Search found 23 matches
- 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...
- 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...
- 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...
- 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]
Hey, thanks for the info. I'm glad to hear it's on the to-do list.FrostRanger wrote: ↑Mon Jun 29, 2020 18:55It'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
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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 ...
- 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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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, ...
- 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.
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.
- 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...