Search found 23 matches

by BlockStar
Sat Jul 04, 2020 12:41
Forum: Modding Discussion
Topic: Connecting water to river water
Replies: 3
Views: 267

Re: Connecting water to river water

That is just how different liquids behave when in contact (weirdly), this cannot be avoided using Lua. OK, I've banged my head against a wall for a few days, and came up with a different approach. How about this: is there some way to make different liquids "phantoms" to each other? In oth...
by BlockStar
Wed Jul 01, 2020 04:02
Forum: Modding Discussion
Topic: Specific point A to point B pathing for mobs
Replies: 5
Views: 307

Re: Specific point A to point B pathing for mobs

Ahhh, Thief: The Dark Project you say? One of my all-time favorite games. Very cool. I was hoping for some way to work sound into the sneaking process, but I hadn't even considered smell. That opens up some interesting possibilities. It would be great for guard dogs, or even regular guards if you ha...
by BlockStar
Tue Jun 30, 2020 05:38
Forum: General Discussion
Topic: How to "set" a specific biome for an area or chunk
Replies: 4
Views: 348

Re: How to "set" a specific biome for an area or chunk

So you need to code all biome stuff in Lua mods/games yourself. Thanks, paramat, but again, Klingon. I mean, it's not that I don't understand what you're saying, it's just that I wouldn't know where to begin actually doing that. That said, I've started messing around with Map Painter (and the Minet...
by BlockStar
Mon Jun 29, 2020 21:16
Forum: Mod Releases
Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
Replies: 429
Views: 96390

Re: [Mod] Not So Simple Mobs [3.0] [nssm]

FrostRanger wrote:
Mon Jun 29, 2020 18:55
It's due to an issue with 5.2 and above rn. It should be fixed at some point but in the meantime you can turn off shaders to get rid of the problem
Hey, thanks for the info. I'm glad to hear it's on the to-do list.
by BlockStar
Sun Jun 28, 2020 09:01
Forum: General Discussion
Topic: How to "set" a specific biome for an area or chunk
Replies: 4
Views: 348

Re: How to "set" a specific biome for an area or chunk

If you're using singlenode, you could just override minetest.get_biome_data (or whichever function your weather mod is using) and have it return whatever you want, possibly from your own database. If you want to be fancy, you could even make a chat command to set the area you're working in to a par...
by BlockStar
Sat Jun 27, 2020 22:12
Forum: General Discussion
Topic: How to "set" a specific biome for an area or chunk
Replies: 4
Views: 348

How to "set" a specific biome for an area or chunk

I have a world that I started from the Singlenode mapgen and the Spawnbuilder mod (which simply spawns a few blocks into a Singlenode world so you have something to build on). My idea is to build a world from scratch using World Edit heavily. The problem is that—as far as I can tell—the whole world ...
by BlockStar
Sat Jun 27, 2020 17:57
Forum: Modding Discussion
Topic: Why doesn't Minetest support stacks higher than 1 when crafting?
Replies: 13
Views: 426

Re: Making crafts with big stacks more than 1

If creating a plugin for using stacks turns out not to be feasible, I suppose a not-so-ideal workaround that might be simpler could be to have a crafted item named "Dirt x 5", which would be crafted with 5 separate dirt nodes, and then use that as a single item. Seems a little tedious, tho...
by BlockStar
Sat Jun 27, 2020 02:06
Forum: Modding Discussion
Topic: Connecting water to river water
Replies: 3
Views: 267

Connecting water to river water

Hello, If you place a block of water on flat ground and another block of water 2 or 3 blocks away, they "merge" together as you would expect. But if the second block is river water, this happens: https://forum.minetest.net/download/file.php?id=22183 Is there a way to have them merge the sa...
by BlockStar
Fri Jun 26, 2020 07:01
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 736
Views: 79351

Re: Post your mapgen questions here (modding or engine)

I guess this is a mapgen question, but not completely sure, so I apologize if this belongs somewhere else. Anyway... Let's say you use some mapgen to generate a world, and then you build a bunch of buildings on it, spawn in a bunch of NPCs, place some mob spawners here and there, get rid of a mounta...
by BlockStar
Thu Jun 25, 2020 11:02
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2118
Views: 302124

Re: Post your mod requests/ideas here

This mod would be for games where the player grows/crafts/scavenges items to sell to NPCs. My idea is for a mod that makes the trade price of an item go down the more it is traded that day or week, because you are flooding the market with a certain good. When playing Stardew Valley, I always thought...
by BlockStar
Wed Jun 24, 2020 11:42
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.55] [mobs]
Replies: 2193
Views: 403461

Re: [Mod] Mobs Redo [1.52] [mobs]

@TenPlus1 - Oh, crap, I just realized your last response to me was your 2,000th post on this thread. That's so funny and cool! Congratulations! I mean, that's a milestone or something, right? OK, alright, ignore me, I'm on very little sleep and haven't had my coffee yet.
by BlockStar
Wed Jun 24, 2020 11:33
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.55] [mobs]
Replies: 2193
Views: 403461

Re: [Mod] Mobs Redo [1.52] [mobs]

@TenPlus1 - This is awesome, and a bit to digest (for me, anyway, haha). I'm going to try to figure this out the best I can before unloading a bunch of questions (I hate to be the guy with too many questions (but often am)). But, hey, it looks like you included a special condition for sneak mode, wh...
by BlockStar
Wed Jun 24, 2020 02:48
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.55] [mobs]
Replies: 2193
Views: 403461

Re: [Mod] Mobs Redo [1.52] [mobs]

Hello, Rather than just moving around randomly, I'm trying to have a mob walk to a specific coordinate, wait a few seconds, then walk to a second coordinate, waits a few seconds, repeat. The kind of thing you see guards do in stealth games. I couldn't really find anything in api.txt that seemed to a...
by BlockStar
Sun Jun 21, 2020 13:24
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.55] [mobs]
Replies: 2193
Views: 403461

Re: [Mod] Mobs Redo [1.52] [mobs]

Thanks for that information. Is there a file or web page somewhere with basic instructions like that? I googled it and searched the forums before asking, and couldn't seem to track that information down. Also, another question: non-aggroed mobs despawn when you quit the game. So if a hostile mob is ...
by BlockStar
Sat Jun 20, 2020 06:18
Forum: Mod Releases
Topic: [Mod] Portalgun V6.37 [portalgun]
Replies: 56
Views: 14571

Re: [Mod] Portalgun V6.37 [portalgun]

Wow, VERY cool! I haven't tried it yet, but am just so impressed that you created a whole new option. Thank you so much! Now I shall go get on it.
by BlockStar
Sat Jun 20, 2020 02:19
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.55] [mobs]
Replies: 2193
Views: 403461

Re: [Mod] Mobs Redo [1.52] [mobs]

Hi, I'm trying to understand the mob spawner. I'm using nssm and I want it to spawn in the mob named mordain, so I used "nssm:mordain 10 15 0 0" and waited a while, nothing happened. Then I tried "nssm:mobs/mordain 10 15 0 0" (because the file mordain.lua is actually in a subfold...
by BlockStar
Fri Jun 19, 2020 20:24
Forum: Mod Releases
Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
Replies: 429
Views: 96390

Re: [Mod] Not So Simple Mobs [3.0] [nssm]

Hello, For me, all the mobs are just black. I'm using Minetest 5.2.0, a fresh world using the basic Minetest subgame, and I have mobs redo (which, confusingly, shows up as just "mobs" in the configure window) and nssm enabled, and that's it. Here's a screenshot: black_monsters.jpg EDIT: No...
by BlockStar
Fri Jun 19, 2020 18:31
Forum: WIP Mods
Topic: [Mod] Advanced Weapons [adv_weapons]
Replies: 4
Views: 623

Re: [Mod] Advanced Weapons [adv_weapons]

Hello, I'm having a few issues with this. This is installed on a fresh world with the basic Minetest game (which has TNT enabled) and modlib enabled, mobs and mobs_monsters and that's all. I'm using Minetest 5.2.0. The grappling hook seems to work OK. Turrets aren't doing anything. I placed the turr...
by BlockStar
Wed Jun 17, 2020 20:32
Forum: Mod Releases
Topic: [Mod] Portalgun V6.37 [portalgun]
Replies: 56
Views: 14571

Re: [Mod] Portalgun V6.36 [portalgun]

This is an awesome and very fun mod. The problem for me is that--for my game (kind of a stealth-puzzler)--it is VERY overpowered. I had an idea to make it so that you could only shoot it at a certain type of block, and that block would only be available in certain places. So when I looked at the ini...
by BlockStar
Wed Jun 17, 2020 16:21
Forum: Modding Discussion
Topic: Specific point A to point B pathing for mobs
Replies: 5
Views: 307

Specific point A to point B pathing for mobs

Hello, Just started using Minetest a few days ago. I'd like to have a stealth element where the player would have to sneak past guards. Instead of the guards just randomly wondering around as mobs generally do, I want the guards to take fixed routes, so that the player would have to time things righ...
by BlockStar
Tue Jun 16, 2020 06:35
Forum: Mod Releases
Topic: [Mod] Magic Potions [magic_potions]
Replies: 6
Views: 1227

Re: [Mod] Magic Potions [magic_potions]

Hey, VERY cool mod, I'm surprised this isn't already a longer thread. That said, it seems that the air potion stays in effect indefinitely, for me anyway. Once I use it, I am immune from drowning until I quit the game and then start again. This is with only this mod, modlib, and hud_timers enabled, ...
by BlockStar
Sun Jun 14, 2020 05:48
Forum: Modding Discussion
Topic: Liquid node that is walkable and the height of a slab
Replies: 2
Views: 161

Re: Liquid node that is walkable and the height of a slab

@sirrobzeroone

Ah, so it IS node_box! I actually tried that and it didn't work before, but I guess I had the syntax wrong or something, because what you did worked perfectly. Thanks! Problem solved. Really appreciate it.
by BlockStar
Sun Jun 14, 2020 03:36
Forum: Modding Discussion
Topic: Liquid node that is walkable and the height of a slab
Replies: 2
Views: 161

Liquid node that is walkable and the height of a slab

Hello, First time posting. I've just started using Minetest a couple days ago, so not much experience. What I'm trying to do is make a node that--when placed--behaves like a liquid, in that it "spreads out", but is then walkable. And I've done that, no problem. The thing is, I want the &qu...