Search found 156 matches

by LC Creations
Mon Feb 22, 2021 20:31
Forum: WIP Mods
Topic: [Mod] Terraform [terraform]
Replies: 11
Views: 629

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...
by LC Creations
Mon Feb 22, 2021 20:27
Forum: WIP Mods
Topic: [Mod]Baked Clay Addition[1.1][bakedclayaddition]
Replies: 8
Views: 533

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...
by LC Creations
Mon Feb 22, 2021 00:32
Forum: WIP Mods
Topic: [Mod] Terraform [terraform]
Replies: 11
Views: 629

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 ...
by LC Creations
Mon Feb 22, 2021 00:12
Forum: WIP Mods
Topic: [Mod]Glass Addition[1.1][glassaddition]
Replies: 1
Views: 353

Re: [Mod]Glass Addition[1.1][glassaddition]

V1.1 has been released.
by LC Creations
Sun Feb 21, 2021 23:56
Forum: WIP Mods
Topic: [Mod]Baked Clay Addition[1.1][bakedclayaddition]
Replies: 8
Views: 533

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...
by LC Creations
Sun Feb 14, 2021 21:51
Forum: WIP Mods
Topic: [Mod] Ratio Workspace (advanced formspec editor) [ratio]
Replies: 13
Views: 971

Re: [Mod] Ratio Workspace (advanced formspec editor) [ratio]

Is this ever going to be released? This would be so useful for my mods!
by LC Creations
Fri Jan 22, 2021 05:34
Forum: WIP Mods
Topic: [Mod]Skyscraper[1.0][skyscraper]
Replies: 0
Views: 319

[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...
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: 259

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: 259

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[1.1][bakedclayaddition]
Replies: 8
Views: 533

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[1.1][glassaddition]
Replies: 1
Views: 353

[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 ...
by LC Creations
Thu Aug 27, 2020 03:14
Forum: WIP Mods
Topic: [Mod]Baked Clay Addition[1.1][bakedclayaddition]
Replies: 8
Views: 533

[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...
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: 202

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: 349

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: 352

[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: 234

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: 234

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: 252

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: 252

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: 252

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: 226

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: 226

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: 218

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: 218

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: 151

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.