Search found 990 matches

by LMD
Sun Jun 20, 2021 20:57
Forum: General Discussion
Topic: A Serious Problem in the Game
Replies: 75
Views: 728

Re: A Serious Problem in the Game

To paraphrase previous rulings by moderatorial staff, the Minetest team and Minetest moderation staff cannot and will not enforce any bans or anything pertaining to banning players on servers, the servers themselves, or anything of this matter. To go a step further, some weird "vigilante justi...
by LMD
Sun Jun 20, 2021 09:51
Forum: General Discussion
Topic: A Serious Problem in the Game
Replies: 75
Views: 728

Re: A Serious Problem in the Game

but he hides in PM's when this lad is idle with the child.. they messaging but Admin not looking at it. You can't hide in PMs - all PMs are logged (assuming that unmodified /msg is used). i type /idle .. its them 2 idle talking in PMs.. or on another app AFK together, its not normal behavior. How c...
by LMD
Sun Jun 20, 2021 09:50
Forum: WIP Mods
Topic: [Mod] Character Animations [character_anim]
Replies: 16
Views: 1100

Re: [Mod] Character Animations [character_anim]

I ran into an issue when i tried to use this mod. If i connect to the server using minetest client, everything works fine. However, if I connect using multicraft, my characters flies in the air one block above the ground: https://i.imgur.com/wUWbgNV.png To verify that this bug is caused by this mod...
by LMD
Sat Jun 19, 2021 21:40
Forum: General Discussion
Topic: A Serious Problem in the Game
Replies: 75
Views: 728

Re: A Serious Problem in the Game

L-Dog wrote:
Sat Jun 19, 2021 16:19
but he hides in PM's when this lad is idle with the child.. they messaging but Admin not looking at it.
You can't hide in PMs - all PMs are logged (assuming that unmodified /msg is used).
by LMD
Sun Jun 13, 2021 11:54
Forum: Mod Releases
Topic: [Mod] Petz [v20.3] [petz]
Replies: 1238
Views: 92807

Re: [Mod] Petz [v20.3] [petz]

runs wrote:
Sat Jun 12, 2021 22:55
Yes, a wagon. But first I have to know if Minetest allow a chain of atachments.
It does.
by LMD
Wed May 26, 2021 21:23
Forum: WIP Mods
Topic: [Mod] Character Animations [character_anim]
Replies: 16
Views: 1100

Re: [Mod] Character Animations [character_anim]

Hi. There is a problem with tape when the character_anim mod is used at the same time as the clothing mod. With character_anim enabled, the tape is shown on the bad side of the player. Details here: issue . I have checked the code of character_anim and I think that the problem is models included in...
by LMD
Sat May 08, 2021 10:34
Forum: General Discussion
Topic: Post your screenshots!
Replies: 10095
Views: 1374489

Re: Post your screenshots!

Extex wrote:
Sat May 08, 2021 05:02
Magic entity based rope system! Also (in theory) usable for fishing line :cool:
Obligatory "see adv_weapons grappling hook force field"
by LMD
Sat Apr 24, 2021 20:33
Forum: Modding Discussion
Topic: [Mod Idea] Alchemy (deduction based potion brewing)
Replies: 6
Views: 195

Re: [Mod Idea] Alchemy (deduction based potion brewing)

I have an another idea.... how about if the ingredients have a different alchemical depending on where they are. For example a flower would have a different alchemical if collected from x1, y1, z1, than if you collect it from x2, y2, z2. of course you would have to group these differences into.. I ...
by LMD
Sat Apr 24, 2021 20:32
Forum: Modding Discussion
Topic: [Mod Idea] Alchemy (deduction based potion brewing)
Replies: 6
Views: 195

Re: [Mod Idea] Alchemy (deduction based potion brewing)

pampogokiraly wrote:
Sat Apr 24, 2021 10:10
I know... but that actually wouldn't really make any sense at all... like, why would they change in every month?
Astrology
by LMD
Sat Apr 24, 2021 08:46
Forum: Modding Discussion
Topic: [Mod Idea] Alchemy (deduction based potion brewing)
Replies: 6
Views: 195

Re: [Mod Idea] Alchemy (deduction based potion brewing)

Interesting idea. When creating a new world, the game will assign 16 alchemicals to 16 ingredients randomly. This is seed based, so creating a world with Set seed, it will result in the same 16 ingredients-alchemical. Why only generate the seed at world creation? I imagine this could be fairly borin...
by LMD
Sat Apr 17, 2021 19:42
Forum: WIP Games
Topic: [Game] MineClone 2 [0.71.0]
Replies: 2372
Views: 432690

Re: [Game] MineClone 2 [0.71.0]

But the main reason why I'm here - I just watched latest youtube video of jordan4ibanez - https://youtu.be/007elsKWOZ0 and it just killed me and I thought I should post this link here. I think he is incredible person! I didn't think things like this could be ever possible for Minetest engine. This ...
by LMD
Mon Apr 12, 2021 12:26
Forum: WIP Games
Topic: [Game] MineClone 2 [0.71.0]
Replies: 2372
Views: 432690

Re: [Game] MineClone 2 [0.71.0]

kay27 wrote:
Mon Apr 12, 2021 07:53
Inside information: then we plan to rename MineClone to "Minecraft Lua Edition" [...]
One word: copyright.
by LMD
Mon Mar 08, 2021 15:03
Forum: Feature Discussion
Topic: What's Minetest still missing over Minecraft?
Replies: 1060
Views: 150887

Re: What's Minetest still missing over Minecraft?

Linuxdirk wrote:
Mon Mar 08, 2021 12:12
Liil wrote:
Mon Mar 08, 2021 08:39
-Different biome watercolours
This is somewhat possible by registering another water node for the individual biomes. But yes, that would be great. Same with different sky tint, different fog color, etc.
Should also be possible using paramtype2 = color without registering multiple nodes.
by LMD
Sun Mar 07, 2021 21:32
Forum: News
Topic: Minetest 5.4.0
Replies: 98
Views: 13296

Re: Minetest 5.4.0

Woohoo back on 5.3.0. Zero errors or warnings. 5.4 is not supposed to break backwards compatibility. I am not defending any possible breakage. But from your post, I can't possibly infer what might be the cause. Only that it is most likely related to the modding API. Please provide more information ...
by LMD
Mon Mar 01, 2021 21:04
Forum: General Discussion
Topic: Post your screenshots!
Replies: 10095
Views: 1374489

Re: Post your screenshots!

An0n3m0us wrote:
Mon Mar 01, 2021 19:20
I implemented it by using some math and multiple nodes.
Unfortunately, one cannot add modifiers to a nodes texture to make a custom node, so I had to register multiple nodes instead.
You could try using paramtype2 = color/colorfacedir/colorwallmounted/...
by LMD
Wed Feb 24, 2021 11:26
Forum: General Discussion
Topic: Post your screenshots!
Replies: 10095
Views: 1374489

Re: Post your screenshots!

sorcerykid wrote:
Wed Feb 24, 2021 03:22
I have to say that's some impressive work jp (as usual)!

How did you render the 3d terrain? Is that PNG output from an external script? Or are you using the new model[] element?
I would assume script, as the model element doesn't support orthographic projection.
by LMD
Mon Feb 22, 2021 19:48
Forum: News
Topic: Minetest 5.4.0 release candidate 1
Replies: 50
Views: 7814

Re: Minetest 5.4.0 release candidate 1

Blend is known to be broken.
by LMD
Tue Feb 16, 2021 11:31
Forum: General Discussion
Topic: Post your screenshots!
Replies: 10095
Views: 1374489

Re: Post your screenshots!

I love nodebox versatility. The water/lava in these tubs are actually separate nodes from the tubs, and the actual position of the water/lava is one node above the tub, where the node points. Quick and dirty, but enough for me :) What about glasslikeliquidlevel? I'd recommend using entities instead.
by LMD
Fri Feb 12, 2021 13:42
Forum: General Discussion
Topic: Post your screenshots!
Replies: 10095
Views: 1374489

Re: Post your screenshots!

That might be a few apples too much...
Image
by LMD
Fri Feb 12, 2021 12:10
Forum: WIP Mods
Topic: [Mod] Minor Redefinitions [redef]
Replies: 21
Views: 1964

Re: [Mod] Minor Redefinitions [redef]

Good mod.
won’t be fixed due to several non-technical reasons
Won't you consider making pull requests to MTG?
by LMD
Wed Jan 20, 2021 00:44
Forum: Mod Releases
Topic: [Mod] Magic Potions [magic_potions]
Replies: 10
Views: 1678

Re: [Mod] Magic Potions [magic_potions]

1. I'm not sure if I'm doing something wrong but it seems like the fly potion is only letting me jump higher, not even as high as the jump potion yet they do stack. I've modified some global game settings so maybe it's something in there? Beacons redo temporarily grants fly priv and it seems to wor...
by LMD
Mon Jan 18, 2021 19:10
Forum: WIP Mods
Topic: [Mod] Modding Library [modlib]
Replies: 11
Views: 1236

Re: [Mod] Modding Library [modlib]

I get an error on game start[codeModError: Failed to load and run script from ~/.minetest/mods/modlib/init.lua: Setting [mgv7_np_dungeons] is a group. stack traceback: [C]: in function 'to_table' ~/.minetest/mods/modlib/conf.lua:17: in function 'build_setting_tree' ~/.minetest/mods/modlib/init.lua:...
by LMD
Fri Jan 08, 2021 20:53
Forum: Mod Releases
Topic: [Mod] Petz [v20.3] [petz]
Replies: 1238
Views: 92807

Re: [Mod] Petz [v18.5] [petz]

Draconis has recently gone over petz https://content.minetest.net/packages/?type=mod&sort=score&order=desc This is obviously stirring the shit. I too have positively reviewed Draconis, because I consider it to be a well-done mod, as I have followed it's development progress on Discord. I ev...
by LMD
Wed Jan 06, 2021 11:17
Forum: WIP Mods
Topic: [Mod] Advanced Weapons [adv_weapons]
Replies: 4
Views: 798

Re: [Mod] Advanced Weapons [adv_weapons]

Ignaramico wrote:
Tue Jan 05, 2021 22:25
according to the contentdb page, this mod was update, but i dont see anything recent on the github page, what changed?
I just created a new release.