Search found 30 matches
- Fri Jul 28, 2017 15:35
- Forum: General Discussion
- Topic: Story screen or note for player on game creation
- Replies: 1
- Views: 442
Story screen or note for player on game creation
Is there a way to pass a note to a player or show a startup screen with test? Maybe a book in inventory or something that would let me create a background story for a subgame? I've searched the forums and I'm not seeing it.
- Thu Feb 09, 2017 15:40
- Forum: Feature Discussion
- Topic: Floating wood node?
- Replies: 23
- Views: 3675
Re: Floating wood node?
So we'd need deeper oceans and maybe an if block for collision detection with not water nodes?
- Wed Feb 08, 2017 18:42
- Forum: Feature Discussion
- Topic: Floating wood node?
- Replies: 23
- Views: 3675
Re: Floating wood node?
Based on the behavior of water I've seen before I'd think that the water would take care of itself. We'd have to use an abm to remove the water. The original mod I linked to the node just always positioned itself on the top of the water. Now that I think about it it would only work to make a flat bo...
- Tue Jan 10, 2017 21:06
- Forum: Mod Releases
- Topic: [Mod] Compressed Obsidian TNT v1.3 [compressed_obsidian]
- Replies: 12
- Views: 3146
Re: [Mod] Compressed Obsidian TNT v1.3
It uses on blast and doesn't mess with tnt in anyway.
- Wed Jan 04, 2017 16:41
- Forum: Mod Releases
- Topic: [Mod] Compressed Obsidian TNT v1.3 [compressed_obsidian]
- Replies: 12
- Views: 3146
Re: [Mod] Compressed Obsidian TNT v1.3
I was going to try and make this buffer the blast from tnt but then I realized I'd have to access the blast radius which is local to the tnt object. Unfortunately I don't know enough about lua to access it and the creator of the tnt mod didn't make the radius variable accessible from the outside (wh...
- Wed Jan 04, 2017 14:07
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571237
Re: Post your modding questions here
Thanks for the help on my explosion proof mod. Paramat helped me and I'm going to re-upload after giving him credit. I wish there was a way to limit damage past my blocks but that would require accessing the radius of the tnt mod but only in relation to my blocks. I'm not sure that's possible.
- Wed Jan 04, 2017 03:49
- Forum: Mod Releases
- Topic: [Mod] Compressed Obsidian TNT v1.3 [compressed_obsidian]
- Replies: 12
- Views: 3146
Re: [Mod] Compressed Obsidian TNT v1.1
That worked beautifully, interesting how you took all the code out of the init and put it straight into nodes. Is taking out the replace abm code going to affect anything down the line?
- Tue Jan 03, 2017 19:42
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571237
Re: Post your modding questions here
Topic: Where to put code for stairs. Reason: I've made a mod for indestructible obsidian and my stairs keep blowing up. In all my other nodes I can put code in the code block marked minetest.register_node. However in stairs that codeblock is listed in an if else and no matter where I put my code in ...
- Sat Jun 11, 2016 15:22
- Forum: Mod Releases
- Topic: [Mod] Compressed Obsidian TNT v1.3 [compressed_obsidian]
- Replies: 12
- Views: 3146
Re: Compressed Obsidian TNT-proof
I followed a trail of hints from others who were looking to makea tnt canon and also borrowed code from the new steel door. I'd like to figure out how to create a dampening effect on the other side. Kind of like in real life where you can feel an explosion from inside a bunker but it won't necessari...
- Sat Jun 11, 2016 14:14
- Forum: Mod Releases
- Topic: [Mod] Compressed Obsidian TNT v1.3 [compressed_obsidian]
- Replies: 12
- Views: 3146
Re: Compressed Obsidian TNT-proof
Crafting recipe
- Sat Jun 11, 2016 14:13
- Forum: Mod Releases
- Topic: [Mod] Compressed Obsidian TNT v1.3 [compressed_obsidian]
- Replies: 12
- Views: 3146
- Sat Jun 11, 2016 03:50
- Forum: WIP Mods
- Topic: [Mod] D00Med mobs [dmobs]
- Replies: 291
- Views: 70976
Re: [Mod] dmobs(D00Med mobs)
That is incredible, great job on the textures!
- Sat Jun 11, 2016 03:38
- Forum: Mod Releases
- Topic: [Mod] Compressed Obsidian TNT v1.3 [compressed_obsidian]
- Replies: 12
- Views: 3146
[Mod] Compressed Obsidian TNT v1.3 [compressed_obsidian]
*Update I added blast proof glass and doors (the doors are protected for now). I'm working on the stairs but no joy so far. Me and my son's were discussing making something tnt proof so after a little research we came up with this. We call it compressed obsidian. It takes 9 pieces of obsidian to cra...
- Sat Aug 15, 2015 02:17
- Forum: WIP Games
- Topic: Update Legend of Test V .22 LoZ clone
- Replies: 9
- Views: 3538
Re: Update Legend of Test V .22 LoZ clone
I'm trying to figure out two things right now. How to make random houses with treasure chests and how to make the chickens behave more zeldaish. Oh and pots. Gotta build in pots somehow.
- Thu Jul 23, 2015 13:03
- Forum: WIP Games
- Topic: Update Legend of Test V .22 LoZ clone
- Replies: 9
- Views: 3538
Re: Update Legend of Test V .21 LoZ clone
Just tried with all the different versions, singlenode produces no land, v5 and v6 seem to work normally. V7 has no trees but produces land.
- Thu Jul 23, 2015 12:58
- Forum: WIP Games
- Topic: Update Legend of Test V .22 LoZ clone
- Replies: 9
- Views: 3538
Re: Update Legend of Test V .21 LoZ clone
I've been working with v6 of mapgen. I haven't tried it with any others yet.
- Wed Jul 22, 2015 23:37
- Forum: WIP Games
- Topic: Update Legend of Test V .22 LoZ clone
- Replies: 9
- Views: 3538
Re: Update Legend of Test V .21 LoZ clone
Has anyone tried it yet? Any feedback?
- Tue Jul 21, 2015 01:01
- Forum: WIP Games
- Topic: Update Legend of Test V .22 LoZ clone
- Replies: 9
- Views: 3538
- Sun Jul 19, 2015 02:44
- Forum: WIP Games
- Topic: Update Legend of Test V .22 LoZ clone
- Replies: 9
- Views: 3538
Update Legend of Test V .22 LoZ clone
So I saw this https://forum.minetest.net/viewtopic.php?f=4&t=760&hilit=zelda&start=100 thread about a Zelda texture pack and saw that the developer had disappeared and it no longer worked. So I changed some stuff in his game to make it work in ver 4.12 of minetest and added a custom Char...
- Tue Jul 07, 2015 19:06
- Forum: Feature Discussion
- Topic: Floating wood node?
- Replies: 23
- Views: 3675
Re: Floating wood node?
I teased this out of the float mod, It uses a lua entity, that makes me think I can't apply it to a single node the way I'm thinking. In Minetest when we place two blocks beside each other they are seen as separate entities and unless we mark them as one entity they would all behave and float differ...
- Tue Jul 07, 2015 18:20
- Forum: Feature Discussion
- Topic: Floating wood node?
- Replies: 23
- Views: 3675
Re: Floating wood node?
Well it would let us build huge floating ships that we could build stuff inside of. That's what I'm aiming towards.
- Tue Jul 07, 2015 01:19
- Forum: Feature Discussion
- Topic: Floating wood node?
- Replies: 23
- Views: 3675
Re: Floating wood node?
Cool, ill compare that with the floaty mod I linked to above and see if I can copy it to a wood node.
- Tue Jul 07, 2015 00:10
- Forum: Feature Discussion
- Topic: Floating wood node?
- Replies: 23
- Views: 3675
Re: Floating wood node?
Will is be all lua code?
- Mon Jul 06, 2015 21:47
- Forum: Feature Discussion
- Topic: Floating wood node?
- Replies: 23
- Views: 3675
Re: Floating wood node?
This is it what I had in mind but I'm hoping to expand it to a node type and not just an object.
viewtopic.php?f=9&t=12442&hilit=float+on+water
viewtopic.php?f=9&t=12442&hilit=float+on+water
- Mon Jul 06, 2015 19:48
- Forum: Feature Discussion
- Topic: Floating wood node?
- Replies: 23
- Views: 3675
Re: Floating wood node?
What I was thinking was making a new type of wood that you could place on water and if the water level rose, the wood node would always stay on top of the water. Like the way the boat behaves.