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Re: [Modpack] Dreambuilder [20190922-2150][dreambuilder]

Hi Vanessa, first congratulation for this IMPRESSIVE work. It's amazing. I'm trying to install your mod on minetest 0.4.17. I have made a clean installation of minetest and of the mod. But when start a world appears this message: WARNING[Main]: Undeclared global variable "worldedit" acces...
by neoh4x0r
Wed Oct 02, 2019 20:16
 
Forum: Mod Releases
Topic: [Modpack] Dreambuilder [20191012-1124][dreambuilder]
Replies: 1082
Views: 196715

Re: [Mod] Pipeworks [git] [pipeworks]

MarSoft wrote:Created issue #82 about that.


You might want to post a message in Minetest-Mods team[Mod repository] viewtopic.php?f=47&t=13839
by neoh4x0r
Tue Sep 03, 2019 08:45
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 663
Views: 209733

Re: How do i rotate nodeboxes in degrees

I know that you can rotate nodeboxes using. paramtype2 = "facedir" But then you can only rotate the node in 90° steps. So is it possible to do this with numbers between 90° or do i have to create "transition nodeboxes"? I wonder if you rotated the node fast enough -- you might b...
by neoh4x0r
Fri Aug 30, 2019 15:42
 
Forum: Modding Discussion
Topic: [Solved] How do i rotate nodeboxes in degrees
Replies: 10
Views: 232

Re: Can modpacks have mods that depend on each other?

Actually, I was wondering if it was technically (not legally) possible for a mod pack to contain a mod that depended on other mods in the mod pack (but not a two way dependency). I apologize for not being clear. Basically a mod pack just combines a bunch of separate mods into a single unit (the dep...
by neoh4x0r
Fri Aug 30, 2019 03:00
 
Forum: Modding Discussion
Topic: Can modpacks have mods that depend on each other?
Replies: 4
Views: 126

Re: Can modpacks have mods that depend on each other?

If the dependencies allow redistribution then yes. The license must allow redistribution, but I don't think that is what the question is really asking... I take the question: Can modpacks have mods that depend on each other? to mean that mod A depends on B (....which depends on A, which depends on ...
by neoh4x0r
Fri Aug 30, 2019 00:17
 
Forum: Modding Discussion
Topic: Can modpacks have mods that depend on each other?
Replies: 4
Views: 126

Re: How to get the *exact* liquid flowing direction?

Some comments about flowlib itself: Please document the API functions (a short explanation of purpose, return value and parameters is enough). Tell me from 2 years ago that API documentaion is a good idea ; ). I'll probably do so if I get around to re-working my boat_test mod. Works quite well sing...
by neoh4x0r
Mon Aug 26, 2019 19:28
 
Forum: Modding Discussion
Topic: How to get the *exact* liquid flowing direction?
Replies: 7
Views: 562

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

I have a feature request for Mesecons: Power and blinky plants that only activate during nighttime (in-game time). What do you think? This is like a fly on the wall with cannons ;-). Take the solarpanel and the not-gate, that's all. The not-gate reverses the signal, at day the solarpanel sends a si...
by neoh4x0r
Sat Aug 24, 2019 15:39
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1823
Views: 497584

Re: [Mod] Exchange stuff between servers [Interkom]

To be honest, just because there have not been any issues yet -- does not mean that there won't be any in the near future.....all that it means is that the right person(s) have not come along yet to find and/or take advantage of them. I never said it is safe, did I ? Use at your own risk I said. No...
by neoh4x0r
Tue Aug 20, 2019 09:42
 
Forum: WIP Mods
Topic: [Mod] Exchange stuff between servers [Interkom]
Replies: 23
Views: 1220

Re: [Mod] Exchange stuff between servers [Interkom]

Items with metadata could be stackable, yes. But in that case the metadata would be lost if sent to an other server. Ah okay. I didn't look at the code for a too long time to notice that behaviour. Sorry, which tabs and spaces you mean ? These particular lines are interesting: https://github.com/be...
by neoh4x0r
Mon Aug 19, 2019 00:55
 
Forum: WIP Mods
Topic: [Mod] Exchange stuff between servers [Interkom]
Replies: 23
Views: 1220

Re: [Mod] Exchange stuff between servers [Interkom]

I do not post something "iffy" in mods section, this works for months without iussues on my two public servers There have been security bugs and vulnerabilities in mainstream software that went unnoticed for years (even for a few decades in some cases) [and for a large majority of them th...
by neoh4x0r
Sun Aug 18, 2019 23:51
 
Forum: WIP Mods
Topic: [Mod] Exchange stuff between servers [Interkom]
Replies: 23
Views: 1220

Re: Realistic water

There was one outdated mod (that was not very good): [Mod] Finite / Realistic Water [outdated] [waterplus] https://forum.minetest.net/viewtopic.php?f=13&t=4401&hilit=water Wait! I did not know that one! It looks superior to the default behavior or even to dynamic_liquid where a block is bas...
by neoh4x0r
Fri Aug 16, 2019 03:32
 
Forum: Modding Discussion
Topic: Realistic water
Replies: 7
Views: 273

Re: Realistic water

Is there some way to make a liquid like flowing but doesn't vanish so you can like make dams and drain lakes and stuff There was one outdated mod (that was not very good, in my opinion): [Mod] Finite / Realistic Water [outdated] [waterplus] https://forum.minetest.net/viewtopic.php?f=13&t=4401&a...
by neoh4x0r
Thu Aug 15, 2019 20:03
 
Forum: Modding Discussion
Topic: Realistic water
Replies: 7
Views: 273

Re: [Mod] Visual Bots [1.2] [vbots]

I received this error when i went to rename one of the saved files. 2019-08-13 18:03:22: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'vbots' in callback on_playerReceiveFields(): ...GB/minetest/bin/../mods/visual-bots/formspec_handler.lua:157: attempt to index ...
by neoh4x0r
Wed Aug 14, 2019 21:19
 
Forum: WIP Mods
Topic: [Mod] Visual Bots [1.2] [vbots]
Replies: 17
Views: 738

Re: [Mod] Technic [0.4.16-dev] [technic]

EDIT: any LV machine that can generate the missing 100EU will work.... When the generator is on, the Switching station says that the demand is 300EU, but the furnace doesn't smelt anything and when I hover over it, it says "LV Furnace Unpowered". Add a Batteriebox to store your generated e...
by neoh4x0r
Tue Aug 13, 2019 21:20
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1498
Views: 474779

Re: [Mod] Technic [0.4.16-dev] [technic]

Linuxdirk, i used a sticky piston with a piece of lv/mv/hv cable and made it activate from a controller. Used several times. Works well, takes at least 3 blocks space (1 piston, 1 cable, 1 extra space for other cable pos). This is what I currently do. But a Mesecons controlled switch just "fee...
by neoh4x0r
Tue Aug 13, 2019 21:04
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1498
Views: 474779

Re: [Mod] Minecart [minecart]

loading, unloading needs some kind of chest or container node on the other side. Due to the lack of a standard API for container nodes, this could become complex and time consuming. The best way would be that your favorite automation mod would add such kind of functionality. Minetest already provid...
by neoh4x0r
Tue Aug 13, 2019 20:30
 
Forum: WIP Mods
Topic: [Mod] Minecart [minecart]
Replies: 9
Views: 749

Re: [Mod] Light Tool [0.3] [light_tool]

Couldn't you also use VoxelManip to set the light levels for the nodes in front of the player? You can do that? I'll look into it Yes you could use VoxelManip https://dev.minetest.net/VoxelManip get_light_data() set_light_data(light_data) The Voxel Manipulator can be used to set many nodes in a spe...
by neoh4x0r
Mon Aug 12, 2019 07:56
 
Forum: WIP Mods
Topic: [Mod] Light Tool [0.4] [light_tool]
Replies: 24
Views: 965

Re: [Mod] Light Tool [0.3] [light_tool]

[removed -- seems the edited version got posted instead of updating this comment]
by neoh4x0r
Mon Aug 12, 2019 07:52
 
Forum: WIP Mods
Topic: [Mod] Light Tool [0.4] [light_tool]
Replies: 24
Views: 965

Re: [Mod] Light Tool [0.3] [light_tool]

Added underwater compatibility and technic flashlight redo I just opended a issue on the github page: https://github.com/Extex101/light_tool/issues/1 You should probably add the technic mod as a dependency in mod.conf (since flashlight.lua uses items and methods from it for recipes and RE batteries).
by neoh4x0r
Mon Aug 12, 2019 07:41
 
Forum: WIP Mods
Topic: [Mod] Light Tool [0.4] [light_tool]
Replies: 24
Views: 965

Re: Mod Loading Hadling.

Why I`m asking for it is I need to override 'node_def' tables of all nodes of any mods that enabled, because they need additional properties. That`s why I need to load this mod after all. See this thread: https://forum.minetest.net/viewtopic.php?f=6&t=3045 Heres a quick function (hack) based on...
by neoh4x0r
Fri Aug 09, 2019 21:05
 
Forum: Modding Discussion
Topic: Mod Loading Hadling.
Replies: 10
Views: 148

Re: Preserving settingtypes.txt

When I start minetest and go to the Settings tab, click on the Advanced Settings button, scroll down to Mods and select the mod in question, it brings up a list of settings I can set for that particular mod, defined by what's in settingtypes.txt. But it's global. Yes when changing settings like tha...
by neoh4x0r
Fri Aug 09, 2019 20:32
 
Forum: Modding Discussion
Topic: Preserving settingtypes.txt
Replies: 4
Views: 74

Re: Player Specific Inventory Crafter.

Is there a way to make a craftable item limited to a specific player. For example in the recipe for coding a item add this if player = playername or group then item is registered and craftable by that player. else other players dont see the item. but also if the "playername or group" can ...
by neoh4x0r
Fri Aug 09, 2019 19:49
 
Forum: Modding Discussion
Topic: Player Specific Inventory Crafter.
Replies: 5
Views: 135

Re: Mod Loading Hadling.

there`s no a function like minetest.load_mod() that would implement loading of that mod inside minetest.register_on_mods_loaded(), as far as I know. TL;DR You need a new feature to be added to minetest to dynamically load mods. This is non-trivial and would require a lot of work to properly sort th...
by neoh4x0r
Fri Aug 09, 2019 19:24
 
Forum: Modding Discussion
Topic: Mod Loading Hadling.
Replies: 10
Views: 148

Re: Preserving settingtypes.txt

It's strange to me that your stoneworks is always already enabled. Even if I uninstalled it and unpacked a "fresh" downloaded zip in the mods folder again. ================================================================ I'll assume that it is [Mod] stoneworks [1.2][stoneworks] by TumeniN...
by neoh4x0r
Fri Aug 09, 2019 18:24
 
Forum: Modding Discussion
Topic: Preserving settingtypes.txt
Replies: 4
Views: 74

Re: Block projection problems

Stopping the for loop using a break statement when a non-air node is encountered should work. Yes checking if the node is not air would work. Howevre, minetest.line_of_sight returns the position of a blocking node (if that position is not nil, then it could be used as the limit). (The below code co...
by neoh4x0r
Mon Aug 05, 2019 19:46
 
Forum: Modding Discussion
Topic: Block projection problems
Replies: 3
Views: 114
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