Search found 386 matches
- Sat Jun 18, 2016 22:52
- Forum: WIP Mods
- Topic: [MOD]Flags[1.3][flags]
- Replies: 12
- Views: 2449
Re: [MOD]Flags[1.2][flags]
TumeniNodes, I'm sure you'll figure it out :). Don't forget to add your name to the README.md.
- Sat Jun 18, 2016 22:25
- Forum: WIP Mods
- Topic: [MOD]Flags[1.3][flags]
- Replies: 12
- Views: 2449
Re: [MOD]Flags[1.2][flags]
I would appreciate it if you fork and request a pull request.
- Sat Jun 18, 2016 21:58
- Forum: Mod Releases
- Topic: [deleted]
- Replies: 33
- Views: 8763
Re: [Mod] Vignette - Surprisingly good for immersion [vignet
I made a pull request which creates an api for the vignette mod. This allows for other mods to increase or decrease the darkness effect.
https://github.com/TriBlade9/minetest_vignette/pull/1
https://github.com/TriBlade9/minetest_vignette/pull/1
- Sat May 07, 2016 10:46
- Forum: Mod Releases
- Topic: [Mod] Vines and Rope [2.3] [vines]
- Replies: 51
- Views: 55525
Re: [Mod] Vines and Rope [2.3] [vines]
Currently ropes are not minable. This creates HUGE problems... Removing the rope box removes the rope only a small distance down, any further and the rope is stuck there permanently. If rope could be mined by shears that would help... or if it could be mined in general... just a thought. That sound...
- Fri Sep 04, 2015 15:25
- Forum: WIP Mods
- Topic: [Mod] Pathogen [0.3][pathogen]
- Replies: 30
- Views: 9664
Re: [Mod] Pathogen [0.3][pathogen]
I can't seem to get sick, I've got this code, which should, I think trigger Influencia. local chance_level = math.random(0,10) print ('chance is '..chance_level) if chance_level < chance then print ('should get sick') pathogen.infect = function(Influencia, player_name) end I don't get any errors, a...
- Sat Jul 18, 2015 10:59
- Forum: WIP Mods
- Topic: [Mod] Pathogen [0.3][pathogen]
- Replies: 30
- Views: 9664
Re: [Mod] Pathogen [0.3][pathogen]
I thought mod names had to be unique for every mod. So modpath should work if everyone follows the rules. I assume rawget checks if the variable exists. That is not a foolproof check either.
- Tue Mar 24, 2015 16:37
- Forum: WIP Mods
- Topic: [Mod] Pathogen [0.3][pathogen]
- Replies: 30
- Views: 9664
Re: [Mod] Pathogen [0.3][pathogen]
I got some ideas : at these days people are worrying about Ebola you could add that the symptoms are bleeding trough eyes and mouth and after some time it insta kills the infected one . Also you should add cold: well everyone knows the symptoms player should be slower when infected and the last one...
- Mon Mar 16, 2015 01:39
- Forum: WIP Mods
- Topic: [MOD] Mobs: Bee (.x from KPGMobs) [0.1] [mobs_bee]
- Replies: 3
- Views: 1414
Re: [MOD] Mobs: Bee (.x from KPGMobs) [0.1] [mobs_bee]
This is a perfect cricket locomotion. I really like your idea though. The bee is really cute.
- Thu Mar 12, 2015 03:35
- Forum: Mod Releases
- Topic: [Mod] Throwing enhanced [maint.] [throwing]
- Replies: 88
- Views: 30446
Re: [Mod] Throwing enhanced (bows and arrows) [0.9.3] [throw
I changed the textures for the simple game. Would you consider using the "improved" textures? Tell me if you'd like them. I'll send a pull request. https://raw.githubusercontent.com/bas080/simple/master/mods/throwing/textures/throwing_bow_wood.png https://github.com/bas080/simple/tree/mast...
- Mon Feb 23, 2015 03:25
- Forum: Mod Releases
- Topic: [Mod] TBM Reloaded! [0.5][tbm]
- Replies: 66
- Views: 21813
Re: [Mod] TBM Reloaded! [0.5][tbm]
I love how this mod has been redone by different people several times. Look foward to see your changes.
- Sun Feb 22, 2015 16:54
- Forum: WIP Mods
- Topic: [mod] Display All Installed Nodes (for design and building)
- Replies: 9
- Views: 2785
Re: How can I list or place all installed nodes?
I could use this when working on my OCD texture/nodebox-pack. Could you place the node in a slanted/diagonal fassion. The same way you often see when texture packs are presented? Or was that not your intention for this mod?
- Sat Feb 21, 2015 18:01
- Forum: Mod Releases
- Topic: [Mod] Say Goodbye To Dirt Scaffolding 2.0 [scaffolding]
- Replies: 15
- Views: 8418
Re: [Mod] Say Goodbye To Dirt Scaffolding [scaffolding]
+1, it looks really neat and is practicle. I can imagine someone making a concert podium using this.
- Sat Feb 21, 2015 01:16
- Forum: Español
- Topic: Problemas con los mods
- Replies: 16
- Views: 4791
Re: Problemas con los mods
Debes recordar cambiar el nombre del directorio. Busca en el init.lua para la siguente.
minetest.register_node( '<nombre>:....
Usa el nombre para el nombre de tu directorio. Perdoname para mi espanol horrible.
minetest.register_node( '<nombre>:....
Usa el nombre para el nombre de tu directorio. Perdoname para mi espanol horrible.
- Fri Feb 20, 2015 16:59
- Forum: WIP Mods
- Topic: [Mod] Pathogen [0.3][pathogen]
- Replies: 30
- Views: 9664
Re: [Mod] Pathogen [0.3][pathogen]
Pathogens aren't always a menace.
Gravititus
Occurs when ascending too quickly. Symptons include hiccups and random sense of gravity. There is no known cure yet. ( any suggestions? stone soup anyone? )
Gravititus
Occurs when ascending too quickly. Symptons include hiccups and random sense of gravity. There is no known cure yet. ( any suggestions? stone soup anyone? )
- Thu Feb 19, 2015 21:12
- Forum: Texture Packs
- Topic: OCD [5x5...16x16]
- Replies: 7
- Views: 5701
OCD [5x5...16x16]
https://dl.dropboxusercontent.com/u/419967/minetest/OCD/header.png O bsessive C onsistent D esign Did you like the OCD game texture but not the gameplay. Now you can just enjoy the minimal revamped textures. More consistent then ever. Consistency [*]All nodes in the world are 5x5 in the world [*]Th...
- Thu Feb 19, 2015 19:56
- Forum: WIP Mods
- Topic: [mod] Remove unknown nodes [remove_unknown]
- Replies: 5
- Views: 3030
Re: [mod] Remove unknown nodes [remove_unknown]
Would like to see this mod working correctly. Should be in default as it is really annoying having all these undefined nodes and nothing to do about it except define 'air' aliases for them.
- Sun Feb 15, 2015 09:10
- Forum: Mod Releases
- Topic: [MOD] Aligned Bricks [alignedbricks]
- Replies: 24
- Views: 7042
Re: [MOD] Aligned Bricks [alignedbricks]
Wouldn't it be nice if you could make an alligned brick out of other textures. Maybe make a transparent texture that have the aligned brick pattern and then draw that over the node you want to brickify. You won't get the custom style but you could make brick out of anthing fast! Btw, to avoid the er...
- Fri Feb 13, 2015 01:43
- Forum: Mod Releases
- Topic: [Mod] Vines and Rope [2.3] [vines]
- Replies: 51
- Views: 55525
Re: [Mod] Vines and Rope [2.3] [vines]
Performance increased immensly. Also has jungle vines that spawn on tree trunks of the jungletrees. You are welcome.
VanessaE, I am still alive thank you very much. I'll make sure to send a pull request to your plants_lib. Still making minor fixes to the recipes and maybe add another feature or two.
VanessaE, I am still alive thank you very much. I'll make sure to send a pull request to your plants_lib. Still making minor fixes to the recipes and maybe add another feature or two.
- Mon Feb 09, 2015 00:22
- Forum: Mod Releases
- Topic: [Mod] Plants [3.5][plants]
- Replies: 46
- Views: 29026
Re: [Mod] Plants [3.5][plants]
Argos, I would be very much interested. Even if I don't use this mod myself atm, please do share. Your changes might inspire me to develop this mod further.
- Sat Feb 07, 2015 02:29
- Forum: Mod Releases
- Topic: [Mod] LuaCmd [luacmd]
- Replies: 13
- Views: 6850
Re: [Mod] LuaCmd [luacmd]
Just wanted to let you know that I use this tool with much pleasure. This makes my testing experience much more awesome. <3
- Thu Feb 05, 2015 02:01
- Forum: WIP Mods
- Topic: [Mod] Pathogen [0.3][pathogen]
- Replies: 30
- Views: 9664
Re: [Mod] Pathogen [0.2][pathogen]
I have written a simple test function and tests for this mode. If you are interested take a look here: The test function(library): https://github.com/bas080/pathogen/tree/development/lunit and the tests: https://github.com/bas080/pathogen/tree/development/pathogen_tests Inspired by qunit for javascr...
- Tue Feb 03, 2015 15:34
- Forum: WIP Mods
- Topic: [Mod] Pathogen [0.3][pathogen]
- Replies: 30
- Views: 9664
Re: [Mod] Pathogen [0.2][pathogen]
Whoa. That's a great idea. I hope you can add more diseases :) The pathogens I'm adding are there to test and demo the functionalities of the pathogen API. It should be easy to add a new disease. This project might be my first minetest project that is descently documented. For those willing to cont...
- Tue Feb 03, 2015 05:32
- Forum: WIP Mods
- Topic: [Mod] Pathogen [0.3][pathogen]
- Replies: 30
- Views: 9664
[Mod] Pathogen [0.3][pathogen]
PATHOGEN A minetest mod that enables users to get a pathogen. This mod is in testing faze. Let me know if you bump into something irregular. I will fix it asap. https://github.com/bas080/pathogen/raw/forum/pathogen_screenshot.png To get it to work simply make sure you have the "pathogen" ...
- Sun Aug 03, 2014 00:11
- Forum: Mod Releases
- Topic: [Mod] Teleports [0.2] [teleports]
- Replies: 10
- Views: 6478
Re: [Mod] Teleports [0.1] [teleports]
Lol, random teleporter. Quantum mechanics can be weird like that I guess. I wouldn't know really. I like your idea for creating(building) a teleporter. I would however make it less random by allowing the player to place a self chosen block in the middle of the 8 blocks. This block connects with an o...
- Fri Aug 01, 2014 12:29
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572354
Re: Post your modding questions here
addi, that's because the formspec is defined with a string. The api documentation helped me. Also looking at mods that alter the player formspec should give you the solution.
https://github.com/minetest/minetest/bl ... i.txt#L922
https://github.com/minetest/minetest/bl ... i.txt#L922