Oh, right when enabled random generates any ore type without filtering. Maybe I should remove that feature I do not think anyone will use it.
Search found 156 matches
- Wed Apr 28, 2021 18:15
- Forum: Mod Releases
- Topic: [Mod] lava ore generator [lava_ore_gen]
- Replies: 37
- Views: 8392
- Tue Apr 27, 2021 00:05
- Forum: Mod Releases
- Topic: [Mod] lava ore generator [lava_ore_gen]
- Replies: 37
- Views: 8392
Re: [Mod] lava ore generator [lava_ore_gen]
It was not supposed to generate sandstone, I will investigate the mod later. Could be a bug from the patch.
- Sun Apr 25, 2021 19:15
- Forum: Mod Releases
- Topic: [Mod] lava ore generator [lava_ore_gen]
- Replies: 37
- Views: 8392
Re: [Mod] lava ore generator [lava_ore_gen]
Alright I made a patch, download it from the github repo.
- Fri Apr 23, 2021 23:46
- Forum: Mod Releases
- Topic: [Mod] lava ore generator [lava_ore_gen]
- Replies: 37
- Views: 8392
Re: [Mod] lava ore generator [lava_ore_gen]
I think I found a bug affecting water when I load this mod. Maybe best described with a picture. https://imgur.com/a/8ge6rJY This is with only lava_ore_gen loaded. Water doesn't flow off stone like it does off cobble stone (or anything else). Turning off the mod fixes it. Thanks for pointing that o...
- Thu Jul 02, 2020 22:31
- Forum: Mod Releases
- Topic: [Mod] TNT-Revamped [tnt_revamped]
- Replies: 36
- Views: 7403
Re: [Mod] TNT-Revamped [tnt_revamped]
You're welcome.
- Sat Feb 29, 2020 04:14
- Forum: Mod Releases
- Topic: [Mod] TNT-Revamped [tnt_revamped]
- Replies: 36
- Views: 7403
Re: [Mod] TNT-Revamped [tnt_revamped]
Hello! I really like this mod, but i have a little problem. I'm making a minigame where the floor is made out of water and we have to kill each other by placing down tnts and explode them. The only problem is that the player is pushed into the ground when a tnt is exploded near the player . I want ...
- Fri Nov 15, 2019 19:06
- Forum: Mod Releases
- Topic: [Mod] Latency Protection [latency_protection]
- Replies: 9
- Views: 2145
Re: [Mod] Latency Protection [latency_protection]
Sorry for late reply, I can add a option for both if you like.Linuxdirk wrote:Why not both?Coder12 wrote:Alright I added the option to switch between damaging or teleporting a player.
- Tue Nov 12, 2019 20:38
- Forum: Mod Releases
- Topic: [Mod] Latency Protection [latency_protection]
- Replies: 9
- Views: 2145
Re: [Mod] Latency Protection [latency_protection]
I have buffed the default settings for time_max and damage.
- Fri Nov 08, 2019 20:29
- Forum: Mod Releases
- Topic: [Mod] TNT-Revamped [tnt_revamped]
- Replies: 36
- Views: 7403
Re: [Mod] TNT-Revamped [tnt_revamped]
Nice Miniontoby. :D
- Fri Nov 08, 2019 06:10
- Forum: Mod Releases
- Topic: [Mod] Light Tool [0.4] [light_tool]
- Replies: 41
- Views: 8966
Re: [Mod] Light Tool [0.4] [light_tool]
I tried it. This is a very good attempt at a flash light mod. Keep up the good work :)
- Tue Oct 29, 2019 20:47
- Forum: WIP Mods
- Topic: [mod] epic
- Replies: 24
- Views: 5553
Re: [mod] epic
Okey dokey.
- Tue Oct 29, 2019 05:51
- Forum: Mod Releases
- Topic: [Mod] Latency Protection [latency_protection]
- Replies: 9
- Views: 2145
Re: [Mod] Latency Protection [latency_protection]
Alright I added the option to switch between damaging or teleporting a player. Plus, I made it where it keeps track of time between protection calls. If the time is short between calls it will activate the punishment.
- Mon Oct 28, 2019 19:48
- Forum: Mod Releases
- Topic: [Mod] Latency Protection [latency_protection]
- Replies: 9
- Views: 2145
Re: [Mod] Latency Protection [latency_protection]
I will see about that. I know some people who do not like protection damage, So I am gonna take that into account.Hume2 wrote:I think, subtracting health points by each protection violation might work. It would make glitching through walls nearly impossible.
- Mon Oct 28, 2019 18:39
- Forum: WIP Mods
- Topic: [mod] epic
- Replies: 24
- Views: 5553
Re: [mod] epic
Totally gonna try this mod out. :)
- Mon Oct 28, 2019 17:56
- Forum: Mod Releases
- Topic: [Mod] Latency Protection [latency_protection]
- Replies: 9
- Views: 2145
Re: [Mod] Latency Protection [latency_protection]
I attempted to fix some of those thing. I was only able to address one, on re-spawn it will record a new position. I guess a real cure would be protection damage.
- Mon Oct 28, 2019 16:19
- Forum: Mod Releases
- Topic: [Mod] Latency Protection [latency_protection]
- Replies: 9
- Views: 2145
Re: [Mod] Latency Protection [latency_protection]
It's an interesting idea. However, it can be misused to teleport back into a protected area after leaving it. On a PvP server, when someone falls into a trap, he can teleport back. From what I've seen from your code, it is possible to do even more. If someone dies, he can teleport back to his origi...
- Sun Oct 27, 2019 22:40
- Forum: Mod Releases
- Topic: [Mod] Latency Protection [latency_protection]
- Replies: 9
- Views: 2145
[Mod] Latency Protection [latency_protection]
Latency protection mod attempts to prevent players from glitching through protected nodes. By either teleporting the player or damaging them. License: MIT Mod dependencies: none Optional mod dependencies: none Contributors: Panquesito7 Damage mode This mode attempts to prevent players from glitching...
- Wed Oct 23, 2019 19:54
- Forum: Mod Releases
- Topic: [Mod] TNT-Revamped [tnt_revamped]
- Replies: 36
- Views: 7403
Re: [Mod] TNT-Revamped [tnt_revamped]
Alright the mod is up on ContentDB :)
- Wed Oct 16, 2019 23:45
- Forum: Mod Releases
- Topic: [Mod] TNT-Revamped [tnt_revamped]
- Replies: 36
- Views: 7403
Re: [Mod] TNT-Revamped [tnt_revamped]
I have submitted this mod to ContentDB. Still waiting for it to be reviewed. :DExtex wrote:Can mesecons activate the tnt? or do they still just blow up instantly?
Also is this on the ContentDB yet?
- Fri Oct 11, 2019 17:05
- Forum: Servers
- Topic: [SUBGAME][SERVER] Sticks & Stones [PVP / SURV / DIFFICULT]
- Replies: 109
- Views: 17398
Re: [SUBGAME][SERVER] Sticks & Stones [PVP / SURV / DIFFICUL
Yes! the server is back. :)
- Mon Jul 22, 2019 17:43
- Forum: Mod Releases
- Topic: [Mod] TNT-Revamped [tnt_revamped]
- Replies: 36
- Views: 7403
Re: [Mod] TNT-Revamped [tnt_revamped]
It overrides the default TNT mod only, sorry I should explain this in the forum topic.runs wrote:With this mod can I replace (delete) the default one?
- Sun Jul 21, 2019 02:11
- Forum: Mod Releases
- Topic: [Mod] TNT-Revamped [tnt_revamped]
- Replies: 36
- Views: 7403
Re: [Mod] TNT-Revamped [tnt_revamped]
Yeah a new nuke mod would be nice.I just realized that technically, a new nuke mod could be made with the explosions mod and be automatically supported by tnt_revamped, so adding support for the nuke mod would not be necessary. Also, the nuke mod is 8 years old, so it might be too outdated.
- Wed Jul 10, 2019 18:23
- Forum: Mod Releases
- Topic: [Modpack] pkarcs - with doors
- Replies: 29
- Views: 6713
Re: [WIP]pkarcs-with doors[MOD]
This looks really good :)
- Wed Jul 10, 2019 18:22
- Forum: Mod Releases
- Topic: [Mod] lava ore generator [lava_ore_gen]
- Replies: 37
- Views: 8392
Re: [Mod] lava ore generator [lava_ore_gen]
I want to rewrite it where it can auto support ore mods and stuff.CalebJ wrote:It might be good to add support for xtraores?
Update: I finished the rewrite I have not tested 100% tested it yet tho.
- Tue Jul 09, 2019 21:35
- Forum: Mod Releases
- Topic: [Mod] TNT-Revamped [tnt_revamped]
- Replies: 36
- Views: 7403
Re: [Mod] TNT-Revamped [tnt_revamped]
Hmmm. Idk.Red_King_Cyclops wrote:I like the idea of being able to make proper TnT cannons now. I would suggest adding support for the nuke mod to make TnT cannons even more fun.