Search found 372 matches

by AspireMint
Wed Mar 10, 2021 16:59
Forum: General Discussion
Topic: Post your screenshots!
Replies: 10044
Views: 1346651

Re: Post your screenshots!

Me in front of talamh's building on Extreme Survival Minetest server . https://i.imgur.com/ZuHalRJ.png It can be wallpaper: https://i.imgur.com/Ps1F216.png Talamh said he likes view from second floor of his building: https://i.imgur.com/KYuupqP.png Sam is built only from thin slabs, stairs and slope...
by AspireMint
Sun Feb 07, 2021 21:43
Forum: Modding Discussion
Topic: Colored lights
Replies: 9
Views: 350

Re: Colored lights

or override air node and add post_effect_color
by AspireMint
Mon Feb 01, 2021 15:54
Forum: General Discussion
Topic: [discussion] show your models
Replies: 76
Views: 8763

Re: [discussion] show your models

One of my old models:
Image
:3
by AspireMint
Thu Jan 14, 2021 20:07
Forum: Feature Discussion
Topic: SOLVED: Fast mining/digging without tool
Replies: 11
Views: 300

Re: Fast mining/digging without tool

@AspireMint Wow, that is really super fast... Frankly, for me, this is too fast. Is there a way to modify your code to end up with something like 1-3 punches per block, no matter which material is involved? Yup, but now i think overriding tools as Linuxdirk said would simpler, but then you can't se...
by AspireMint
Thu Jan 14, 2021 14:51
Forum: Feature Discussion
Topic: SOLVED: Fast mining/digging without tool
Replies: 11
Views: 300

Re: Fast mining/digging without tool

Super fast digging: create new mod, init.lua: If you create a new mod anyways, why not simply override the tool capabilities of : (which is the hand)? Isn't my solution simple enough, I believe there are more options, but will that ":" also override tool capabilities of other tools? Pleas...
by AspireMint
Thu Jan 14, 2021 10:02
Forum: Feature Discussion
Topic: SOLVED: Fast mining/digging without tool
Replies: 11
Views: 300

Re: Fast mining/digging without tool

Super fast digging:
create new mod, init.lua:

Code: Select all

minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing)
	local player_name = puncher and puncher:get_player_name() or ""
	if not minetest.is_protected(pos, player_name) then
		minetest.node_dig(pos, node, puncher)
	end
end)
by AspireMint
Thu Jan 14, 2021 09:33
Forum: Servers
Topic: [Server] Tunnelers' Abyss
Replies: 113
Views: 16522

Re: [Server] Tunnelers' Abyss

Hop in
Image

Choo Choo
Image
by AspireMint
Thu Jan 14, 2021 09:16
Forum: General Discussion
Topic: Post your code!
Replies: 57
Views: 8396

Re: Post your code!

wrap = function(t) local w = {} setmetatable(w, { __index = t }) return w end unwrap = function(w) local mt = getmetatable(w) return mt and mt.__index or w end With this you can override global table without affecting other mods. Example: local M = wrap(minetest) M.chat_send_all("yay A") ...
by AspireMint
Thu Jan 14, 2021 08:46
Forum: Partly official engine development
Topic: View terrain at any distance
Replies: 10
Views: 511

Re: View terrain at any distance

Idea: If you could edit mapblock (not in db), before it is sent, maybe it would be possible to view things in distance. I mean, remove nodes that are not visible but still rendered in client which slows down things, replace nodes that has running jobs (abm) or mesh to dummy nodes, or remove unnecess...
by AspireMint
Thu Dec 31, 2020 02:49
Forum: WIP Mods
Topic: [Mod] Compass in first person view [head_compass]
Replies: 0
Views: 164

[Mod] Compass in first person view [head_compass]

Compass in first person view !!! WORKS ONLY IN MT VERSION 5.4.0 !!! Adds compass in first person view, above your head. Commands: toggle compass: /compass toggle compass for player ( give privilege required): /compass <player_name> Download: zip: https://github.com/AspireMint/head_compass/archive/m...
by AspireMint
Thu Dec 31, 2020 01:18
Forum: WIP Mods
Topic: [Mod] Place any item/tool [place_all]
Replies: 7
Views: 297

Re: [Mod] Place any item/tool [place_all]

Yes, i was wrong with previous statement, yes thats how itemframe mod works.
I can make it entity... but, this mod started as something else (not public),
and is slowly changing into itemframe mod x)
by AspireMint
Wed Dec 30, 2020 23:55
Forum: WIP Mods
Topic: [Mod] Place any item/tool [place_all]
Replies: 7
Views: 297

Re: [Mod] Place any item/tool [place_all]

do you need to register the non default items? or is like the frame mod that anything goes? In next update, there will be option in config file to choose which items to register. Yes, like frame mod, without frame. Just place tool/item anywhere. and when you break the node, does it return the item,...
by AspireMint
Wed Dec 30, 2020 17:34
Forum: WIP Mods
Topic: [Mod] Place any item/tool [place_all]
Replies: 7
Views: 297

Re: [Mod] Place any item/tool [place_all]

Thanks! Yes it will register new node for each item. There is no way to register one node with many/dynamic textures. It can be done using one entity, if you care about number of registered entities x) but fps would be much, much higher... This node has mesh with 62 quads(faces) (ohhh that is still ...
by AspireMint
Wed Dec 30, 2020 15:28
Forum: WIP Mods
Topic: [Mod] Place any item/tool [place_all]
Replies: 7
Views: 297

[Mod] Place any item/tool [place_all]

Place any item/tool Place any item/tool by pressing E+RightClick (AUX+place/double_tap). It makes 3d node instead of entity from texture. Screenshot: https://raw.githubusercontent.com/AspireMint/place_all/master/preview.png Download: zip: https://github.com/AspireMint/place_all/archive/main.zip cod...
by AspireMint
Fri Dec 25, 2020 10:59
Forum: WIP Mods
Topic: [Mod] Afk mod with costumes [am_afk]
Replies: 0
Views: 174

[Mod] Afk mod with costumes [am_afk]

Afk mod with costumes This mod automatically put costume on afk player and kick after some time. Everything important is customizable, see config file :) Chatcommand: /afk Screenshot: https://raw.githubusercontent.com/AspireMint/am_afk/master/preview.png Download: zip: https://github.com/AspireMint...
by AspireMint
Thu Dec 24, 2020 23:04
Forum: General Discussion
Topic: [discussion] show your models
Replies: 76
Views: 8763

Re: [discussion] show your models

Some models are rendered in Blender, some in Sketchup. Left bottom watermark you see on last image is addon for Sketchup that renders image.
(only reason why is not in Blender: i do not like UV mapping - takes more time)
by AspireMint
Thu Dec 24, 2020 13:17
Forum: General Discussion
Topic: Post your screenshots!
Replies: 10044
Views: 1346651

Re: Post your screenshots!

AspireMint wrote:
Sun Dec 23, 2018 01:12
Image
by AspireMint
Wed Dec 23, 2020 22:54
Forum: WIP Mods
Topic: [Mod] Slap to rotate [slap_rotate]
Replies: 6
Views: 301

Re: [Mod] Slap to rotate [slap_rotate]

New version
- right-click slightly improved - rotation depends on node face you are pointing
- it makes sound (node place sound)

You can mute sound or use previous version by modifying config.lua file :-)
by AspireMint
Wed Dec 23, 2020 03:58
Forum: WIP Mods
Topic: [Mod] Slap to rotate [slap_rotate]
Replies: 6
Views: 301

Re: [Mod] Slap to rotate [slap_rotate]

Screwdriver controls: Left click adds 1 to param2, cycling between the current multiple of 4 Rightclick changes param2 to the next multiple of 4 (offset because we have 0 as a starting point) Eg1 node starts at param2=0: Left -> p2=1 Left -> p2=2 Right -> p2=5 Eg2 Left -> p2=1 Left -> p2=2 Left -> ...
by AspireMint
Tue Dec 22, 2020 22:34
Forum: WIP Mods
Topic: [Mod] Slap to rotate [slap_rotate]
Replies: 6
Views: 301

Re: [Mod] Slap to rotate [slap_rotate]

Default screwdriver is not easily predictable, because rotation/mode does not depends on players yaw. It just change orientation "somehow" and not correctly, just do this with screwdriver: Rotate node1: 2 times left click, 1 right click Rotate node2: 3 times left click, 1 right click Both ...
by AspireMint
Tue Dec 22, 2020 17:48
Forum: WIP Mods
Topic: [Mod] Slap to rotate [slap_rotate]
Replies: 6
Views: 301

[Mod] Slap to rotate [slap_rotate]

Slap to rotate Easiest way to rotate nodes? :-) Slap node with glove! Glove recipe (like screwdriver, but uses wool instead of steel ingot): { group:wool } { group:stick } Usage: - left-click (dig) rotates node horizontally - right-click (place) rotates node vertically Download: zip: https://github...
by AspireMint
Mon Dec 21, 2020 23:36
Forum: WIP Mods
Topic: [Mod] Worldedit Addon [worldedit_addon]
Replies: 2
Views: 238

Re: [Mod] Worldedit Addon [worldedit_addon]

Now it can flip stairs too!
Usage:

Code: Select all

//flip <axis>
yup, same as worldedit
by AspireMint
Sun Dec 20, 2020 23:50
Forum: Maps
Topic: Share Your WorldEdit Files!
Replies: 294
Views: 71423

Re: Share Your WorldEdit Files!

Xmas pack https://raw.githubusercontent.com/AspireMint/xmas_pack/master/preview.png List of schematics: - santa's bag - candycane - gift - gingerbread tree - 2 versions - moose :D - ornament - 3 versions - pine tree - 2 versions - reindeer - santa - santa + sleigh - santa + sleigh + reindeers - sle...
by AspireMint
Sun Dec 20, 2020 19:09
Forum: WIP Mods
Topic: [Mod] Worldedit Addon [worldedit_addon]
Replies: 2
Views: 238

[Mod] Worldedit Addon [worldedit_addon]

Worldedit Addon This mod will override worldedit functions. You will be able to rotate and flip stairs and other nodes :-) Use it same way as worldedit: //rotate <axis> <angle> //flip <axis> Download: zip: https://github.com/AspireMint/worldedit_addon/archive/main.zip code: https://github.com/Aspir...
by AspireMint
Thu Dec 17, 2020 16:28
Forum: Problems
Topic: [Solved] Mapgen flat + worldedit
Replies: 1
Views: 158

[Solved] Mapgen flat + worldedit

I wanted to make flat platform using world-edit on flat world (yeah, i know) for some pixelarts. WE version 1.0 MT version 5.2.0 I did this: - /teleport 300,1000,-300 - //pos1 - /teleport -300,1000,300 - //pos2 - //set default:stone So it should make thin floating platform... But, for some reason, f...