Search found 76 matches
- Tue Oct 24, 2017 01:31
- Forum: WIP Mods
- Topic: [MOD] Spacecraft [0.01-O-ALPHA][spacecraft]
- Replies: 6
- Views: 2695
Re: [MOD] Spacecraft [0.01-O-ALPHA][spacecraft]
It can do both if done properly. It is designed for flying however beyond the atmosphere of Minetest_Game. Originally inspired by Paramat's Asteroid mod in the fact that I wanted to try and create a very fast method of getting to them.
- Tue Oct 17, 2017 21:26
- Forum: WIP Mods
- Topic: [MOD] Spacecraft [0.01-O-ALPHA][spacecraft]
- Replies: 6
- Views: 2695
[MOD] Spacecraft [0.01-O-ALPHA][spacecraft]
Spacecraft adds a single Explorer vehicle designed for space. It is quite speedy and fires missiles (From the Vehicles mod). Theoretically you COULD use them for mining. Please note that this mod is in the Alpha stage (But performs well!). License for code: LPGL V2.1 License for Media: CC BY-SA 3.0 ...
- Tue Oct 17, 2017 01:41
- Forum: WIP Mods
- Topic: [mod] Vehicles [vehicles]
- Replies: 342
- Views: 90006
Re: [mod] Vehicles [vehicles]
D00med. I managed to create this small Space Cruiser using your API! I also somewhat plan to release it as an official mod itself (But only if it's approved by you). https://forum.minetest.net/download/file.php?id=12640 10/10 best vehicle API! Maybe it could use a Ceiling (How high it continues to f...
- Sun Oct 15, 2017 23:40
- Forum: Modding Discussion
- Topic: [Solved] Craft Code Throwing an Exception
- Replies: 0
- Views: 396
[Solved] Craft Code Throwing an Exception
My the crafting recipe for a mod I am developing seems not to be working. https://forum.minetest.net/download/file.php?id=12621 minetest.register_craft({ output = "spacecraft:ion_thruster", recipe = {'','default:mese',''}, {'','default:steelblock',''}, {'','vessels:steel_bottle',''}, }) An...
- Sat Oct 14, 2017 01:36
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571192
Re: Post your modding questions here
Topic: Moreblocks conflicts with my Construction mod, how can I fix this? Reason: I want Construction to be fully compatible with Moreblocks. Extra Information: My code is legitimately correct, but it throws up an error message when I run Construction and Moreblocks in combination while "constr...
- Fri Oct 13, 2017 23:05
- Forum: Feature Discussion
- Topic: Add physics object type?
- Replies: 4
- Views: 1153
Re: Add physics object type?
Would this mean angle on the X and Y axis (Perhaps collisions following it), or would it be more of properties such as elasticity, mass, and friction? Or both? Such objects would indeed allow creating far more advanced mods if the first or third option are used.
- Sat Oct 07, 2017 00:49
- Forum: WIP Mods
- Topic: [Mod] Tubelib Mining, Farming, Crafting[tubelib_addons1]
- Replies: 11
- Views: 3611
Re: [Mod] Tubelib Mining, Farming, Crafting[tubelib_addons1]
I have tried this out, yet the Quarry is the only known item to not have been working for me, I turned it on, activated it with a full [ Except collection ] fuel-and-output tubeline, yet it didn't function in any way, it only consumed fuel and said it was digging layer by layer! Am I making a mistak...
- Thu Oct 05, 2017 01:57
- Forum: Mod Releases
- Topic: [Mod] lava ore generator [lava_ore_gen]
- Replies: 37
- Views: 8322
Re: [Mod] Lava ore generator [lava_ore_gen]
Tried the mod out in Creative, this literally gave me two Mithril ores within 50 seconds.
10/10 though for the possibilities! Rarity might want to be further tested.
Hopefully this was helpful.
10/10 though for the possibilities! Rarity might want to be further tested.
Hopefully this was helpful.
- Tue Oct 03, 2017 20:46
- Forum: WIP Mods
- Topic: [mod] Vehicles [vehicles]
- Replies: 342
- Views: 90006
Re: [mod] Vehicles [vehicles]
Maybe some reverse thrust for certain aircraft? For planes; brakes, for helicopters; brakes and reverse (Might need to add "can_reverse" to the aircraft properties)? Seeing strafing for walkers would be nice as well (Might require adding "Walker" or "Mech" API movement ...
- Fri Sep 29, 2017 23:06
- Forum: Modding Discussion
- Topic: Post your mod texture requests here
- Replies: 190
- Views: 113015
Re: Post your mod texture requests here
Hybrid Dog wrote:Please provide the .blend
Here you go. It is requested that the license is CC BY-SA 3.0.
- Sun Sep 24, 2017 19:15
- Forum: Modding Discussion
- Topic: [PLANNED][CONCEPT] Mech Miners Mod
- Replies: 14
- Views: 2454
Re: [PLANNED][CONCEPT] Mech Miners Mod
I'll consider that for when I manage to get the digging code working, I have yet to write it sometime before release. I will need to either give the user a very fast/complex tool upon entry of the vehicle (and remove it on exit), or to make the vehicle itself capable of digging the ahead nodes from ...
- Fri Sep 22, 2017 14:56
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571192
Re: Post your modding questions here
Title: Is there a way to create our own Registration API's? I.E: <modname>.register_<itemtype>? Reason: I want to give one of my mods a registration API for registering nodes of structure to simplify creating complex nodes. Example: Registering a new material of a wall that takes up a 3X3 space.
- Fri Sep 22, 2017 12:52
- Forum: Modding Discussion
- Topic: [PLANNED][CONCEPT] Mech Miners Mod
- Replies: 14
- Views: 2454
Re: [PLANNED][CONCEPT] Mech Miners Mod
Thank you, Azekill_DIABLO. I have added a poll to decide whether or not the texture should be kept or reworked so that the community can vote. The reason for using Shovel Wheels is because this is simply meant for mining out 3X3 areas, a standard cone or shaft drill could potentially be built onto a...
- Thu Sep 21, 2017 00:59
- Forum: Modding Discussion
- Topic: [PLANNED][CONCEPT] Mech Miners Mod
- Replies: 14
- Views: 2454
Re: [PLANNED][CONCEPT] Mech Miners Mod
This is the Mech's current State Of Structure, I need to refine the Texture (Dirty escavator wheels? Better coloring near moving parts?) if I want to be capable of letting others use this while also giving the users a feeling of confidence, the below image is an image of my failed texture attempt (I...
- Fri Sep 15, 2017 23:52
- Forum: Modding Discussion
- Topic: Best modules' development practices?
- Replies: 4
- Views: 694
Re: Best modules' development practices?
Honestly this may be a good idea, sometimes I end up needing to clean up unknown nodes myself from disabling them before they cause a crash (I have experienced unknown nodes crashing my system)- Definitely going to be good for server owners who want to disable mods (However if they forget that the s...
- Fri Sep 15, 2017 23:44
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571192
Re: Post your modding questions here
As I understand, mod's name can't be group cuz I saw recipes like { {"group:stone"}, {"default:stick"}, {"default:stick"}, } ... for stone shovel. group name is a reserved name? If so, what are reserved names in the game? What if someone make mod called group ? From my...
- Thu Sep 14, 2017 20:41
- Forum: Modding Discussion
- Topic: [PLANNED][CONCEPT] Mech Miners Mod
- Replies: 14
- Views: 2454
Re: [PLANNED][CONCEPT] Mech Miners Mod
Stix: Please view your Private Messages.
Back on the topic of this mod: I am having some troubles with the texturing of the mech itself, I might need some help/suggestions for this...
Back on the topic of this mod: I am having some troubles with the texturing of the mech itself, I might need some help/suggestions for this...
- Wed Sep 13, 2017 23:39
- Forum: Modding Discussion
- Topic: Post your mod texture requests here
- Replies: 190
- Views: 113015
Re: Post your mod texture requests here
Name: mech.png, Size: 300X300 up to 1024X1024, Style: Realistic with a touch of opaque windscreen glass, Drawtype: Mesh UV (I can provide a .Blend if you need to know the mesh's shape and/or need to work with making a UV for the texture.), Description: A basic mining mech used for digging out large ...
- Wed Sep 13, 2017 02:00
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571192
Re: Post your modding questions here
Okay, so I have two questions: Title: Is it possible to make a tool that digs multiple nodes in one click? Reason: I want to create a tool that specifically digs a 3X3 area of nodes. Question two: Title: How do I make it so that only when the player right-clicks an entity, and is mounted to it, that...
- Mon Sep 11, 2017 21:05
- Forum: Modding Discussion
- Topic: [PLANNED][CONCEPT] Mech Miners Mod
- Replies: 14
- Views: 2454
Re: [PLANNED][CONCEPT] Mech Miners Mod
Tried looking into Model Export issues, as said earlier, this mod will be on hold until that's resolved; the issue is still happening for me so it might be a while until the mod's code starts up, textures (Most likely LOTS of them) and the model's detail will be worked on in the mean time. EDIT: I m...
- Sat Sep 09, 2017 23:00
- Forum: Modding Discussion
- Topic: [PLANNED][CONCEPT] Mech Miners Mod
- Replies: 14
- Views: 2454
Re: [PLANNED][CONCEPT] Mech Miners Mod
Thank you! I must say, the legs of the current model (On that note: I am unable to export it) are slightly... I'll say it's less of a humanoid leg, when I saw the MC Mecha Mod, I only remember it having the legs being perfectly vertical when idle. This concept/project is currently on hold due to exp...
- Fri Sep 08, 2017 21:08
- Forum: Modding Discussion
- Topic: [PLANNED][CONCEPT] Mech Miners Mod
- Replies: 14
- Views: 2454
[PLANNED][CONCEPT] Mech Miners Mod
I had an idea earlier this year of making a mod based on the concept of mechs used for mining, the general idea would be that the mech has more mobility than the player at a cost of room required for the mech to fit within a space. I am open for suggestions as I plan to create it myself, help is als...
- Fri Sep 08, 2017 19:35
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571192
Re: Post your modding questions here
mod that adds a vehicle usable for mining. See digtron (in my sig). My idea was an entity that is... Let's say... A bit of a mech with two excavator cylinders on arms, I intend to make it more mobile while still in a small space, and if there's no room for the mech, for it to be capable of digging ...
- Thu Sep 07, 2017 21:45
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571192
Re: Post your modding questions here
Title: How do I create an entity, apply a mesh/texture (This one always keeps me thinking.) to it, apply animations on key detection, apply velocities (Angular and Linear) on key detection, apply DIGGING on key (Or mouse!) detection, apply bones aiming towards mouse, and enable the ability to pilot ...
- Wed Sep 06, 2017 21:37
- Forum: General Discussion
- Topic: Latest experimental features in Minetest
- Replies: 8
- Views: 1411
Re: Latest experimental features in Minetest
Those mountains look beautiful! Definitely looking forward to it!