Search found 162 matches
- Fri Jul 31, 2020 08:51
- Forum: WIP Mods
- Topic: [Mod] Skylayer [0.5]
- Replies: 27
- Views: 8439
Re: [Mod] Skylayer [0.5]
Hi Grigor, If you want default sky probably it's best is to define callback when a player joins the server (minetest.register_on_joinplayer). You can check callback and combine skylayer API add layer call (skylayer.add_layer). Here minimalistic sample which sets default sky for the server (with chan...
- Sat Jun 06, 2020 20:34
- Forum: WIP Mods
- Topic: [Mod] Skylayer [0.5]
- Replies: 27
- Views: 8439
Re: [Mod] Skylayer [0.5]
Initial purpose for this mod is to manage multiple skies for player in cross mod way. One mod sets weather sky and few moments later different mod adds some temporal effect and after some time it removes effect and weather sky re-aplies without weather mod knowing. I'm not sure what now best practic...
- Sun May 03, 2020 19:17
- Forum: WIP Mods
- Topic: [Mod] Skylayer [0.5]
- Replies: 27
- Views: 8439
Re: [Mod] Skylayer [0.5]
Thanks for reporting. I push some fixes to address the mentioned issues (didn't spend much on testing, so let me know if there still something off). Not sure about the ambient format, but if gradient version works it must be a formatting issue, as in the end, gradient value is converted and used int...
- Sun Apr 26, 2020 09:15
- Forum: WIP Mods
- Topic: [Mod] Skylayer [0.5]
- Replies: 27
- Views: 8439
Re: [Mod] Skylayer [0.5]
Thanks for the report, this bug should be fixed by now.Nathan.S wrote:It looks like the clouds may be broken. If I turn on the demo without clouds, and then go back to the one with clouds, they never appear.
- Wed Apr 22, 2020 15:55
- Forum: WIP Mods
- Topic: [Mod] Skylayer [0.5]
- Replies: 27
- Views: 8439
Re: [Mod] Skylayer [0.5]
I'm probably just missing something obvious, but is it possible to turn off the sunrise and sunset gradients. I have some space layers in my game and don't want to have those showing. I can't seem to find an option for it in the readme or demos. Thanks Yes, the sunrise without sun was a strange eff...
- Sun Mar 22, 2020 15:08
- Forum: WIP Mods
- Topic: [Mod] Skylayer [0.5]
- Replies: 27
- Views: 8439
Re: [Mod] Skylayer [0.5]
Mod was updated to support new Minetest sky API capabilities (sky_color, moon, sun and etc.).
- Fri Mar 13, 2020 19:00
- Forum: WIP Mods
- Topic: [Mod] Skylayer [0.5]
- Replies: 27
- Views: 8439
Re: [Mod] Skylayer [0.4]
Hi, thanks for interest :)texmex wrote:Can we expect support for sky gradients in the future? :)
I was unaware of new set sky API changes which expands capabilities. Yes, I will test new capabilities and update mod accordingly :)
- Fri Jul 19, 2019 17:11
- Forum: WIP Mods
- Topic: [Mod] weather_pack 0.3
- Replies: 58
- Views: 18298
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...
- Thu Jul 11, 2019 03:52
- Forum: WIP Mods
- Topic: [Mod] weather_pack 0.3
- Replies: 58
- Views: 18298
Re: [Mod] weather_pack 0.3
Thank you for the report, the issue should be fixed by now (please update mod).piet wrote:i have 1 problem
i am waiting so long but there is no weather comming
- Sun Mar 10, 2019 08:32
- Forum: Engine Builds
- Topic: [Linux/Flatpak] Flatpak builds (now on flathub)
- Replies: 18
- Views: 12999
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.
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.
- Wed Jun 06, 2018 16:36
- Forum: General Discussion
- Topic: Emigrate from Github?
- Replies: 81
- Views: 11207
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...
- Mon Apr 16, 2018 05:04
- Forum: Modding Discussion
- Topic: Advice on creating highly efficient mods
- Replies: 12
- Views: 2088
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..
- Sun Apr 15, 2018 10:08
- Forum: Modding Discussion
- Topic: Advice on creating highly efficient mods
- Replies: 12
- Views: 2088
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 ...
- Sun Apr 15, 2018 09:25
- Forum: Modding Discussion
- Topic: Post your mod requests/ideas here
- Replies: 2324
- Views: 441691
Re: [Request]Minecraft-like xp
I suggest try MineClone 2 subgame if you searching for minecraft-like environment.
- Sat Apr 14, 2018 13:44
- Forum: WIP Mods
- Topic: [Mod] Skylayer [0.5]
- Replies: 27
- Views: 8439
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).
* 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).
- Fri Mar 23, 2018 14:31
- Forum: WIP Mods
- Topic: [Mod] Breath underwater like scuba diving [underwater]
- Replies: 12
- Views: 3403
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...
- Tue Mar 13, 2018 10:19
- Forum: WIP Mods
- Topic: [MOD]Corruption v2
- Replies: 17
- Views: 2408
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.
- Mon Mar 05, 2018 21:02
- Forum: Mod Releases
- Topic: [Mod] exploding chest [explodingchest]
- Replies: 18
- Views: 3292
Re: [Mod] exploding chest [explodingchest]
Does explosion size depends on how much powder is on chest?
- Sat Feb 24, 2018 19:16
- Forum: Modding Discussion
- Topic: Looking for space-craft / science fiction theme mods
- Replies: 4
- Views: 1101
Re: Looking for space-craft / science fiction theme mods
thanks for suggestions
- Sat Feb 24, 2018 14:40
- Forum: Mod Releases
- Topic: [Mod] Other Worlds [other_worlds]
- Replies: 67
- Views: 21409
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 [...
- Fri Feb 23, 2018 14:15
- Forum: WIP Mods
- Topic: [Mod] Minecraft Mod (WIP)
- Replies: 2
- Views: 2118
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
- Mon Feb 19, 2018 21:53
- Forum: Modding Discussion
- Topic: Looking for space-craft / science fiction theme mods
- Replies: 4
- Views: 1101
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?
- Sat Feb 17, 2018 13:25
- Forum: Client-side modding
- Topic: [discussion]Technical notes on how to defeat(*) oredetect
- Replies: 94
- Views: 17124
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...
- Wed Oct 25, 2017 16:14
- Forum: Modding Discussion
- Topic: How to organize Lua code when 'require' not allowed?
- Replies: 8
- Views: 1663
Re: How to organize Lua code when 'require' not allowed?
rubenwardy, thanks seems dotfile does the job.
- Wed Oct 25, 2017 16:00
- Forum: Modding Discussion
- Topic: How to organize Lua code when 'require' not allowed?
- Replies: 8
- Views: 1663
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...