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Re: C++11

You haven't found the github discussion on this yet, have you? https://github.com/minetest/minetest/pull/596#issuecomment-15932423 I really doubt they'll ever upgrade, since they seem to have some rather strong opinions on the subject. However, Freeminer has been using C++11 for a while now: http://...
by hdastwb
Wed Jan 28, 2015 16:57
 
Forum: Partly official engine development
Topic: C++11
Replies: 31
Views: 6955

Re: Bucket preservation when using lava buckets as fuel

If multiple buckets are used as fuel will all the empty buckets be returned? This was brought up in the pull request discussion too: https://github.com/minetest/minetest_game/pull/105 Basically, there's no correct behavior in that case since there's only one fuel slot and there's two different type...
by hdastwb
Tue Sep 30, 2014 23:08
 
Forum: Feature Discussion
Topic: Bucket preservation when using lava buckets as fuel
Replies: 13
Views: 2912

I have a question about this mod. In the autoplace.lua file on lines 304 and 306, is it really supposed to be idef.tube.connect_side and idef.connect_sides instead of idef.tube.connect_sides? To make my machines in voltbuild look like they're connecting, I have to add connect_side=true under the tu...
by hdastwb
Mon Nov 11, 2013 21:14
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 660
Views: 209618

i cant get rid of the admin shop i placed. I sort of accidentally happened across an admin shop vending machine on a server once and wound up placing an indestructible admin shop as well… I believe that it is possible to dig admin shops if one has money admin privileges; otherwise, worldedit always...
by hdastwb
Sat Oct 19, 2013 22:13
 
Forum: Old Mods
Topic: [Mod] Money (or Economy) [201207] [money]
Replies: 122
Views: 47183

well it says mod: failed to launch and run...um, its hard to say...it says and this is all i can see, "C:\Users\(my name)\desktop\minetest-0.4.7\bin\..\games\minetest_game\mods\pipeworks\init.lua" minus the ("") You should probably have this mod installed in the top-level mods directory, not under ...
by hdastwb
Sun Sep 22, 2013 00:53
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 660
Views: 209618

One thing that I've been meaning to code into this mod but never got around to is a way to specify merchandise by just dragging a sample of what is to be sold into the formspec rather than having to deduce it's item name; this would be particularly useful when selling stuff from mods like mesecons w...
by hdastwb
Mon Sep 16, 2013 14:51
 
Forum: Old Mods
Topic: [Mod] Money (or Economy) [201207] [money]
Replies: 122
Views: 47183

Bear in mind that you also have to be an official developer (or borrow your friend's developership) to test your code on devices. While the iOS simulators are pretty good, they don't come close to approximating the resource constraints or interface of an actual device…

(100th post!)
by hdastwb
Tue Sep 03, 2013 12:44
 
Forum: Partly official engine development
Topic: Android Minetest
Replies: 56
Views: 16731

Any way to change the number of seeds dropped by pumpkins from 1-2 to 1-3 or 1-4? Take a look inside pumkin.lua in the mod folder and scan through until you find the node definition for fully grown pumpkins (circa line 59, it should begin with 'minetest.register_node(":farming:pumpkin"'). If you lo...
by hdastwb
Tue Sep 03, 2013 12:37
 
Forum: Mod Releases
Topic: [Mod] Farming Plus [farming_plus]
Replies: 336
Views: 207163

This has been brought up before, but without much success: https://forum.minetest.net/viewtopic.php?id=1743 Texture mirroring seems like a pretty plausible feature to me, though it would probably only work well for small mirrors and on more powerful machines. One would probably have to adjust the ca...
by hdastwb
Sat Aug 17, 2013 23:21
 
Forum: Feature Discussion
Topic: mirror
Replies: 8
Views: 1716

ERROR: 2 3:28:53: ERROR[main]: ========== ERROR FROM LUA =========== 23:28:53: ERROR[main]: Failed to load and run script from 23:28:53: ERROR[main]: E:\Jocuri\minetest-0.4.7\bin\..\games\minetest_game\mods\pipeworks\init.lua: 23:28:53: ERROR[main]: ....7\bin\..\games\minetest_game\mods\pipeworks/d...
by hdastwb
Tue Aug 06, 2013 17:19
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 660
Views: 209618

I just tried this with the following code snippet: minetest.dir_to_facedir(user:get_look_dir(), true) and still only got x and z coordinates. As far as I can tell from the pipeworks example you showed, I have the usage right. EDIT: Just tried it without the minetest. in front and it crashed so that...
by hdastwb
Mon Aug 05, 2013 21:53
 
Forum: WIP Mods
Topic: 6d Facedir
Replies: 19
Views: 6229

I would classify bones, dry shrub, and perhaps mossy cobble as organic…
by hdastwb
Mon Aug 05, 2013 02:32
 
Forum: Minetest-related projects
Topic: Minetest Periodic Table
Replies: 20
Views: 4939

The command minetest.dir_to_facedir() needs to be updated. It only gives the x and z directions. It can't handle the y direction. I am using the latest PilzAdam, sfan5 and BlockMen builds on Windows XP and was trying to set up a mod that uses this function but couldn't get any y direction. I had to...
by hdastwb
Mon Aug 05, 2013 00:10
 
Forum: WIP Mods
Topic: 6d Facedir
Replies: 19
Views: 6229

[Mod] Digiterms [digiterm]

This mod adds two nodes designed to greatly simplify interface with digilines networks: a regular digiterm (pictured left) and the secure version (pictured right): http://hdastwb.heliohost.org/digiterms.png Both types of digiterms use the same interface, with two text fields (a big one for output an...
by hdastwb
Sun Aug 04, 2013 23:49
 
Forum: WIP Mods
Topic: [Mod] Digiterms [digiterm]
Replies: 1
Views: 8245

This server runs the git version; as it is no longer compatible with 0.4.7, you will need to be running a client from git in order to connect successfully. lobo, try an in-place install. If you do want to install the git version system-wide, run "sudo make install" after building Minetest instead of...
by hdastwb
Sun Aug 04, 2013 05:22
 
Forum: Servers
Topic: Menche's Freebuild Server
Replies: 1179
Views: 131145

I'm running Ubuntu; minetest follows typical installation paths with the binary in /usr/bin and the content in /usr/share/minetest. The user content directory (where mods, extra games, textures, and worlds go) is ~/.minetest (that is, the hidden .minetest folder in your home folder) The minetest PPA...
by hdastwb
Tue Jul 23, 2013 18:54
 
Forum: WIP Mods
Topic: Where is minetest in linux?
Replies: 2
Views: 654

Hey, may I suggest removing the specialties mod after all of the trouble that it's caused us?
by hdastwb
Sun Jul 21, 2013 17:16
 
Forum: Servers
Topic: Menche's Freebuild Server
Replies: 1179
Views: 131145

auto-fill: you are almost exactly describing worldedit—take a closer look; it's not that hard to learn. It would be rather difficult to select by punching air, though; try going underwater and collecting a certain block of water with a bucket. main-menu mod/texture switching: mod switching is implem...
by hdastwb
Sat Jul 20, 2013 01:58
 
Forum: WIP Mods
Topic: Mod Ideas
Replies: 6
Views: 2079

Not really; all Minetest mods are installed server-side, thus when connecting to servers it doesn't matter what mods you have installed locally (or even what games). However, you can probably find a server that has the mods that you want on it, and, if not, some server admins might be happy to insta...
by hdastwb
Wed Jul 17, 2013 16:35
 
Forum: Servers
Topic: multiplayer servers
Replies: 3
Views: 478

it doesn't like us any more :(
by hdastwb
Mon Jul 15, 2013 17:21
 
Forum: Servers
Topic: Menche's Freebuild Server
Replies: 1179
Views: 131145

I think I could go with both of those (if you can do the secure teleporter channels, that'd be great too). Be sure that you add tube autorouting rules to autoplace.lua also, for the locked chests, somewhere after line 178 is good (that's where unlocked chests are routed). As for the lava pipes, I'l...
by hdastwb
Tue Jul 09, 2013 00:37
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 660
Views: 209618

I have used this mod a bit and there are a couple of things that I think would greatly add to it if they were implemented: ⋅  Locked chest integration : This mod gives locked chests the same tube-accepting texture that regular chests have, but does not actually provide integration for them...
by hdastwb
Mon Jul 08, 2013 17:17
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 660
Views: 209618

How can you own or protect land because i'm so confused There's a teleport in the spawn room; in the building on the other side, there's a shop giving away free protectors. Just place one and everything around it (I believe within 8 nodes) will be protected. Actually, it protects blocks for five no...
by hdastwb
Thu Jul 04, 2013 03:45
 
Forum: Servers
Topic: Menche's Freebuild Server
Replies: 1179
Views: 131145

In the absence of any response, I have gone ahead and implemented the plant group as an exception to the solid node soil reverting rule. Pull requests can be found here: https://github.com/minetest/minetest_game/pull/183 and here: https://github.com/PilzAdam/farming_plus/pull/1 The application of b...
by hdastwb
Sat Jun 29, 2013 15:29
 
Forum: Mod Releases
Topic: [Mod] Farming Plus [farming_plus]
Replies: 336
Views: 207163

In the absence of any response, I have gone ahead and implemented the plant group as an exception to the solid node soil reverting rule. Pull requests can be found here: https://github.com/minetest/minetest_game/pull/183 and here: https://github.com/PilzAdam/farming_plus/pull/1 The application of bo...
by hdastwb
Thu Jun 27, 2013 18:21
 
Forum: Mod Releases
Topic: [Mod] Farming Plus [farming_plus]
Replies: 336
Views: 207163
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