Oh thanks! of course. I have updated the description.Ignaramico wrote: ↑Tue Dec 22, 2020 22:13Just so to let ppl know, i tried it and is not a 9x9 area, is a cube xD. pretty neat in case you want to make something underwater.
Search found 16 matches
- Wed Dec 23, 2020 14:20
- Forum: Mod Releases
- Topic: [Mod]Sponge[sponge]
- Replies: 12
- Views: 3701
Re: [Mod]Sponge[sponge]
- Tue Dec 22, 2020 01:45
- Forum: Mod Releases
- Topic: [Mod]Sponge[sponge]
- Replies: 12
- Views: 3701
Re: [Mod]Sponge[sponge]
Update:
I finally fixed a bug, after more than 2 years.
I believe this mod is "finished".
Also slightly modified textures.
I finally fixed a bug, after more than 2 years.
I believe this mod is "finished".
Also slightly modified textures.
- Fri Nov 16, 2018 19:07
- Forum: WIP Mods
- Topic: [Mod] Better slab/log placement [place_rotated]
- Replies: 25
- Views: 4419
Re: [Mod] Better slab/log placement [place_rotated]
This mod is really cool, but it is not working for me with a different camera height. I tested it with the player camera (player:set_eye_offset) set to {x=0, y=10, z=0}, and I can't work out how to get it to work. I did notice, the values for the camera position seemed to work differently in minetes...
- Sat Sep 01, 2018 18:03
- Forum: Mod Releases
- Topic: [mod] Bike for Minetest [1.2.2] [bike]
- Replies: 95
- Views: 17991
Re: [mod] Bike for Minetest [1.0] [bike]
I am having the same problem I think AspireMint had. The player model goes into the ground, so the bike looks to big. The camera is still in the right place though. I think the first size looked better, but it was a little buggy when going through 1 wide spaces. Also, bikes are quite easy to move, s...
- Thu Aug 30, 2018 15:56
- Forum: Mod Releases
- Topic: [Mod]Sponge[sponge]
- Replies: 12
- Views: 3701
Re: [Mod]Sponge[sponge]
Ok, thanks.
All problems with placing should now be fixed.
All problems with placing should now be fixed.
- Tue Aug 28, 2018 16:08
- Forum: Mod Releases
- Topic: [Mod]Sponge[sponge]
- Replies: 12
- Views: 3701
[Mod]Sponge[sponge]
Sponges that remove water in an area around them. They can be used to remove large amounts of water in survival, where worldedit would not be an option Soggy sponges are found deep in the sea, where it is dark (below -11), and are quite rare (lights are recommended). These can be cooked into dry sp...
- Mon Jul 02, 2018 11:54
- Forum: Client-side modding
- Topic: [CSM] CSM Designing and Testing Environment [csm_dte]
- Replies: 18
- Views: 9738
Re: [CSM] CSM Designing and Testing Environment [csm_dte]
I have finally put the formspec editor into the main file! So the formspec editor is part of the same mod, and can be accessed from the same UI, using tabs. Now it is is much easier to access the formspec editor, because it doesn't have to be installed separately, and I hope more people will get to ...
- Sat Jun 30, 2018 17:38
- Forum: Client-side modding
- Topic: [CSM] CSM Designing and Testing Environment [csm_dte]
- Replies: 18
- Views: 9738
Re: [CSM] CSM Designing and Testing Environment [csm_dte]
There is now a new version. - Widgets can't overlap the editor. A red box is displayed to show the area it would be - The colour of the background can be set - Images can be made background images - Widgets can be duplicated - The new widget menu can be accessed without having to leave the selected ...
- Mon Jun 25, 2018 16:39
- Forum: Client-side modding
- Topic: [CSM] CSM Designing and Testing Environment [csm_dte]
- Replies: 18
- Views: 9738
Re: [CSM] CSM Designing and Testing Environment [csm_dte]
I'm pretty sure you have misunderstood (or is it me?). I am talking about a preview of part of the project I am working on. The file (which I called the preview file) is a formspec creator, which generates the code for a formspec. And your idea for reading a file which was edited with a normal edito...
- Mon Jun 11, 2018 16:01
- Forum: Client-side modding
- Topic: [CSM] CSM Designing and Testing Environment [csm_dte]
- Replies: 18
- Views: 9738
Re: [CSM] CSM Designing and Testing Environment [csm_dte]
All(most?) options for registering functions with minetest will be overwritten in a future version, meaning they will work after startup. So far the only function which I have done this for is minetest(/core).get_mod_storage(). They will also automatically be run in a safe environment (error catchin...
- Tue May 22, 2018 15:33
- Forum: Client-side modding
- Topic: [CSM] CSM Designing and Testing Environment [csm_dte]
- Replies: 18
- Views: 9738
Re: [CSM] lua IDE [lua_ide]
This is a very interesting concept, and I quite like it Thank You! The textarea is not great for writing in, but things can easily be pasted into it. My idea of how I would use it, was to write the code in a normal text editor, then copy it into the textarea (I'm on windows), so I wouldn't have to ...
- Mon May 21, 2018 23:24
- Forum: Client-side modding
- Topic: [CSM] CSM Designing and Testing Environment [csm_dte]
- Replies: 18
- Views: 9738
[CSM] CSM Designing and Testing Environment [csm_dte]
CSM DTE Client Side Mod Designing & Testing Environment An advanced, ingame lua and formspec editor. This can be used for creating, testing and using CSMs without reloading the game, and without the game crashing. This is also the easiest way to create advanced formspecs. It was tested with mul...
- Sun May 20, 2018 18:09
- Forum: Client-side modding
- Topic: [clientmod] Coloured chat [colour_chat]
- Replies: 31
- Views: 14624
- Sun May 20, 2018 17:26
- Forum: Client-side modding
- Topic: [CSM] Coloured chat [colour_chat]
- Replies: 1
- Views: 16047
[CSM] Coloured chat [colour_chat]
colour_chat CSM A CSM mod for changing the colour of text sent to the server. Original version was made by red-001, more features were added by me. Pastel added by dhausmig. chat commands: (note: all colours must be a 6 letter hex code with a "#" - eg: "#ffffff") .get_colour <na...
- Sun Jan 14, 2018 12:56
- Forum: Mod Releases
- Topic: [Mod] Gravel Sieve [gravelsieve]
- Replies: 73
- Views: 15447
Re: [Mod] Gravel Sieve [gravelsieve]
I made a version of this mod which is compatible with pipeworks!
you can download it here: https://www.dropbox.com/sh/43jqao80u2cf ... gFhBa?dl=0
you can download it here: https://www.dropbox.com/sh/43jqao80u2cf ... gFhBa?dl=0
- Sun Jan 14, 2018 11:24
- Forum: Mod Releases
- Topic: [Mod] Pipeworks [git] [pipeworks]
- Replies: 760
- Views: 326187
Re: [Mod] Pipeworks [git] [pipeworks]
How do I access the API? I want to call "pipeworks.after_place" (and other things) in a mod, but pipeworks is a "nil value". I tried copying "local pipeworks = rawget(_G, "pipeworks")" from technic, but it didn't work. How can I get it to work?