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[Mod] TBM [0.6][tbm]

I have made some tinkering wit this mod which basically caused almost a total rewrite (some of the function names are still the same, and I kept the textures except the GUI). My version offers these features: * Re-design of GUI to be cleaner and fit the new features * Where what goes matters now. Th...
by kpo
Sun Feb 22, 2015 21:56
 
Forum: Mod Releases
Topic: [Mod] TBM Reloaded! [0.5][tbm]
Replies: 66
Views: 16843

If is possible I need a option to shutdown the item drop (or use a version with the auto catch embedded) and without the unified inventory (maybe disabled by a option in a config file. :D And I need know the function of the radiator. :-P The answer is in the code: -- The power radiator functions li...
by kpo
Fri Aug 23, 2013 20:36
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1495
Views: 468900

A variant of the crash bug vktRus reported - this one happens when someone uses the chainsaw: 18:53:49: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaE rror: error: /usr/share/minetest/builtin/item.lua:339: attempt to call field 'handle_node_drops' (a nil value) 18:53:49: ERR...
by kpo
Wed Jun 12, 2013 20:22
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1495
Views: 468900

A variant of the crash bug vktRus reported - this one happens when someone uses the chainsaw: 18:53:49: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaE rror: error: /usr/share/minetest/builtin/item.lua:339: attempt to call field 'handle_node_drops' (a nil value) 18:53:49: ERR...
by kpo
Sun Jun 09, 2013 21:03
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1495
Views: 468900

Will you work on the direction issue as well? You know: The one where the cart reverses its direction to the positive direction if stopped and started using the brake and accelerate rails? :-) (Issue described further up this page) Finally fixed :-) Thanks Adam. I like these little carts and how I ...
by kpo
Sun Jun 02, 2013 20:00
 
Forum: Mod Releases
Topic: [Mod] Carts [carts]
Replies: 597
Views: 244517

VanessaE wrote:As requested, I've lowered the resolution of those roof slopes, to 16 in this case (though not by using the above code).


Thanks. I see you managed to get your expressions even better with the update.
by kpo
Sun Jun 02, 2013 19:51
 
Forum: Mod Releases
Topic: [Modpack] Home Decor [git] [homedecor_modpack]
Replies: 950
Views: 323980

Hi Vanessa It is such a shame that the lighting is based on changing the color of the blocks. But your mod is good regardless. I have a small bug in your mod to report though: The roofing tile slope nodeboxes are implemented wrong. You have probably not noticed because the slopes.lua file specifies ...
by kpo
Wed May 22, 2013 21:34
 
Forum: Mod Releases
Topic: [Modpack] Home Decor [git] [homedecor_modpack]
Replies: 950
Views: 323980

Will you work on the direction issue as well? You know: The one where the cart reverses its direction to the positive direction if stopped and started using the brake and accelerate rails? :-) (Issue described further up this page)
by kpo
Wed May 22, 2013 21:27
 
Forum: Mod Releases
Topic: [Mod] Carts [carts]
Replies: 597
Views: 244517

Hi Vanessa
The slopes.lua default setting of "256" for the slopes is extremely taxing on (it seems) even a high end system. I would suggest something along the lines of 16-32 for a workable compromise. Also a lot of moiré patterns occur when using 256 as the default.
BR.
by kpo
Sat May 18, 2013 18:05
 
Forum: Mod Releases
Topic: [Modpack] Home Decor [git] [homedecor_modpack]
Replies: 950
Views: 323980

My idea was raher simple actually: Formspec or something akin to the painting mod depending if I can make the formspec work: 16x16 top view | 16x16 side view 16x16 side view| box for material When selecting one of the grid positions I would have a coordinate in 3D space. Some editing help could be d...
by kpo
Sat May 11, 2013 18:27
 
Forum: WIP Mods
Topic: How to register nodes in-game.
Replies: 6
Views: 843

How to register nodes in-game.

I hope some clever member can answer me this riddle: I am attempting to make an in-game node designer featuring a 3x 16x16 grid for the top and side views. The idea is that it must be possible to design some shabe in-game, put a material on it and be ready for prodigtion of the new block. Of course ...
by kpo
Thu May 09, 2013 22:40
 
Forum: WIP Mods
Topic: How to register nodes in-game.
Replies: 6
Views: 843

Try travelnet by Sokomine. It definitely works very well.
by kpo
Thu May 09, 2013 22:31
 
Forum: WIP Mods
Topic: Mod Request: Portals
Replies: 4
Views: 1516

I'll take care of the elevator as soon as I get the time and figure out how to handle the pull request technicly. At github you go to pull requests and perform the merge right there. There should not be any conflicts. One thing I did not implement is that the elevator should/could check that it is ...
by kpo
Thu May 09, 2013 22:29
 
Forum: Mod Releases
Topic: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
Replies: 124
Views: 77430

You came well prepared and you executed the demonstration well! Respect for that.
I'd suggest you review the technic mod like this. It has some pretty well thought out machines and more coming.
It it not the work of me I just really like it a lot :-)
by kpo
Thu May 09, 2013 21:48
 
Forum: General Discussion
Topic: *removed*
Replies: 26
Views: 3927

The technic mod now has a CNC machine implementing the functions of this mod. It has an API where you supply the node to allow being shaped and the new shapes will be added in the same name space of the node. For instance default:wood would get nodes like default:wood_technic_cnc_slope. You need the...
by kpo
Tue May 07, 2013 21:28
 
Forum: Mod Releases
Topic: [Mod] NonCubic Blocks Mod [1.4] [noncubic]
Replies: 107
Views: 38038

Iron meteors would deposit iron at the impact site. Depending on the size of the meteor though having even a 1x1x1m core left in the hole would in the real world have meant a rather huge rock falling out of space and not only a 58m crater but likely something in the order of kilometre wide spreading...
by kpo
Tue May 07, 2013 21:16
 
Forum: WIP Mods
Topic: Meteor impacts (meseor mod in progress)
Replies: 14
Views: 1861

Hi there can you make this available on github? I was thinking of doing the same thing as this project so why not do something common. My thinking goes like this (survival game): Sky: black - needs engine modification The Sun still rises etc. of course. No clouds Air is something internal to buildin...
by kpo
Tue May 07, 2013 08:45
 
Forum: WIP Mods
Topic: [GAME] Moontest! (Back from the Dead!) [GAME]
Replies: 289
Views: 48749

formspec deficiency and inconsistency with documentation

I have tried to use the formspec as it is advertised: http://dev.minetest.net/minetest.register_node#on_receive_fields Specifically the "fields" : fields — The names and values of the form's fields, as a table: {name1 = value1, name2 = value2, ...} is in my opinion not implemented as it states. Take...
by kpo
Wed May 01, 2013 22:46
 
Forum: Problems
Topic: formspec deficiency and inconsistency with documentation
Replies: 0
Views: 297

Can anyone make a treeassist mod? describtion: when you chop down a woodblock from a tree it will kill the complete tree and you get his items. is it possible? :D It is indeed possible. Take a look at the technic mod and add my chainsaw modifications to it. http://forum.minetest.net/viewtopic.php?p...
by kpo
Tue Apr 30, 2013 20:06
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 315623

Moving many blocks aka. large vehicles idea

I have this idea of creating large vehicles like cars, lorries, trains and what not. I see that the carts mod by PilzAdam supplies the cart as an entity. My understanding of an entity is that it has a separate life compared to "proper" nodes. So basically (as I understand it) I have two choices: 1) ...
by kpo
Tue Apr 30, 2013 19:59
 
Forum: WIP Mods
Topic: Moving many blocks aka. large vehicles idea
Replies: 2
Views: 648

I see your API resembles very much what I had to do to the original noncubic mod to get my industrial:white_brick in a sloped version. (right above your comment http://forum.minetest.net/viewtopic.php?id=4297&p=4 ) That is a plus. I like that the new sloped nodes in your version also takes name afte...
by kpo
Tue Apr 30, 2013 19:47
 
Forum: WIP Mods
Topic: [Mod] Homedecor Roof using new noncubic API [0.1] [roof]
Replies: 4
Views: 1097

I added a pull request for you at github. I have implemented the elevator - it works in exactly the same way as the travelnet except it looks like an elevator (with no door though) and. Licensing is the same as the one you are using. The textures were done by me in Gimp. 16x16 and 512x512 texture (f...
by kpo
Sat Apr 27, 2013 21:39
 
Forum: Mod Releases
Topic: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
Replies: 124
Views: 77430

That's a nice way of using it, and I can see why you'd want a diffrent texture for that. Can you do one? I'm extremly bad at texture making. As for the elevator doors, the window shutters from my cottages mod might do, provided they where extended to two blocks height (not a problem). They're not a...
by kpo
Sat Apr 27, 2013 19:04
 
Forum: Mod Releases
Topic: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
Replies: 124
Views: 77430

My 5 year old suggested we use these as elevators at the hotel we are building instead of stairs. It works nicely with 1st floor, 2nd floor etc. stations. Thanks for this mod! .. of course now we just need a cheaper version and some animated elevator doors and/or textures .-) Oh, and VanessaE to cre...
by kpo
Fri Apr 26, 2013 22:41
 
Forum: Mod Releases
Topic: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
Replies: 124
Views: 77430

Hi RealBadAngel Here's the updated code which is massively less server killing. I am using a few tricks to make the magic happen but the effect is nice: Now the chainsaw uses 12 charge per node. A normal MT tree has about 50 nodes including leaves to by that I stick to your original setting of about...
by kpo
Fri Apr 26, 2013 22:34
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1495
Views: 468900
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