What if the slimes were attracted to something besides just players, say, mese?
then we could build slime traps (a puddle of water with mese in the middle) to keep the population in check.
they'd also make good 'mese sniffers' that way.
Search found 56 matches
- Fri Apr 12, 2013 22:02
- Forum: WIP Mods
- Topic: [Mod] circular saw for easier handling of stairsplus-nodes
- Replies: 22
- Views: 13929
aximx, this is the wrong thread to be mentioning that. :-) In current git, swords have a different craft recipe than either of the common screwdrivers: Moreblocks Default Sword Screwdriver Screwdriver - S - - - - - - - - S - s S S s S - - s - - - - - - - (where lower 's' is a stick and capital 'S' ...
- Thu Apr 11, 2013 21:35
- Forum: WIP Mods
- Topic: [Mod] circular saw for easier handling of stairsplus-nodes
- Replies: 22
- Views: 13929
- Sun Mar 17, 2013 21:27
- Forum: Mod Releases
- Topic: [Mod] Elevator shafts [elevator]
- Replies: 51
- Views: 27958
- Fri Mar 08, 2013 13:33
- Forum: Mod Releases
- Topic: [Mod] Sponges [sponge]
- Replies: 22
- Views: 18156
- Fri Mar 08, 2013 13:30
- Forum: WIP Mods
- Topic: how do i get a sprite to display properly?
- Replies: 6
- Views: 1701
well, i still have the same image(all 6 faces smushed in to one image), but it's not self aligning to my view angle anymore.PilzAdam wrote:Useinstead ofCode: Select all
visual = "upright_sprite",
Code: Select all
visual = "sprite",
how many faces does an upright sprite support? can it have 6 sides?
- Thu Mar 07, 2013 13:29
- Forum: WIP Mods
- Topic: how do i get a sprite to display properly?
- Replies: 6
- Views: 1701
i tried
but no luck..
Code: Select all
some_entity.on_activate = function(self, staticdata)
self.object:setsprite({x=0,y=0}, 1, 1, true)
end
- Wed Mar 06, 2013 23:40
- Forum: WIP Mods
- Topic: how do i get a sprite to display properly?
- Replies: 6
- Views: 1701
how do i get a sprite to display properly?
I can't seem to get a sprite image to display like i want (i want it to display the way 2d mobs do in sapiers animals mod) i have: entity={ physical = false, timer=0, physical = true, visual = "sprite", visual_size = {x=4,y=4}, textures = {"image.png^[makealpha:128,0,0^[makealpha:128,...
- Tue Mar 05, 2013 00:05
- Forum: Mod Releases
- Topic: [Mod] Elevator shafts [elevator]
- Replies: 51
- Views: 27958
- Sun Mar 03, 2013 21:47
- Forum: WIP Mods
- Topic: Where is the mistake?
- Replies: 7
- Views: 1801
- Sun Mar 03, 2013 21:45
- Forum: Mod Releases
- Topic: [Mod] Elevator shafts [elevator]
- Replies: 51
- Views: 27958
- Sun Mar 03, 2013 18:27
- Forum: Mod Releases
- Topic: [Mod] Sponges [sponge]
- Replies: 22
- Views: 18156
- Thu Feb 28, 2013 16:02
- Forum: Mod Releases
- Topic: [Mod] Elevator shafts [elevator]
- Replies: 51
- Views: 27958
- Wed Feb 27, 2013 02:27
- Forum: Mod Releases
- Topic: [Mod] Elevator shafts [elevator]
- Replies: 51
- Views: 27958
- Thu Feb 21, 2013 04:25
- Forum: WIP Mods
- Topic: how do i create a looping sound that is only played locally?
- Replies: 7
- Views: 1438
got it. i call:
to start the sound, and then i call
to stop it.
i'm using a mono channel ogg file, btw..
thanks for the input guys, it's working!
Code: Select all
noise = minetest.sound_play("grav_gen",{pos = pos, gain = 0.5, loop = true, max_hear_distance = 15})
Code: Select all
minetest.sound_stop(noise)
i'm using a mono channel ogg file, btw..
thanks for the input guys, it's working!
- Thu Feb 21, 2013 03:42
- Forum: WIP Mods
- Topic: how do i create a looping sound that is only played locally?
- Replies: 7
- Views: 1438
- Thu Feb 21, 2013 03:34
- Forum: WIP Mods
- Topic: how do i create a looping sound that is only played locally?
- Replies: 7
- Views: 1438
well, the noise.object is not the player, that'd be a funny conundrum though. lol my ogg file wasn't mono, but converting it to mono didn't change anything.. :P i just found out though, it has something to do with it being played in association with an object. if i play the sound at a position (with...
- Thu Feb 21, 2013 01:18
- Forum: WIP Mods
- Topic: how do i create a looping sound that is only played locally?
- Replies: 7
- Views: 1438
how do i create a looping sound that is only played locally?
ok, the title says it all. I've tried
and it plays the sound. but i can hear it no matter where i go!
what's the proper way to do this? anybody know?
thanks in advance.
Code: Select all
minetest.sound_play("grav_gen",{object = noise.object, gain = 0.3, max_hear_distance = 1, loop = true})
what's the proper way to do this? anybody know?
thanks in advance.
- Tue Feb 19, 2013 23:41
- Forum: Mod Releases
- Topic: [Mod] Elevator shafts [elevator]
- Replies: 51
- Views: 27958
ok, I've made a texture I like for the field: http://www.zimg.eu/i/3851431151 this thing is like 4 MB in size when it's a .PNG though lol. it crashes the game after the game loads the new texture, but when you open the game again everything is fine. maybe it should be a bit smaller...? so, if i coul...
- Tue Feb 19, 2013 01:22
- Forum: Mod Releases
- Topic: [Mod] Elevator shafts [elevator]
- Replies: 51
- Views: 27958
- Tue Feb 19, 2013 01:14
- Forum: Mod Releases
- Topic: [Mod] Fireplace and Chimney [v1.1.7][firestone]
- Replies: 34
- Views: 18517
- Fri Feb 15, 2013 04:55
- Forum: Mod Releases
- Topic: [Mod] Fireplace and Chimney [v1.1.7][firestone]
- Replies: 34
- Views: 18517
He's got it. Replace:Casimir wrote:Code: Select all
tiles ={"default_cobble.png"},
tiles ={"chimney.png", "chimney.png", "chimney_side.png"},
with that, and you're good to go.
- Wed Feb 13, 2013 20:55
- Forum: Mod Releases
- Topic: [Mod] Fireplace and Chimney [v1.1.7][firestone]
- Replies: 34
- Views: 18517
- Wed Feb 13, 2013 20:17
- Forum: Mod Releases
- Topic: [Mod] Fireplace and Chimney [v1.1.7][firestone]
- Replies: 34
- Views: 18517
Hey I really like this mod! I just thought of something to make it better: A working chimney for the fireplace! http://www.zimg.eu/i/2562539721 It's got animated smoke, and the chimney is hollow. You can even fall down inside it, if you get yourself aligned perfectly. http://www.zimg.eu/i/2596490195...
- Sat Feb 09, 2013 15:19
- Forum: Mod Releases
- Topic: [Mod] Elevator shafts [elevator]
- Replies: 51
- Views: 27958