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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: 30
Views: 746

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: 120

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: 184
Views: 60901

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: 147

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: 19
Views: 692

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: 477

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: 142

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: Project Mountain City
Replies: 20
Views: 889

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: 142

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: 477

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 [1.43] [mobs]
Replies: 1502
Views: 197128

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: 228

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: 1911
Views: 190596

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: 477

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: 477

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: 1558

Re: Convert Singleplayer game to Server game

eugene wrote:the link to Owner Change Stick seems dead.

Try ownerhack.
by hajo
Sun Jul 01, 2018 14:33
 
Forum: General Discussion
Topic: Convert Singleplayer game to Server game
Replies: 11
Views: 2037

Re: Disabled drop, Possible ?

Chiantos wrote:disabled drop item for players

Why, what is the actual problem ?

Things will still drop when you dig something while the inventory is full.
by hajo
Sun Jul 01, 2018 10:07
 
Forum: General Discussion
Topic: Disabled drop, Possible ?
Replies: 4
Views: 141

Re: [Server] Blue World

thminer wrote:That was an idea of helloman and I (thomas) was'nt sure if this would work.

No problem.
I have started to build up another shop, that will buy more stuff from players,
and also sell machine- and mesecons-parts in the future.
I'm still not sure about prices...
by hajo
Sat Jun 30, 2018 07:14
 
Forum: Servers
Topic: [Server] Blue World
Replies: 18
Views: 948

Re: Gaming pc and still laggy

Joseph13 wrote:new gaming pc .. minetest still runs choppy

Singleplayer / which server / map/game / mods ?

Also, can you dualboot to linux, to compare performance ?
by hajo
Sat Jun 30, 2018 06:53
 
Forum: Problems
Topic: Gaming pc and still laggy
Replies: 16
Views: 260

Re: [Mod] Skinsdb [skinsdb]

bell07 wrote:1325 skins as of 08.02.2018

Many skins look very similar, but appear on different pages of the list,
so it is hard to compare.

It would be nice to be able to sort / group skins by appearance,
eg green/blue/black shirts, etc.
by hajo
Thu Jun 28, 2018 06:40
 
Forum: Mod Releases
Topic: [Mod] Skinsdb [skinsdb]
Replies: 52
Views: 4827

Re: Tunnelmaker

kestral wrote:new feature .. tunneling into water.

Does that feature handle other liquids too, such as lava and acid ?
by hajo
Wed Jun 27, 2018 07:13
 
Forum: WIP Mods
Topic: Tunnelmaker
Replies: 13
Views: 883

Re: How do skins work? Can I use one in all servers?

I can see a client being able to send a skin to a server, and the server distributing it to the clients This might be possible technically, but is vulnerable to abuse, eg. * sending many / big skins --> causing more network-traffic / lag / fill up space on server * maybe 'bad' skins can cause crash...
by hajo
Wed Jun 27, 2018 06:46
 
Forum: Problems
Topic: How do skins work? Can I use one in all servers?
Replies: 7
Views: 217

Re: [Server] Blue World

There are also basic-machines now on Blue World. I just found out that there was a contest to build the 'coolest factory'. I haven't seen too much competion going on, and my guess for the reasons: * the announcement looked just like the rules-board, which is mostly ignored after a player has read i...
by hajo
Tue Jun 26, 2018 18:47
 
Forum: Servers
Topic: [Server] Blue World
Replies: 18
Views: 948

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

FaceDeer wrote:other possibilities for getting ABMs to run when a player isn't nearby?

Basic-machines have a clock-generator that activates every 5 seconds,
and with the machines-priv, it should run even without nearby players.

But I'm not sure how to test that...
by hajo
Sun Jun 24, 2018 06:14
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 483
Views: 23267
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