP Mods
- Topic: [image viewer][ingame]Hello![hello]
- Replies: 6
- Views: 1577
Re: [image viewer][ingame]Hello![hello]
You can't sell an image viewer without any screenshots
Let me help you:
Let me help you:
- Sat Feb 25, 2017 20:12
- Forum: Mod Releases
- Topic: [Mod] Aquarium_glass [aquarium_glass]
- Replies: 10
- Views: 3806
Re: [Mod] Aquarium_glass [aquarium_glass] [Poll]
Due to the rendering issues of transparent liquids, I did not move this mod to mod releases on completion.
However, it has not been WIP for quite a while, so I have put up a poll to see what people think about moving it to releases.
However, it has not been WIP for quite a while, so I have put up a poll to see what people think about moving it to releases.
- Sun Feb 19, 2017 23:18
- Forum: Modding Discussion
- Topic: How to get the *exact* liquid flowing direction?
- Replies: 7
- Views: 1510
Re: How to get the *exact* liquid flowing direction?
Some comments about flowlib itself: Please document the API functions (a short explanation of purpose, return value and parameters is enough). Tell me from 2 years ago that API documentaion is a good idea ; ). I'll probably do so if I get around to re-working my boat_test mod. Works quite well sing...
- Sun Feb 19, 2017 20:28
- Forum: Modding Discussion
- Topic: How to get the *exact* liquid flowing direction?
- Replies: 7
- Views: 1510
Re: How to get the *exact* liquid flowing direction?
It is almost accurate, but not completely. There are some parts of the rendering which are directional behaviours, and make no sense as the actual direction of the liquid flow - e.g. S - source X - flowing SXS The engine will always render the flowing liquid as flowing towards +X (as it doesn't have...
- Sun Feb 19, 2017 15:04
- Forum: Modding Discussion
- Topic: How to get the *exact* liquid flowing direction?
- Replies: 7
- Views: 1510
Re: How to get the *exact* liquid flowing direction?
I am not sure if this will help but it's the closest thing i've seen. Unfortunately the videos are no longer available. https://forum.minetest.net/viewtopic.php?f=9&t=12442 I made improvements to that mod to make my first mod - in the process I re-wrote the flow direction code to be clearer and...
- Sat Feb 18, 2017 22:21
- Forum: Mod Releases
- Topic: [Mod] Planetoids [planetoids]
- Replies: 27
- Views: 8775
Re: [Mod] Planetoids [planetoids]
Update!
Nothing much, just added a mod.conf and made the mapgen automatically set the mapgen to singlenode.
Not yet added the new minetest 0.4.15 content, but will do at some point.
Nothing much, just added a mod.conf and made the mapgen automatically set the mapgen to singlenode.
Not yet added the new minetest 0.4.15 content, but will do at some point.