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Re: [MOD] Tool ranks [toolranks]

Swords is kinda unbalanced in the fact that if you hold hit, you will hit fast for a few damages, but it will count as a ton of uses according to tool ranks.
Add to that that they last forever to start with, in my opinion...
by Lord_Vlad
Wed Dec 05, 2018 00:11
 
Forum: Mod Releases
Topic: [MOD] Tool ranks [toolranks]
Replies: 96
Views: 23306

Re: Citadel

Oh... man, the link in OP is dead. I really wanted to check this :(
by Lord_Vlad
Tue Dec 04, 2018 13:03
 
Forum: Maps
Topic: Citadel
Replies: 13
Views: 2201

Re: [game] Industrial Accident

Saddly the link is dead.
by Lord_Vlad
Tue Dec 04, 2018 12:57
 
Forum: Maps
Topic: [Map/Game] Industrial Accident
Replies: 3
Views: 1124

Re: [mod] Not so simple plants and fungi [nsspf]

I used the torch code to tweak your mod and it makes a lot more sense : if not, the mushrooms just stay in place when the node they are attached to moves or is destroyed. Flying mushrooms are weird you know... Could you post a link to this version? (Also, maybe do something about the things I menti...
by Lord_Vlad
Tue Dec 04, 2018 09:59
 
Forum: Mod Releases
Topic: [mod] Not so simple plants and fungi [nsspf]
Replies: 67
Views: 7850

Re: [Mod] Placeable ingots [1.2] [ingots]

If that can help, I worked in metals before. I'm fairly used to see real life aluminum, iron, stainless steel, copper and some surface treatment called 'galvanisation' in french. Like actually iron has a black carbon-like layer on top when you buy it from the high furnace factory. Anyways, I could b...
by Lord_Vlad
Sun Dec 02, 2018 19:31
 
Forum: Mod Releases
Topic: [Mod] Placeable ingots [1.5] [ingots]
Replies: 37
Views: 3716

Re: [mod] Not so simple plants and fungi [nsspf]

I used the torch code to tweak your mod and it makes a lot more sense : if not, the mushrooms just stay in place when the node they are attached to moves or is destroyed. Flying mushrooms are weird you know...
by Lord_Vlad
Sun Dec 02, 2018 19:20
 
Forum: Mod Releases
Topic: [mod] Not so simple plants and fungi [nsspf]
Replies: 67
Views: 7850

Re: [Mod] Temperature Survive 2 [tempsurvive]

Nailed it ! I found out why the damages in your mod act weirdly : if ptemp.temp<cr then player:punch(player,1+math.floor((ptemp.temp-ptemp.coldness_resistance)*-0.1),{full_punch_interval=1,damage_groups={fleshy=1}}) elseif ptemp.temp>hr then player:punch(player,1+math.floor((ptemp.temp-ptemp.heat_re...
by Lord_Vlad
Sun Dec 02, 2018 19:14
 
Forum: Mod Releases
Topic: [Mod] Temperature Survive 2 [tempsurvive]
Replies: 33
Views: 2625

Re: [Mod] Mobs Redo [1.47] [mobs]

XXX
by Lord_Vlad
Sun Dec 02, 2018 05:32
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.50] [mobs]
Replies: 1879
Views: 327511

Re: [Mod]Xtraores[0.1∆][xtraores] It's back, and better than

https://forum.minetest.net/viewtopic.php?f=11&t=18056 Support for toolranks would be really cool. EDIT : while testing around I also noticed that when both mobs_redo and toolranks are active, none of the tools/weapons in your mod wears out when hitting mobs. For now I have nerfed or disabled al...
by Lord_Vlad
Fri Nov 30, 2018 15:48
 
Forum: Mod Releases
Topic: [Mod]Xtraores[0.1∆][xtraores] It's back, and better than b4!
Replies: 61
Views: 17870

Re: [Mod] hang-gliders [hangglider]

Just so you know a bug that often happens to me is that when I open the glider I am teleported to the last place I opened it at... or sometimes at 0 0 0 (and I die)
by Lord_Vlad
Fri Nov 30, 2018 04:38
 
Forum: Mod Releases
Topic: [Mod] hang-gliders [hangglider]
Replies: 79
Views: 6297

Re: [Mod] Inventory Tweaks [2.0.1] [beta] [invtweak]

Is it still in development ?

A 'convenient' sorting would help, with tools and torches in the hotbar...
by Lord_Vlad
Fri Nov 30, 2018 04:34
 
Forum: Mod Releases
Topic: [Mod] Inventory Tweaks [2.0.1] [beta] [invtweak]
Replies: 48
Views: 19638

Re: [Mod] Farming_NG [farming_nextgen][1.1]

I do not think that is a good idea. What do you mean by landscaping ? It is only a harvester and seeder. Removing the grass and stuff, they are trouble when I need to make a big flat surface. (notably when using some filler tools) If you can remove all connected crops, you can remove all connected ...
by Lord_Vlad
Fri Nov 30, 2018 04:24
 
Forum: Mod Releases
Topic: [Mod] Farming_NG [farming_nextgen][1.2]
Replies: 30
Views: 6502

Re: [Mod] Tunneltest [tunneltest]

Just hoping that this isn't dead... There is still a small problem with this mod : if the block above the one digged is subject to gravity, regardless of how you dig, it will be preserved and most likely fall on the ground.
by Lord_Vlad
Thu Nov 29, 2018 12:30
 
Forum: WIP Mods
Topic: [Mod] Tunneltest [tunneltest]
Replies: 9
Views: 1290

Re: [Mod] extreme_tnt

With a few little modifications, it can become pretty useful for mining actually : Just changing the header to tnt = {} local enable_tnt = true local loss_prob = {0} local tnt_radius = 7 you get all the minerals that were blown up, a decent range and for a fair price. Also you get no stone drops for...
by Lord_Vlad
Thu Nov 29, 2018 11:59
 
Forum: WIP Mods
Topic: [Mod] extreme_tnt
Replies: 2
Views: 453

Re: [Mod] Thirsty [thirsty] (WIP)

Even bigger Mithril canteen would be enjoyed.

Also, compatibility with more food-related mods. Tons of fruits juice don't replenish thirst (though I may succeed in doing this myself in which case I'll provide the bits of code to change in an edit.)
by Lord_Vlad
Thu Nov 29, 2018 09:52
 
Forum: WIP Mods
Topic: [Mod] Thirsty [thirsty] (WIP)
Replies: 91
Views: 15058

Re: [mod] Bike for Minetest [1.1.1] [bike]

Goes really well with [the_lower_road]
by Lord_Vlad
Thu Nov 29, 2018 09:37
 
Forum: Mod Releases
Topic: [mod] Bike for Minetest [1.1.1] [bike]
Replies: 88
Views: 6527

Re: [Mod] simple random houses spawning [basic_houses]

Many houses I get don't have a roof : in the chest on the top, though, they have a chest with moretree stairs and slabs that apparently don't exist ? It's just weird.
by Lord_Vlad
Thu Nov 29, 2018 09:13
 
Forum: Mod Releases
Topic: [Mod] simple random houses spawning [basic_houses]
Replies: 24
Views: 3212

Re: [Mod] Farming_NG [farming_nextgen][1.1]

It would be great to use the same code to make a cheaper tool that harvests grass/flowers and all that stuff early on in the game, or to help landscaping quicker. Also, by default it's too noisy ! EDIT : Almost forgot : the seeding tool working on the [compost] mod special soil would be just great :...
by Lord_Vlad
Thu Nov 29, 2018 08:25
 
Forum: Mod Releases
Topic: [Mod] Farming_NG [farming_nextgen][1.2]
Replies: 30
Views: 6502

Re: [Mod] Diet [0.1] [diet]

Sorry for double post but this is radically different from last intervention : I have made a few addition to the mod's code, so it supports more of the mods I am using, I post it here and if you can add it to the original code... I don't know how to make forks and pull requests yet, I really should ...
by Lord_Vlad
Thu Nov 29, 2018 08:13
 
Forum: Mod Releases
Topic: [Mod] Diet [0.1] [diet]
Replies: 22
Views: 10114

Re: [Mod] Temperature Survive 1.5 [tempsurvive]

https://forum.minetest.net/viewtopic.php?f=9&t=16611&hilit=campfire This campfire is pretty good too, and also a standalone. Now damage works properly. I have got a ton of mods on my games so indeed the possibility for conflicts are aboundent. [death_message] is what causes the death messag...
by Lord_Vlad
Thu Nov 29, 2018 01:59
 
Forum: Mod Releases
Topic: [Mod] Temperature Survive 2 [tempsurvive]
Replies: 33
Views: 2625

Re: Post your mod requests/ideas here

Basically with dynamic liquids, watersources are flowing liquids, so for me it makes no sense that it creates flowing water blocks near it... basically what I'm really annoyed at is the liquids that will just invade any given space... like flow everywhere but you can only pick up source blocks anywa...
by Lord_Vlad
Thu Nov 29, 2018 00:19
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2054
Views: 266722

Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]

I agree. I made them super rare, but now it makes the mod a bit underwhelming... Maybe make the treasures depend on TSM ?
by Lord_Vlad
Wed Nov 28, 2018 23:23
 
Forum: WIP Mods
Topic: [Mod] ships spawning at mapgen time [ships_on_mapgen]
Replies: 15
Views: 1717

Re: Post your mod requests/ideas here

Hi, I would really like to disable all flowing liquid blocks and only have source liquids (which move thanks to dynamic_liquid) How can I do this ?
by Lord_Vlad
Mon Nov 26, 2018 10:39
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2054
Views: 266722

Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]

Weird question maybe but how can I actually add pirates to unsunk ships (I got sharks for the sunk ships already.
by Lord_Vlad
Mon Nov 26, 2018 10:17
 
Forum: WIP Mods
Topic: [Mod] ships spawning at mapgen time [ships_on_mapgen]
Replies: 15
Views: 1717

Re: [Mod] Temperature Survive 1.1 [tempsurvive]

After more testing... it acts weird with me : I get a death message but I don't die. I just kind of jump on place repetittivly, with a death message each time. Also would be nice to integrate with some campfire mods. Or get it's own campfire or some kind of heater. I haven't played in hot places yet...
by Lord_Vlad
Mon Nov 26, 2018 10:12
 
Forum: Mod Releases
Topic: [Mod] Temperature Survive 2 [tempsurvive]
Replies: 33
Views: 2625
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