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Re: Autowalk function

Minetest 5.0 also includes auto-forward.
by GreenDimond
Sat Oct 13, 2018 16:43
 
Forum: Feature Discussion
Topic: Autowalk function
Replies: 4
Views: 152

Re: How to store a table position as a string?

Like 12Me12, I am uncertain this is the best way to accomplish whatever it is you are doing. However, I will take a stab at it. Assuming you must use a string formatted as "foo.bar.baz" to access table position foo.bar.baz, you could go about it with something like this: local str = "...
by GreenDimond
Thu Oct 11, 2018 00:42
 
Forum: Modding Discussion
Topic: How to store a table position as a string? [Solved]
Replies: 7
Views: 138

Re: Modify node definition after registration

12Me21 wrote:Use `minetest.override_item`:
Code: Select all
minetest.override_item("default:chest",{
  blahblah = blahblahblah,
})

Note, this only works on startup - you can't change the node defs during runtime.
by GreenDimond
Tue Oct 09, 2018 00:13
 
Forum: Modding Discussion
Topic: Modify node definition after registration
Replies: 2
Views: 116

Re: [Mod] Halloween [halloween] [2.1]

It's October! New stuff!

Update 2.1


  • Added pink dinosaur, dark unicorn, pumpkin monster, harry potter, and totoro costumes
  • Improve API
  • Glow-in-the-dark Skeleton now glows in the dark if using 5.0+
  • See change log in first post
by GreenDimond
Fri Oct 05, 2018 19:16
 
Forum: WIP Mods
Topic: [Mod] Halloween [halloween] [2.1]
Replies: 13
Views: 947

Re: [Request] Minecraft to Minetest mod converter

thaumcraft 6 Because I love Thaumcraft so much, I am planning (already have some stuff) Thaumcraft 5 for Minetest. Because I personally dont like update 6. But like others have said, a converter will never happen. That's just not how it works. Most epic mods in Minecraft work because Minecraft does...
by GreenDimond
Thu Oct 04, 2018 21:41
 
Forum: General Discussion
Topic: [Request] Minecraft to Minetest mod converter
Replies: 18
Views: 500

Re: [Server] Inside The Box [Puzzles]

I have a really nice box in the works and plenty of other ideas to make, but I am too busy working on other things. Hopefully I will be able to return to making boxes soon.
by GreenDimond
Thu Oct 04, 2018 03:40
 
Forum: Servers
Topic: [Server] Inside The Box [Puzzles]
Replies: 366
Views: 18615

Re: hello people, new here, looking for some quick tips.

The command you're looking for to grant privileges in a local game is /grantme /grantme settime /grantme give /grantme fast /grantme fly /grantme teleport Or: /grantme all (much faster) This will give you the 'server' priv, which will then let you do something like /set time_speed 0 /time 12000 Thi...
by GreenDimond
Tue Oct 02, 2018 02:23
 
Forum: General Discussion
Topic: hello people, new here, looking for some quick tips.
Replies: 6
Views: 280

Re: I need help with local map saving

Key word there being "example": You need to change it in minetest.conf (or Advanced Settings in your Minetest client).
Once enabled properly, it will save to your worlds folder under something like servername:IP:port.
by GreenDimond
Sat Sep 22, 2018 17:21
 
Forum: Problems
Topic: I need help with local map saving
Replies: 2
Views: 119

Re: Post your Screenshots of Terrain!

voxelproof wrote:
Jordach wrote:Here's some more black magic from Solar Plains and Valleys:


Tasty textures. What's the pack?

The pack is the game itself, Solar Plains.
by GreenDimond
Wed Sep 19, 2018 03:37
 
Forum: General Discussion
Topic: Post your Screenshots of Terrain!
Replies: 51
Views: 1435

Re: list of Digiline Input/Output Devices

DS-minetest wrote:digiline-suff (my fork, because the original is not maintained anymore)
digistuff eg. had a terminal where you could set a formspec and then use. somehow it's away, I'll ask cheapie, what happened

It moved to a different git host. https://cheapiesystems.com/git/digistuff
by GreenDimond
Mon Sep 17, 2018 16:34
 
Forum: WIP Mods
Topic: [Mod] Digiline Terminal [digiline_terminal]
Replies: 8
Views: 336

Re: Node group reference?

Start here: https://rubenwardy.com/minetest_modding_book/en/index.html Thanks for the link! I found this page: https://rubenwardy.com/minetest_modding_book/en/items/nodes_items_crafting.html#dig-types ...but it doesn't explain what the number is. Does the 3 in the example mean that it's really easy...
by GreenDimond
Fri Sep 14, 2018 19:29
 
Forum: Modding Discussion
Topic: Node group reference?
Replies: 4
Views: 145

Re: Share Your WorldEdit Files!

"Hey @AspireMint! How did you render those sweet pictures of your builds?" Step-by-step tutorial : 1. Fly HIGH into the air 2. Set a low viewing range(one that is barely high enough to render your entire build) 3. Make a screenshot(F11, AFAIK) 4. Use GIMP to make the background transparen...
by GreenDimond
Fri Sep 14, 2018 16:19
 
Forum: Maps
Topic: Share Your WorldEdit Files!
Replies: 267
Views: 38669

Re: Collision cart with player damage

BBmine wrote:
GreenDimond wrote:Setting the cart entity `physical` and `collide_with_objects` to true results in colliding carts.

Wait, it's THAT simple??

Yes, it's that simple. But like I stated just after, it breaks carts ability to move up or down (which is really bad).
by GreenDimond
Thu Sep 13, 2018 21:33
 
Forum: Modding Discussion
Topic: Collision cart with player damage
Replies: 6
Views: 163

Re: Collision cart with player damage

Setting the cart entity `physical` and `collide_with_objects` to true results in colliding carts. However, as noted by the comment, "`physical = false, --otherwise going uphill breaks`" <- tested, confirmed. Good luck getting that to work well. Dealing damage is as simple as checking the v...
by GreenDimond
Thu Sep 13, 2018 04:23
 
Forum: Modding Discussion
Topic: Collision cart with player damage
Replies: 6
Views: 163

Re: [mod] Bike for Minetest [1.1.1] [bike]

what about improving physics of the bike movement i.e. adding gravitational acceleration/deceleration? When I saw the code last time, i got the impression that GreenDimond has already implemented such feature. I'll look again and see what I can do. The only thing I added physics-wise was sudden-sto...
by GreenDimond
Tue Sep 11, 2018 19:37
 
Forum: Mod Releases
Topic: [mod] Bike for Minetest [1.1.1] [bike]
Replies: 80
Views: 2293

Re: [mod] Bike for Minetest [1.1.1] [bike]

voxelproof wrote:what about improving physics of the bike movement i.e. adding gravitational acceleration/deceleration?

Next on my todo list is bike racks/locks if Hume isn't already working on it.
After I do that I will mess around with the physics and see what I can do.
by GreenDimond
Tue Sep 11, 2018 15:13
 
Forum: Mod Releases
Topic: [mod] Bike for Minetest [1.1.1] [bike]
Replies: 80
Views: 2293

Re: [mod] Bike for Minetest [1.1.1] [bike]

The latest update now includes a "bike painter" tool. This allows you to choose any of 4.2 billion colors to paint your bikes :D https://cdn.pbrd.co/images/HDpenWC.png https://cdn.pbrd.co/images/HDpeOtF.png https://cdn.pbrd.co/images/HDpfcdL.png Color is saved when you pick up the bike. ht...
by GreenDimond
Tue Sep 11, 2018 14:55
 
Forum: Mod Releases
Topic: [mod] Bike for Minetest [1.1.1] [bike]
Replies: 80
Views: 2293

Re: [mod] Bike for Minetest [1.1] [bike]

gpcf wrote:You can use the "E" key, like advtrains does for the train horn.
Edit: I think it should be aux1 in minetest.get_player_controls()

Aux1 is already in use.
We could use rightclick or leftclick. I like the idea of rightclick.
by GreenDimond
Tue Sep 11, 2018 09:23
 
Forum: Mod Releases
Topic: [mod] Bike for Minetest [1.1.1] [bike]
Replies: 80
Views: 2293

Re: [mod] Bike for Minetest [1.1] [bike]

I tried this out on 0.4.17 with no other mods that overrided the player, when i got on the bike my player was invisible with only the helmet being visible. My guess you guys made a mistake and only shows the character if whatever skin mod it supports is installed. I just now tested and discovered t...
by GreenDimond
Tue Sep 11, 2018 03:24
 
Forum: Mod Releases
Topic: [mod] Bike for Minetest [1.1.1] [bike]
Replies: 80
Views: 2293

Re: [mod] Bike for Minetest [1.0] [bike]

GreenDimond: Thanks for your participation! I'll look at your second merge request. I know that the bug could be fixed only by the register_on_joinplayer but I prefer dismounting the bike friendly if possible rather than fixing the consequences. Note that the on_shutdown function is not called when...
by GreenDimond
Mon Sep 10, 2018 16:35
 
Forum: Mod Releases
Topic: [mod] Bike for Minetest [1.1.1] [bike]
Replies: 80
Views: 2293

Re: [mod] Bike for Minetest [1.0] [bike]

Double post but worth it
Image
Coming soon to a pull request near you.
by GreenDimond
Mon Sep 10, 2018 03:58
 
Forum: Mod Releases
Topic: [mod] Bike for Minetest [1.1.1] [bike]
Replies: 80
Views: 2293

Re: [mod] Bike for Minetest [1.0] [bike]

The bug with the player still being attached after leaving the game is still there, the skins bug is fixed, though. I think I can submit a bugfix tomorrow. I can't reproduce this. Please make sure your version is updated? Also make sure to use new bikes. Old ones might still break. Also, I'm going ...
by GreenDimond
Sun Sep 09, 2018 23:01
 
Forum: Mod Releases
Topic: [mod] Bike for Minetest [1.1.1] [bike]
Replies: 80
Views: 2293

Re: [mod] Bike for Minetest [1.0] [bike]

PR opened for 3d_armor and complete(?) skin support.
https://gitlab.com/h2mm/bike/merge_requests/2
by GreenDimond
Sun Sep 09, 2018 21:41
 
Forum: Mod Releases
Topic: [mod] Bike for Minetest [1.1.1] [bike]
Replies: 80
Views: 2293

Re: [mod] Bike for Minetest [1.0] [bike]

Now the player's former hand is saved into a hidden slot of player's inventory. The former hand was already saved. Your new method doesn't seem to be any different, and might be less efficient. EDIT: While it is less efficient, it is useful for safety checks when the bike entity isn't available to ...
by GreenDimond
Sun Sep 09, 2018 19:43
 
Forum: Mod Releases
Topic: [mod] Bike for Minetest [1.1.1] [bike]
Replies: 80
Views: 2293

Re: [mod] Bike for Minetest [1.0] [bike]

We're using skinsdb. Maybe the hard to control happens due to lag, maybe the bike is just too fast for our narrow turns. Hmm. I might adjust the speed and see if I can get it a bit more controllable. The skin bug I have tested and confirmed, it's the same thing that happens with 3d_armor. I have fo...
by GreenDimond
Sun Sep 09, 2018 15:23
 
Forum: Mod Releases
Topic: [mod] Bike for Minetest [1.1.1] [bike]
Replies: 80
Views: 2293
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