Search found 158 matches
- Sat Jul 23, 2022 20:00
- Forum: Servers
- Topic: [Server] Landon's Dreambuilder Survival Server
- Replies: 1
- Views: 492
Re: [Server] Landon's Dreambuilder Survival Server
This server is now on a VPS and is always running.
- Tue Apr 19, 2022 02:19
- Forum: Servers
- Topic: [Server] Landon's Dreambuilder Survival Server
- Replies: 1
- Views: 492
[Server] Landon's Dreambuilder Survival Server
Server is now on a VPS After such a long time, this server is now on a VPS and is online 24/7 with the exception of backups and mod installations. Description Mine and build what you want with other players in a survival world with PvP. Why Should I Join? This server has mods like digilines, meseco...
- Mon Feb 22, 2021 20:31
- Forum: Mod Releases
- Topic: [Mod] Terraform [terraform]
- Replies: 25
- Views: 5671
Re: [Mod] Terraform [terraform] [Preview]
I would prefer for the mod it have it's own markers. Although, an option to tick, would be also cool (a tick option to use the worldedit brush). I noticed how each brush has it's own settings and can have it's own color. So, you could also create a selection per-brush that is colored by it's brushes...
- Mon Feb 22, 2021 20:27
- Forum: WIP Mods
- Topic: [Mod]Baked Clay Addition[1.1][bakedclayaddition]
- Replies: 8
- Views: 1732
Re: [Mod]Baked Clay Addition[1.1][bakedclayaddition]
A little too many nodes for my liking, why not simply create a 'Pixel Art' mod that has blocks for each colour and use hardware colouring option to reduce the sheer number added, this saves on two new glass and clay mods. I did not use hardware coloring becuase it does not support the amount of col...
- Mon Feb 22, 2021 00:32
- Forum: Mod Releases
- Topic: [Mod] Terraform [terraform]
- Replies: 25
- Views: 5671
Re: [Mod] Terraform [terraform] [Preview]
Great mod. This may seem far fetched but I have some suggestions * The ability to select an area and edit it only. And to hide, and show, the markers. (blue would be a good color to use for markers.) (Think of photoshop or gimp where, if an area is selected changed will will only be made inside the ...
- Mon Feb 22, 2021 00:12
- Forum: WIP Mods
- Topic: [Mod]Glass Addition[1.1][glassaddition]
- Replies: 1
- Views: 716
Re: [Mod]Glass Addition[1.1][glassaddition]
V1.1 has been released.
- Sun Feb 21, 2021 23:56
- Forum: WIP Mods
- Topic: [Mod]Baked Clay Addition[1.1][bakedclayaddition]
- Replies: 8
- Views: 1732
Re: [Mod]Baked Clay Addition[1.0][bakedclayaddition]
Good. My version with 323 colours: https://forum.minetest.net/viewtopic.php?f=9&t=25321 https://forum.minetest.net/download/file.php?mode=view&id=22678 Nice. But, your version does not have stiars and slabs, becuase it uses hardware coloring. Regardless, it still only has 361 colors only. M...
- Sun Feb 14, 2021 21:51
- Forum: WIP Mods
- Topic: [Mod] Ratio Workspace (advanced formspec editor) [ratio]
- Replies: 13
- Views: 1865
Re: [Mod] Ratio Workspace (advanced formspec editor) [ratio]
Is this ever going to be released? This would be so useful for my mods!
- Fri Jan 22, 2021 05:34
- Forum: WIP Mods
- Topic: [Mod]Skyscraper[1.0][skyscraper]
- Replies: 0
- Views: 731
[Mod]Skyscraper[1.0][skyscraper]
Skyscraper Images: https://raw.githubusercontent.com/LandonAConway/skyscraper/main/minetest_skyscraper_1.JPG https://raw.githubusercontent.com/LandonAConway/skyscraper/main/minetest_skyscraper_2.JPG Summary (Please read first): This mod is mostly an API. It allows modders to design skyscrapers that...
- Wed Sep 02, 2020 02:54
- Forum: Modding Discussion
- Topic: Why not use hardware coloring? Here's the answer.
- Replies: 3
- Views: 695
Re: Why not use hardware coloring? Here's the answer.
Well, because I'm respecting that topics must be "on topic". This relates to modding discussion.rubenwardy wrote: ↑Fri Aug 28, 2020 11:03Also, I don't understand why you made this a separate topic
- Fri Aug 28, 2020 03:23
- Forum: Modding Discussion
- Topic: Why not use hardware coloring? Here's the answer.
- Replies: 3
- Views: 695
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...
- Fri Aug 28, 2020 03:13
- Forum: WIP Mods
- Topic: [Mod]Baked Clay Addition[1.1][bakedclayaddition]
- Replies: 8
- Views: 1732
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...
- Thu Aug 27, 2020 04:05
- Forum: WIP Mods
- Topic: [Mod]Glass Addition[1.1][glassaddition]
- Replies: 1
- Views: 716
[Mod]Glass Addition[1.1][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 ...
- Thu Aug 27, 2020 03:14
- Forum: WIP Mods
- Topic: [Mod]Baked Clay Addition[1.1][bakedclayaddition]
- Replies: 8
- Views: 1732
[Mod]Baked Clay Addition[1.1][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...
- Sat Aug 15, 2020 22:38
- Forum: Modding Discussion
- Topic: Setting the brightness and saturation of a rgb table not working.
- Replies: 1
- Views: 515
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...
- Wed Aug 05, 2020 20:41
- Forum: Modding Discussion
- Topic: We need better anticheat against softwares like cheat engine.
- Replies: 3
- Views: 990
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...
- Thu Jul 30, 2020 03:28
- Forum: WIP Mods
- Topic: [Mod]Fire Realism[fire_realism]
- Replies: 1
- Views: 788
[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...
- Mon Jul 27, 2020 16:26
- Forum: Modding Discussion
- Topic: minetest.generate_decorations() crashing server.
- Replies: 6
- Views: 718
Re: minetest.generate_decorations() crashing server.
This won't work. An LVM can only work on load. Thats it. My code needs to execute all the time.ShadMOrdre wrote: ↑Mon Jul 27, 2020 07:59I don't think this function works outside of on_generate.
You might consider node timers or an LVM instead.
- Mon Jul 27, 2020 02:04
- Forum: Modding Discussion
- Topic: minetest.generate_decorations() crashing server.
- Replies: 6
- Views: 718
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 ...
- Sun Jul 19, 2020 16:00
- Forum: Modding Discussion
- Topic: How to make collision with water instead of falling through
- Replies: 6
- Views: 669
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.
- Sun Jul 19, 2020 03:33
- Forum: Modding Discussion
- Topic: How to make collision with water instead of falling through
- Replies: 6
- Views: 669
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...
- Sat Jul 18, 2020 23:25
- Forum: Modding Discussion
- Topic: How to make collision with water instead of falling through
- Replies: 6
- Views: 669
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.
Not sure how to do this.
- Sun Jul 12, 2020 07:04
- Forum: Modding Discussion
- Topic: player:set_wield_item() not working in craftitem:on_use()
- Replies: 4
- Views: 647
Re: player:set_wield_item() not working in craftitem:on_use()
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.
- Sun Jul 12, 2020 04:44
- Forum: Modding Discussion
- Topic: player:set_wield_item() not working in craftitem:on_use()
- Replies: 4
- Views: 647
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.
- Tue Jul 07, 2020 00:41
- Forum: Modding Discussion
- Topic: Change hand tool range without overriding hand tool
- Replies: 3
- Views: 597
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...