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Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]

Ahoy Sokomine! I use your mod a great deal, and I was thinking it'd be worth putting damage points / health loss / every time you use the travelnet box. Dematerialising should really take it out of you. This would stop players jumping from one box to another just to pick up a twig - you'd really wan...
by Grigor
Wed Jan 22, 2020 06:52
 
Forum: Mod Releases
Topic: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
Replies: 130
Views: 82051

Re: (request) flying mods!

Thanks theFox, will continue tinkering...
by Grigor
Tue Dec 17, 2019 20:30
 
Forum: WIP Mods
Topic: (request) flying mods!
Replies: 12
Views: 9374

Re: (request) flying mods!

So, I copied the binoculars mod and changed all references to 'binoculars' to 'flyboy'. The texture filename is correct. I've only changed the paragraph allowing 'zoom' priv to a paragraph supposedly allowing 'fly' priv... and the following error pops up: AsyncErr: ServerThread::run Lua: Runtime err...
by Grigor
Mon Dec 16, 2019 21:38
 
Forum: WIP Mods
Topic: (request) flying mods!
Replies: 12
Views: 9374

Re: [Mod] Unified Inventory [git][unified_inventory]

Damn... sorry to hear that. Will ask there, cheers.
by Grigor
Mon Dec 16, 2019 21:16
 
Forum: Mod Releases
Topic: [Mod] Unified Inventory [git][unified_inventory]
Replies: 115
Views: 30314

Re: (request) flying mods!

Yeah... tried that one, and flying saucer, and hang glider. I'll keep working on a version of the binoculars mod... I've worked in QBASIC, Game Maker, Autohotkey and a few other languages, but this is proving the most difficult. Will keep plugging away at it! Also for this proposed mod, my ideal wou...
by Grigor
Mon Dec 16, 2019 21:00
 
Forum: WIP Mods
Topic: (request) flying mods!
Replies: 12
Views: 9374

Re: (request) flying mods!

Is there a mod in which you create a node which allows the "fly" privilege, in the same way that binoculars allow the "zoom" privilege? That is, it only needs to sit in your inventory to work? (This is an ancient post, I know, but it suited my question). It'd also be nice to have...
by Grigor
Mon Dec 16, 2019 00:22
 
Forum: WIP Mods
Topic: (request) flying mods!
Replies: 12
Views: 9374

Re: [Mod] Unified Inventory [git][unified_inventory]

Ahoy RealBadAngel,
Your unified inventory is IMO an essential piece of kit, especially the bags function. But I'm just wondering if instead of a single bag on the main panel you could have all four lined up along the bottom for more immediate and direct access? Something like this:
Like_This.png
(179.72 KiB) Not downloaded yet
by Grigor
Mon Dec 16, 2019 00:16
 
Forum: Mod Releases
Topic: [Mod] Unified Inventory [git][unified_inventory]
Replies: 115
Views: 30314

Re: Extending Map Boundaries?

Paramat's solution did the trick! To reiterate: In the world's map_meta.txt file: For 'mgv6_np_terrain_higher' edit the following parameters to the values shown: offset = -1000 scale = 0 For 'mgv6_np_terrain_base' edit the following parameters to the values shown: offset = -24 scale = 5 Then changed...
by Grigor
Sun Dec 15, 2019 00:52
 
Forum: Maps
Topic: Extending Map Boundaries?
Replies: 13
Views: 423

Re: Extending Map Boundaries?

Might be worth pointing out I keep the water opaque, so for me it doesn't matter what lies beneath. Looked at this mod also https://forum.minetest.net/viewtopic.php?f=9&t=23423&hilit=island and tweaked some numbers to make the islands smaller, but found I missed the old V6 landscapes! Maybe ...
by Grigor
Thu Dec 12, 2019 23:52
 
Forum: Maps
Topic: Extending Map Boundaries?
Replies: 13
Views: 423

Re: Extending Map Boundaries?

Thanks for the replies. Ideally, I'd like to add 200 to the boundaries, so it looks like this: map (after).jpg This will make the ocean horizons fade into the haze rather than showing a hard edge. The ocean depth doesn't matter at this point (it's a mess of huge craters from the nuke mod!). Yes, it'...
by Grigor
Thu Dec 12, 2019 03:35
 
Forum: Maps
Topic: Extending Map Boundaries?
Replies: 13
Views: 423

Extending Map Boundaries?

Greetings fellow Minetesters. I've got this small map, 2000 x 2000 / mapgen v6, which I've made into an island with a combination of sfan5's nuke mod (modified) and worldedit, working in creative mode. The question: Is there a way to extend the edges of this map with default:water_source blocks? It'...
by Grigor
Wed Dec 11, 2019 02:10
 
Forum: Maps
Topic: Extending Map Boundaries?
Replies: 13
Views: 423

Re: [Tool] mtmapprune [mtmapprune] Prune your map.sqlite fas

Thanks sofar; does this mean I can extend the map I've got, or would I need to start from scratch? Will post this is the relevant section also.
by Grigor
Wed Dec 11, 2019 02:02
 
Forum: Minetest-related projects
Topic: [Tool] mtmapprune [mtmapprune] Prune your map.sqlite fast!
Replies: 20
Views: 2255

Re: [Tool] mtmapprune [mtmapprune] Prune your map.sqlite fas

Hey everybody! My first post. I've got this small map, 2000 x 2000 / mapgen v6, which I've made into an island with a combination of sfan5's nuke mod (modified) and worldedit, working in creative mode. The question: Is there a way to extend the edges of the map with default:water_source blocks ? It'...
by Grigor
Tue Dec 10, 2019 00:34
 
Forum: Minetest-related projects
Topic: [Tool] mtmapprune [mtmapprune] Prune your map.sqlite fast!
Replies: 20
Views: 2255

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