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Re: [Mod] Skinsdb [skinsdb] HELP

The updaters was broken. I fixed the bash script updater but learned later I am not allowed to do that trough license :-/ The shell script says it's under CreativeCommons-NonCommercial-ShareAlike. Why wouldn't you be allowed to modify it? All that needs to be done is keeping the license and attribu...
by PolySaken
Tue May 21, 2019 21:06
 
Forum: Mod Releases
Topic: [Mod] Skinsdb [skinsdb] HELP
Replies: 73
Views: 8070

Re: [Mod] Multi dimensions V1.1 [dimensions]

sorry for too late response (didn't seen it) it should be reliable, i can make it more advanced later this mod is very uncomplicated, and i didn't think very mutch about it, but to add / remove dims you problity just need to either change the mod itself or by another by adding depends and change th...
by PolySaken
Mon May 20, 2019 23:44
 
Forum: Mod Releases
Topic: [Mod] Multi dimensions V1.1 [dimensions]
Replies: 17
Views: 4275

Re: [Mod] Skinsdb [skinsdb] HELP

there should not be issue with the license of provided textures. I am about the script updater code license. Pls. read the github issues I posted above. I haven't seen the code that included the script but if we are talking about an external script i don't think there is a license problem. The GPL ...
by PolySaken
Mon May 20, 2019 04:33
 
Forum: Mod Releases
Topic: [Mod] Skinsdb [skinsdb] HELP
Replies: 73
Views: 8070

Re: Let's talk about combat

texmex wrote:About floating damage numbers, this can easily be achieved by using particles.

So like minecraft's damage indicators mod?
by PolySaken
Sun May 12, 2019 07:49
 
Forum: Feature Discussion
Topic: Let's talk about combat
Replies: 32
Views: 1431

Re: Let's talk about combat

This could also work without targeting, simply by looking for mobs by raycasting and proximity. ^This approach is probably better for minetest IMO. it fits with the theme better. Let's prototype it then! :) I've been trying out the targeting thing. perhaps players could have a choice between target...
by PolySaken
Tue May 07, 2019 23:33
 
Forum: Feature Discussion
Topic: Let's talk about combat
Replies: 32
Views: 1431

Re: Let's talk about combat

texmex wrote:
PolySaken wrote:Whether they succeed in their assault would be decided by the weapon's range field and the angle of the attack.


This could also work without targeting, simply by looking for mobs by raycasting and proximity.

^This approach is probably better for minetest IMO. it fits with the theme better.
by PolySaken
Mon May 06, 2019 21:51
 
Forum: Feature Discussion
Topic: Let's talk about combat
Replies: 32
Views: 1431

Re: Let's talk about combat

Maybe having a targeting system is a good idea? It could work as follows: playerFoo:setTarget(someEntity) playerFoo:attackTarget(weaponBar) In my grand vision, this would cause the player playerFoo to set SomeEntity as a target, then attempt an attack on the entity. Whether they succeed in their ass...
by PolySaken
Mon May 06, 2019 06:53
 
Forum: Feature Discussion
Topic: Let's talk about combat
Replies: 32
Views: 1431

Re: Let's talk about combat

Well, this is kind of off-topic. I was thinking about a game which would offer more realistic ways of crafting and harvesting resources. Aye, sorry. It was sorta relevant to the diamond and stone sword thing. Here's something more on-topic: perhaps diamond swords should have a chance of instantly b...
by PolySaken
Mon May 06, 2019 06:39
 
Forum: Feature Discussion
Topic: Let's talk about combat
Replies: 32
Views: 1431

Re: [Mod] Skinsdb [skinsdb] HELP

texmex wrote:The slickest solution would of course be to extend ContentDB to index license-compatible player skins in its own section. =)

Yes, and also have an api to get these skins
by PolySaken
Tue Mar 12, 2019 03:28
 
Forum: Mod Releases
Topic: [Mod] Skinsdb [skinsdb] HELP
Replies: 73
Views: 8070

Re: [Mod] Skinsdb [skinsdb] HELP

What wasn't compatible with What?
by PolySaken
Mon Mar 11, 2019 18:22
 
Forum: Mod Releases
Topic: [Mod] Skinsdb [skinsdb] HELP
Replies: 73
Views: 8070

Re: [Mod] Skinsdb [skinsdb] HELP

Hey, I really like this mod and went to use it on a server i've made.
Why did you get rid of the update script?
I can make my own, but would like to know the reasoning?
by PolySaken
Mon Mar 11, 2019 08:20
 
Forum: Mod Releases
Topic: [Mod] Skinsdb [skinsdb] HELP
Replies: 73
Views: 8070

Re: [Server] Survival X

Could you update to 5.0.0?
by PolySaken
Mon Mar 11, 2019 07:36
 
Forum: Servers
Topic: [Server] Survival X
Replies: 1466
Views: 59433

Re: More low-tech machines for default game?

Gears and axles can be pretty complex machines. A mod based on those would be very nice to have. But I don't think it belongs into MTG. MTG is - for me - a base for modding and a basic game for getting started. If you want some simple "machines" for breadmaking, perhaps you ought to take ...
by PolySaken
Sun Mar 10, 2019 07:37
 
Forum: Feature Discussion
Topic: More low-tech machines for default game?
Replies: 4
Views: 316

More low-tech machines for default game?

I know that a lot of people will instantly be opposed to this, but hear me out. The default game could have something like wooden/stone gears and axles for automating things like making bread or extracting ore. Waterwheels could be used to transfer effective rotation to axles, which could then be us...
by PolySaken
Sat Mar 09, 2019 00:35
 
Forum: Feature Discussion
Topic: More low-tech machines for default game?
Replies: 4
Views: 316

Re: Let's talk about combat

Stone swords should shatter into rubble the first time they hit anything. Diamond swords should be removed from the game. Just my 2 cents Indeed. we should have: > find rock on ground > beat tree with rock > make stone club > use club to mine iron and then there should be a proper steel-making proc...
by PolySaken
Sat Mar 09, 2019 00:20
 
Forum: Feature Discussion
Topic: Let's talk about combat
Replies: 32
Views: 1431

Re: [Mod] Ocular Networks [ocular_networks]

Lone_Wolf wrote:+1 for the cool mod
+10 for the custom download button lol

thanks!
by PolySaken
Tue Feb 26, 2019 22:24
 
Forum: WIP Mods
Topic: [Mod] Ocular Networks [ocular_networks]
Replies: 16
Views: 1615

Re: Topic move requests

viewtopic.php?t=20773
I believe this meets all the requirements and would like it moved please.
by PolySaken
Sat Feb 23, 2019 11:00
 
Forum: Mod Releases
Topic: Topic move requests
Replies: 23
Views: 29214

Re: [Mod] Ocular Networks [ocular_networks]

Added a mob (requires mobs)
by PolySaken
Sat Feb 23, 2019 10:52
 
Forum: WIP Mods
Topic: [Mod] Ocular Networks [ocular_networks]
Replies: 16
Views: 1615

Re: [Mod] Ocular Networks [ocular_networks]

Added steam generator and grass-based photosynthesis generator
by PolySaken
Fri Feb 22, 2019 06:30
 
Forum: WIP Mods
Topic: [Mod] Ocular Networks [ocular_networks]
Replies: 16
Views: 1615

Re: Bloodmagic [old and crappy]

I found the files and put them back.
(plz take away my strike)
by PolySaken
Fri Feb 22, 2019 03:55
 
Forum: WIP Mods
Topic: Bloodmagic [old and crappy]
Replies: 105
Views: 4373

Re: [Mod] Ocular Networks [ocular_networks]

Compatibility Update!
now compatible with
- technic
- basic_machines

also I added a formspec bg texture
screenshot_20190221_195731.png
(237.8 KiB) Not downloaded yet

screenshot_20190221_200432.png
(205.76 KiB) Not downloaded yet
by PolySaken
Thu Feb 21, 2019 08:45
 
Forum: WIP Mods
Topic: [Mod] Ocular Networks [ocular_networks]
Replies: 16
Views: 1615

Re: [Modpack] 3D Armor [0.4.12] [minetest-3d_armor]

I think the armor textures are compiled into one texture so colorizing one does them all
by PolySaken
Tue Jan 15, 2019 09:23
 
Forum: Mod Releases
Topic: [Modpack] 3D Armor [0.4.13] [minetest-3d_armor]
Replies: 805
Views: 201361

Re: [Modpack] 3D Armor [0.4.12] [minetest-3d_armor]

The texture and preview for armor does not support colorize because of that thing where you don't need to put '.png' on the end.
Edit: Oh ok colorize just doesn't work at all.
by PolySaken
Tue Jan 15, 2019 03:05
 
Forum: Mod Releases
Topic: [Modpack] 3D Armor [0.4.13] [minetest-3d_armor]
Replies: 805
Views: 201361

Re: [MOD] Campfire_updated [campfire]

I purposefully made the cooktimes high, would that be an issue? Well it will result in a lot of fuel being needed. The campfire was intended to be inconvenient, it already cooks a bit slower than a furnace. Yeah i wanted it to be inconvenient because in fliptest you can't even make a furnace until ...
by PolySaken
Mon Jan 14, 2019 19:11
 
Forum: Mod Releases
Topic: [MOD] Campfire_updated [campfire]
Replies: 38
Views: 8272

Re: [Poll] How did you find out about MT?

I found one of those play store versions in 2014 and only found mt in 2015 after M$ made minecraft crappier.
by PolySaken
Sun Jan 13, 2019 21:40
 
Forum: General Discussion
Topic: [Poll] How did you find out about MT?
Replies: 45
Views: 1899
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