Search found 331 matches
- Tue Jan 05, 2021 18:54
- Forum: WIP Mods
- Topic: [Mod] Pocket dimensions [0.1][pocket_dimensions]
- Replies: 8
- Views: 340
Re: [Mod] Pocket dimensions [0.1][pocket_dimensions]
I assume the biomes that are defined at the configured altitude apply in "pockets" ? Personally I like to shift the cost from crafting a single expensive device to a cost-per-use (using "consumables"). For example in my game, you can teleport to a destination but you have to use ...
- Sat Dec 05, 2020 11:32
- Forum: Mod Releases
- Topic: [Mod] alien_material [0.10] [alien_material]
- Replies: 23
- Views: 1089
Re: [Mod] alien_material [alien_material]
Broken download link. For the astute ones who know how to fix it, don't bother trying, the archive you'll download will be empty.
- Sat Dec 05, 2020 10:44
- Forum: WIP Mods
- Topic: [Mod] Obsidian-Mese [obsidianmese]
- Replies: 3
- Views: 642
Re: [Mod] Obsidian-Mese [obsidianmese]
That's probably because OP inserted the link without using "url" tags. It seems that the software running this forum handles poorly "naked" URLs in messages sometimes. Here it is
- Sat Oct 31, 2020 11:06
- Forum: WIP Mods
- Topic: [mod] dowsing / rhabdomancy (pre-alpha)
- Replies: 6
- Views: 278
Re: [mod] dowsing / rhabdomancy (pre-alpha)
I have a similar thing, a "magic wand" (actually, it's a magic multi-function compass) that makes ores emit particles for about 10 seconds when activated. Of course, the thing wears a little every time the player uses it. It is therefore directional and semi-specific (detects any metal ore...
- Sun Oct 18, 2020 08:10
- Forum: Game Discussion
- Topic: Please make more games!
- Replies: 65
- Views: 13358
Re: Please make more games!
We're heading towards not including any games in Minetest by default, and instead having a list of available games be the first thing you see when downloading minetest. Or perhaps we may keep MTG, but we will have the list as the first thing you see. I think ContentDB is better than having prepacka...
- Fri Sep 18, 2020 17:36
- Forum: WIP Mods
- Topic: [Mod] D00Med mobs [dmobs]
- Replies: 267
- Views: 41230
Re: [Mod] D00Med mobs [dmobs]
Add the line "dmobs.regulars=false" in your minetest.conf . If it does not work, you can use violence and edit directly the variable in init.lua (line 16). However, it might cause these mobs to appear as "unknown entities" (pink rectangles) in your world (because the mod doesn't ...
- Tue Sep 15, 2020 16:27
- Forum: WIP Mods
- Topic: [Map] Map [Map]
- Replies: 9
- Views: 555
Re: [Map] Map [Map]
While some changes are sometimes a bit too "abrupt", regarding the keybindings for the minimap and 3rd person view, it's not like users have to peruse the Changelog; they can find out what's going on by checking out the keybindings UI. That said, maybe I am biased because as a left-handed ...
- Fri Jul 24, 2020 06:54
- Forum: WIP Mods
- Topic: [Mod] Mimic nodes
- Replies: 0
- Views: 266
[Mod] Mimic nodes
So someone created a mimic mob... Here are Mimic Nodes . Mimic nodes take the appearance (the texture) of the node you are pointing at when you place them. However, you can walk (or fall) through them. Ideal to surprise your friends with hidden lava pits ! Making a screenshot is therefore kind of di...
- Fri Jul 24, 2020 06:40
- Forum: WIP Mods
- Topic: [Mod]Smoke [WIP]
- Replies: 58
- Views: 5068
Re: [Mod]Smoke [WIP]
I came up with a new shape for the smoke nodes. I think I 've been using it for months, I am finally pushing it today. The original shape has been commented out, test and switch back easily if you don't like it. There are also to minor changes: - the "persist" value has been slightly decre...
- Sun Jul 12, 2020 12:40
- Forum: Français
- Topic: [Solved] outil manquant pour la ferme
- Replies: 4
- Views: 368
Re: outil manquant pour la ferme
Non, en fait le mod pour les mobs que tu utilises est celui-ci: https://wiki.minetest.net/Mods:Mobs#Mobs_Redo_.5B1.49.5D_.5Bmobs.5D La page que tu donnes se réfère à un autre mod, "Creatures MOB engine", qui a une vocation similaire (au passage, quand bien même tu l'installerais, ces cisea...
- Sun Jul 12, 2020 08:37
- Forum: Français
- Topic: [Solved] outil manquant pour la ferme
- Replies: 4
- Views: 368
Re: outil manquant pour la ferme
Salut, La page wiki pointe sur une bibliothèque de gestion de mobs ("AI" des NPC) qui n'est probablement pas celle que tu utilises. A vue de nez, tu utilises Mobs Redo qui, bonne nouvelle, inclut ce genre d'outil. Cherche "shears" dans l'inventaire, sinon c'est (rien, acier, rien...
- Sun Jul 12, 2020 08:18
- Forum: WIP Mods
- Topic: Implementing a node that is walkable for some players, not walkable for others
- Replies: 3
- Views: 199
Re: Implementing a node that is walkable for some players, not walkable for others
Have a 1-2s timer on that node. In the timer's callback, scan for entities in a short radius. If the node detects its owner (set as node metadata when the player places the node), then turn your solid node into a walkable node (so you need 2 nodes - you'll probably want that they look exactly the sa...
- Sat Jul 11, 2020 10:51
- Forum: News
- Topic: Minetest 5.3.0
- Replies: 46
- Views: 17005
Re: Minetest 5.3.0
It would be nice if known compatibility issues were listed in the changelog.
Besides that, thank y'all for the good work.
Besides that, thank y'all for the good work.
- Sat Jul 11, 2020 08:08
- Forum: News
- Topic: Minetest 5.3.0
- Replies: 46
- Views: 17005
Re: Minetest 5.3.0
Got that too, with my game based on a prior version of MTG. Just copy/paste default/item_entity.lua from the new MTG into your game's default mod.Festus1965 wrote: ↑Fri Jul 10, 2020 20:23"Collision info missing, this is caused by an out-of-date/buggy mod or game"ash again
- Mon Jun 29, 2020 16:50
- Forum: Feature Discussion
- Topic: Features for Challenging Gameplay
- Replies: 12
- Views: 1147
Re: Features for Challenging Gameplay
Those are not exactly as easy as changing a configuration parameter, but that's mods a beginner can do: The soft leaves mod by Hamlet (no tree hopping, no cows in trees either). Hard trees from the same author (I don't know why my visitors are surprised they can't kung fu trees) Apples and blueberri...
- Sat Jun 27, 2020 11:39
- Forum: WIP Mods
- Topic: [MOD] Void Chest [void_chest]
- Replies: 4
- Views: 595
Re: [MOD] Void Chest [void_chest]
Nice and simple, thanks. I'm thinking void chests could acquire a "new dimension" if they could support skeleton keys, like locked chests and doors. The owner can hit one of their locked chest with a skeleton key, which then becomes a key for that chest. Any player can use that key to open...
- Fri Jun 26, 2020 23:46
- Forum: WIP Mods
- Topic: [Map] Map [Map]
- Replies: 9
- Views: 555
Re: [Map] Map [Map]
Radar mode is annoying because it makes tactics like hiding entrances behind foliage or mods like hidden doors much less effective. People can effortlessly see if someone is hiding facilities underground. Labyrinths are also easily solved. Recently dungeon chests were introduced, so it is understand...
- Fri Jun 26, 2020 16:31
- Forum: General Discussion
- Topic: I started working on a soundtrack for Minetest!
- Replies: 30
- Views: 1484
Re: I started working on a soundtrack for Minetest!
You should upload the music to a more accessible place. Also, the downside of music is that it takes forever to load in Minetest. :-( I think a solution could be to package each note in one file, and then use a script to play the melody. That would allow a greater diversity for the same "price...
- Sat Jun 20, 2020 09:22
- Forum: General Discussion
- Topic: There are too many PRs
- Replies: 124
- Views: 4216
Re: There are too many PRs
I think the Pull Requests feature popularized by Git gave to some the wrong idea. PRs actually consists in hundreds of people |i]pushing[/i] things on a dozen of people (at best). No wonder PRs eventually overflow. Just looking at them takes too much time already. It's like a brain DDOS. That's the ...
- Fri Jun 19, 2020 18:07
- Forum: WIP Games
- Topic: [Game] Exile 0.2.2
- Replies: 88
- Views: 6657
Re: [Game] Exile 0.1
I am looking for the mod that introduce the graffiti/symbols one sees on the walls in the first screenshot. Can you please tell me which mod it is? I couldn't find the textures in your source tree.
PS: nvm, found them. They are in the "tech" mod.
PS: nvm, found them. They are in the "tech" mod.
- Mon Jun 15, 2020 16:46
- Forum: General Discussion
- Topic: There are too many PRs
- Replies: 124
- Views: 4216
Re: There are too many PRs
Has there been any strategy tried out so far? It all looks like business as usual to me … It seems we still have many open PRs around that have no chance of ever getting merged, yet they stay open forever. We've done review sprints, where a few of us have spent more time than usual trying to get PR...
- Sun Jun 14, 2020 10:14
- Forum: General Discussion
- Topic: Why are ores so far down?
- Replies: 21
- Views: 1072
Re: Why are ores so far down?
I think MTG is kind of prisoner of some Minecraft-isms - although I guess you don't want MTG to be too different from MC in order to be friendly with MC players coming to MTG. In MTG, there's no hostile mob so the only enemy of the player is himself or herself (mobs are planned, but I suspect the PE...
- Sat Jun 13, 2020 10:34
- Forum: General Discussion
- Topic: What makes a mob good?
- Replies: 34
- Views: 2368
Re: What makes a mob good?
Regarding AI improvements, I suggest to read this HN subthread: https://news.ycombinator.com/item?id=22849387
- Wed May 27, 2020 16:17
- Forum: WIP Mods
- Topic: Moving many blocks aka. large vehicles idea
- Replies: 7
- Views: 952
Re: Moving many blocks aka. large vehicles idea
Also trains cannot run on a schedule because at least entities are disabled once no players are near. advtrains solves this problem by simply ignoring Minetest's entity handling. Unloaded wagon entities are deleted and loaded wagons spawned on demand. It would be fun to combine this with the VAE sy...
- Mon Apr 27, 2020 17:51
- Forum: WIP Mods
- Topic: [mod] Grunds [grunds] [biome]
- Replies: 39
- Views: 1360
Re: [mod] Grunds [grunds] [biome]
Quite the "wow" effect and very inspiring. I am thinking about using them to populate less interesting biomes. Above clouds ? Already an interesting place per se , and probably a bit too rare. Permafrost ? Would seem a bit out of place. There's the silver sand desert but I already replaced...