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Re: [Mod] weather_pack 0.3

Thank you again for testing and reporting! MT 0.4.16 version compatibility fixes added so it should no longer crash. However, this mod uses new Minetest biome API and thus it should be used with 0.5.0+ version. Consider updating Minetest otherwise, some weathers (in this case snow and snowstorm) wil...
by xeranas
Fri Jul 19, 2019 17:11
 
Forum: WIP Mods
Topic: [Mod] weather_pack 0.3
Replies: 57
Views: 10654

Re: [Mod] weather_pack 0.3

piet wrote:i have 1 problem

i am waiting so long but there is no weather comming

Thank you for the report, the issue should be fixed by now (please update mod).
by xeranas
Thu Jul 11, 2019 03:52
 
Forum: WIP Mods
Topic: [Mod] weather_pack 0.3
Replies: 57
Views: 10654

Re: [Linux/Flatpak] Flatpak builds (now on flathub)

Does global mod configuration differ for flatpak builds?
My local mods currently at location ~/.minetest/mods but none of them shown as installed from the game menu. Same thing with worlds. I'm new with flatpak concept and I wonder if I missing something obvious.
by xeranas
Sun Mar 10, 2019 08:32
 
Forum: Builds
Topic: [Linux/Flatpak] Flatpak builds (now on flathub)
Replies: 18
Views: 5504

Re: Emigrate from Github?

@domtron vox would be a problem if people wanted to contribute to different mods that were hosted on different git sites. Maybe inconvenient but not bad thing in general. Worst thing would be use github not because you want but because its used by 'everyone'. I think in this internet age its unavoi...
by xeranas
Wed Jun 06, 2018 16:36
 
Forum: General Discussion
Topic: Emigrate from Github?
Replies: 77
Views: 4836

Re: Advice on creating highly efficient mods

I talking about how often you perform global step, not every situation needs update state 100 times per seconds.. Your recent posts are quite salty, you may need some vocations and chill after all this is just game and people crating mods purely for fun..
by xeranas
Mon Apr 16, 2018 05:04
 
Forum: Modding Discussion
Topic: Advice on creating highly efficient mods
Replies: 12
Views: 816

Re: Advice on creating highly efficient mods

Not sure if LuaJIT is what minetest mods developers should rely on if it is case that not every official build includes it. The only thing what matters is how well mod perform on user build not on developer (If you know what I mean). From my experience you cannot control performance of minetest lua ...
by xeranas
Sun Apr 15, 2018 10:08
 
Forum: Modding Discussion
Topic: Advice on creating highly efficient mods
Replies: 12
Views: 816

Re: [Request]Minecraft-like xp

I suggest try MineClone 2 subgame if you searching for minecraft-like environment.
by xeranas
Sun Apr 15, 2018 09:25
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2023
Views: 259658

Re: [Mod] Skylayer [0.4]

Skylayer version 0.4 released:
* Added minetest clouds api support (color transitions can be applied for clouds too).

New skylayer version is not backwards compatible!, minor changes needs to done for skylayer definitions (see demo and readme files for reference).
by xeranas
Sat Apr 14, 2018 13:44
 
Forum: WIP Mods
Topic: [Mod] Skylayer [0.4]
Replies: 5
Views: 1666

Re: [Mod] Breath underwater like scuba diving [underwater]

looks cool although if the recipe uses bronze gold and iron then at least the recipe depends on default mod But isn't the default mod present in any world by default? What recipe do you suggest? Yea, 'default' is worst minetest mod name, actually exist in minetest game (default world). Some subgame...
by xeranas
Fri Mar 23, 2018 14:31
 
Forum: WIP Mods
Topic: [Mod] Breath underwater like scuba diving [underwater]
Replies: 12
Views: 1303

Re: [MOD]Corruption v2

It would be cool if corrupted node would save info about original node and with special item curruption could be reversed. Wonder if this is duable.
by xeranas
Tue Mar 13, 2018 10:19
 
Forum: WIP Mods
Topic: [MOD]Corruption v2
Replies: 17
Views: 1016

Re: [Mod] exploding chest [explodingchest]

Does explosion size depends on how much powder is on chest?
by xeranas
Mon Mar 05, 2018 21:02
 
Forum: Mod Releases
Topic: [Mod] exploding chest [explodingchest]
Replies: 18
Views: 1309

Re: [Mod] Other Worlds [other_worlds]

On creativity mod I jump of meteor and fall for quite some time. Once landed huge black shadow appeared on lake, I guess its meteor shadow. It is it expected behavior? https://i.imgur.com/dtW5c6V.png Also sometimes I do get not enough memory error. 2018-02-24 16:30:17: ACTION[Server]: singleplayer [...
by xeranas
Sat Feb 24, 2018 14:40
 
Forum: Mod Releases
Topic: [Mod] Other Worlds [other_worlds]
Replies: 50
Views: 9363

Re: [Mod] Minecraft Mod (WIP)

There is mc clone 2 subgame which adds not only blocks but tries to mimic as much as possible minecraft. Lots of work was put there, I suggest to check it out in subgames section
by xeranas
Fri Feb 23, 2018 14:15
 
Forum: WIP Mods
Topic: [Mod] Minecraft Mod (WIP)
Replies: 2
Views: 805

Looking for space-craft / science fiction theme mods

Looking for space-craft / science fiction theme mods to play around. If you know subgames it's even better. Any suggestion?
by xeranas
Mon Feb 19, 2018 21:53
 
Forum: Modding Discussion
Topic: Looking for space-craft / science fiction theme mods
Replies: 4
Views: 369

Re: [discussion]Technical notes on how to defeat(*) oredetec

I think in this case is better think of some engine-based solution even if it will not eliminates every possible way to cheat. Not every player is skillful enough or willing to invest time into learning more difficult approach to cheat. Lowering possible cheaters number is win nonetheless. That's be...
by xeranas
Sat Feb 17, 2018 13:25
 
Forum: Client-side modding
Topic: [discussion]Technical notes on how to defeat(*) oredetect
Replies: 94
Views: 9570

Re: How to organize Lua code when 'require' not allowed?

rubenwardy, thanks seems dotfile does the job.
by xeranas
Wed Oct 25, 2017 16:14
 
Forum: Modding Discussion
Topic: How to organize Lua code when 'require' not allowed?
Replies: 8
Views: 521

Re: How to organize Lua code when 'require' not allowed?

My goal is separate functionality into separate modules and do not expose too much into global scope. init.lua mymodname = {} dofile(minetest.get_modpath("modname") .. "/luaB.lua") mymodname.foo() luaB.lua mymodname.foo = function () -- do something here end Now all you expose t...
by xeranas
Wed Oct 25, 2017 16:00
 
Forum: Modding Discussion
Topic: How to organize Lua code when 'require' not allowed?
Replies: 8
Views: 521

How to organize Lua code when 'require' not allowed?

It seems that by default when I use 'require' I get: ERROR[Main]: require() is disabled when mod security is on. That basically blocker for moding with require. Asking to disable security is simple not solution. My goal is separate functionality into separate modules and do not expose too much into ...
by xeranas
Wed Oct 25, 2017 05:22
 
Forum: Modding Discussion
Topic: How to organize Lua code when 'require' not allowed?
Replies: 8
Views: 521

Re: [Modpack] MIDI [midi]

Why 'midi_instrument_salamander' sounds folder so bloated? 641 items, totalling 82.4 MB?
by xeranas
Fri Oct 06, 2017 05:39
 
Forum: Old Mods
Topic: [Old][Modpack] MIDI [midi]
Replies: 10
Views: 2229

Re: How to get player highlighted node?

as I would like to know 'pointed_thing' before actually using tool. What's wrong with getting the pointed_thing when using the tool and then decide in the tool's function what to do? To my understanding you must use mouse click to invoke callback where 'pointed' object will be returned. That alone ...
by xeranas
Tue Oct 03, 2017 05:50
 
Forum: Modding Discussion
Topic: How to get player highlighted node?
Replies: 13
Views: 889

Re: How to get player highlighted node?

Thanks for answers I probably try both variants and see how its goes. Ideally for my case it would be perfect something like "player.get_pointed_thing(above)" as I would like to know 'pointed_thing' before actually using tool. I feel that it is bit unwise in performance to re-calculate 'my...
by xeranas
Mon Oct 02, 2017 10:48
 
Forum: Modding Discussion
Topic: How to get player highlighted node?
Replies: 13
Views: 889

How to get player highlighted node?

When player pointed to node then node becomes with borders or highlighted I would like to get meta data (at least node name) about that node. I must be missed on lua API documentation. Anyone can point me to right API to achieve what I looking?
by xeranas
Sun Sep 24, 2017 09:18
 
Forum: Modding Discussion
Topic: How to get player highlighted node?
Replies: 13
Views: 889

Re: Should NonCommercial licenses be disallowed in Mod Relea

I feel that this issue needs to be discussed more with artists - media creators. It's important to know they opinions more than coders like me with sh!Ty pixel art skills and no what so ever audio or 3d modelling skills. So my opinion on licensing art can be ignored. BTW seems old Related post: http...
by xeranas
Thu Aug 10, 2017 21:12
 
Forum: Modding Discussion
Topic: Should NonCommercial licenses be disallowed in Mod Releases?
Replies: 23
Views: 1640

Re: Should NonCommercial licenses be disallowed in Mod Relea

Do we talk about media files or code? As you mentioned "Creative Commons licenses" and they are not designed for software and source code then you must be referring media files. Media files often comes from thirdparty artist (especially sounds). Many good minecraft texture packs are releas...
by xeranas
Wed Aug 09, 2017 18:42
 
Forum: Modding Discussion
Topic: Should NonCommercial licenses be disallowed in Mod Releases?
Replies: 23
Views: 1640
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