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Re: Disable generating of Big Oceans. [Solved]

Is there any other way to disable the rivers? noridges you have to look at the available flags for each mapgen. as I said before, you can experiment with the parameters within each map Some of the changes you are looking for you are going to need to experiment with mapgen.lua if you ask these quest...
by TumeniNodes
Wed Jun 20, 2018 17:34
 
Forum: Modding Discussion
Topic: Disable generating of Big Oceans.
Replies: 10
Views: 212

Re: [16px] Ambiguity

by TumeniNodes
Wed Jun 20, 2018 03:21
 
Forum: Texture Packs
Topic: [16px] Ambiguity
Replies: 12
Views: 1864

Re: [Mod] Mobs Humans [0.1.1] [mobs_humans]

ManElevation wrote:+10

excellent, you exploited a loophole in the new +1 posting restrictions. what genius :D
by TumeniNodes
Tue Jun 19, 2018 00:44
 
Forum: WIP Mods
Topic: [Mod] Mobs Humans [0.1.1] [mobs_humans]
Replies: 21
Views: 709

Re: [Mod]MineBricks [xlego]

StarNinjas wrote:Thanks everyone, i think ill use what alex said NotABug lol:)


good choice. notabug is more visually alike to github.
the video I posted will/should work the same or similar enough on notabug as well :)
have fun
by TumeniNodes
Mon Jun 18, 2018 22:10
 
Forum: WIP Mods
Topic: [Mod]MineBricks [xlego]
Replies: 13
Views: 431

Re: [Mod]MineBricks [xlego]

Nathan did a video on this a while back
https://www.youtube.com/watch?v=dV3oETXfATg
by TumeniNodes
Sun Jun 17, 2018 23:55
 
Forum: WIP Mods
Topic: [Mod]MineBricks [xlego]
Replies: 13
Views: 431

Re: [Mod] Mobs Humans [0.1.1] [mobs_humans]

I see no "smart"phones. Therefore, these cannot be "humans"

Nice work though. I will give it a run perhaps
by TumeniNodes
Sun Jun 17, 2018 23:00
 
Forum: WIP Mods
Topic: [Mod] Mobs Humans [0.1.1] [mobs_humans]
Replies: 21
Views: 709

Re: [Mod]LEGO [xlego]

Cage wrote: Worst comes to worse just rename the mod to something like Lebo bricks.


bela lugosi bricks (or bela legosi bricks) ; )
by TumeniNodes
Sun Jun 17, 2018 22:57
 
Forum: WIP Mods
Topic: [Mod]MineBricks [xlego]
Replies: 13
Views: 431

Re: How to replicate normal-like drawtype nodes' inventorycu

it is only drawing one side, because you need to define/specify the 3 sides in your bit of code.
top, side, front.
If you are only calling one texture (even if the entire particle node uses one texture), you still need to "build the cube" from 3 sides.
That is all I can figure
by TumeniNodes
Sun Jun 17, 2018 09:04
 
Forum: Modding Discussion
Topic: [Solved] Replicate normal-like drawtype nodes' inventorycube
Replies: 8
Views: 106

Re: How to replicate normal-like drawtype nodes' inventorycu

You can't have, I just wrote it. (the particle part in the pickerparticle branch, that is) But jordan's code has nothing to do with what I'm trying to do. I need to fetch whatever textures (and overlays) are mapped to each side of whatever node, then draw it again as an inventorycube. By the way, m...
by TumeniNodes
Sun Jun 17, 2018 08:38
 
Forum: Modding Discussion
Topic: [Solved] Replicate normal-like drawtype nodes' inventorycube
Replies: 8
Views: 106

Re: How to replicate normal-like drawtype nodes' inventorycu

This code is from jordan4ibanez's "drops" mod, which you can check out too. Personally, I like the way this code works better, out of all the Item Drops mods I have tried. Maybe something in it can be helpful or something local age = 1 --how old an item has to be before collecting local ra...
by TumeniNodes
Sun Jun 17, 2018 08:03
 
Forum: Modding Discussion
Topic: [Solved] Replicate normal-like drawtype nodes' inventorycube
Replies: 8
Views: 106

Re: How to replicate normal-like drawtype nodes' inventorycu

I have used this.
but you have to point to 3 images for the inv cube. An image to represent top, side, and front

Code: Select all
   inventory_image = minetest.inventorycube("fireplace_01_top.png", "fireplace_01_side.png", "fireplace_01_front.png"),
by TumeniNodes
Sun Jun 17, 2018 07:52
 
Forum: Modding Discussion
Topic: [Solved] Replicate normal-like drawtype nodes' inventorycube
Replies: 8
Views: 106

Re: [Server] HOMETOWN

most likely a player who has been banned recently.
they have commented on another server's thread as well.
by TumeniNodes
Sun Jun 17, 2018 04:16
 
Forum: Servers
Topic: [Server] HOMETOWN
Replies: 4176
Views: 145378

Re: Can You Break Things in Creative?

Glad you were able to figure it out.

could you please edit the title, and add [SOLVED] at the beginning?
this might help someone in the future who runs into the same situation, and they are looking for solutions.

i.e.
[SOLVED]Can you break things in creative
by TumeniNodes
Sun Jun 17, 2018 04:14
 
Forum: Problems
Topic: Can You Break Things in Creative?
Replies: 4
Views: 101

Re: Can You Break Things in Creative?

In creative mod, you should be able to break all blocks almost instantly with your hand
by TumeniNodes
Sun Jun 17, 2018 03:49
 
Forum: Problems
Topic: Can You Break Things in Creative?
Replies: 4
Views: 101

Re: Emigrate from Github?

GitLab Ultimate / Gold accounts free for education / open source projects that use OSI-approved open source license and which does not seek to make profit from the resulting project software. https://about.gitlab.com/2018/06/05/gitlab-ultimate-and-gold-free-for-education-and-open-source/ Nappi, do ...
by TumeniNodes
Thu Jun 14, 2018 15:18
 
Forum: General Discussion
Topic: Emigrate from Github?
Replies: 65
Views: 1895

Re: [Map] The Stanley Parable [WIP]

yes..., it will be deleted automatically once you have deleted each file, one at a time from within it... : / seriously... all you have in the current repo is a .zip file. just delete that repo and redo it delete the repo, (you can do this by going to the repo settings, then scroll to the bottom and...
by TumeniNodes
Wed Jun 13, 2018 16:11
 
Forum: Maps
Topic: [Map] The Stanley Parable [WIP]
Replies: 16
Views: 649

Re: [Modpack] Dreambuilder [20180521-1541]

Definitely not ArtDeco. It's based on obsolete model methods (nodeboxes). Sorry, Tumeninodes. I might consider Facade, but it looks pretty specialized. Show me some use for it that doesn't look like ancient Greek architecture. That's ok, I am getting fairly obsolete :P Facade is all nodeboxes too.
by TumeniNodes
Wed Jun 13, 2018 16:04
 
Forum: Mod Releases
Topic: [Modpack] Dreambuilder [20180521-1541]
Replies: 952
Views: 142214

Re: [Map] The Stanley Parable [WIP]

Unfortunately, through the web UI, you need to delete files one at a time. Or, you would have to delete that repo, and just redo it. Using git via terminal is much easier. Though to be completely honest, I literally was shown the part of using it just recently, that was holding me up from using/unde...
by TumeniNodes
Wed Jun 13, 2018 15:29
 
Forum: Maps
Topic: [Map] The Stanley Parable [WIP]
Replies: 16
Views: 649

Re: [WIP][MOD] Black Sails (Or, why is the rum gone?)

I'm glad it worked for you.
Yeh, I know about the doors, I'll get that worked out. There are a few things off on 0.5.0-dev
The original author has not been around in some time, I sent a pm.
If there is no response after some time I will put it up with some fixes
by TumeniNodes
Wed Jun 13, 2018 04:53
 
Forum: WIP Mods
Topic: [WIP][MOD] Black Sails (Or, why is the rum gone?)
Replies: 10
Views: 1181

Re: Disable generating of Big Oceans.

or, you could experiment with the params to expand the land, (along with lowering the water level as Krock said) use spflags to remove ridges, etc... (side note:) it would be nice to have a more end-user friendly way to use the mapgen settings... using a gui this could have been posted over at https...
by TumeniNodes
Tue Jun 12, 2018 21:55
 
Forum: Modding Discussion
Topic: Disable generating of Big Oceans.
Replies: 10
Views: 212

Re: Share Your WorldEdit Files!

The funny part of this is, no one, as of yet..., has ever added a license to any map files they have shared, and it is obviously not a requirement in this section. The only reason I touched on it here, is because someone decided to bring the licensing gripe to it. I strongly advise you ALL to PLEASE...
by TumeniNodes
Tue Jun 12, 2018 21:10
 
Forum: Maps
Topic: Share Your WorldEdit Files!
Replies: 164
Views: 30358

Re: [MOD] Elements v1.1 NEW

moderaters please move to mode release It doesn't work that way. First of all, you never put this into WIP mods section. https://forum.minetest.net/viewforum.php?f=9 You give zero information regarding what this does, what it looks like, etc.. Just paste into nodes and mapgen doesn't quite do it as...
by TumeniNodes
Tue Jun 12, 2018 20:31
 
Forum: Modding Discussion
Topic: [MOD] Elements v1.1 NEW
Replies: 7
Views: 399

Re: [WIP][MOD] Black Sails (Or, why is the rum gone?)

that's right, I'm bumping... because I still love this mod.
I may have to fork it and do some work on it though
by TumeniNodes
Tue Jun 12, 2018 01:46
 
Forum: WIP Mods
Topic: [WIP][MOD] Black Sails (Or, why is the rum gone?)
Replies: 10
Views: 1181

Re: [Mod] Hallelujah Mountains [cloudlands]

Nice, I love it.
Works best imho with mapgen flat. Cool water falls to drown the peasants below.
I'm definitely gonna tinker with this
Nice work
by TumeniNodes
Tue Jun 12, 2018 01:32
 
Forum: WIP Mods
Topic: [Mod] Hallelujah Mountains [cloudlands]
Replies: 6
Views: 492

Re: Share Your WorldEdit Files!

Just add "CC0" and stop bitching about licenses. How difficult is that? Takes you less time than typing out a rant-post about how you feel there should not be a push for licensing here. And using the analogy referring to "if a little kid draws a picture... etc." is childish and d...
by TumeniNodes
Mon Jun 11, 2018 00:42
 
Forum: Maps
Topic: Share Your WorldEdit Files!
Replies: 164
Views: 30358
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