Search found 87 matches

by TestificateMods
Fri May 12, 2023 14:55
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.2.1]
Replies: 127
Views: 25784

Re: [Modpack] Regional Weather Bundle [climate] [1.2.1]

But I have noticed another problem : the rain stops when you move below a tree, or if you place dirt blocks just above you. The rain starts again when you don't have any block above. Is that normal ? Yes, the weather effects are supposed to stop when you are indoors but the check for that is unfort...
by TestificateMods
Mon May 08, 2023 18:01
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.2.1]
Replies: 127
Views: 25784

Re: [Modpack] Regional Weather Bundle [climate] [1.2.1]

Hi, There is a strange bug with the last version of Minetest (5.7.0). While enabling the regional weather bundle, the whole scene turns pale. Not a bug, just not configured perfectly yet. Light saturation will depend on time of day as well as density of clouds. If this effect is not to your liking ...
by TestificateMods
Tue May 02, 2023 22:13
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.2.1]
Replies: 127
Views: 25784

Re: [Modpack] Regional Weather Bundle [climate] [1.2.1]

j0j0n4th4n wrote: ↑
Wed Apr 26, 2023 23:39
Would it be possible to add support for sum_air_currents wind system?
Haven't heard about that one before but from my first glimpse at it, it should be possible to do.
by TestificateMods
Sun Mar 26, 2023 20:14
Forum: WIP Mods
Topic: [Mod] Offhand Items [offhand] [1.1.0]
Replies: 23
Views: 4332

Re: [Mod] Offhand Items [offhand] [1.0.0]

QBSteve wrote: ↑
Thu Mar 23, 2023 01:24
This mod caused a error while I was playing.
I swapped out the code for the 3D item with that from visible_wielditem. I did some testing and it appears to be much more stable than before. This should also get rid of the bug you described.
by TestificateMods
Thu Mar 23, 2023 04:01
Forum: WIP Mods
Topic: [Mod] Offhand Items [offhand] [1.1.0]
Replies: 23
Views: 4332

Re: [Mod] Offhand Items [offhand] [1.0.0]

This mod caused a error while I was playing. I checked debug.txt, but I didn't find much, except for the errors, and a lot of warnings for some of my other mods. Here's what I was doing: I was playing Minetest Survival. I placed down a torch in a cave (from the offhand), then quickly swapped it for...
by TestificateMods
Wed Mar 22, 2023 01:17
Forum: WIP Mods
Topic: [Mod] Offhand Items [offhand] [1.1.0]
Replies: 23
Views: 4332

Re: [Mod] Offhand Items [offhand] [1.0.0]

I just released a new update. This will allow you to trigger the on_secondary_use handler when right-clicking the air. This gives full functionality to all right-click handlers in your offhand.

I also patched a small bug that could potentially delete the itemstack.
by TestificateMods
Tue Mar 21, 2023 03:50
Forum: WIP Mods
Topic: [Mod] Offhand Items [offhand] [1.1.0]
Replies: 23
Views: 4332

Re: [Mod] Offhand Items [offhand] [0.0.10]

QBSteve wrote: ↑
Tue Mar 21, 2023 01:02
The game crashes whenever I try to put a source block (like lava, not the bucket, the source block) into my offhand.
Thanks for the report! I fixed it in the newest version.
by TestificateMods
Thu Mar 16, 2023 03:03
Forum: Mod Releases
Topic: [Mod] Unified Stamina API [unified_stamina] [1.1.1]
Replies: 0
Views: 2189

[Mod] Unified Stamina API [unified_stamina] [1.1.1]

Unified Stamina API Modders Resource. Does nothing on its own. For one of my own mods I wanted to utitilise the stamina bar. Problem being that unlike hitpoints or breath (which are set by the engine) or mana (which tends to always use the mod under the same name) - the stamina bar tends to re-impl...
by TestificateMods
Sat Mar 11, 2023 21:25
Forum: WIP Mods
Topic: [Mod] Texture Generator [texgen]
Replies: 1
Views: 925

Re: [Mod] Texture Generator [texgen]

I am surprised no one has commented on this before. I had a blast testing this tool all day. πŸ˜πŸ‘Œ I didn't have high hopes for the textures to look good but I was positively surprised. This is really useful for generating missing textures when texture packs don't go well with the "default" s...
by TestificateMods
Sat Mar 11, 2023 00:10
Forum: Texture Packs
Topic: What kind of grass height on litter/dirt sides do you prefer?
Replies: 10
Views: 2212

Re: What kind of grass height on litter/dirt sides do you prefer?

I prefer using the middle option in combination with the naturalslopes mod (that's essentially distributing grass slabs where it makes sense).
This way, I don't get any dirt texture bleeding through on hilly slopes but I also get a very nice blending where there should be dirt showing.
by TestificateMods
Thu Mar 09, 2023 02:42
Forum: WIP Mods
Topic: [MOD] Potted Farming [potted_farming]
Replies: 3
Views: 528

Re: [MOD] Potted Farming [potted_farming]

That's such a cool twist on farming! I definitely have to try it!
by TestificateMods
Mon Mar 06, 2023 18:37
Forum: Mod Releases
Topic: [Mod] i3 [1.16] [i3]
Replies: 174
Views: 48164

Re: [Mod] i3 [1.15] [i3]

Conflict with animation mods I noticed my game would consistently crash after adding i3 to it whereas adding it to an unmodded MTG world would work just fine. I was able to narrow it down to a combination of the following mods: i3 3D Armor Flyswim Character Animations Any two of those mods work jus...
by TestificateMods
Sun Mar 05, 2023 23:37
Forum: WIP Mods
Topic: [Mod] Smooth Camera Overhaul [smoothcam] [0.1.0]
Replies: 2
Views: 2382

[Mod] Smooth Camera Overhaul [smoothcam] [0.1.0]

This mod overhauls the 3rd person camera by dynamically adjusting the eye offset based on movement direction. It doesn't have any effect on the 1st person view. No longer will your character be glued to the center of the screen! Inspired by modern action games, I was looking for a way to make the ca...
by TestificateMods
Sun Mar 05, 2023 19:27
Forum: WIP Mods
Topic: [Mod] Offhand Items [offhand] [1.1.0]
Replies: 23
Views: 4332

[Mod] Offhand Items [offhand] [0.0.8]

One more issue arised. If i place pkarcs they are now rotated by 90Β° around y. If i disable offhand they are placed as before. But if i place slopes they are placed as usual. So this time the issue is maybe related to pkarcs. I look at it later. I had another look and was able to sort out the issue...
by TestificateMods
Sat Mar 04, 2023 21:46
Forum: WIP Mods
Topic: [Mod] Offhand Items [offhand] [1.1.0]
Replies: 23
Views: 4332

[Mod] Offhand Items [offhand] [0.0.6]

Looks weird. Thats due to my 16 slot hotbar. I just pushed a new version. The HUD overlay will now adjust automatically based on your hotbar size. You will need to empty your offhand once and then re-equip the item in order to reset it. If for whatever reason the position still doesn't fit properly...
by TestificateMods
Fri Mar 03, 2023 19:22
Forum: WIP Mods
Topic: [Mod] Offhand Items [offhand] [1.1.0]
Replies: 23
Views: 4332

Re: [Mod] Offhand Items [offhand] [0.0.4]

I use the bones mod from fluxionary: https://content.minetest.net/packages/rheo/bones/ Looks like there is a little problem ;-) Thanks! That bit of code was meant for bones mod but apparently didn't work with bones (redo). It's fixed now, so it shouldn't crash anymore. If you want bones (redo) to h...
by TestificateMods
Thu Mar 02, 2023 09:47
Forum: WIP Mods
Topic: [Mod] Offhand Items [offhand] [1.1.0]
Replies: 23
Views: 4332

Re: [Mod] Offhand Items [offhand] [0.0.4]

it's optional dependency on hud_hunger by BlockMen is not compatible with i3. Causing the hot bar to appear with 8 item slots when there's 9 available in i3. The hunger side works fine though. You could either activate legacy inventory mode in i3 to reduce the hotbar to eight OR replace hud_hunger ...
by TestificateMods
Thu Mar 02, 2023 07:30
Forum: WIP Mods
Topic: [Mod] Offhand Items [offhand] [1.1.0]
Replies: 23
Views: 4332

Re: [Mod] Offhand Items [offhand] [0.0.4]

But, I was hoping to set the key binding for the off-hand switch to a separate key (i.e. "F"). So whenever I sprint, I'm not switching items between hands. The short answer: That is not possible. The engine only lets us assign a single auxiliary key that isn't already assigned to some sor...
by TestificateMods
Wed Mar 01, 2023 13:06
Forum: General Discussion
Topic: Aux1 and Inventory keybinds
Replies: 17
Views: 4191

Re: Aux1 and Inventory keybinds

Commenting here because this thread has just been mentioned elsewhere. I think it's a good idea to consider both convenience as well as common patterns for this. Let's have a look at common keybindings in other games: Pause menu (currently ESC): Primarily Esc, rarely Tab Inventory (currently I): E, ...
by TestificateMods
Mon Feb 27, 2023 09:56
Forum: WIP Mods
Topic: [Mod] Offhand Items [offhand] [1.1.0]
Replies: 23
Views: 4332

Re: [Mod] Offhand Items [offhand] [0.0.4]

Changes since 0.0.1 Items now show up on the player model when no shield is equipped (configurable) Items now drop into the player bones upon death (requires bones mod) Lumiscent items now emit light when held (requires wielded_light) Bugfixes Uploaded to ContentDB now, can be installed from there ...
by TestificateMods
Sat Feb 25, 2023 11:30
Forum: WIP Mods
Topic: [Mod] Offhand Items [offhand] [1.1.0]
Replies: 23
Views: 4332

Re: [Mod] Offhand Items [offhand] [0.0.1]

There is the PR being currently developed for adding that feature A proper engine implementation is of course a better solution but will probably still take some time. With this Lua implentation, I am mostly trying to fill the gap until then. The offhand is something I always missed, so it's better...
by TestificateMods
Sat Feb 25, 2023 10:33
Forum: WIP Mods
Topic: [Mod] Offhand Items [offhand] [1.1.0]
Replies: 23
Views: 4332

[Mod] Offhand Items [offhand] [1.1.0]

When playing Minetest, I always missed the handiness of the offhand that Minecraft has. While out adventuring, it is really convenient to throw down some torches without having to deselect your sword. While building, it is a real time saver to keep your pickaxe equipped for upcoming mistakes while y...
by TestificateMods
Fri Feb 24, 2023 09:09
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.2.1]
Replies: 127
Views: 25784

Re: [Modpack] Regional Weather Bundle [climate] [1.1.1]

I pushed another update. This may not be much from a technical point of view but should drastically alter your experience with the mods. If you had almost none to no rain before, this update will balance it correctly. If you had a snow storm in the desert before, this update will prevent it from hap...
by TestificateMods
Thu Feb 23, 2023 01:35
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.2.1]
Replies: 127
Views: 25784

Re: [Modpack] Regional Weather Bundle [climate] [1.1.0]

Running a '/grantme all' didn't reveal any field called 'wind'. There was weather though. "Weather" is indeed the correct privilege. Does the command changed? No. Nothing changed in regards to the commands. I also just verified it again. Works as expected on my end. The error message is a...
by TestificateMods
Wed Feb 22, 2023 05:04
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.2.1]
Replies: 127
Views: 25784

Re: [Modpack] Regional Weather Bundle [climate] [1.1.0]

I know it's been half a year. Life has been incredibly busy. 🀐 I just merged some optimizations and tweaked some stuff about the mod. Changes in v1.1.0 Dynamic Shadows are now enabled Shadow intensity changes with time of day and cloud density Puddles are now more transparent Wind based speed modifi...