Search found 55 matches
- Wed Jun 14, 2023 18:28
- Forum: WIP Mods
- Topic: [Mod] NextGen Bows [nextgen_bows]
- Replies: 7
- Views: 1625
Re: [Mod] NextGen Bows [nextgen_bows]
Hi, nice mod If I may add the suggestion of adding callbacks to allow other mods to define what happen when the arrows land inside in the arrow definition. My use case would be to register a "torch-arrow" (a bit like the torch crossbow from torch_bomb but I don't want to other stuff) So wh...
- Thu May 11, 2023 17:10
- Forum: Mod Releases
- Topic: [Mod] Rings [goops_rings]
- Replies: 3
- Views: 1096
Re: [Mod] Rings [goops_rings]
Would it be possible to make moreores dependancy optionnal ? Having hard deps for only 2 crafitems seems a bit much Maybe, by replacing this rings.lumps ={ Ag = "moreores:silver_lump", Au = "default:gold_lump", Mi = "moreores:mithril_lump" } in init.lua by this : rings....
- Thu Oct 18, 2018 21:50
- Forum: WIP Mods
- Topic: [old] Simple machines [simple_machines]
- Replies: 7
- Views: 2663
Re: [old] Simple machines [simple_machines]
As it was requested, I've created a temporary upload until new git repo is available :
https://framadrop.org/r/3NDV4hB9-I#aoUI ... ZmtxtZx9k=
https://framadrop.org/r/3NDV4hB9-I#aoUI ... ZmtxtZx9k=
- Sun May 20, 2018 14:13
- Forum: WIP Mods
- Topic: [Mod] Creative Areas [creative_areas]
- Replies: 4
- Views: 1479
Re: [Mod] Creative Areas [creative_areas]
Hi ! Great Idea, I would love to add some creative zones into a survival server ! I tested this mod today and it doesn't work for me. I am using the 0.4.16-backport branch of minetest game with the creative mod from 0.5 and I tested I on a new game without any other mods (except area of course). The...
- Sun Mar 18, 2018 07:36
- Forum: WIP Mods
- Topic: [Mod] Multinode-gates, drawbridges and garage doors [gates]
- Replies: 29
- Views: 14539
Re: [Mod] Multinode-gates, drawbridges and garage doors [gat
Thanks for the quick answer. Solution c. seems to be the most acceptable for me but yes its not ideal This made me think of something though : Problems: After setup, the gate cannot changed. Maybe some combination of b and c : What if the gate setup was only one step : defining the area. All existin...
- Thu Mar 15, 2018 21:49
- Forum: WIP Mods
- Topic: [Mod] Multinode-gates, drawbridges and garage doors [gates]
- Replies: 29
- Views: 14539
Re: [Mod] Multinode-gates, drawbridges and garage doors [gat
Hi ! I really like the idea of this mod ! I tried it today and it seem to add a lot of possibilities for buildings doors, gates and maybe other interactive things. My only problem for now is that it seem intended only for creative mode. I plan on adding it to a server with limited resources (I made ...
- Mon Oct 23, 2017 14:30
- Forum: Mod Releases
- Topic: [Mod] basic_robot [basic_robot]
- Replies: 153
- Views: 38543
Re: [Mod] basic_robot [basic_robot]
Thank you for the quick answer ! I may drop by the ROBOT-SKYBLOCK server when I have a more steady access to the web, for now I only use a local server. Its not really intended for regular minetest players but more toward those who like programming. I would like to use it as a way for regular minete...
- Fri Oct 20, 2017 16:01
- Forum: Mod Releases
- Topic: [Mod] basic_robot [basic_robot]
- Replies: 153
- Views: 38543
Re: [Mod] basic_robot [basic_robot]
I started using this mod and it is great ! I have a few question to wich I didn't find answers on the wiki or forum or readme... : - Why is the purpose of the limited number of operation ? Is it some kind of anticheat or more a safety for the server ? - What are the operations concerned by this limi...
- Fri Oct 20, 2017 15:25
- Forum: Mod Releases
- Topic: [Mod] server guide book [serverguide]
- Replies: 15
- Views: 6267
Re: [Mod] server guide book [serverguide]
I tried your changed mod, but if I tried to change something in the text it didn't worked :/ I haven't looked a it in a while but did you edit the files in the world folder ? The ones in the mod directory are templates only used to generate the ones in the world folder (their contient is written in...
- Fri Oct 20, 2017 15:03
- Forum: News
- Topic: Client-side translations
- Replies: 59
- Views: 28821
This feature is great news ! In the long run, the switch to Gettext should be done for various reasons. Just to be sure that I understood this gettext situation : Mods that were using inttlib for their translation and have finally converted all translation file from earlier files format (<string to ...
- Sun Apr 16, 2017 12:07
- Forum: Français
- Topic: import de carte
- Replies: 31
- Views: 10874
Re: import de carte
Pour ma part j'ai envoyé un message aux trois... je posterai les réponses ici Réponse reçue : -------- Original Message -------- Subject: #IGN-2017-16840 - Minecraft - Minetest (une alternative libre à Minecraft) Date: 2017-04-14 12:14 From: service.client@ign.fr To: xisd.mt@riseup.net Bonjour, En ...
- Fri Apr 14, 2017 09:05
- Forum: Français
- Topic: import de carte
- Replies: 31
- Views: 10874
Re: import de carte
Salut, > Existe t'il un site du même type et/ou un programme qui fait cela directement pour minetest? A ma connaissance et après de longue recherche, non. Tout ce fait donc manuellement via de nombreux outils. Bonjour je poste ici une copie du message que je viens d'envoyer à l'IGN : Bonjour, Je su...
- Wed Apr 05, 2017 21:07
- Forum: Mod Releases
- Topic: [Mod] Simple Beacons [1.1] [beacon]
- Replies: 18
- Views: 9597
Re: [Mod] Simple Beacons [1.1] [beacon]
Thanks for the hint, I will look at technic's code when I have some timewilkgr76 wrote:Have you looked at Technic's code? I believe it has a forcefield
- Wed Mar 22, 2017 01:27
- Forum: Mod Releases
- Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
- Replies: 291
- Views: 202155
Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
I made some change to my fork : Mainly I added the lava flan from zmobs . It spawns in lava regardless of depth and it turn into obsidian if you hit it with a water bucket ! I also tried to reduce hostiles spawning (maybe too much... still adjusting those settings) and added no spawn zone around ori...
- Wed Mar 22, 2017 01:06
- Forum: Mod Releases
- Topic: [Mod] Simple Beacons [1.1] [beacon]
- Replies: 18
- Views: 9597
Re: [Mod] Simple Beacons [1.1] [beacon]
Nice mod ! I noticed it some time ago but I didn't gave it a go until today. I really wanted to see some of those special effect mentioned in the first post... so I started working on adding these : health regeneration around the red beacon, flying privilege enabled around the green one, and (option...
- Tue Feb 14, 2017 21:46
- Forum: Mod Releases
- Topic: [Mod] RandomMessages [random_messages]
- Replies: 21
- Views: 9350
Re: [Mod] RandomMessages [random_messages]
This is very useful for having a developing storytelling of a multiplayer world, thank you. One thing I noticed with the ABM switched on is that it slowed down chunk generation drastically. I have noticed some mod developers using some performance tool on their mods. Perhaps it'd be useful. I feare...
- Tue Feb 14, 2017 14:05
- Forum: Mod Releases
- Topic: [Mod] RandomMessages [random_messages]
- Replies: 21
- Views: 9350
Re: [Mod] RandomMessages [random_messages]
I was wondering. Could it be made possible to update the text of already placed signs? To correct a spelling error in the random_messages file for instance. I added a new ABM that acts on already placed signs : It does not instantaneously take corrections, but every signs placed by the mod will eve...
- Wed Feb 08, 2017 22:49
- Forum: Mod Releases
- Topic: [Mod] RandomMessages [random_messages]
- Replies: 21
- Views: 9350
Re: [Mod] RandomMessages [random_messages]
That's so good xisd, thank you for your effort. It works as intended with the sign density. The two bugs I found was that the inventory item has no tooltip title and that signs spawn on treetops. Perhaps it's good to check for underlying node before spawning? Ideally it would also spawn in already ...
- Mon Jan 23, 2017 16:21
- Forum: WIP Mods
- Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
- Replies: 125
- Views: 28170
Re: [Mod] TurtleMiner ... programmable turtles in Minetest
I really like this idea I've been looking for something like that for a while (an in-game step by step way to teach and learn programming in lua).
I look forward to see it grow and if there is anything I can do to help, I would be glad to !
I look forward to see it grow and if there is anything I can do to help, I would be glad to !
- Sun Jan 22, 2017 22:16
- Forum: Mod Releases
- Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
- Replies: 291
- Views: 202155
Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
I wanted to edit my last post and somehow I made a new one ... this post should be deleted
- Sun Jan 22, 2017 19:37
- Forum: Mod Releases
- Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
- Replies: 291
- Views: 202155
Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Double post, ... sorry
I am not very familiar with forum rules and customs but it just occurred to me that I might be hijacking this topic, so ... maybe I should open a new one for my fork ? or maybe it's best not to open new topics for forks ?... What should I do ?
I am not very familiar with forum rules and customs but it just occurred to me that I might be hijacking this topic, so ... maybe I should open a new one for my fork ? or maybe it's best not to open new topics for forks ?... What should I do ?
- Sun Jan 22, 2017 19:12
- Forum: Mod Releases
- Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
- Replies: 291
- Views: 202155
Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
There is indeed no specific translation for these two terms in French, you could use "pondeuse" for "spawner" and simply "œuf" for "spawn egg". Spawn, spawner, spawning specifically refers to fish / frogs laying eggs. Thus you could use "frayère" fo...
- Sat Jan 21, 2017 18:53
- Forum: WIP Mods
- Topic: [Mod] Backpacks [backpacks]
- Replies: 45
- Views: 11663
Re: [Mod] Backpacks [backpacks]
Thanks for the suggestion I've updated this so that the leather backpack and the recipe are both dependent on mobs Nice ! But you should check the existence of mobs mod using minetest.get_modpath instead of (or at least before) looking for the mobs variable, mainly because it result in this warning...
- Sat Jan 21, 2017 11:28
- Forum: Mod Releases
- Topic: [Mod] RandomMessages [random_messages]
- Replies: 21
- Views: 9350
Re: [Mod] RandomMessages [random_messages]
I'm not using signs_lib, just regular signs mod. Do you means the signs included in 'default' mod, or the 'signs' mod I am using signs_lib but since it registers signs with signs: prefix, I assumed it should use the same node as the signs mod, but that doesn't sound so obvious now... maybe it need ...
- Thu Jan 19, 2017 19:44
- Forum: WIP Mods
- Topic: [Modpack] Element Portals Mod [element_portals]
- Replies: 21
- Views: 7858
Re: [Modpack] Element Portals Mod [element_portals]
I've started working on a mese portal that teleport player to a random place in the world Its is a public portal, so once placed anyone can use it. Player should appear at random x,z coordinates and at a height of 14 or more depending if and where is the nearest ground. In worst case, when ground is...