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Re: [Modpack] WorldEdit [worldedit]

babyBalrog wrote:send it to the author without messing with github, is that possible?

That would make extra work for the author...

Doing code-changes / adding new code via github/pull-request
is the proper way, and much easier.
by hajo
Wed Nov 07, 2018 19:45
 
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 787
Views: 235451

Re: Child- and family-friendly mod / world

I don't see any mod for playground equipment (slides, swings, basketball hoops, etc) or children furniture (crib, high-chair, playpen, etc) Minetest is a voxel-game, so everyone and everything is both minimal and 'full-size", at the same time. It is possible to change the visuals, but things/p...
by hajo
Wed Sep 26, 2018 08:11
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1949
Views: 212972

Re: Drawing a box in a set location (with lua mapgen)

ChimneySwift wrote:lua mapgen to draw a hollow box with a pre-set "radius" around a set position

Did you have a look at
* SpawnBuilder
* SkyBlock, SkyBlock-Redo etc.
?
by hajo
Sat Sep 22, 2018 09:50
 
Forum: Modding Discussion
Topic: [Solved] Drawing a box in a set location (with lua mapgen)
Replies: 2
Views: 121

Re: Python as a modding language

a lot of effort should then be put again into the core C++ engine to make Python a true brother of Lua. There are many things on the todo-list of minetest that could use 'a lot of effort' more urgently, and/or for better end-user-effect. Also, how many (mod-)developers would we gain, who can't work...
by hajo
Sun Aug 19, 2018 11:02
 
Forum: Modding Discussion
Topic: Python as a modding language
Replies: 109
Views: 3549

Re: [Mod] basic_robot [robot_code]

if (i == nil) then ... Please use 'code' to format source code: if (i == nil) then i=0; self.label("RoadPaver") turn.left(); end move.forward() if read_node.down()=="default:desert_sand" then dig.down() end if read_node.down()=="air" then place.down("default:cobbl...
by hajo
Sat Aug 04, 2018 23:34
 
Forum: WIP Mods
Topic: [Mod] basic_robot [basic_robot]
Replies: 134
Views: 12549

Re: [Mod] Curtains

bosapara wrote:main code from xdecor

It would be nice to have a short description, telling
what it does, and what is different from the xdecor-curtain.

Also, links to externally hosted pictures tend to go stale over time...
by hajo
Sat Aug 04, 2018 06:37
 
Forum: WIP Mods
Topic: [Mod] Curtains
Replies: 8
Views: 421

Re: i need 0.4.16

judah.jtw wrote:i deleted the old 4.16

How about https://www.minetest.net/downloads ?
by hajo
Sat Aug 04, 2018 06:31
 
Forum: Problems
Topic: i need 0.4.16
Replies: 5
Views: 305

Re: Post your mapgen questions here (modding or engine)

StarNinjas wrote:i need help with a mod called FireRealm

What have you already done?
Link for download / github ?
What already works, what is the problem ?

You need to be more specific then 'need help'.
by hajo
Tue Jul 31, 2018 22:56
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 509
Views: 32240

Re: Comparing of password hashes.

LMD wrote:salt means nothing more than that white crystals to me .. please explain

see wikipedia: Salt_(cryptography)
by hajo
Sat Jul 21, 2018 21:00
 
Forum: Modding Discussion
Topic: Comparing of password hashes.
Replies: 15
Views: 461

Re: Graphics vs content

voxelproof wrote:
slopsbucket wrote:I
Freelancer. .. Released by Microsoft in 2003

It looks as though NMS was inspired by it.

You mean No man's sky ?

Other games in that space-travelling / trading / fighting genre I know of
are Elite and EVE-Online.
by hajo
Sun Jul 15, 2018 08:25
 
Forum: General Discussion
Topic: Graphics vs content
Replies: 53
Views: 2167

Re: Bread Maker Mod? (Mod suggestion)

it would be cool to make a bread maker for MT. Utility-wise, I see little need for such a mod. Even with hunger, it is more easy to get foodstuff with mods like * farming/farm-plus (several fruits/crops/cake/cookies) * animal-mobs/bbq/wine (meat, burgers / wine, beer.) * xdecor (honey, cauldron). B...
by hajo
Sat Jul 14, 2018 21:03
 
Forum: Modding Discussion
Topic: Bread Maker Mod? (Mod suggestion)
Replies: 5
Views: 238

Re: [Mod] Advanced area protection [areas]

frbitten wrote:I put the mod in the folder indicated. But the commands do not work.

Did you activate the mod ?
Try /help to see what commands are available.
Also, look into debug.txt for errors / messages.
by hajo
Fri Jul 13, 2018 00:44
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 185
Views: 65629

Re: [Mod] Item exchange shop [exchange_shop]

Krock wrote:Exchange Shop .. improved ("currency" compatible) shop
* 4 buyer and 4 seller slots

To sell complete sets of armor, I have set up some shops
that need all 6 slots of the 'standard' exchange shop,

What would happen to such an existing shop,
if this mod gets installed ?
by hajo
Mon Jul 09, 2018 16:56
 
Forum: Mod Releases
Topic: [Mod] Item exchange shop [exchange_shop]
Replies: 2
Views: 331

Re: [Mod] Settlements [settlements]

Rochambeau wrote:adds small settlements (7 - 20 buildings) during world generation.

Would it be possible to also have 'village-spawn-eggs',
ie. to make it easy to place such settlements manually ?
by hajo
Sat Jul 07, 2018 13:57
 
Forum: WIP Mods
Topic: [Mod] Settlements [settlements]
Replies: 34
Views: 2140

Re: [Mod] bell that sounds each hour [bell]

csirolli wrote:You can sorta avoid the time zone issue by using the UTC time..

My point is the low usefulness of bell-chimes telling the time from some other timezone.
by hajo
Sat Jul 07, 2018 13:49
 
Forum: Mod Releases
Topic: [Mod] bell that sounds each hour [bell]
Replies: 14
Views: 726

Re: How to use "get_player_by_name()"?

I've tried the example from wiki: local player = minetest.get_player_by_name("singleplayer") if not player then return -- Player is not online end player:set_pos({x=0, y=0, z=0}) debug.txt says: ..: attempt to index local 'player' (a nil value) If the above snippet is your whole script, i...
by hajo
Fri Jul 06, 2018 10:31
 
Forum: Modding Discussion
Topic: How to use "get_player_by_name()"?
Replies: 7
Views: 237

Re: Project Mountain City

in a deep mine without light, torches or anything useful, how can i kill myself? How did you get there ? Track back to the last torch you have seen... You might try some commands * /spawn * /home * /killme * /help (to see other available commands) Also, ask an admin/moderator, find water/lava, or w...
by hajo
Fri Jul 06, 2018 09:05
 
Forum: Maps
Topic: Mountain City 0.3
Replies: 29
Views: 2141

Re: How to use "get_player_by_name()"?

Chris wrote:I try to get the current player:
Code: Select all
local player = minetest.get_player_by_name(name)

See the developer-wiki (caution, infos may be outdated).
by hajo
Fri Jul 06, 2018 08:55
 
Forum: Modding Discussion
Topic: How to use "get_player_by_name()"?
Replies: 7
Views: 237

Re: [Mod] bell that sounds each hour [bell]

It sounds every 1 hour, mt or rl time? RL time... bad if the bell would sound each MT hour. An average MT day lasts 20 minutes Maybe a config-option for setting hours and number of chimes ? Eg. so you could have just 1 chime at 5:00, 12:00 and 17:00 MT-time. BTW, I assume the bell uses the timezone...
by hajo
Fri Jul 06, 2018 06:34
 
Forum: Mod Releases
Topic: [Mod] bell that sounds each hour [bell]
Replies: 14
Views: 726

Re: [Mod] Mobs Redo [1.43] [mobs]

cHyper wrote:I can not see any mobs on the map?
I used all mods from https://notabug.org/TenPlus1/!

Any errors in debug.txt?
When creative, do you find the spawn-eggs in the inventory ?
Can you use them to spawn animals ?
by hajo
Thu Jul 05, 2018 06:45
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.47] [mobs]
Replies: 1612
Views: 232064

Re: Furnace-like Formspec that repairs tools

Joseph13 wrote:put your damaged tool into the Formspec box and it repairs the tools HP over time

That's how the workbench from xdecor works (while gradually consuming a hammer).

Also, basic-robots can repair tools.
by hajo
Wed Jul 04, 2018 16:57
 
Forum: Modding Discussion
Topic: Furnace-like Formspec that repairs tools
Replies: 8
Views: 363

Re: Post your mod requests/ideas here

Sires wrote:digiline controlled pistons.. piston that pushes a node 2 meters away

Why use clumsy pistons, if you could use movers (from basic-machines),
or robots (from basic-robots) ?
by hajo
Wed Jul 04, 2018 15:10
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1949
Views: 212972

Re: [Mod] bell that sounds each hour [bell]

Hume2 wrote:+1 I think that the bell should cost only ingots, not blocks

There are churchbells that weight 50+ tons.
by hajo
Mon Jul 02, 2018 11:56
 
Forum: Mod Releases
Topic: [Mod] bell that sounds each hour [bell]
Replies: 14
Views: 726

Re: [Mod] bell that sounds each hour [bell]

Sokomine wrote:mod that adds a bell that tells you the hour.
You have to add your own sounds... bell_bell.ogg and bell_small.ogg

Idea: different bells (steel, copper ...) with different soundfiles for them.
by hajo
Mon Jul 02, 2018 07:32
 
Forum: Mod Releases
Topic: [Mod] bell that sounds each hour [bell]
Replies: 14
Views: 726

Re: Stability of each mapgen

Mgv7 surface and underground is stable. The floatlands are not Mgflat in flat mode is stable. The only uncertainty about stability is the 'lakes' and 'hills' options mapgens are often near-stable long before being 'officially' stable. very occasionally there may be a discontinuity in terrain. Would...
by hajo
Mon Jul 02, 2018 07:23
 
Forum: News
Topic: Stability of each mapgen
Replies: 16
Views: 2050
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