Search found 223 matches

by ErrorNull
Fri Mar 27, 2020 06:25
Forum: Modding Discussion
Topic: disable player swing or punch?
Replies: 3
Views: 306

Re: disable player swing or punch?

ah wonderful. i'll look into that method. how would you go about setting the player animation from digging to standing? i looked into set_local_animation() doesn't seem be the correct way.
by ErrorNull
Sat Feb 08, 2020 13:06
Forum: Modding Discussion
Topic: disable player swing or punch?
Replies: 3
Views: 306

disable player swing or punch?

I'm trying to disable the player's ability to swing or punch during certain conditions, like when food or health is too low. i can easily 'disable' this for player movement and jumping by modifying the player's physics parameters. But disabling the player swing/punch seems impossible? In a hacky way...
by ErrorNull
Thu Feb 06, 2020 11:38
Forum: Modding Discussion
Topic: callback for punching a luaentity?
Replies: 2
Views: 134

Re: callback for punching a luaentity?

ah perfect. thanks much tenplus1 :)
by ErrorNull
Thu Feb 06, 2020 03:43
Forum: Modding Discussion
Topic: callback for punching a luaentity?
Replies: 2
Views: 134

callback for punching a luaentity?

is there a callback function, or some way to act upon when the player punches an entity in the world? for example, we have the very useful callback function minetest.register_on_punchnode to detect when a node is punched. is there something similar for entities ? my goal is to do some custom behavio...
by ErrorNull
Sun Feb 02, 2020 19:44
Forum: Mod Releases
Topic: [Mod] Snow, rain, clouds (with sound) [snowdrift]
Replies: 160
Views: 51499

Re: [Mod] Snow, rain, clouds (with sound) [snowdrift]

kestral wrote:I updated my snowdrift mod.
I guess it's not good to have multiple mods setting conflicting cloud densities.
yes. i asked this same question in the modding discussion page and got some good answers here.
by ErrorNull
Sun Feb 02, 2020 18:28
Forum: Modding Discussion
Topic: Overlaying a texture onto a node during runtime?
Replies: 4
Views: 143

Re: Overlaying a texture onto a node during runtime?

thanks sorcerykid - i will certainly keep my eye on PR #9354.. that direction i would love to see.
by ErrorNull
Sun Feb 02, 2020 18:03
Forum: Modding Discussion
Topic: change minetest.conf paraeters from a mod?
Replies: 11
Views: 272

Re: change minetest.conf paraeters from a mod?

Linuxdirk - interesting. what function do work with "worldname/_modname/modname.conf" in regards to manipulating settings like "time_speed" during run time?
by ErrorNull
Sat Feb 01, 2020 23:20
Forum: Modding Discussion
Topic: Overlaying a texture onto a node during runtime?
Replies: 4
Views: 143

Overlaying a texture onto a node during runtime?

Is that possible? For example, I'd like to add a texture overlay (like cracks) onto default:stone node when on_punch is called.

I have a feeling I must instead just create a new stone node with crack already in texture and just swap the nodes when it is on_punch'ed yeah? =(
by ErrorNull
Sat Feb 01, 2020 12:24
Forum: WIP Mods
Topic: [Mod] Realistic woodcut
Replies: 12
Views: 1120

Re: [Mod] Realistic woodcut

this is a great mod. i would love to see an option that we can enable/disable for players to take health damage if a wood block falls on them? ...but no damage for the leaves. also, would it be more realistic for when the leaves fall to remain as block nodes? that way the player will still need to d...
by ErrorNull
Sat Feb 01, 2020 12:04
Forum: WIP Mods
Topic: [Mod] simple block physics [block_physics][WIP][2.2]
Replies: 29
Views: 4281

Re: [Mod] simple block physics [block_physics][WIP][2.2]

yes please continue this mod.
by ErrorNull
Thu Jan 30, 2020 20:49
Forum: Modding Discussion
Topic: change minetest.conf paraeters from a mod?
Replies: 11
Views: 272

Re: change minetest.conf paraeters from a mod?

ah yes. totally overlooked that. we're so focused on making our mod and with thoughts of the player enjoying our creation, that we can forget that the player may need to play other sub games too.
by ErrorNull
Thu Jan 30, 2020 18:10
Forum: Modding Discussion
Topic: change minetest.conf paraeters from a mod?
Replies: 11
Views: 272

Re: change minetest.conf paraeters from a mod?

wow thanks much Linuxdirk for the code example. i will certainly follow this guideline when needing to modify the .conf settings. just for my better understanding, what's the underlying principle for this? is this to prevent multiple mods from 'permanently' changing the .conf values unbeknownst to t...
by ErrorNull
Thu Jan 30, 2020 15:09
Forum: Modding Discussion
Topic: change minetest.conf paraeters from a mod?
Replies: 11
Views: 272

Re: change minetest.conf paraeters from a mod?

thanks nathan.

linuxdirk - what should i be wary of when doing so?
by ErrorNull
Thu Jan 30, 2020 13:15
Forum: Modding Discussion
Topic: change minetest.conf paraeters from a mod?
Replies: 11
Views: 272

change minetest.conf paraeters from a mod?

hello. is this possible? for example, i'd like to change the default minetest time from 72 to 24 from my mod.

however, seems like it can only be done via modifying the minetest.conf file:
time_speed = 24

is there a global mintest function where i can "set" time_speed to 24?

thanks everyone.
by ErrorNull
Thu May 16, 2019 15:25
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 159
Views: 21889

Re: [Mod] Villagers for Minetest [villagers][v0.17]

Hello and thank you for the awesome mod! I have, perhaps silly, question: when I enable only mg_villlages, handle_schematics, and villagers on 5.0.1, all works fine except the fact that villagers do not move. They stand still near the buildings, turn around every 3-4 seconds but does not walk. The ...
by ErrorNull
Sat Feb 02, 2019 16:09
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 159
Views: 21889

Re: [Mod] Villagers for Minetest [villagers][v0.17]

hey guys, thanks for the kind words. it's been a while for sure.. and glad to see my mod is still being poked and prodded around here. i've just been busy with real life stuff. since it appears there's still mild interest in this mod, i'll plan to continue improving my villagers mod soon. I have a q...
by ErrorNull
Fri Aug 25, 2017 00:46
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 159
Views: 21889

Re: [Mod] Villagers for Minetest [villagers][v0.17]

let me know if there are any issues or something i might need to know anyways. On line 46 of coins.lua I tweaked the variable declaration to empty string. Otherwise there would be error if it stays nil later in the code... local debug = "" ehh.. i wouldn't want something like the super mario coin p...
by ErrorNull
Thu Aug 24, 2017 14:10
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 159
Views: 21889

Re: [Mod] Villagers for Minetest [villagers][v0.17]

Hey LouisCyfer - I've merged in your pull request. Players now will find coins on rare occasions when digging dirt type nodes. After testing a bit i can see the silver and gold coins count in the player inventory occasionally increase while digging the dirt. I also like how we can enable/disable the...
by ErrorNull
Tue Aug 22, 2017 00:56
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 159
Views: 21889

Re: [Mod] Villagers for Minetest [villagers][v0.17]

ethereal already adds bones to default:dirt via bonemeal.lua the ethereal mod is one i'd like to support, won't be until later down the line. but i may just throw in the bonemeal mod in sooner along with the other food mods i'm adding now. I put everything in a PR, hope you like it! Ok this is cool...
by ErrorNull
Fri Aug 18, 2017 00:13
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 159
Views: 21889

Re: [Mod] Villagers for Minetest [villagers][v0.17]

love the priest! Thanks... and the priest loves you too! :p love the updates!! I know there's always the option to use this commands "/giveme villagers:coins xxx" and "/giveme villagers:coins_gold xxx" (or via unified inventory search etc :P) Also the trader hunting you mentioned earlier, I came up...
by ErrorNull
Mon Aug 14, 2017 08:14
Forum: Mod Releases
Topic: [Mod] Extended Fences [extended_fences]
Replies: 13
Views: 1340

Re: [mod] Extended Fences

that is perfect. does this also extend walls too? i get tired of my animals from Mobs Redo jumping over my fences and escaping.
by ErrorNull
Sat Aug 12, 2017 04:02
Forum: General Discussion
Topic: Request for donations for my development work
Replies: 64
Views: 12650

Re: Request for donations for my development work

hi paramat, i'd still recommend patreon at some point. i'm sure there's many grateful members here and would love to donate on regular basis like myself. i'd rather have my funds auto transferred to you every month then have to mentally remember and manually click through a paypal link every month t...
by ErrorNull
Thu Aug 10, 2017 00:18
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 159
Views: 21889

Re: [Mod] Villagers for Minetest [villagers][v0.17]

Just a little issue here, very specific case so don't pay too much attention : when you blow up the surroundings with says... the nuke mod, the villagers will stay in place, flying where the ground used to be and acting like nothing happened (protection removed, ofc) Perfectly correct behaviour of ...
by ErrorNull
Wed Aug 09, 2017 05:42
Forum: Mod Releases
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 141
Views: 35437

Re: [Mod] Villages for Minetest [mg_villages]

hi sokomine, would you mind listing all the possible job titles that your inhabitants can have? unless you have a table that already contains all?

also is there a way to disable spawning in a village and just have player spawn in the wilderness again? thanks!