Search found 42 matches

by wulfsdad
Wed Apr 15, 2020 03:39
Forum: Problems
Topic: [SOLVED] get_hp 4.16
Replies: 11
Views: 1758

Re: [SOLVED] get_hp 4.16

bikerchick wrote:
having problems with object:get_hp() in an on_punch event tied to an entity.
...

Code: Select all

on_punch = function(self, hitter)
                        if self.object:get_hp() <= 0 then
                        ..............
Use on_death instead.
by wulfsdad
Wed Oct 02, 2019 00:37
Forum: Mod Releases
Topic: [MOD] Fishing! [v0.2][fishing]
Replies: 53
Views: 42908

Re: [MOD] Fishing! [v0.2][fishing]

I'm back! This is just an informational update about this mod. I'm getting ready to work on it again, possibly merging in things that others have forked from it. Six years ago or so, I had the placed the original code under revision control in a repository at <https://github.com/hildigerr/minetest-m...
by wulfsdad
Sun Jul 17, 2016 20:39
Forum: Mod Releases
Topic: [MOD] Fishing! [v0.2][fishing]
Replies: 53
Views: 42908

Re: [MOD] Fishing! [v0.2][fishing]

I haven't updated this since 0.4.4--I'm sure many things have changed since then, which make this mod obsolete. I have too many projects to work on this right now, but I'll add it to my queue. There is a fork of this mod, but I don't know if it has been kept up to date either.
by wulfsdad
Tue Jun 02, 2015 16:26
Forum: Mod Releases
Topic: [MOD] Fishing! [v0.2][fishing]
Replies: 53
Views: 42908

Re: [MOD] Fishing! [v0.2][fishing]

This was made for Minetest 0.4.4 and I havn't been keeping up with versions after that. There is a fork of this mod which may work better for you: viewtopic.php?id=6480
by wulfsdad
Tue Feb 12, 2013 16:21
Forum: Mod Releases
Topic: [MOD] Fishing! [v0.2][fishing]
Replies: 53
Views: 42908

Sokomine wrote:Help! Rainworms keep to fill up my inventory. Can you make it so that they will disappear when placed on dirt_with_grass or dirt? Living worms ought to try to dig themshelves back in :-)
Ok, That's a good idea. You can also /destroy them. I'll add that after I finish my homework.
by wulfsdad
Fri Jan 11, 2013 15:59
Forum: Mod Releases
Topic: [MOD] Fishing! [v0.2][fishing]
Replies: 53
Views: 42908

batami wrote:Not work for me . Help
What went wrong?



----------------
I just uploaded the new modified ropes and added a link to the original post.
by wulfsdad
Fri Jan 11, 2013 00:56
Forum: Mod Releases
Topic: [MOD] Fishing! [v0.2][fishing]
Replies: 53
Views: 42908

PS: configurable = awesome! I agree. Customization is a cornerstone of good software, that's why I love this game and why I use Linux. I'm about to upload a new version with some small fixes. I forgot to check if other mods were installed before using them so they effectively become dependencies. I...
by wulfsdad
Wed Jan 09, 2013 20:49
Forum: Mod Releases
Topic: [Mod] Sethome [sethome]
Replies: 26
Views: 31173

I found a bug! ;) If you save your position in some world... and then go to another... and try to "/home"... yep, you gonna find yourself in the middle of nowhere. 'Cause /sethome do not store world name :) There is a configuration option to store the homes locally to the world in the ini...
by wulfsdad
Wed Jan 09, 2013 20:46
Forum: Mod Releases
Topic: [Modpack] Home Decor [git] [homedecor_modpack]
Replies: 1036
Views: 481316

I added some code to your kitchen_cabinet_with_sink to be able to fill buckets with water from it: on_punch = function (pos, node, puncher) local tool = puncher:get_wielded_item() if tool then if tool:get_name() == "bucket:bucket_empty" then puncher:get_inventory():remove_item("main&q...
by wulfsdad
Wed Jan 09, 2013 19:26
Forum: Texture Packs
Topic: How do I add buckets and other mods to a texture pack?
Replies: 2
Views: 1263

Just give them the same name as the image it's meant to replace and when you point your conf file at the texture pack directory it will handle it.
by wulfsdad
Wed Jan 09, 2013 00:57
Forum: Mod Releases
Topic: [MOD] Fishing! [v0.2][fishing]
Replies: 53
Views: 42908

Is it possible to not have to "point" at the water node? I mean It would be nice to have a... bobber (or a "float"? I don't know an English equivalent to "поплавок"... Google isn't helping at all too.) Player can "throw" that using scheme from "throwing&...
by wulfsdad
Tue Jan 08, 2013 23:36
Forum: Mod Releases
Topic: [MOD] Fishing! [v0.2][fishing]
Replies: 53
Views: 42908

Got a rod, got 99 worms, crafted rod with worm and pressed right mouse button on a water block. Ropes wasnt sufficient so I have both them and moreblocks. Could that be the reason? No, I have both ropes and moreblocks installed, so that's not the problem. When I right-clicked, I threw the rod into ...
by wulfsdad
Tue Jan 08, 2013 23:07
Forum: Mod Releases
Topic: [MOD] Fishing! [v0.2][fishing]
Replies: 53
Views: 42908

4aiman wrote:

Code: Select all

01:27:32: VERBOSE[main]: error_message = ServerError: LuaError: error: ...ames/minimal (copy)/mods/addin_mods/fishing/init.lua:54: bad argument #1 to 'get_node' (table expected, got nil)
:'(
I'll try to reproduce the error and find a solution. What did you do before getting that error?
by wulfsdad
Tue Jan 08, 2013 20:58
Forum: Mod Releases
Topic: [MOD] Fishing! [v0.2][fishing]
Replies: 53
Views: 42908

Ropes with my Code Modification: download. But, with original texture--not the one shown in screenshot above.
by wulfsdad
Tue Jan 08, 2013 20:51
Forum: Mod Releases
Topic: [MOD] Fishing! [v0.2][fishing]
Replies: 53
Views: 42908

[MOD] Fishing! [v0.2][fishing]

http://i934.photobucket.com/albums/ad189/moonsdad/2013-01-08-121134_1600x900_scrot_zps0f399fc7.png Includes: a fish (can be cooked or eaten raw), fishing poles, worm (bait), sushi To get worms for bait you must dig in dirt (without grass) by hand. There is a default 30% chance that you will find on...
by wulfsdad
Tue Jan 08, 2013 05:08
Forum: Mod Releases
Topic: [Mod] Additional Mobs, Rotten Meat and Pet Cages [0.4] [my_m
Replies: 18
Views: 18653

ok :D great for jails as well... tell me it isnt breakable with hand... PLEASE! For jails you can use this: minetest.register_node("jail:bars", { description = "Jail Bars", drawtype = "glasslike", tiles = {"jail_bars.png"}, inventory_image = "jail_bars.p...
by wulfsdad
Tue Jan 08, 2013 03:07
Forum: Mod Releases
Topic: [Modpack] Home Decor [git] [homedecor_modpack]
Replies: 1036
Views: 481316

In door_wood_plain.lua the descriptions are for the wood/glass door.
by wulfsdad
Sun Jan 06, 2013 22:22
Forum: Texture Packs
Topic: [Question] Default Ingots, thoughts?
Replies: 5
Views: 1703

I'm working on a texture pack which includes additional textures for wielded ingots.

Image

I can't decide If I want to rotate the wielded ingot 90 degrees or if its fine like this.
by wulfsdad
Sun Jan 06, 2013 01:14
Forum: Old Mods
Topic: [Modpack] Food [2.3] [food][food_basic]
Replies: 123
Views: 84821

rubenwardy wrote:-!- Food Mod(s) Update - 0.8.3 -!-

Support for my_mobs and Aeroponics
Thanks! :^)
by wulfsdad
Sun Jan 06, 2013 00:43
Forum: Feature Discussion
Topic: [Poll] Buckets
Replies: 10
Views: 2625

I like the way it is now; when you're carrying a filled bucket you have to set it aside to avoid spilling it. It's like your hands are full carrying the bucket and you have to be careful not to spill.
by wulfsdad
Fri Jan 04, 2013 11:30
Forum: Mod Releases
Topic: [Mod] Additional Mobs, Rotten Meat and Pet Cages [0.4] [my_m
Replies: 18
Views: 18653

RELEASE UPDATE: v0.3-->0.4: -Shortened cooking time for scorched stuff and meat NOTES:--cooktime with single coal outputs: nil == 13 1 == 40 2 == 20 3 == 13 --DEFAULT 4 == 10 5 == 8 -Decreased quantity of meat droped by cow -renamed texture files to conform with standards -only player who milks cow ...
by wulfsdad
Tue Jan 01, 2013 00:58
Forum: Mod Releases
Topic: [Mod] Gates [1.8] [gates]
Replies: 66
Views: 35834

The workaround is simple: I modified mesecons_gates/init.lua lines 91 and 101 to replace "gates" with "mgates." If any of the other mesicon files rely on the gates definition then they will have to be changed too, so it might be easier to change this mod's definition. Maybe to &q...
by wulfsdad
Mon Dec 31, 2012 12:40
Forum: Mod Releases
Topic: [Mod] Gates [1.8] [gates]
Replies: 66
Views: 35834

Something in mesecons_gates is conflicting with this. I'm just getting around to trying out mesecons. After installing it, loading an old world, and punching a gate, I got an error message: ... \mods\minetest\gates-1.6\gates\init.lua:68: attempt to index field 'registered_nodes' (a nil value) Removi...
by wulfsdad
Mon Dec 31, 2012 00:12
Forum: WIP Mods
Topic: Issues with Porting Rope Mod
Replies: 9
Views: 2596

I noticed that the remove_rope() function never removes the rope at pos.y, only above and below it. Also, when you dig a node it gets punched and so the function is never passed a true value for completely. I also wanted to support the vine-like rope from moreblocks , and use cotton from flowers or ...
by wulfsdad
Sat Dec 29, 2012 09:25
Forum: General Discussion
Topic: I JUST GOT UBUNTU!!!
Replies: 16
Views: 2670

Ragnar wrote:thanks man :D
im installing minetest now :D
It may be better to compile it from source, because the version in the repositories is old. Or, if your using 64bit then I have a deb package from when I compiled it that I can provide.