Search found 180 matches

by AntumDeluge
Sat May 08, 2021 18:07
Forum: WIP Mods
Topic: [Mod] Creatures Revived [cmer] (v1.0)
Replies: 2
Views: 127

Re: [Mod] Creatures Revived [cmer] (v1.0)

1) I haven't gotten far enough into it yet to know what it lacks. But I would definitely want projectile support. 2) I'm not working with BrunoMine, but I know that the Minetest Mods team has a fork called Mob Engine . I may submit some of my changes to them as pull requests. If they like what I'm d...
by AntumDeluge
Fri May 07, 2021 00:05
Forum: WIP Mods
Topic: [Mod] Sneeker [sneeker] (pre)
Replies: 0
Views: 72

[Mod] Sneeker [sneeker] (pre)

Sneeker Description: An explosive nuisance. Forked from Rui's original "creeper" mod. Note: The mod is a work-in-progress. I am currently porting it to the Creatures Revived engine . You can find Rui's original mod here . https://raw.githubusercontent.com/AntumMT/mod-sneeker/master/screen...
by AntumDeluge
Thu May 06, 2021 23:05
Forum: WIP Mods
Topic: [Mod] Creatures Revived [cmer] (v1.0)
Replies: 2
Views: 127

[Mod] Creatures Revived [cmer] (v1.0)

Creatures Revived (cmer) Description: Forked & "revived" version of BlockMen's Creatures MOB-Engine . Some notable differences from original: Updated for Minetest 5.x API. Engine only. Included modpack mobs removed. No built-in spawnegg support. "ownable" & "owner&q...
by AntumDeluge
Wed May 05, 2021 13:58
Forum: WIP Mods
Topic: [Mod] Another Spawneggs Mod [asm_spawneggs] (v1.1)
Replies: 0
Views: 60

[Mod] Another Spawneggs Mod [asm_spawneggs] (v1.1)

Another Spawneggs Mod Description: Mod for adding entity spawning eggs to game with a very simple application. It is used only for creating new "eggs" that will spawn a specified entity when used by a player. There are two function: asm.registerEgg & asm.registerEggRecipe (see: API ) ...
by AntumDeluge
Mon May 03, 2021 19:23
Forum: WIP Mods
Topic: [Mod] Node Meta Manipulation [alternode] (v1.0)
Replies: 0
Views: 76

[Mod] Node Meta Manipulation [alternode] (v1.0)

Alternode: Node Meta Manipulation Description: A mod that allows administrators with server privilege to examine & alter node meta data. Licensing: Code: MIT Textures: CC0 Usage: Invoke /giveme alternode:infostick . Use the infostick on a node to receive coordinate & other information. Chat...
by AntumDeluge
Thu Apr 29, 2021 13:28
Forum: Mod Releases
Topic: [Mod] List Items [0.7] [listitems]
Replies: 31
Views: 4670

Re: [Mod] List Items [0.7] [listitems]

*Deleted: Accidentally quoted original post instead of editing.*
by AntumDeluge
Thu Apr 29, 2021 00:19
Forum: WIP Mods
Topic: [Mod] Folks 0.2.0 [folks]
Replies: 12
Views: 1350

Re: [Mod] Folks 0.2.0 [folks]

So far, this is my favorite NPC mod. Thank you very much! I'm having an issue though, where the changes I make to one of my folk NPC get reverted to default after server restart. I made three that work fine, but with the fourth, the custom name, dialogue, & skin get reverted. Opened Gitlab issue...
by AntumDeluge
Tue Apr 27, 2021 22:18
Forum: WIP Mods
Topic: [Mod] Server Shops (1.0) [server_shop]
Replies: 1
Views: 137

[Mod] Server Shops (1.0) [server_shop]

Description: Shops intended to be set up by server administrators. WARNING: this mod is in early development, see TODO list https://raw.githubusercontent.com/AntumMT/mod-server_shop/master/screenshot.png Usage: Shop lists are registered with the server_shop.register_shop(name, id, def) function. na...
by AntumDeluge
Tue Apr 27, 2021 15:46
Forum: WIP Mods
Topic: [Mod] Equipment Examiner [equip_exam] (v1.2)
Replies: 2
Views: 173

Re: [Mod] Equipment Examiner (1.0) [equip_exam]

Very useful! I often don't know if a tool is better then another. Does it also check the item meta for tool_capabilities? You could also display the exact wear of the equipment. I want to add that stuff. I've just got to figure out what all the attributes apply to for the different types of equipme...
by AntumDeluge
Sun Apr 25, 2021 02:36
Forum: WIP Mods
Topic: [Mod] Equipment Examiner [equip_exam] (v1.2)
Replies: 2
Views: 173

[Mod] Equipment Examiner [equip_exam] (v1.2)

Equipment Examiner Description: A node that will examine the specs of equipment. https://raw.githubusercontent.com/AntumMT/mod-equip_exam/master/screenshot.png Licensing: Code: MIT Textures: CC0 Dependencies: Required: none Optional: default basic_materials Crafting: Key: d:s = default:steel_ingot ...
by AntumDeluge
Thu Apr 22, 2021 09:30
Forum: Minetest-related projects
Topic: Web-based formspec editor
Replies: 11
Views: 1561

Re: Web-based formspec editor

Thank you very much for this!
by AntumDeluge
Tue Apr 20, 2021 01:47
Forum: WIP Mods
Topic: [mod] Not So Simple Helicopter [helicopter]
Replies: 51
Views: 2233

Re: [mod] Not So Simple Helicopter [helicopter]

You don't have an issue tracker on the GitHub page, so I will report this here. This error occurred once for me. Hasn't occurred since, but thought I should report it just in case: 2021-04-19 18:32:27: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'helicopter' in ...
by AntumDeluge
Wed Apr 14, 2021 22:59
Forum: Mod Releases
Topic: [Mod] List Items [0.7] [listitems]
Replies: 31
Views: 4670

Re: [Mod] List Items [0.5] [listitems]

Update: Discontinued support for /list<type> format, use /list <type> instead.
by AntumDeluge
Sat May 25, 2019 20:52
Forum: Mod Releases
Topic: [Mod] Cleaner [0.4] [cleaner]
Replies: 10
Views: 3541

Re: [Mod] Cleaner [0.4] [cleaner]

mase wrote:Does this mod remove all unknown objects on server start, or only when a player is near?
As I understand it, only when a player is near. But it's been a while since I looked at the code.
by AntumDeluge
Wed Jul 25, 2018 17:53
Forum: Old Mods
Topic: [Mod] Privilege Areas [0.1] [privilegeareas]
Replies: 36
Views: 12966

Re: [Mod] Privilege Areas [0.1] [privilegeareas]

The PVP Areas mod seems to work fine for me.
by AntumDeluge
Tue Jul 24, 2018 21:20
Forum: Old Mods
Topic: [Mod] Privilege Areas [0.1] [privilegeareas]
Replies: 36
Views: 12966

Re: [Mod] Privilege Areas [0.1] [privilegeareas]

Oh thank you ManElevation! I will try the pvp_areas mod first.

It appears that everamzah has created a pvp_areas mod as well. Perhaps one is a fork of the other. Doesn't appear to be so at first glance though.

Edit: Actually, sounds like taikedz's mod is a the fork.
by AntumDeluge
Tue Jul 24, 2018 20:03
Forum: General Discussion
Topic: Emigrate from Github?
Replies: 81
Views: 6962

Re: Emigrate from Github?

I suggest to add a poll to this thread, so that the Minetest developers can see what is the community's opinion. ... For those of you who don't feel like standing under the Microsoft's umbrella: https://alternativeto.net/software/github/ +1 While I don't think this is an emergency situation, for an...
by AntumDeluge
Tue Jul 24, 2018 19:43
Forum: Old Mods
Topic: [Mod] Privilege Areas [0.1] [privilegeareas]
Replies: 36
Views: 12966

Re: [Mod] Privilege Areas [0.1] [privilegeareas]

Is it possible to create a PVP area using this mod, leaving the rest of the map non-PVP? I'm sorry, I haven't been able to try it out to see for myself yet. My guess is that it is not possible as PVP seems to be an engine setting for the entire map.
by AntumDeluge
Mon Jul 23, 2018 23:51
Forum: Mod Releases
Topic: [Mod] List Items [0.7] [listitems]
Replies: 31
Views: 4670

Re: [Mod] List Items [0.5] [listitems]

You are right Wuzzy. I get a little config happy at times. I love options. But definitely, this is too trivial & doesn't need a config option. Thank you.

Edit: I think I created an option for including support for mobs_redo. I'm going to remove that as well & just force it to be enabled.
by AntumDeluge
Mon Jul 23, 2018 23:45
Forum: Feature Discussion
Topic: Standard for Documenting Mod APIs, Options, Commands, etc.
Replies: 1
Views: 431

Standard for Documenting Mod APIs, Options, Commands, etc.

I have been using LDoc (a fork of LuaDoc ) to create documentation for some of my mods. It might be too much work, but I think it would interesting to have formal guidelines for modders to (optionally) use to document their mods. LDoc is specifically for Lua, for that reason I would recommend it be ...
by AntumDeluge
Mon Jul 23, 2018 20:16
Forum: Mod Releases
Topic: [Mod] Cleaner [0.4] [cleaner]
Replies: 10
Views: 3541

Re: [Mod] Cleaner [0.4] [cleaner]

Thank you bell07. I will check that out.
by AntumDeluge
Mon Sep 25, 2017 00:36
Forum: WIP Mods
Topic: [Mod] Waffles [2.3] [waffles]
Replies: 121
Views: 12913

Re: [Mod] Waffles [2.3] [waffles]

Concerning the bucket issue: I would suggest adding a "batter container" item to the mod & require it in the recipe. Then the bucket can be given back. And to those that want a change like this, remember, this is an open source project. You can fork it & make whatever changes you w...
by AntumDeluge
Sun Sep 24, 2017 23:19
Forum: Mod Releases
Topic: [Mod] HUD bars [2.3.2] [hudbars]
Replies: 232
Views: 60562

Re: [Mod] HUD bars [1.9.0] [hudbars]

Sorry I haven't been available for testing Wuzzy. For everyone who has problems with displaced HUD Bars, can you please download this experimental verision and tell me if it works? I installed the current Git commit on my Android device. Hudbar alignment with outline border is fixed. Noticed that te...
by AntumDeluge
Fri Sep 15, 2017 04:09
Forum: Mod Releases
Topic: [Mod] Hide Name [1.0] [hidename]
Replies: 20
Views: 3718

Re: [Mod] Hide Name [1.0] [hidename]

@xfleblon

What happens if you first issue command /showname, then /hidename?

Does it work if you set hidename.use_alpha to true in minetest.conf file?

Code: Select all

# minetest.conf example
hidename.use_alpha = true
by AntumDeluge
Fri Sep 01, 2017 00:21
Forum: Modding Discussion
Topic: Preferred Mob Engine (poll)
Replies: 1
Views: 334

Preferred Mob Engine (poll)

I'm sorry is done elsewhere in the forums. I am very curious to see which mob engines people are using & why. Previously, I had multiple engines on my server & I just felt like it was a mess. I'd like to use a single engine & port the mobs in my subgame to it, preferably one that has the...