Search found 31 matches
- Thu Apr 16, 2020 20:52
- Forum: WIP Mods
- Topic: [Mod] Realistic Hang Glider [glider]
- Replies: 12
- Views: 3259
Re: Issues with the mod!
I really like how i can fly with the glider... But i have found some issues :( glitchy! Yap.. I just fly, take a turn.. hmmm.. it doasent rotates.. WHOA!! i just crashed! This happens sometimes.. i just fly it doasent turns and then it just make a sharp turn in 1 sec and i crash somewhere. With the...
- Wed Apr 01, 2020 18:31
- Forum: Modding Discussion
- Topic: How to get node meta string before it is dug
- Replies: 2
- Views: 511
Re: How to get node meta string before it is dug
Or if you are using the metadata to modify the drop you can use on_preserve_metadata.
- Wed Mar 25, 2020 00:56
- Forum: General Discussion
- Topic: What license do I need for using 3D Armor as a depend?
- Replies: 2
- Views: 791
Re: What license do I need for using 3D Armor as a depend?
You can use any license that you want. I would recommend either MIT or LGPL see viewtopic.php?f=3&t=21158 for more details on how to pick a license.
- Mon Mar 23, 2020 14:14
- Forum: Modding Discussion
- Topic: A very tough modding question.
- Replies: 4
- Views: 874
Re: A very tough modding question.
You can use the mod storage meta reference to store variables between sessions. It is achievable by running minetest.get_mod_storage() on the mods startup.
As for your second question meta:get_string with a non-existent attribute will simply return an empty string "".
As for your second question meta:get_string with a non-existent attribute will simply return an empty string "".
- Wed Mar 18, 2020 03:27
- Forum: General Discussion
- Topic: Help with creating another inventory (modding)
- Replies: 4
- Views: 1164
Re: Help with creating another inventory (modding)
This might be the completely wrong way of doing it but I have been able to create a custom inventory bound to the player simply by setting the size of a new list in the player inventory on join e.g. minetest.register_on_joinplayer(player) local inv = player:get_player_inventory() inv:set_size("...
- Mon Mar 16, 2020 17:04
- Forum: Modding Discussion
- Topic: Post your mapgen questions here (modding or engine)
- Replies: 834
- Views: 151084
Re: Post your mapgen questions here (modding or engine)
Use minetest.register_ore(ore_def) where ore_def is a table in the format described in https://rubenwardy.com/minetest_modding ... gister_ore
- Mon Mar 16, 2020 03:22
- Forum: Feature Discussion
- Topic: A third Biome axis
- Replies: 21
- Views: 3319
Re: A third Biome axis
Too add to that you could also override the minetest.get_heat/humidity/biome_data() to reflect your biome system that way other mods would support it. (Disclaimer: This might not be possible I haven't tried it.)
- Sun Mar 15, 2020 03:17
- Forum: General Discussion
- Topic: I want to stop a dedicated server
- Replies: 10
- Views: 1283
Re: I want to stop a dedicated server
I think that there is a way to start it headless (without a terminal) but I don't know.
- Sun Mar 15, 2020 03:16
- Forum: General Discussion
- Topic: I want to stop a dedicated server
- Replies: 10
- Views: 1283
Re: I want to stop a dedicated server
yes it is the terminal that the .bat file was executed in
- Sun Mar 15, 2020 01:32
- Forum: General Discussion
- Topic: I want to stop a dedicated server
- Replies: 10
- Views: 1283
Re: I want to stop a dedicated server
To stop the server from running join it and run the command /shutdown then you can do whatever you want with the server files.
- Sat Mar 14, 2020 02:00
- Forum: General Discussion
- Topic: Complete new starter!
- Replies: 7
- Views: 1032
Re: Complete new starter!
https://forum.minetest.net/download/file.php?mode=view&id=21372&sid=3034da5379aa24894ed1f21a7a136e7c This is the default inventory (opened by pressing the i key in-game). It consists of three parts: your inventory (highlighted in blue) which contains the items you have collected, the craft ...
- Fri Mar 13, 2020 22:13
- Forum: General Discussion
- Topic: Complete new starter!
- Replies: 7
- Views: 1032
Re: Complete new starter!
This might be what you are looking for viewtopic.php?f=11&t=14088
- Tue Mar 10, 2020 02:28
- Forum: WIP Mods
- Topic: [Mod] Realistic Hang Glider [glider]
- Replies: 12
- Views: 3259
- Mon Mar 09, 2020 20:24
- Forum: WIP Mods
- Topic: [Mod] Realistic Hang Glider [glider]
- Replies: 12
- Views: 3259
[Mod] Realistic Hang Glider [glider]
Have you ever seen a mountain and said to yourself, "I wish that I could fly from the top of that mountain"? Well you have to wish no longer. Introducing the glider mod. https://raw.githubusercontent.com/CBugDCoder/glider/master/screenshot.png You simply have to punch while holding the gli...
- Fri Feb 21, 2020 16:10
- Forum: WIP Mods
- Topic: [Mod] Mob AI (WIP) [mob_ai]
- Replies: 2
- Views: 1453
Re: [Mod] Mob AI (WIP) [mob_ai]
Update: Added Spawning API
- Tue Feb 18, 2020 15:49
- Forum: Modding Discussion
- Topic: Post your mapgen questions here (modding or engine)
- Replies: 834
- Views: 151084
- Tue Feb 18, 2020 15:41
- Forum: Modding Discussion
- Topic: Post your mapgen questions here (modding or engine)
- Replies: 834
- Views: 151084
Re: Post your mapgen questions here (modding or engine)
I was able to find them by only searching through the x and z axis and using the terrain noise values. But if anyone has a better solution I am open to them.
- Tue Feb 18, 2020 14:52
- Forum: Modding Discussion
- Topic: Post your mapgen questions here (modding or engine)
- Replies: 834
- Views: 151084
Re: Post your mapgen questions here (modding or engine)
I am trying to generate wallmounted vines on the underside of floating islands. My inital plan was to use decorations and minetest.get_mapgen_object("gennotify") but the gennotify mapgen object does not include decorations placed in the VM. How would I get the locations of the vines withou...
- Fri Feb 14, 2020 21:15
- Forum: Mod Releases
- Topic: [Mod] Raycasted Explosions API/library [explosions]
- Replies: 31
- Views: 7734
Re: [Mod] Raycasted Explosions API/library [explosions]
I just created a Merge Request on Gitlab to add player knockback.
- Fri Feb 14, 2020 16:35
- Forum: WIP Mods
- Topic: [Mod] Mob AI (WIP) [mob_ai]
- Replies: 2
- Views: 1453
[Mod] Mob AI (WIP) [mob_ai]
Mob AI: Expandable Mob framework This mod is very WIP and should not be used for finished mods yet Mob AI intends to provide a flexible mob framework. Unlike other mob apis which handle mob actions themselves, Mob AI provides the tools and structure needed to create custom mobs that can do practica...
- Wed Aug 15, 2018 02:37
- Forum: Minetest-related projects
- Topic: open MT-Skin Database
- Replies: 283
- Views: 95440
Re: open MT-Skin Database
I accidentally made my skin backward and didn't notice it till I uploaded it so I fixed the skin and re-uploaded it so now there are 2 skins when there should only be one is it possible to remove the backward first one?
- Wed Aug 15, 2018 02:20
- Forum: Maps
- Topic: [Map] Karsthafen
- Replies: 312
- Views: 98082
Re: [Map] Karsthafen
This looks awesome keep up the good work!
- Wed Aug 15, 2018 02:14
- Forum: WIP Mods
- Topic: [Mod] Laptop (WIP) (V. 0.41)
- Replies: 252
- Views: 40428
Re: [Mod] Laptop (WIP) (V. 0.39)
The internet in-game ... can't wait to see what you think of next :)
- Tue Aug 14, 2018 20:39
- Forum: Client-side modding
- Topic: [CSM] Custom WorldEdit Commands [worldedit_helpers]
- Replies: 3
- Views: 1932
Re: [CSM] Custom WorldEdit Commands [worldedit_helpers]
This looks useful.
- Tue Aug 14, 2018 20:35
- Forum: Client-side modding
- Topic: [CSM] Modform
- Replies: 4
- Views: 2147
Re: [MOD] Modform
I agreeManElevation wrote:looks very usefull