Search found 55 matches

by xisd
Wed Jun 14, 2023 18:28
Forum: WIP Mods
Topic: [Mod] NextGen Bows [nextgen_bows]
Replies: 7
Views: 1531

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...
by xisd
Thu May 11, 2023 17:10
Forum: Mod Releases
Topic: [Mod] Rings [goops_rings]
Replies: 3
Views: 1090

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....
by xisd
Thu Oct 18, 2018 21:50
Forum: WIP Mods
Topic: [old] Simple machines [simple_machines]
Replies: 7
Views: 2657

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=
by xisd
Sun May 20, 2018 14:13
Forum: WIP Mods
Topic: [Mod] Creative Areas [creative_areas]
Replies: 4
Views: 1471

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...
by xisd
Sun Mar 18, 2018 07:36
Forum: WIP Mods
Topic: [Mod] Multinode-gates, drawbridges and garage doors [gates]
Replies: 29
Views: 14489

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...
by xisd
Thu Mar 15, 2018 21:49
Forum: WIP Mods
Topic: [Mod] Multinode-gates, drawbridges and garage doors [gates]
Replies: 29
Views: 14489

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 ...
by xisd
Mon Oct 23, 2017 14:30
Forum: Mod Releases
Topic: [Mod] basic_robot [basic_robot]
Replies: 153
Views: 38517

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...
by xisd
Fri Oct 20, 2017 16:01
Forum: Mod Releases
Topic: [Mod] basic_robot [basic_robot]
Replies: 153
Views: 38517

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...
by xisd
Fri Oct 20, 2017 15:25
Forum: Mod Releases
Topic: [Mod] server guide book [serverguide]
Replies: 15
Views: 6264

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...
by xisd
Fri Oct 20, 2017 15:03
Forum: News
Topic: Client-side translations
Replies: 59
Views: 28764

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 ...
by xisd
Sun Apr 16, 2017 12:07
Forum: Français
Topic: import de carte
Replies: 31
Views: 10828

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 ...
by xisd
Fri Apr 14, 2017 09:05
Forum: Français
Topic: import de carte
Replies: 31
Views: 10828

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...
by xisd
Wed Apr 05, 2017 21:07
Forum: Mod Releases
Topic: [Mod] Simple Beacons [1.1] [beacon]
Replies: 18
Views: 9595

Re: [Mod] Simple Beacons [1.1] [beacon]

wilkgr76 wrote:Have you looked at Technic's code? I believe it has a forcefield
Thanks for the hint, I will look at technic's code when I have some time
by xisd
Wed Mar 22, 2017 01:27
Forum: Mod Releases
Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Replies: 291
Views: 202038

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...
by xisd
Wed Mar 22, 2017 01:06
Forum: Mod Releases
Topic: [Mod] Simple Beacons [1.1] [beacon]
Replies: 18
Views: 9595

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...
by xisd
Tue Feb 14, 2017 21:46
Forum: Mod Releases
Topic: [Mod] RandomMessages [random_messages]
Replies: 21
Views: 9323

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...
by xisd
Tue Feb 14, 2017 14:05
Forum: Mod Releases
Topic: [Mod] RandomMessages [random_messages]
Replies: 21
Views: 9323

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...
by xisd
Wed Feb 08, 2017 22:49
Forum: Mod Releases
Topic: [Mod] RandomMessages [random_messages]
Replies: 21
Views: 9323

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 ...
by xisd
Mon Jan 23, 2017 16:21
Forum: WIP Mods
Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
Replies: 125
Views: 28154

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 !
by xisd
Sun Jan 22, 2017 22:16
Forum: Mod Releases
Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Replies: 291
Views: 202038

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
by xisd
Sun Jan 22, 2017 19:37
Forum: Mod Releases
Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Replies: 291
Views: 202038

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 ?
by xisd
Sun Jan 22, 2017 19:12
Forum: Mod Releases
Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Replies: 291
Views: 202038

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...
by xisd
Sat Jan 21, 2017 18:53
Forum: WIP Mods
Topic: [Mod] Backpacks [backpacks]
Replies: 45
Views: 11620

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...
by xisd
Sat Jan 21, 2017 11:28
Forum: Mod Releases
Topic: [Mod] RandomMessages [random_messages]
Replies: 21
Views: 9323

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 ...
by xisd
Thu Jan 19, 2017 19:44
Forum: WIP Mods
Topic: [Modpack] Element Portals Mod [element_portals]
Replies: 21
Views: 7850

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...