Search found 56 matches
- Wed Mar 22, 2017 01:34
- Forum: WIP Mods
- Topic: [Mod] April Fools [WIP] [git] [april_fools]
- Replies: 16
- Views: 2821
Re: [Mod] April Fools [WIP] [git] [april_fools]
If I only knew how to implement the remaining ideas... Anybody have real working code?
- Tue Mar 21, 2017 02:52
- Forum: WIP Mods
- Topic: [Mod] April Fools [WIP] [git] [april_fools]
- Replies: 16
- Views: 2821
Re: [Mod] April Fools [WIP] [git] [april_fools]
Update: version 0.0.4 is out.
Changelog:
Changelog:
- Tool swap -- Every once in a while, when a players tries to use his/her tool, the tool turns into something else.
- Sat Mar 11, 2017 15:44
- Forum: WIP Mods
- Topic: [Mod] April Fools [WIP] [git] [april_fools]
- Replies: 16
- Views: 2821
Re: [Mod] April Fools [WIP] [git] [april_fools]
Update: version 0.0.3 is out.
Changelog:
Changelog:
- Crafts -- Every once in a while, when a players tries to craft something, he/she gets a completely unexpected object.
- Sun Mar 05, 2017 12:42
- Forum: WIP Mods
- Topic: [Mod] April Fools [WIP] [git] [april_fools]
- Replies: 16
- Views: 2821
Re: [Mod] April Fools [WIP] [git] [april_fools]
Update: version 0.0.2 is out.
Changelog:
Changelog:
- Fake privileges -- Once in a while, a player receives a message saying that another player granted him/her a non-existent privilege, or revoked a real privilege.
- Fri Mar 03, 2017 03:29
- Forum: WIP Mods
- Topic: [Mod] April Fools [WIP] [git] [april_fools]
- Replies: 16
- Views: 2821
Re: [Mod] April Fools [WIP] [git] [april_fools]
Update: version 0.0.1 is out.
Changelog:
Changelog:
- Implemented sleepwalking -- Once in a while, player's position changes by one block (random player, random direction, random timing).
- Thu Mar 02, 2017 02:52
- Forum: WIP Mods
- Topic: [Mod] April Fools [WIP] [git] [april_fools]
- Replies: 16
- Views: 2821
[Mod] April Fools [WIP] [git] [april_fools]
Announcing a collective effort to create a set of April Fools' pranks for Minetest players. Ideas welcome. Code welcome. Implemented so far : Sleepwalking -- Once in a while, player's position changes by one block (random player, random direction, random timing). As if somebody's pushing you... Fake...
- Wed Mar 01, 2017 14:50
- Forum: Mod Releases
- Topic: [Mod] Compost Bin [0.0.2] [compost]
- Replies: 7
- Views: 4763
Re: [Mod] Compost Bin [0.0.2] [compost]
Version 0.0.2 is out.
Changes:
P.S.: Special thanks to BrunoMine for his interest and help.
Changes:
- new compostable items (flower group and various grasses)
- intllib support added
- PT, RO and RU translations added
P.S.: Special thanks to BrunoMine for his interest and help.
- Mon Jun 27, 2016 17:27
- Forum: WIP Mods
- Topic: [Mod] Explosives [WIP] [git] [explosives]
- Replies: 37
- Views: 9620
Re: [Mod] Explosives [WIP] [git] [explosives]
thnk you for the fix --Suggestions-- Remote conrolled bomb Time bomb I implemented the time bomb, but I have a problem with its concept and need your help. Currently, the time bomb explodes when countdown stops. Before that it's visible and harmless, like a block of TNT. If someone digs it before e...
- Sun Jun 26, 2016 12:58
- Forum: Mod Releases
- Topic: [Mod] Bees and beekeeper [2.0] [bees]
- Replies: 91
- Views: 43422
Re: [Mod] Bees and beekeeper [2.0] [bees]
Pollination removed to prevent circular dependency (more bees -> more flowers -> more bees). Y'know that's how pollination works, right? What you ought to do is just limit how many bees there can be. bees limited -> same rate of flowers -> no positive reinforcement. Why go halfway only? If you know...
- Thu Jun 23, 2016 17:05
- Forum: WIP Mods
- Topic: [Mod] Explosives [WIP] [git] [explosives]
- Replies: 37
- Views: 9620
Re: [Mod] Explosives [WIP] [git] [explosives]
Update: * Time bombs added in 'unstable' branch (timer up to 1 hour). * Nodebox is the default. To switch to mesh, add "enable_explomesh = true" to your minetest.conf. Feel free to test. Comments and suggestions always welcome. https://forum.minetest.net/download/file.php?mode=view&id=...
- Sat Jun 18, 2016 08:02
- Forum: Mod Releases
- Topic: [Mod] The Edgeblade / 厨二剣 [edgeblade]
- Replies: 11
- Views: 3925
Re: The Edgeblade / 厨二剣 [edgeblade]
Thank you for adding intllib. No, at this point MT does not support unicode. Maybe some day it will. Anyway, if you upload your code to a public repository (github, bitbucket etc), I can contribute a couple of translations.KiriSakiKiller wrote:. . . . . .
- Fri Jun 17, 2016 14:48
- Forum: Mod Releases
- Topic: [Mod] The Edgeblade / 厨二剣 [edgeblade]
- Replies: 11
- Views: 3925
- Sat Jun 11, 2016 16:09
- Forum: General Discussion
- Topic: Server only for me
- Replies: 9
- Views: 1283
Re: Server only for me
You are trying to create second server on the same machine.juli wrote:I tryed this but an error occurs:
"Failed to bind socked (port already in use?)"
Please, explain in more detail what you are trying to achieve.
- Sat Jun 11, 2016 14:23
- Forum: Mod Releases
- Topic: [Mod] Compressed Obsidian TNT v1.3 [compressed_obsidian]
- Replies: 12
- Views: 3154
- Thu Jun 09, 2016 17:08
- Forum: WIP Mods
- Topic: [Mod] Zen [WIP] [git] [zen]
- Replies: 4
- Views: 1998
[Mod] Zen [WIP] [git] [zen]
https://forum.minetest.net/download/file.php?mode=view&id=6556 https://forum.minetest.net/download/file.php?mode=view&id=6544 Zen. Mod details Combine gravel and cobblestone in all imaginable ways to create a unique rock garden. Crafting and recipes Place three gravel blocks in the bottom s...
- Thu Jun 09, 2016 16:25
- Forum: WIP Mods
- Topic: [Mod] Explosives [WIP] [git] [explosives]
- Replies: 37
- Views: 9620
Re: [Mod] Explosives [WIP] [git] [explosives]
@mahmutelmas06
Ah, the 'stable' branch is out of date after the recent renaming. Fixed now.
Thank you for pointing this out!
Ah, the 'stable' branch is out of date after the recent renaming. Fixed now.
Thank you for pointing this out!
- Wed Jun 08, 2016 16:12
- Forum: WIP Mods
- Topic: [Mod] Explosives [WIP] [git] [explosives]
- Replies: 37
- Views: 9620
Re: [Mod] Explosives [WIP] [git] [explosives]
Well, since we now have land mines and naval mines, the mod needs a better name. Renaming 'landmines' to 'explosives'.
- Wed Jun 08, 2016 15:56
- Forum: WIP Mods
- Topic: [Mod] Explosives [WIP] [git] [explosives]
- Replies: 37
- Views: 9620
Re: [Mod] Land mines [WIP] [git] [landmine]
Yes, .obj turned out to be smaller. Let it be .obj then.Nathan.S wrote:Obj might be smaller than the b3d file.
- Sat Jun 04, 2016 15:13
- Forum: Modding Discussion
- Topic: How can I store and search a large tabel from a mod?
- Replies: 18
- Views: 2623
Re: How can I store and search a large tabel from a mod?
Code: Select all
$ sudo luarocks install lsqlite
- Thu Jun 02, 2016 14:59
- Forum: WIP Mods
- Topic: [Mod] Explosives [WIP] [git] [explosives]
- Replies: 37
- Views: 9620
Re: [Mod] Land mines [WIP] [git] [landmine]
Is a mesh any better than a nodebox?
b3d model 54 kiB + one texture 159 kiB sounds like too heavy to me.
b3d model 54 kiB + one texture 159 kiB sounds like too heavy to me.
- Thu Jun 02, 2016 03:21
- Forum: WIP Mods
- Topic: [Mod] Explosives [WIP] [git] [explosives]
- Replies: 37
- Views: 9620
Re: [Mod] Land mines [WIP] [git] [landmine]
If you use a NodeTimer instead of an ABM, it's possible to achieve much higher accuracy detecting players. If the server owner changes the minetest.conf setting nodetimer_interval to e.g. 0.1, then node timers can be executed 10x per second. ABM's have a maximum frequency of 1/second, but nodetimer...
- Wed Jun 01, 2016 17:01
- Forum: WIP Mods
- Topic: [Mod] Explosives [WIP] [git] [explosives]
- Replies: 37
- Views: 9620
Re: [Mod] Land mines [WIP] [git] [landmine]
Announcing naval mines. https://forum.minetest.net/download/file.php?mode=view&id=6412 Attach a bottle and some cable to a land mine and you get a naval mine! The bottle works as a flotation device, i.e. makes it float (sometimes even drift) just under the surface of water, and as an acoustic se...
- Tue May 31, 2016 18:41
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572398
Re: Post your modding questions here
azekill_DIABLO, thank you!
I wrote "drops = " instead of "drop = ", and couldn't understand why it doesn't work.
I wrote "drops = " instead of "drop = ", and couldn't understand why it doesn't work.
- Tue May 31, 2016 17:12
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572398
Re: Post your modding questions here
How should I register a node, so that it disappears on digging without appearing in player's inventory and without dropping anything?
- Mon May 30, 2016 16:55
- Forum: WIP Mods
- Topic: [Mod] Explosives [WIP] [git] [explosives]
- Replies: 37
- Views: 9620
Re: [Mod] Land mines [WIP] [git] [landmine]
DS-minetest, thank you for the comments. the mines take a too much time to explode after a player walks on it Yeah, I guess 3 seconds is too long for a typical player in normal circumstances. On the other hand, if it explodes immediately and instantly kills the player, he/she won't even understand w...