Search found 76 matches

by John_Constructor
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.
by John_Constructor
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 ...
by John_Constructor
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...
by John_Constructor
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...
by John_Constructor
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...
by John_Constructor
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.
by John_Constructor
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...
by John_Constructor
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.



Image

10/10 though for the possibilities! Rarity might want to be further tested.

Hopefully this was helpful.
by John_Constructor
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 ...
by John_Constructor
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.
Template.zip
Texture request item.
(124.32 KiB) Downloaded 164 times
by John_Constructor
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 ...
by John_Constructor
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.
by John_Constructor
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...
by John_Constructor
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...
by John_Constructor
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...
by John_Constructor
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...
by John_Constructor
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...
by John_Constructor
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 ...
by John_Constructor
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...
by John_Constructor
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...
by John_Constructor
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...
by John_Constructor
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...
by John_Constructor
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 ...
by John_Constructor
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 ...
by John_Constructor
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!