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Re: [Mod][WIP]Smooth Hills

Check the mod guidelines. I can't find any license info... I Strongly recommend putting your code on github, so I can read the code without downloading and unpacking your mod file, and even submit a patch to you. I strongly recommend making .zip files. Everyone can download and unpack zip files. No...
by skyduskguy
Tue Jan 12, 2016 02:27
 
Forum: WIP Mods
Topic: [Mod]Smooth Hills V1.1
Replies: 4
Views: 1313

Re: [Modpack] Creatures MOB-Engine [2.2.1] [cme]

I'd absolutely love an optional ghost with high spawn chance, short lifetime when low sanity with
viewtopic.php?f=11&t=12845
by skyduskguy
Fri Jan 08, 2016 09:09
 
Forum: Mod Releases
Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Replies: 286
Views: 167080

[Mod]Smooth Hills V1.1

My First mod http://i.imgur.com/hd6eOd6.png Features: Dirt Grass and Sand all create pseudo blocks of themselves to create a nice gradient across Hills and beaches. New blocks placed by the mod don't affect building and can be smashed with hand or tool instant with no durability use. No Dependencies...
by skyduskguy
Fri Jan 08, 2016 08:13
 
Forum: WIP Mods
Topic: [Mod]Smooth Hills V1.1
Replies: 4
Views: 1313

Re: first mod help

if airpos.name == "air" then

works after you mentioned that i figured id print the airpos dump earlier in the code to see what it was called
you have all been super helpful <3 <3
by skyduskguy
Thu Jan 07, 2016 19:59
 
Forum: Modding Discussion
Topic: first mod help
Replies: 13
Views: 1170

Re: first mod help

I have, nothing happening in console either
by skyduskguy
Thu Jan 07, 2016 19:47
 
Forum: Modding Discussion
Topic: first mod help
Replies: 13
Views: 1170

Re: first mod help

nothing seems to be replaced minetest.register_abm( {nodenames = {"default:wood"}, interval = 2, chance = 1, action = function(pos) local airpos = minetest.get_node({x = pos.x, y = pos.y + 1, z = pos.z}) if airpos.name == "default:air" then print(dump(airpos)) minetest.set_node({...
by skyduskguy
Thu Jan 07, 2016 19:37
 
Forum: Modding Discussion
Topic: first mod help
Replies: 13
Views: 1170

Re: first mod help

actually its not working, shouldnt be placing stuff where something already exists i changed the type to wood to watch it easier minetest.register_abm( {nodenames = {"default:wood"}, interval = 2, chance = 100, action = function(pos) local airpos = minetest.get_node({x = pos.x, y = (pos.y ...
by skyduskguy
Thu Jan 07, 2016 19:09
 
Forum: Modding Discussion
Topic: first mod help
Replies: 13
Views: 1170

Re: first mod help

tried adding a radius limit to the dirt checking but.....this is so hard :(
by skyduskguy
Thu Jan 07, 2016 17:47
 
Forum: Modding Discussion
Topic: first mod help
Replies: 13
Views: 1170

Re: first mod help

it seems to be WORKING! im excited :P Big ole TY for the help bros minetest.register_abm( {nodenames = {"default:dirt"}, interval = 10, chance = 100, action = function(pos) local airpos = minetest.find_node_near({x = pos.x, y = pos.y +1, z = pos.z}, 1, {"default:air"}) if airpos~...
by skyduskguy
Thu Jan 07, 2016 17:29
 
Forum: Modding Discussion
Topic: first mod help
Replies: 13
Views: 1170

Re: first mod help

Adding another end in there shut it up but it doesn't seem to be doing anything now
poop
by skyduskguy
Thu Jan 07, 2016 17:23
 
Forum: Modding Discussion
Topic: first mod help
Replies: 13
Views: 1170

Re: first mod help

Thanks big time for the help, but now I get ERROR[Main]: ...netest-0.4.13-98d16e0-win64\bin\..\mods\testing\init.lua:9: unexpected symbol near ',' minetest.register_abm( {nodenames = {"default:dirt"}, interval = 5, chance = 10, action = function(pos) local airpos = minetest.find_node_near(...
by skyduskguy
Thu Jan 07, 2016 17:01
 
Forum: Modding Discussion
Topic: first mod help
Replies: 13
Views: 1170

first mod help

ERROR[Main]: ...netest-0.4.13-98d16e0-win64\bin\..\mods\testing\init.lua:6: '}' expected near '=' minetest.register_abm( {nodenames = {"default:dirt"}, interval = 5, chance = 10, action = function(pos) local airpos = minetest.find_node_near({x.pos, y.pos=y.pos+1, z.pos}, 1, {"default:...
by skyduskguy
Thu Jan 07, 2016 10:03
 
Forum: Modding Discussion
Topic: first mod help
Replies: 13
Views: 1170

Re: [Mod] Factory [0.5.0.1] [factory]

Never mind looks like this mod is depreciated :( sad day I love belts too
by skyduskguy
Mon Jan 04, 2016 06:27
 
Forum: Old Mods
Topic: [Mod] Factory [0.5.0.1] [factory]
Replies: 68
Views: 23971

Re: [Mod] Factory [0.5.0.1] [factory]

Recipies pls!
by skyduskguy
Mon Jan 04, 2016 04:17
 
Forum: Old Mods
Topic: [Mod] Factory [0.5.0.1] [factory]
Replies: 68
Views: 23971

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