Search found 149 matches

by LC Creations
Wed Sep 02, 2020 02:54
Forum: Modding Discussion
Topic: Why not use hardware coloring? Here's the answer.
Replies: 3
Views: 229

Re: Why not use hardware coloring? Here's the answer.

rubenwardy wrote:
Fri Aug 28, 2020 11:03
Also, I don't understand why you made this a separate topic
Well, because I'm respecting that topics must be "on topic". This relates to modding discussion.
by LC Creations
Fri Aug 28, 2020 03:23
Forum: Modding Discussion
Topic: Why not use hardware coloring? Here's the answer.
Replies: 3
Views: 229

Why not use hardware coloring? Here's the answer.

I just finished creating a mod that can create between 9-289 nodes per 19 colors as baked clay (based on user preference). If you look in the comments section of the mod, there is a comment asking why I didn't use hardware coloring. Here's my answer. Prove me wrong. Click here to see the mod Looks l...
by LC Creations
Fri Aug 28, 2020 03:13
Forum: WIP Mods
Topic: [Mod]Baked Clay Addition[1.0][bakedclayaddition]
Replies: 4
Views: 288

Re: [Mod]Baked Clay Addition[1.0][bakedclayaddition]

Looks like the mod registers a new node for each color? That's a bit much. I think hardware coloring would be a better solution here. Yes I know hardware coloring exists. I want each item to be in the inventory which cannot happen with hardware coloring. Also, the way these items would need to be c...
by LC Creations
Thu Aug 27, 2020 04:05
Forum: WIP Mods
Topic: [Mod]Glass Addition[1.0][glassaddition]
Replies: 0
Views: 215

[Mod]Glass Addition[1.0][glassaddition]

Description: Adds more baked clay colors to Minetest. Inspired by the bakedclay mod. Screenshot https://raw.githubusercontent.com/LandonAConway/bakedclayaddition/master/screenshot.png This is an image of the [bakedclayaddition] mod but is an example of the colors used in this mod. This image shows ...
by LC Creations
Thu Aug 27, 2020 03:14
Forum: WIP Mods
Topic: [Mod]Baked Clay Addition[1.0][bakedclayaddition]
Replies: 4
Views: 288

[Mod]Baked Clay Addition[1.0][bakedclayaddition]

Description: Adds more baked clay colors to Minetest. Inspired by the bakedclay mod. Screenshot https://raw.githubusercontent.com/LandonAConway/bakedclayaddition/master/screenshot.png This image shows 64 variations of each color. This setting can be changed in '_config.txt'. Information: Adds baked...
by LC Creations
Sat Aug 15, 2020 22:38
Forum: Modding Discussion
Topic: Setting the brightness and saturation of a rgb table not working.
Replies: 1
Views: 177

Setting the brightness and saturation of a rgb table not working.

So, I need to set the brightness AND saturation of a rgb table but it is not working. I have been on google trying to find answers on how to do this but only answers how to convert HSL to RGB completely. What I want is to convert an already existing RGB value's saturation and brightness. Here is som...
by LC Creations
Wed Aug 05, 2020 20:41
Forum: Modding Discussion
Topic: We need better anticheat against softwares like cheat engine.
Replies: 3
Views: 268

We need better anticheat against softwares like cheat engine.

So, I'v been looking into how anti cheat works. I want to make my own survival server some day. (It still won't be in a long time). And I want to be able to make sure nobody can cheat AT ALL. This is tough becuase when creating a software, you cannot prevent people from cheating but you can discoura...
by LC Creations
Thu Jul 30, 2020 03:28
Forum: WIP Mods
Topic: [Mod]Fire Realism[fire_realism]
Replies: 1
Views: 313

[Mod]Fire Realism[fire_realism]

Sorry far, this mod has no image. I currently don't have much time to do a lot so I'm working on it. Features: -Adds ash when something is on fire. Basically there is hot ash and cool ash. -Hot ash can set things on fire becuase it is hot. After a while it cools down into cool ash. -If a forest burn...
by LC Creations
Mon Jul 27, 2020 16:26
Forum: Modding Discussion
Topic: minetest.generate_decorations() crashing server.
Replies: 6
Views: 214

Re: minetest.generate_decorations() crashing server.

ShadMOrdre wrote:
Mon Jul 27, 2020 07:59
I don't think this function works outside of on_generate.

You might consider node timers or an LVM instead.
This won't work. An LVM can only work on load. Thats it. My code needs to execute all the time.
by LC Creations
Mon Jul 27, 2020 02:04
Forum: Modding Discussion
Topic: minetest.generate_decorations() crashing server.
Replies: 6
Views: 214

minetest.generate_decorations() crashing server.

So I'm working on a mod that replaces nodes with ash nodes near a "fire:basic_flame" node in an abm. Eventually, through another ABM, that ash node will return back to a the node it originally was. For example, 'default:dirt_with_grass' > 'mymod:ash' > 'default:dirt_with_grass'. If it was ...
by LC Creations
Sun Jul 19, 2020 16:00
Forum: Modding Discussion
Topic: How to make collision with water instead of falling through
Replies: 6
Views: 225

Re: How to make collision with water instead of falling through

Well, I would like to make it temporary. Its a but hacky but I could make the nodes that im on walkable and when the player leaves that area they turn back into normal water nodes.though if there is any way around this I would rather take that route.
by LC Creations
Sun Jul 19, 2020 03:33
Forum: Modding Discussion
Topic: How to make collision with water instead of falling through
Replies: 6
Views: 225

Re: Walking on water abilities

You could add another power: turn water to wine. This comment was very uncalled for. You are on the internet and you don't know who your talking to. I was not looking for snarky answers and I do not care for this particular comment. Just please be careful about what you are saying becuase if It was...
by LC Creations
Sat Jul 18, 2020 23:25
Forum: Modding Discussion
Topic: How to make collision with water instead of falling through
Replies: 6
Views: 225

How to make collision with water instead of falling through

I'm working on a feature that toggles the ability to collide with water. Obviosly when it is off, everything is normal when colliding with water, but when it is on, you would collide with it. (Walking on it)

Not sure how to do this.
by LC Creations
Sun Jul 12, 2020 07:04
Forum: Modding Discussion
Topic: player:set_wield_item() not working in craftitem:on_use()
Replies: 4
Views: 198

Re: player:set_wield_item() not working in craftitem:on_use()

TenPlus1 wrote:
Sun Jul 12, 2020 05:43
Please write what you are tying to do with this item and it's on_use and we can maybe find a solution.
Literally all I did was used "set_wield_item" funtion in "on_use". No other code was there. As for the item I'm setting it to, its just modifying the meta of the item stack.
by LC Creations
Sun Jul 12, 2020 04:44
Forum: Modding Discussion
Topic: player:set_wield_item() not working in craftitem:on_use()
Replies: 4
Views: 198

player:set_wield_item() not working in craftitem:on_use()

I have a craftitem and it uses the on_use function. However, if i use player:set_wield_item() inside the function, nothing is changed. What the heck? It is 100% required for me to be able to do this. Not exceptions no alternatives accepted. I MUST do this.
by LC Creations
Tue Jul 07, 2020 00:41
Forum: Modding Discussion
Topic: Change hand tool range without overriding hand tool
Replies: 3
Views: 197

Re: Change maximum placing and digging distance.

You modify the "hand tool" in tools.lua. It should be at the top. No... thats not how its done. You have to edit the range in init.lua of the creative mod where it overrides the hand tool... but with what I want to do, I do not want to override the hand tool. I just want to change the ran...
by LC Creations
Mon Jul 06, 2020 05:58
Forum: Modding Discussion
Topic: Change hand tool range without overriding hand tool
Replies: 3
Views: 197

Change hand tool range without overriding hand tool

I want to make a player able to kill, dig, and place further away. I have a mod that makes player bigger or smaller and I need to modify this default behavior then change it back when their set to normal size.
by LC Creations
Mon Jul 06, 2020 05:55
Forum: Modding Discussion
Topic: Changing player maximum fall distance.
Replies: 1
Views: 144

Changing player maximum fall distance.

Basically the title. I need to make it so a player does not die when falling at a higher distance.
by LC Creations
Sun Jul 05, 2020 20:26
Forum: Modding Discussion
Topic: Controlling a players movment.
Replies: 5
Views: 263

Re: Controlling a players movment.

Andrey01 wrote:
Sun Jul 05, 2020 08:29
If player is enforced to lock his position, I suppose you need to set speed and jump to null by calling set_physics_override({speed=0, jump=0}). Then, again call that method, only with previous arguments. All is done much easily.
And then how would I reset the physics override back to default?
by LC Creations
Sun Jul 05, 2020 20:19
Forum: Modding Discussion
Topic: Need help about creating a jetpack mod
Replies: 2
Views: 223

Re: Need help about creating a jetpack mod

I know you said to make a pull request but I thought I would just show you it here since it's not a lot. As far as going up goes, the following code works... You would have to do more checks to only fly in specific conditions, I.E., when a player has the jetpack on and when it runs out of fuel. Here...
by LC Creations
Sat Jul 04, 2020 23:00
Forum: Modding Discussion
Topic: Controlling a players movment.
Replies: 5
Views: 263

Controlling a players movment.

Working on a mod that controls a player and locks their position then does goes wherever I go. Is this possible?
by LC Creations
Sat Jul 04, 2020 06:26
Forum: Modding Discussion
Topic: How to get the side position of a player
Replies: 2
Views: 112

How to get the side position of a player

I want to get the side position of a player. I know how to get the position in front of them by this calculation... local pos = player:get_pos() local look_dir = player:get_look_dir() local distance_away = 5 local pos_in_front = {x=pos.x+(look_dir.x*distance),y=pos.y+(look_dir.y*distance),z=pos.z+(l...
by LC Creations
Sat Jul 04, 2020 06:01
Forum: WIP Mods
Topic: [Modpack] Power Rangers [2.2.0][powerrangers_modpack]
Replies: 2
Views: 559

Re: [Modpack] Power Rangers [2.2.0][powerrangers_modpack]

Hello everyone, Power Rangers Modpack has been officially updated. Morphing Grid can now be used as a stable, and well documented API, to create your own power rangers teams and weapons. Have fun. Report any bugs you experience on GitHub.
by LC Creations
Wed Jul 01, 2020 01:09
Forum: Modding Discussion
Topic: Smarter AI for mobs: stop walking if there is a cliff
Replies: 1
Views: 152

Smarter AI for mobs: stop walking if there is a cliff

So. I have a mob. I want to prevent mobs from accelerating foward if there is cliff. (Unless they for being pushed back when hit. For this, a person would have to see my code. Im not sure how to implement this. My code is on Github. Please note that the mob also gets kicked back when hit by a player...
by LC Creations
Tue Jun 30, 2020 01:59
Forum: Modding Discussion
Topic: Accurate calculation for mob fall distance damage
Replies: 1
Views: 139

Accurate calculation for mob fall distance damage

So I hope you read that correctly. Basically, my mob has a feature that makes it get damaged when it falls but I want to to be more concise. I want to calculate how much damage should take place based on the distance of its fall and its weight. I have a default weight value of 155 which should be co...