Search found 97 matches
- Sat Mar 30, 2024 18:27
- Forum: Modding Discussion
- Topic: Some mod ideas/tweaks/usability improvements
- Replies: 6
- Views: 1067
Re: Some mod ideas/tweaks/usability improvements
/top (go to the surface or top of whatever you are under). Tricky. The mod might search upwards, but...it may be a long way to any surface, and the surface may not even be loaded. If you restrict search range sufficiently and allow the command to fail, it might be rather easy to implement. My new A...
- Fri Feb 16, 2024 20:13
- Forum: WIP Mods
- Topic: [Mod] Ascend by chat command [ascend]
- Replies: 0
- Views: 266
[Mod] Ascend by chat command [ascend]
https://github.com/kestral246/ascend/raw/main/screenshot.png Ascend by chat command, if possible. Use the chat command: /ascend to instantly ascend vertically through rocks and other solid nodes. Useful for quickly getting out of caves, but be careful you don't get stuck in a very high spot. There'...
- Tue Apr 25, 2023 16:59
- Forum: WIP Mods
- Topic: [Mod] Vignette Redo [vignette_redo]
- Replies: 3
- Views: 1532
Re: [Mod] Vignette Redo [vignette_redo]
I finally got around to adding Vignette Redo to ContentDB.
Get it at: https://content.minetest.net/packages/k ... nette_redo
Get it at: https://content.minetest.net/packages/k ... nette_redo
- Sat Jan 14, 2023 20:40
- Forum: Texture Packs
- Topic: What kind of grass height on litter/dirt sides do you prefer?
- Replies: 10
- Views: 2218
Re: What kind of grass height on litter/dirt sides do you prefer?
There are a number of intermediate heights possible between your choices, and since there isn't one right answer I came up with Adjustable Dirt a few years ago. Unfortunately, it's probably too complicated for most people to use.
- Thu Aug 04, 2022 18:08
- Forum: Mod Releases
- Topic: [Mod] Tunnelmaker [2.0] [tunnelmaker]
- Replies: 33
- Views: 16379
Re: [Mod] Tunnelmaker [2.0] [tunnelmaker]
The protector mod declares its protector nodes as unbreakable. Tunnelmaker tests all the nodes before tunneling and won't dig if any nodes are protected or unbreakable. Since tunnelmaker doesn't put any dug nodes in inventory, I don't plan on changing this. That being said, tunneling does work for t...
- Tue Feb 22, 2022 04:55
- Forum: General Discussion
- Topic: Underwater Base Building
- Replies: 12
- Views: 1858
Re: Underwater Base Building
If you'd like a simple way of making underwater tunnels, you can use my tunnelmaker mod.
It makes glass-lined tunnels underwater and removes the water automatically.
Link to tunnelmaker post: viewtopic.php?f=11&t=20159. It's also on ContentDB.
It makes glass-lined tunnels underwater and removes the water automatically.
Link to tunnelmaker post: viewtopic.php?f=11&t=20159. It's also on ContentDB.
- Mon Aug 23, 2021 15:33
- Forum: WIP Mods
- Topic: [Mod] Cave Tools [cavetools]
- Replies: 1
- Views: 1088
[Mod] Cave Tools [cavetools]
Some useful tools for exploring caves. https://raw.githubusercontent.com/kestral246/cavetools/main/screenshot.png By David G (kestral246@gmail.com) A compilation of some of my previous mods focused on making cave exploration easier. A set of flash lamps that momentarily light up the direction the pl...
- Fri Apr 10, 2020 17:47
- Forum: Mod Releases
- Topic: [Abandoned] [Mod] Stonebrick Dungeons [0.4.1] [stonebrick_dungeons]
- Replies: 41
- Views: 8535
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.
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.
- Mon Mar 30, 2020 21:30
- Forum: WIP Mods
- Topic: [Mod] Wand of Illumination [wand_of_illumination]
- Replies: 4
- Views: 1283
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.
- Sat Mar 28, 2020 16:28
- Forum: WIP Mods
- Topic: [Mod] Sleeping Mat [sleeping_mat]
- Replies: 4
- Views: 1499
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...
- Wed Mar 25, 2020 20:32
- Forum: WIP Mods
- Topic: [Mod] Beds Redux (Exclusive Sneak Peak) [beds]
- Replies: 4
- Views: 1359
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...
- Wed Mar 25, 2020 00:37
- Forum: WIP Mods
- Topic: [Mod] Quarry Mechanics [quarry]
- Replies: 2
- Views: 1239
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.
- Sat Mar 07, 2020 15:26
- Forum: WIP Mods
- Topic: [Mod] Quarry Mechanics [quarry]
- Replies: 2
- Views: 1239
[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...
- Sat Mar 07, 2020 15:24
- Forum: WIP Mods
- Topic: [Mod] Depth Finder [depth_finder]
- Replies: 1
- Views: 1078
[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...
- Wed Feb 26, 2020 04:50
- Forum: Feature Discussion
- Topic: Items stackable by 100 ?
- Replies: 117
- Views: 25367
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...
- Thu Feb 20, 2020 03:34
- Forum: WIP Mods
- Topic: [Mod] 24hr Clock [24hr_clock]
- Replies: 4
- Views: 887
Re: [Mod] 24hr Clock [24hr_clock]
Thanks for the info. I updated both 24hr_clock and realcompass to work with the craftguide mod.
- Wed Feb 19, 2020 17:25
- Forum: WIP Mods
- Topic: [Mod] 24hr Clock [24hr_clock]
- Replies: 4
- Views: 887
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.
If anyone else has any ideas on how to debug this, I'd appreciate hearing them.
- Mon Feb 17, 2020 17:41
- Forum: WIP Mods
- Topic: [Mod] 24hr Clock [24hr_clock]
- Replies: 4
- Views: 887
[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....
- Tue Feb 11, 2020 15:07
- Forum: WIP Mods
- Topic: [Mod] Wand of Illumination [wand_of_illumination]
- Replies: 4
- Views: 1283
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.
Details in the first post.
- Wed Feb 05, 2020 16:50
- Forum: Mod Releases
- Topic: [mod] Death Compass [0.1][death_compass]
- Replies: 8
- Views: 2446
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.
When the compass is wielded and active, the wield animations run continuously, even when my character is standing completely still.
- Sat Feb 01, 2020 19:07
- Forum: WIP Mods
- Topic: [Mod] Sleeping Mat [sleeping_mat]
- Replies: 4
- Views: 1499
Re: [Mod] Sleeping Mat [sleeping_mat]
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.Also, what’s that mod with those nice derivatives of my compass textures down to the right? =)
- Sat Feb 01, 2020 15:51
- Forum: WIP Mods
- Topic: [Mod] Sleeping Mat [sleeping_mat]
- Replies: 4
- Views: 1499
[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 ...
- Sat Jan 11, 2020 02:55
- Forum: Mod Releases
- Topic: [Abandoned] [Mod] Stonebrick Dungeons [0.4.1] [stonebrick_dungeons]
- Replies: 41
- Views: 8535
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 ...
- Thu Jan 02, 2020 21:47
- Forum: WIP Mods
- Topic: [Mod] Display Biome [display_biome]
- Replies: 6
- Views: 1372
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.
- Thu Jan 02, 2020 18:54
- Forum: WIP Mods
- Topic: [Mod] Display Biome [display_biome]
- Replies: 6
- Views: 1372
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).