Cool, this is a great mod.
Could the blocks be oriented so that you don't see the letters on the lateral side? or is this too hard and/or not your project?
Search found 56 matches
- Tue Oct 02, 2012 14:01
- Forum: Old Mods
- Topic: [Mod] Glowing letters A-Z + 0-9 FINAL VERSION[1.0] [neon]
- Replies: 33
- Views: 16242
- Mon Sep 17, 2012 23:31
- Forum: WIP Mods
- Topic: [discussion] armor rating system
- Replies: 6
- Views: 1630
- Mon Sep 17, 2012 20:04
- Forum: WIP Mods
- Topic: [discussion] armor rating system
- Replies: 6
- Views: 1630
I wanted to start a thread so we can discuss this in more detail from here: http://minetest.net/forum/viewtopic.php?pid=42931#p42931 I was thinking something like this: 4 = lowest -> no armor 3 = low -> wood <--- if we can't have 4 levels then we will drop wood armor 2 = middle -> steel 1 = highest...
- Sun Sep 16, 2012 14:21
- Forum: WIP Mods
- Topic: Mod: Growing
- Replies: 18
- Views: 10631
What's the problem with my version? did you download it from here or from my official post
Nice improvements
Nice improvements
- Thu Sep 13, 2012 17:05
- Forum: WIP Mods
- Topic: Growth WIP needs debugging link in topic
- Replies: 5
- Views: 1213
- Wed Sep 12, 2012 09:18
- Forum: WIP Mods
- Topic: [Modpack] General Utilities and Stairs
- Replies: 2
- Views: 2427
- Mon Sep 10, 2012 16:53
- Forum: Old Games
- Topic: [Game] The RealTest Game [realtest]
- Replies: 185
- Views: 106583
- Mon Sep 03, 2012 11:10
- Forum: Mod Releases
- Topic: [Mod] Pipeworks [git] [pipeworks]
- Replies: 760
- Views: 324913
- Sun Sep 02, 2012 20:08
- Forum: Mod Releases
- Topic: [Mod] Pipeworks [git] [pipeworks]
- Replies: 760
- Views: 324913
- Sun Sep 02, 2012 18:19
- Forum: Mod Releases
- Topic: [Mod] Pipeworks [git] [pipeworks]
- Replies: 760
- Views: 324913
Just EPIC!!!!11 Please give us more than two types of basic tubes(like stone/cobblestone in IC2),which don't connect if they are near! It will be very helpful for big schemes building It would be even better if instead of having different basic tubes, we could die tubes with the colors of unified d...
- Thu Aug 30, 2012 15:10
- Forum: Mod Releases
- Topic: [mod] plant aging library [0.1b] [plantaging]
- Replies: 19
- Views: 9365
The base idea of this mod was to make a simple to use library that could manage all plants in the minetest world and that was easy to use for other modders (ie: no need to use all capacities for each plant). I know the scope of this mod is large but i think i'm commited enough :). You're right about...
- Thu Aug 23, 2012 22:45
- Forum: General Discussion
- Topic: When the map will be infinite?
- Replies: 7
- Views: 2137
Uh??? I think that with the exponent you can't get a km value you should have a km³ value. But I understand what you mean you mean the lenght in one direction is 64 km (also according to my math it's more like 62 km)rubenwardy wrote:That is 64 kmxyz wrote:Have you already explored all 62000³ blocks?
- Thu Aug 23, 2012 22:39
- Forum: Old Mods
- Topic: [Mod] Vehicles: Cart
- Replies: 52
- Views: 40491
or you could use carts by pilzadam, they transport objects.
http://minetest.net/forum/viewtopic.php?id=2451
http://minetest.net/forum/viewtopic.php?id=2451
- Thu Aug 23, 2012 18:05
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1932
- Views: 687023
You can use a microcontroler to do this:
Code: Select all
off(B) if (!A) on (B);
- Thu Aug 23, 2012 17:38
- Forum: Mod Releases
- Topic: [Mod] Farming Plus [farming_plus]
- Replies: 338
- Views: 245153
I have been lobbying for working farming mod for a while. Now it's here 4 realz:) I find it a pity that there are no wild versions of the crops spawned in the level. My plants mod can help you spawn these plants in the map. That way you can gain seeds from wild versions of the plant. Which is much ...
- Thu Aug 23, 2012 17:29
- Forum: Mod Releases
- Topic: [mod] plant aging library [0.1b] [plantaging]
- Replies: 19
- Views: 9365
- Thu Aug 23, 2012 17:26
- Forum: Mod Releases
- Topic: [mod] plant aging library [0.1b] [plantaging]
- Replies: 19
- Views: 9365
Maybe you can support my plants mod too. I would like to see some plants grow to a tree. Or flowers blossoming at a certain time. Yes sure. (the library is quite easy to use) I'm a little busy with my exams right now but i will rework this in september. The trees are planned, but i'm thinking of a ...
- Sat Aug 18, 2012 21:42
- Forum: Mod Releases
- Topic: [mod] plant aging library [0.1b] [plantaging]
- Replies: 19
- Views: 9365
- Sat Aug 18, 2012 18:00
- Forum: Partly official engine development
- Topic: 3D-Player
- Replies: 152
- Views: 53060
- Sat Aug 18, 2012 17:57
- Forum: Mod Releases
- Topic: [mod] plant aging library [0.1b] [plantaging]
- Replies: 19
- Views: 9365
- Sat Aug 18, 2012 17:55
- Forum: Mod Releases
- Topic: [mod] plant aging library [0.1b] [plantaging]
- Replies: 19
- Views: 9365
- Sat Aug 18, 2012 17:50
- Forum: Partly official engine development
- Topic: 3D-Player
- Replies: 152
- Views: 53060
- Sat Aug 18, 2012 16:52
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1932
- Views: 687023
- Sat Aug 18, 2012 16:15
- Forum: Mod Releases
- Topic: [mod] plant aging library [0.1b] [plantaging]
- Replies: 19
- Views: 9365
This cannot replace my mod because your mod just add new nodes at the top of other nodes. My mod is real growing where the nodes are replaced by a new node. I'm not sure I really understand what you mean. I think this is covered by the maturing part. You just have to declare the new node in matured...