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...
Search found 109 matches
- Wed Dec 05, 2018 00:11
- Forum: Mod Releases
- Topic: [MOD] Tool ranks [toolranks]
- Replies: 108
- Views: 41019
Re: Citadel
Oh... man, the link in OP is dead. I really wanted to check this :(
- Tue Dec 04, 2018 12:57
- Forum: Maps
- Topic: [Map/Game] Industrial Accident
- Replies: 3
- Views: 1752
Re: [game] Industrial Accident
Saddly the link is dead.
- Tue Dec 04, 2018 09:59
- Forum: Mod Releases
- Topic: [mod] Not so simple plants and fungi [nsspf]
- Replies: 67
- Views: 14034
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...
- Sun Dec 02, 2018 19:31
- Forum: Mod Releases
- Topic: [Mod] Placeable ingots [1.7] [ingots]
- Replies: 40
- Views: 11371
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...
- Sun Dec 02, 2018 19:20
- Forum: Mod Releases
- Topic: [mod] Not so simple plants and fungi [nsspf]
- Replies: 67
- Views: 14034
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...
- Sun Dec 02, 2018 19:14
- Forum: Mod Releases
- Topic: [Mod] Temperature Survive 2.01 [tempsurvive]
- Replies: 43
- Views: 10365
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...
- Sun Dec 02, 2018 05:32
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2502
- Views: 641653
- Fri Nov 30, 2018 15:48
- Forum: Mod Releases
- Topic: [Mod]Xtraores - titanium is unbreakable[0.22][xtraores]
- Replies: 76
- Views: 35242
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...
- Fri Nov 30, 2018 04:38
- Forum: Mod Releases
- Topic: [Mod] hang-gliders [hangglider]
- Replies: 81
- Views: 19440
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)
- Fri Nov 30, 2018 04:34
- Forum: Mod Releases
- Topic: [Mod] Inventory Tweaks [2.0.1] [beta] [invtweak]
- Replies: 48
- Views: 25333
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...
A 'convenient' sorting would help, with tools and torches in the hotbar...
- Thu Nov 29, 2018 12:30
- Forum: WIP Mods
- Topic: [Mod] Tunneltest [tunneltest]
- Replies: 9
- Views: 2988
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.
- Thu Nov 29, 2018 11:59
- Forum: WIP Mods
- Topic: [Mod] extreme_tnt
- Replies: 2
- Views: 950
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...
- Thu Nov 29, 2018 09:52
- Forum: WIP Mods
- Topic: [Mod] Thirsty [thirsty] (WIP)
- Replies: 114
- Views: 29676
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.)
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.)
- Thu Nov 29, 2018 09:37
- Forum: Mod Releases
- Topic: [mod] Bike for Minetest [1.2.2] [bike]
- Replies: 95
- Views: 18023
Re: [mod] Bike for Minetest [1.1.1] [bike]
Goes really well with [the_lower_road]
- Thu Nov 29, 2018 09:13
- Forum: Mod Releases
- Topic: [Mod] simple random houses spawning [basic_houses]
- Replies: 27
- Views: 9663
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.
- Thu Nov 29, 2018 08:13
- Forum: Mod Releases
- Topic: [Mod] Diet [0.1] [diet]
- Replies: 25
- Views: 17643
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 ...
- Thu Nov 29, 2018 01:59
- Forum: Mod Releases
- Topic: [Mod] Temperature Survive 2.01 [tempsurvive]
- Replies: 43
- Views: 10365
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...
- Thu Nov 29, 2018 00:19
- Forum: Modding Discussion
- Topic: Post your mod requests/ideas here
- Replies: 2325
- Views: 444122
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...
- Wed Nov 28, 2018 23:23
- Forum: WIP Mods
- Topic: [Mod] ships spawning at mapgen time [ships_on_mapgen]
- Replies: 22
- Views: 5175
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 ?
- Mon Nov 26, 2018 10:39
- Forum: Modding Discussion
- Topic: Post your mod requests/ideas here
- Replies: 2325
- Views: 444122
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 ?
- Mon Nov 26, 2018 10:17
- Forum: WIP Mods
- Topic: [Mod] ships spawning at mapgen time [ships_on_mapgen]
- Replies: 22
- Views: 5175
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.
- Mon Nov 26, 2018 10:12
- Forum: Mod Releases
- Topic: [Mod] Temperature Survive 2.01 [tempsurvive]
- Replies: 43
- Views: 10365
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...
- Fri Nov 23, 2018 20:55
- Forum: Mod Releases
- Topic: [Mod] Temperature Survive 2.01 [tempsurvive]
- Replies: 43
- Views: 10365
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.
- Thu Nov 22, 2018 05:01
- Forum: WIP Mods
- Topic: [mod] Crater MG [cratermg] [mapgen]
- Replies: 40
- Views: 7109
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.