Search found 109 matches

by Lord_Vlad
Wed Dec 05, 2018 00:11
Forum: Mod Releases
Topic: [MOD] Tool ranks [toolranks]
Replies: 108
Views: 40959

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
Tue Dec 04, 2018 13:03
Forum: Maps
Topic: Citadel
Replies: 13
Views: 4122

Re: Citadel

Oh... man, the link in OP is dead. I really wanted to check this :(
by Lord_Vlad
Tue Dec 04, 2018 12:57
Forum: Maps
Topic: [Map/Game] Industrial Accident
Replies: 3
Views: 1749

Re: [game] Industrial Accident

Saddly the link is dead.
by Lord_Vlad
Tue Dec 04, 2018 09:59
Forum: Mod Releases
Topic: [mod] Not so simple plants and fungi [nsspf]
Replies: 67
Views: 13950

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
Sun Dec 02, 2018 19:31
Forum: Mod Releases
Topic: [Mod] Placeable ingots [1.7] [ingots]
Replies: 40
Views: 11343

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 19:20
Forum: Mod Releases
Topic: [mod] Not so simple plants and fungi [nsspf]
Replies: 67
Views: 13950

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 19:14
Forum: Mod Releases
Topic: [Mod] Temperature Survive 2.01 [tempsurvive]
Replies: 43
Views: 10325

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 05:32
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.61] [mobs]
Replies: 2502
Views: 638208

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

XXX
by Lord_Vlad
Fri Nov 30, 2018 15:48
Forum: Mod Releases
Topic: [Mod]Xtraores - titanium is unbreakable[0.22][xtraores]
Replies: 76
Views: 35161

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 04:38
Forum: Mod Releases
Topic: [Mod] hang-gliders [hangglider]
Replies: 81
Views: 19403

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 04:34
Forum: Mod Releases
Topic: [Mod] Inventory Tweaks [2.0.1] [beta] [invtweak]
Replies: 48
Views: 25318

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
Thu Nov 29, 2018 12:30
Forum: WIP Mods
Topic: [Mod] Tunneltest [tunneltest]
Replies: 9
Views: 2978

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 11:59
Forum: WIP Mods
Topic: [Mod] extreme_tnt
Replies: 2
Views: 949

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 09:52
Forum: WIP Mods
Topic: [Mod] Thirsty [thirsty] (WIP)
Replies: 114
Views: 29503

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 09:37
Forum: Mod Releases
Topic: [mod] Bike for Minetest [1.2.2] [bike]
Replies: 95
Views: 17958

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

Goes really well with [the_lower_road]
by Lord_Vlad
Thu Nov 29, 2018 09:13
Forum: Mod Releases
Topic: [Mod] simple random houses spawning [basic_houses]
Replies: 27
Views: 9650

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 08:13
Forum: Mod Releases
Topic: [Mod] Diet [0.1] [diet]
Replies: 25
Views: 17631

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 01:59
Forum: Mod Releases
Topic: [Mod] Temperature Survive 2.01 [tempsurvive]
Replies: 43
Views: 10325

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 00:19
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2324
Views: 442815

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
Wed Nov 28, 2018 23:23
Forum: WIP Mods
Topic: [Mod] ships spawning at mapgen time [ships_on_mapgen]
Replies: 22
Views: 5144

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
Mon Nov 26, 2018 10:39
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2324
Views: 442815

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 10:17
Forum: WIP Mods
Topic: [Mod] ships spawning at mapgen time [ships_on_mapgen]
Replies: 22
Views: 5144

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 10:12
Forum: Mod Releases
Topic: [Mod] Temperature Survive 2.01 [tempsurvive]
Replies: 43
Views: 10325

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
Fri Nov 23, 2018 20:55
Forum: Mod Releases
Topic: [Mod] Temperature Survive 2.01 [tempsurvive]
Replies: 43
Views: 10325

Re: [Mod] Temperature Survive [tempsurvive]

Can you make it so that holding some items will also keep you a bit from the cold/heat, it would be helpful. Like how I freeze to death too quick even with a torch in hand.
by Lord_Vlad
Thu Nov 22, 2018 05:01
Forum: WIP Mods
Topic: [mod] Crater MG [cratermg] [mapgen]
Replies: 40
Views: 7090

Re: [mod] Crater MG [cratermg] [experimental] [mapgen]

Am I the only one feeling like we need some kind of craters in the normal mapgen ? Like if you where on earth and some meteor hit the place a long time ago.