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Re: [Mod] Item magnet and in-world node drops [item_drop]

Ore drops should work now.
https://github.com/minetest-mods/item_d ... c7b76c9add
Thanks for discovering this bug.
by Hybrid Dog
Thu May 16, 2019 09:37
 
Forum: Mod Releases
Topic: [Mod] Item magnet and in-world node drops [item_drop]
Replies: 46
Views: 13139

Re: how to update minetest to 0.4.17 in LXDE?

Have you looked at the downloads page yet? https://www.minetest.net/downloads/
That page should explain how to install or update minetest.
If you use apt, the PPA could work: https://code.launchpad.net/~minetestdev ... ly-builds/
by Hybrid Dog
Sat May 11, 2019 14:13
 
Forum: General Discussion
Topic: how to update minetest to 0.4.17 in LXDE?
Replies: 8
Views: 290

Re: Post your screenshots!

For the fractured game I implemented caves which use the Weierstraß function as fractal noise. https://forum.minetest.net/download/file.php?mode=view&id=18417&sid=0e26bf938a243a79565875553752a1cf https://forum.minetest.net/download/file.php?mode=view&id=18416&sid=0e26bf938a243a795658...
by Hybrid Dog
Sat Mar 09, 2019 17:00
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8512
Views: 963303

Re: Suche programmierer für SubGame

> Riesenpilze sollen wachsen wie Bäume, also ein normaler Pilz wird auf Netherrack gepflanzt und wird dann zu einem Riesenpilz nach einer weile. Meine Mod heißt riesenpilz. https://github.com/HybridDog/riesenpilz Die Riesenpilze wachsen aber nicht wie Bäume, es gibt nur ein Werkzeug und Mapgen dafür...
by Hybrid Dog
Thu Feb 28, 2019 19:51
 
Forum: Deutsch
Topic: Suche programmierer für SubGame
Replies: 3
Views: 232

Re: Post your screenshots!

https://forum.minetest.net/download/file.php?mode=view&id=18220&sid=88539d4fe59a669d596f8739f7233fae https://forum.minetest.net/download/file.php?mode=view&id=18221&sid=88539d4fe59a669d596f8739f7233fae https://forum.minetest.net/download/file.php?mode=view&id=18222&sid=88539...
by Hybrid Dog
Sat Feb 16, 2019 14:44
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8512
Views: 963303

Re: Post your screenshots!

Image
by Hybrid Dog
Tue Feb 12, 2019 18:21
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8512
Views: 963303

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

You can make a mesecons transmitter node which sends a mesecons signal to three or more nodes in a specific direction. The default mesecons wire sends the signal only to the neighbouring nodes. Can you point to any documentation/tutorial on a transmitter? Doesn't seem to be in mesecons mod pack. I ...
by Hybrid Dog
Mon Feb 11, 2019 11:53
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1809
Views: 482201

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

You can make a mesecons transmitter node which sends a mesecons signal to three or more nodes in a specific direction. The default mesecons wire sends the signal only to the neighbouring nodes.
by Hybrid Dog
Sun Feb 10, 2019 20:09
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1809
Views: 482201

Re: Post your screenshots!

How can you make all the small pixels by only using text?
by Hybrid Dog
Fri Feb 01, 2019 18:27
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8512
Views: 963303

Re: What hardware is everybody running?

ratmix, the memory limit is not a speed bottleneck. Why would any mod use the worldedit api instead of directly using vmanip? You would use worldedit for simplicity and assuming the authors of world edit know what they are doing, which I would argue they do, it would be a more accurate and efficien...
by Hybrid Dog
Tue Jan 29, 2019 09:36
 
Forum: General Discussion
Topic: What hardware is everybody running?
Replies: 113
Views: 12386

Re: Post your screenshots!

Profiles allow users to build a personalized homepage, to describe themselves, their interests, etc. with access to the complete Bedrock Markup Language (also used in the signs_rx mod) -- which has been extended to with support for embedded images, hyperlinks, and dynamic variables. This makes me t...
by Hybrid Dog
Sat Jan 26, 2019 15:01
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8512
Views: 963303

Re: [Map] Karsthafen - Diskussionsthread

Das sieht schön aus, vielleicht könnte wziard bei onomatopoeia helfen, das Problem, dass ein Teil der Karte ignoriert wird zu lösen. https://forum.minetest.net/viewtopic.php?f=21&t=9706&p=302481#p301779 Ersetzt wziards Code nicht den von onomatopoeia? Soweit ich es verstehe, ist die Funktio...
by Hybrid Dog
Mon Jan 21, 2019 19:02
 
Forum: Deutsch
Topic: [Map] Karsthafen - Diskussionsthread
Replies: 368
Views: 33976

Re: Post your screenshots!

I think that shaders should add brightness to the textures. brighter (1.1): https://forum.minetest.net/download/file.php?mode=view&id=18011&sid=1e091ea35f536c8efd587ee13720b449 default (1.0), probably too dark: https://forum.minetest.net/download/file.php?mode=view&id=18012&sid=1e091...
by Hybrid Dog
Sat Jan 19, 2019 15:14
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8512
Views: 963303

Re: Post your code!

I've written code for nearly spherical lighting. Minetest default: https://user-images.githubusercontent.com/3192173/49882996-12153600-fe32-11e8-8226-7b8eeeeb7574.png Spherical: https://user-images.githubusercontent.com/3192173/49883057-2e18d780-fe32-11e8-982b-f98622a0be51.png I didn't make a 3d ver...
by Hybrid Dog
Sat Jan 19, 2019 14:19
 
Forum: General Discussion
Topic: Post your code!
Replies: 29
Views: 2238

Re: Post your mod requests/ideas here

The village generator nore wrote and which I used for mg_villages does work procedurally already. It can create very large villages. It's just that quite a lot of diffrent (pre-built) buildings are necessary in order to make it look good. Maybe you can add a function to register house generator fun...
by Hybrid Dog
Sat Jan 19, 2019 14:03
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1969
Views: 234399

Re: Post your mod requests/ideas here

I'm requesting a persian-cat mod.
Image
https://www.anyabozartist.com/persian-cat-gallery
by Hybrid Dog
Fri Jan 18, 2019 18:15
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1969
Views: 234399

Re: Post your screenshots!

The coloured thing is a nametag.
Image
by Hybrid Dog
Fri Jan 18, 2019 16:48
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8512
Views: 963303

Re: Post your screenshots!

This overhaul seems to have been a little precipitous. It still is an overhaul, the current algorithm generates the rooms within one big cuboid. https://github.com/HybridDog/recdiv/blob/master/init.lua By extending it with staircases, hallways, some fixed door positions, windows, lighting, a roof, ...
by Hybrid Dog
Wed Jan 16, 2019 17:46
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8512
Views: 963303

Re: [Map] Karsthafen - Diskussionsthread

Das sieht schön aus, vielleicht könnte wziard bei onomatopoeia helfen, das Problem, dass ein Teil der Karte ignoriert wird zu lösen.
viewtopic.php?f=21&t=9706&p=302481#p301779
by Hybrid Dog
Wed Jan 16, 2019 17:33
 
Forum: Deutsch
Topic: [Map] Karsthafen - Diskussionsthread
Replies: 368
Views: 33976

Re: Post your screenshots!

Image
by Hybrid Dog
Sun Jan 13, 2019 14:16
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8512
Views: 963303

Re: Post your screenshots!

voxelproof wrote:Image

Image
by Hybrid Dog
Sat Jan 12, 2019 17:50
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8512
Views: 963303

Re: Doesn`t display opacity value from Gimp on the vase mode

To me it looks like you try to create vase nodes for many colours for many flowers. Maybe you add the flower texture to an invisible part of the vase texture and then colorize the result. https://github.com/minetest/minetest/blob/a122ba0ef4af865d225adbe22a55b8001af04c61/src/client/tile.cpp#L1573-L16...
by Hybrid Dog
Sun Jan 06, 2019 11:19
 
Forum: General Discussion
Topic: Doesn`t display opacity value from Gimp on the vase model.
Replies: 22
Views: 888

Re: [Mod] Item drops, pickups. Rewrite, new features [item_d

It's actually quite simple. local old_can_pickup = item_drop.can_pickup function item_drop.can_pickup(entity, player) -- example code if player:get_player_name() == "singleplayer" then return false end return old_can_pickup(entity, player) end https://github.com/HybridDog/item_drop/commit/...
by Hybrid Dog
Sat Jan 05, 2019 12:56
 
Forum: Mod Releases
Topic: [Mod] Item magnet and in-world node drops [item_drop]
Replies: 46
Views: 13139

Re: [Map] Karsthafen - Diskussionsthread

solars wrote:Die map.sqlite ist inzwischen über 10 GB groß. Ich hoffe es gibt keine Probleme mit dem Spiel, wenn sie zu groß wird. Gibt es eine Obergrenze?

https://www.sqlite.org/limits.html
140 TB ist eine Obergrenze.
by Hybrid Dog
Sat Jan 05, 2019 11:08
 
Forum: Deutsch
Topic: [Map] Karsthafen - Diskussionsthread
Replies: 368
Views: 33976
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