Search found 90 matches

by kestral
Fri Apr 10, 2020 17:47
Forum: Mod Releases
Topic: [Abandoned] [Mod] Stonebrick Dungeons [0.4.1] [stonebrick_dungeons]
Replies: 41
Views: 4640

Re: [Mod] Stonebrick Dungeons [0.3.0] [stonebrick_dungeons]

Hamlet,

Could the print('Dungeon position: ' ..) statement be commented out from the released version of this mod?

I recently made stonebrick_dungeons a dependency of my quarry mod, but I forgot about it spamming the console with all those Dungeon position lines.
by kestral
Mon Mar 30, 2020 21:30
Forum: WIP Mods
Topic: [Mod] Wand of Illumination [wand_of_illumination]
Replies: 4
Views: 614

Re: [Mod] Wand of Illumination [wand_of_illumination]

Quite a few new changes.
  • Choice between wand, flash_lamp, or super_lamp.
  • Now just lights up 120° cone in direction player is pointed. (Improved range using less resources.)
  • Crafting recipes updated.
  • Textures updated.
  • Usage wear numbers updated.
Details in first post and/or github readme.
by kestral
Sat Mar 28, 2020 16:28
Forum: WIP Mods
Topic: [Mod] Sleeping Mat [sleeping_mat]
Replies: 4
Views: 537

Re: [Mod] Sleeping Mat [sleeping_mat]

Napiophelios, Thank you for putting together the example code. I was finally able to test it with multiplayer. Two beds or two sleeping_mats could skip night, but it didn't work with one bed and one sleeping_mat. It looks like I will need to keep a dependency with beds, so I can still use its skip n...
by kestral
Wed Mar 25, 2020 20:32
Forum: WIP Mods
Topic: [Mod] Beds Redux (Exclusive Sneak Peak) [beds]
Replies: 4
Views: 531

Re: [Mod] Beds Redux (Exclusive Sneak Peak) [beds]

sorcerykid, With my sleeping_mat mod, my original hope was that I could disable using it as a spawn point. That would give an easy to craft bed just to skip nights for early game and traveling, while still giving people a reason to make a regular bed at their home. However, I could only get it worki...
by kestral
Wed Mar 25, 2020 00:37
Forum: WIP Mods
Topic: [Mod] Quarry Mechanics [quarry]
Replies: 2
Views: 613

Re: [Mod] Quarry Mechanics [quarry]

This mod is obviously not for everyone. Here's an example. Quarry mechanics can turn a simple stone bridge into a major construction project.

Image
by kestral
Sat Mar 07, 2020 15:26
Forum: WIP Mods
Topic: [Mod] Quarry Mechanics [quarry]
Replies: 2
Views: 613

[Mod] Quarry Mechanics [quarry]

This mod adds quarry mechanics to stone nodes. https://raw.githubusercontent.com/kestral246/quarry/master/screenshot.png What do I mean by that? Stone can now either be broken with a pickaxe (into cobble), or cut with a Quarry Hammer (into cut_stone). The resulting cobble or cut_stone nodes remain i...
by kestral
Sat Mar 07, 2020 15:24
Forum: WIP Mods
Topic: [Mod] Depth Finder [depth_finder]
Replies: 0
Views: 382

[Mod] Depth Finder [depth_finder]

Help find the deep passages in caves. https://raw.githubusercontent.com/kestral246/depth_finder/master/screenshot.png With my Quarry Mechanics mod, it's necessary to find iron to do any stone construction, but digging stone is also more difficult. I would try to find deep caves to avoid digging, but...
by kestral
Wed Feb 26, 2020 04:50
Forum: Feature Discussion
Topic: Items stackable by 100 ?
Replies: 117
Views: 14667

Re: Items stackable by 100 ?

Why not just create a mod to do it—something like this? init.lua: minetest.register_on_mods_loaded(function() for name,def in pairs(minetest.registered_nodes) do if def.stack_max == 99 then minetest.override_item(name, {stack_max = 100}) end end end) mod.conf: name = (name of mod) description = Chan...
by kestral
Thu Feb 20, 2020 03:34
Forum: WIP Mods
Topic: [Mod] 24hr Clock [24hr_clock]
Replies: 4
Views: 297

Re: [Mod] 24hr Clock [24hr_clock]

Thanks for the info. I updated both 24hr_clock and realcompass to work with the craftguide mod.
by kestral
Wed Feb 19, 2020 17:25
Forum: WIP Mods
Topic: [Mod] 24hr Clock [24hr_clock]
Replies: 4
Views: 297

Re: [Mod] 24hr Clock [24hr_clock]

I tried three different versions of Minetest, but wasn't able to duplicate your problem with crafting.

If anyone else has any ideas on how to debug this, I'd appreciate hearing them.
by kestral
Mon Feb 17, 2020 17:41
Forum: WIP Mods
Topic: [Mod] 24hr Clock [24hr_clock]
Replies: 4
Views: 297

[Mod] 24hr Clock [24hr_clock]

Due to popular demand, I have created a standalone clock mod, based on my hud_compass and realcompass mods. https://raw.githubusercontent.com/kestral246/24hr_clock/master/screenshot.png Only one hand, which shows the hours. Noon is straight up and midnight is straight down. Get it at https://github....
by kestral
Tue Feb 11, 2020 15:07
Forum: WIP Mods
Topic: [Mod] Wand of Illumination [wand_of_illumination]
Replies: 4
Views: 614

Re: [Mod] Wand of Illumination [wand_of_illumination]

I've added a non-magical 1900-era flash-lamp with wear and a craft recipe.
Details in the first post.
by kestral
Wed Feb 05, 2020 16:50
Forum: WIP Mods
Topic: [mod] Death Compass [death_compass] 0.1
Replies: 8
Views: 915

Re: [mod] Death Compass [death_compass] 0.1

I also think this is a really cool concept too, but what's going on with the wield animations?
When the compass is wielded and active, the wield animations run continuously, even when my character is standing completely still.
by kestral
Sat Feb 01, 2020 19:07
Forum: WIP Mods
Topic: [Mod] Sleeping Mat [sleeping_mat]
Replies: 4
Views: 537

Re: [Mod] Sleeping Mat [sleeping_mat]

Also, what’s that mod with those nice derivatives of my compass textures down to the right? =)
My hud_compass mod, which was derived from realcompass. I couldn't come up with a clock frame anywhere near as good as your compass texture, so I just duplicated it for the clock. Thanks.
by kestral
Sat Feb 01, 2020 15:51
Forum: WIP Mods
Topic: [Mod] Sleeping Mat [sleeping_mat]
Replies: 4
Views: 537

[Mod] Sleeping Mat [sleeping_mat]

A simple sleeping mat made out of grass. https://raw.githubusercontent.com/kestral246/sleeping_mat/master/screenshot.png I was getting tired of having to go through the process of getting wool to make a bed, so I made a simpler to craft sleeping mat. Note that sleeping on this mat will overwrite an ...
by kestral
Sat Jan 11, 2020 02:55
Forum: Mod Releases
Topic: [Abandoned] [Mod] Stonebrick Dungeons [0.4.1] [stonebrick_dungeons]
Replies: 41
Views: 4640

Re: [Mod] Stonebrick Dungeons [0.3.0] [stonebrick_dungeons]

I guess this might be my fault, with my comment about having trouble finding dungeons on the surface in 5.2dev. I went back to 0.4.16 and realized it was the lack of protruding dungeons that made me think there were less dungeons on the surface. Flying around in 5.x, I found several dungeons on the ...
by kestral
Thu Jan 02, 2020 21:47
Forum: WIP Mods
Topic: [Mod] Display Biome [display_biome]
Replies: 6
Views: 480

Re: [Mod] Display Biome [display_biome]

edit: I now place a warning in the log file, to inform the server operator, when display_biome is used with a v6 mapgen without biomeinfo. The display just shows "temp = ?, humid = ?, unknown", to the player, rather than incorrect data.
by kestral
Thu Jan 02, 2020 18:54
Forum: WIP Mods
Topic: [Mod] Display Biome [display_biome]
Replies: 6
Views: 480

Re: [Mod] Display Biome [display_biome]

  • Default enable state is now changeable through settingtypes.txt, using display_biome_enable = true/false.
  • V6 mapgen support has been added when also using Wuzzy's biomeinfo mod (version ≥ 1.0.3).
by kestral
Thu Jan 02, 2020 01:11
Forum: Mod Releases
Topic: [Mod] Biome Info API [1.0.3] [biomeinfo]
Replies: 7
Views: 890

Re: [Mod] Biome Info API [1.0.1] [biomeinfo]

Wuzzy,

I uploaded my code to: https://github.com/kestral246/display_biome/tree/v6.

Use /biomes to enable the display.

Thanks.
by kestral
Wed Jan 01, 2020 22:06
Forum: Mod Releases
Topic: [Mod] Biome Info API [1.0.3] [biomeinfo]
Replies: 7
Views: 890

Re: [Mod] Biome Info API [1.0.1] [biomeinfo]

Wuzzy, I'm trying to add v6 support to my display_biome mod, but I'm having an issue. Whenever I first enable the biome display, right after creating a brand new v6 world, I get the following error. However, if I then restart that world in minetest, my biome display works just fine. ERROR[Main]: Ser...
by kestral
Mon Dec 30, 2019 18:17
Forum: WIP Mods
Topic: [Mod] HUD Compass [hud_compass]
Replies: 2
Views: 390

[Mod] HUD Compass [hud_compass]

A Minetest mod to optionally place a HUD compass, or a compass and a clock, on the screen. https://github.com/kestral246/hud_compass/raw/master/screenshot.png How to enable "/compass" -> By default this places just a compass in the bottom right corner of the screen. Repeated use of this command will...
by kestral
Sun Dec 29, 2019 22:14
Forum: WIP Mods
Topic: [Mod] Wand of Illumination [wand_of_illumination]
Replies: 4
Views: 614

Re: [Mod] Wand of Illumination [wand_of_illumination]

I updated the mod to use an extended range when used with sneak-right-click or aux-right-click—currently set to radius = 30, and mana cost = 200, but these values are all easily changed at the top of the init.lua file. While I was at it, I merged all the rest of the logic in on_place and on_secondar...
by kestral
Sun Dec 29, 2019 04:13
Forum: WIP Mods
Topic: [Mod] Wand of Illumination [wand_of_illumination]
Replies: 4
Views: 614

[Mod] Wand of Illumination [wand_of_illumination]

Not just a wand anymore. Provides a wand, a flash_lamp, or a super_lamp that when used, light up what's in front—but only for a moment. https://raw.githubusercontent.com/kestral246/wand_of_illumination/master/images/compare.gif Features New: Choice of wand, 1900-era flash-lamp, or mese-powered supe...
by kestral
Sun Dec 22, 2019 00:58
Forum: Mod Releases
Topic: [Abandoned] [Mod] Stonebrick Dungeons [0.4.1] [stonebrick_dungeons]
Replies: 41
Views: 4640

Re: [Mod] Stonebrick Dungeons [0.3.0] [stonebrick_dungeons]

I've been playing with v-rob's override_biome today, and it does seem to be working—changing the dungeons from cobblestone to stonebrick. (I overrode all the biomes that had node_dungeon* in them, except the floatland ones.) However, It seems to be causing big problems with biome decorations—the gra...
by kestral
Wed Dec 18, 2019 18:01
Forum: Mod Releases
Topic: [Mod] Snow, rain, clouds (with sound) [snowdrift]
Replies: 161
Views: 54342

Re: [Mod] Snow, rain, clouds (with sound) [snowdrift]

I updated my snowdrift mod . I've now been able to make six of this mod's abrupt transitions smoother. Question Is it possible to disable your new weather mod from within my mod? In 5.2dev, my clouds were glitching until I manually set enable_weather to false. I guess it's not good to have multiple ...