Search found 38 matches
- Sun Feb 22, 2015 21:56
- Forum: Mod Releases
- Topic: [Mod] TBM Reloaded! [0.5][tbm]
- Replies: 66
- Views: 21814
[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...
- Fri Aug 23, 2013 20:36
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644482
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...
- Wed Jun 12, 2013 20:22
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644482
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...
- Sun Jun 09, 2013 21:03
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644482
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...
- Sun Jun 02, 2013 20:00
- Forum: Mod Releases
- Topic: [Mod] Carts [carts]
- Replies: 597
- Views: 302247
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 ...
- Sun Jun 02, 2013 19:51
- Forum: Mod Releases
- Topic: [Modpack] Home Decor [git] [homedecor_modpack]
- Replies: 1036
- Views: 480710
- Wed May 22, 2013 21:34
- Forum: Mod Releases
- Topic: [Modpack] Home Decor [git] [homedecor_modpack]
- Replies: 1036
- Views: 480710
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 ...
- Wed May 22, 2013 21:27
- Forum: Mod Releases
- Topic: [Mod] Carts [carts]
- Replies: 597
- Views: 302247
- Sat May 18, 2013 18:05
- Forum: Mod Releases
- Topic: [Modpack] Home Decor [git] [homedecor_modpack]
- Replies: 1036
- Views: 480710
- Sat May 11, 2013 18:27
- Forum: WIP Mods
- Topic: How to register nodes in-game.
- Replies: 6
- Views: 1618
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...
- Thu May 09, 2013 22:40
- Forum: WIP Mods
- Topic: How to register nodes in-game.
- Replies: 6
- Views: 1618
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 ...
- Thu May 09, 2013 22:31
- Forum: WIP Mods
- Topic: Mod Request: Portals
- Replies: 4
- Views: 1861
- Thu May 09, 2013 22:29
- Forum: Mod Releases
- Topic: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
- Replies: 146
- Views: 105508
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 ...
- Thu May 09, 2013 21:48
- Forum: General Discussion
- Topic: *removed*
- Replies: 26
- Views: 5541
- Tue May 07, 2013 21:28
- Forum: Mod Releases
- Topic: [Mod] NonCubic Blocks Mod [1.4] [noncubic]
- Replies: 111
- Views: 52080
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...
- Tue May 07, 2013 21:16
- Forum: WIP Mods
- Topic: Meteor impacts (meseor mod in progress)
- Replies: 15
- Views: 3002
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...
- Tue May 07, 2013 08:45
- Forum: WIP Mods
- Topic: [GAME] Moontest! (Back from the Dead!) [GAME]
- Replies: 289
- Views: 74114
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...
- Wed May 01, 2013 22:46
- Forum: Problems
- Topic: formspec deficiency and inconsistency with documentation
- Replies: 0
- Views: 466
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 st...
- Tue Apr 30, 2013 20:06
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572640
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...
- Tue Apr 30, 2013 19:59
- Forum: WIP Mods
- Topic: Moving many blocks aka. large vehicles idea
- Replies: 6
- Views: 1488
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 ch...
- Tue Apr 30, 2013 19:47
- Forum: WIP Mods
- Topic: [Mod] Homedecor Roof using new noncubic API [0.1] [roof]
- Replies: 4
- Views: 1473
- Sat Apr 27, 2013 21:39
- Forum: Mod Releases
- Topic: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
- Replies: 146
- Views: 105508
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...
- Sat Apr 27, 2013 19:04
- Forum: Mod Releases
- Topic: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
- Replies: 146
- Views: 105508
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...
- Fri Apr 26, 2013 22:41
- Forum: Mod Releases
- Topic: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
- Replies: 146
- Views: 105508
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...
- Fri Apr 26, 2013 22:34
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644482
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...