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lua recipe to ingame book parser

It should be possible to filter all the lua files for crafting recipes and put that text snippet in a file thats ingame available as a book in the bookshelf.
by b3nz0l
Fri Nov 02, 2018 16:47
 
Forum: Feature Discussion
Topic: lua recipe to ingame book parser
Replies: 2
Views: 427

Minimap enhancement

I have a sugestion for an enhanced radar: show air nodes below the player in shades red, and the ones above in blue, mixed respectively for combinations. Is there a way for the client to keep a backup of the minimap on his side? So when re-entering a world that could be used instead of the black bac...
by b3nz0l
Tue Sep 04, 2018 11:31
 
Forum: Feature Discussion
Topic: Minimap enhancement
Replies: 1
Views: 362

Re: The Minimap

I think radar shows +-32blocks in height.
[EDIT] Moved suggestions to https://forum.minetest.net/viewtopic.php?f=5&t=20762#p330083
by b3nz0l
Tue Sep 04, 2018 11:27
 
Forum: Servers
Topic: The Minimap
Replies: 7
Views: 993

Re: Advanced Furnace Idea

+1
how about flint+iron ore as a one shot igniter that returns only flint and fire
by b3nz0l
Mon Sep 03, 2018 15:37
 
Forum: Feature Discussion
Topic: Advanced Furnace Idea
Replies: 11
Views: 1234

Re: [Mod] Snow, rain, clouds (with sound) [snowdrift]

Raindrops disappear at -1 height, so in an open pit that goes below 0 the ground "stays dry"?
by b3nz0l
Mon Sep 03, 2018 13:59
 
Forum: Mod Releases
Topic: [Mod] Snow, rain, clouds (with sound) [snowdrift]
Replies: 146
Views: 42512

Re: [Mod] Farming Redo [1.37] [farming]

This maybe Material for a seperate mod but will be connected to farming: when harvesting corn or potatoes, beans etc. they could produce excess material/remains (which would form a new group of nodes) that should be able to be crafted into a compost block. Leaves from a Tree and Grass would belong t...
by b3nz0l
Sun Sep 02, 2018 11:34
 
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.42] [farming]
Replies: 442
Views: 162782

Re: [Mod] Real Torch [0.2][real_torch]

ektor wrote:+1 It would be nice to have the wield torch witch ligntening in dark and unlit after few time

+1 here too for the wield light

and is there a max value for the max_burntime or somathing like -1 to switch them back to permalight "just in case"?
by b3nz0l
Sun Jul 15, 2018 10:45
 
Forum: Mod Releases
Topic: [Mod] Real Torch [0.8] [real_torch]
Replies: 25
Views: 6102

Re: Minetest 0.4.17.1 (Bugfix release)

@TenPlus1: farming redo problems...^^ at least i had a new world created without farming mod in 0.4.17.1 and there hay slabs and stair are ok. In the world i imported from 0.4.16 server(with farming-redo 1.36) these blocks became "unknown"items. I'll do another test with a new world in 0.4...
by b3nz0l
Fri Jun 29, 2018 03:38
 
Forum: News
Topic: Minetest 0.4.17.1 (Bugfix release)
Replies: 65
Views: 15791

Re: Minetest 0.4.17.1 (Bugfix release)

Anyone else having Problems with hay slabs and stairs after updating 0.4.16 to 0.4.17.1?
by b3nz0l
Tue Jun 26, 2018 08:34
 
Forum: News
Topic: Minetest 0.4.17.1 (Bugfix release)
Replies: 65
Views: 15791

Re: [Mod] D00Med mobs [dmobs]

D00Med wrote:Yes that would work, but you can also go into init.lua and there will be a list of mob names in quotation marks, that you can just remove their names from.


OK, thanks. And I assume that removing/commenting out the corresponding lines in init.lua is the only way to disable specific mobs.
by b3nz0l
Sat May 05, 2018 07:07
 
Forum: WIP Mods
Topic: [Mod] D00Med mobs [dmobs]
Replies: 250
Views: 29970

Re: [Mod] Farming Redo [1.36] [farming]

does this rarety only affect the chance of spawning a farming plant when new map areas are being generated? (or also for the growing of more plants over time as for i.e. jungle grass that spreads) and as farming plants only occur in map areas that were generated after the mod was activated for the f...
by b3nz0l
Mon Apr 30, 2018 20:01
 
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.42] [farming]
Replies: 442
Views: 162782

Re: [Mod] Farming Redo [1.36] [farming]

Is there any Method to increase the Number of pineapple plants by farming or do i have to wait until more of them grow in the wild?
by b3nz0l
Mon Apr 30, 2018 16:23
 
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.42] [farming]
Replies: 442
Views: 162782

Re: [Mod] D00Med mobs [dmobs]

This maybe a bit of a noob question (not suprising since this is my first Post, hello all btw): What would be the best approach to disable specific mobs from this mod? / prevent the *.lua from being loaded For example if i didn't want rats running around...? If i wanted to disable all regulars i wou...
by b3nz0l
Wed Mar 28, 2018 22:57
 
Forum: WIP Mods
Topic: [Mod] D00Med mobs [dmobs]
Replies: 250
Views: 29970

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