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Re: [Mod] Hardcore torchs [v0.5.6][hardtorch]

https://forum.minetest.net/download/file.php?mode=view&id=19893&sid=cf4a5d08b7bb54af70646e0369329540 Release 0.5.6 * Fix some lighting error * Add candle (from xdecor mod). The duration is 8 times longer than the default torch, but only illuminates very close blocks (use to light the house ...
by BrunoMine
Thu Sep 05, 2019 16:49
 
Forum: Mod Releases
Topic: [Mod] Hardcore torchs [v0.5.6][hardtorch]
Replies: 38
Views: 5185

Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]

Hello, In my opinion creatures and mob-engine are not useable anymore. The server crashes too often. I have disabled it, and also the packages what need one of them, and now the crashes are gone. Most of the functionality you can find in mobs_redo what adds the framework, and in many packages what ...
by BrunoMine
Wed Sep 04, 2019 17:30
 
Forum: Mod Releases
Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Replies: 284
Views: 162952

Re: How unload instantly forceloaded blocks

This was the only way I found of spawning a mob in an unloaded blocks. But it is inefficient because it runs ABM and LBMs. -- Force spawn local force_spawn = function(pos, mob_name) minetest.forceload_block(pos) minetest.after(3, minetest.add_entity, pos, mob_name) minetest.after(3, minetest.forcelo...
by BrunoMine
Wed May 22, 2019 18:31
 
Forum: Modding Discussion
Topic: How unload instantly forceloaded blocks
Replies: 1
Views: 128

How unload instantly forceloaded blocks

I have used the following methods in a mapblock:
Code: Select all
minetest.forceload_block(pos, true)
minetest.forceload_free_block(pos)

But I noticed that the entities are still active (even though I am very far away), however if I approach and then move away from this mapblock, it becomes inactive.
by BrunoMine
Wed May 22, 2019 15:03
 
Forum: Modding Discussion
Topic: How unload instantly forceloaded blocks
Replies: 1
Views: 128

How access all lua entities of a world

It seems to me that the minetest.luaentities contains only active entities, but I want to access even the inactive too.
by BrunoMine
Mon May 20, 2019 18:04
 
Forum: Modding Discussion
Topic: How access all lua entities of a world
Replies: 1
Views: 148

Re: How do I know when an object is deactivated?

Sure, but that's another topic, not related to callbacks and the self. I'm not sure I understood you here. Okay, It may not be semantically correct to call this a luaentity callback , but if luaentity is only part of a MOB (like object is from luaentity), it may be acceptable call it MOB callback .
by BrunoMine
Fri May 17, 2019 19:30
 
Forum: Modding Discussion
Topic: How do I know when an object is deactivated?
Replies: 18
Views: 725

Re: How do I know when an object is deactivated?

I can make a luaentity copy and verify that the object still exists after 0.1 or more seconds.
by BrunoMine
Fri May 17, 2019 14:28
 
Forum: Modding Discussion
Topic: How do I know when an object is deactivated?
Replies: 18
Views: 725

Re: How do I know when an object is deactivated?

This doesn't say anything about what kind of tasks you'd want to perform on deactivation. The task is to create a callback to reach other tasks in the future. Does that answer your question? Checking self.activated will only result with occasional false positives and calling on_deactivate for activ...
by BrunoMine
Fri May 17, 2019 00:57
 
Forum: Modding Discussion
Topic: How do I know when an object is deactivated?
Replies: 18
Views: 725

Re: How do I know when an object is deactivated?

Yes, I make a structure similar to this and worked well for now, I just hope it keeps working fine in the future.
by BrunoMine
Wed May 15, 2019 19:32
 
Forum: Modding Discussion
Topic: How do I know when an object is deactivated?
Replies: 18
Views: 725

Re: How do I know when an object is deactivated?

But I can separate the activation from the deactivation using `self.activated = true`. But this will only work if get_staticdata runs only in these two situations.
by BrunoMine
Wed May 15, 2019 18:50
 
Forum: Modding Discussion
Topic: How do I know when an object is deactivated?
Replies: 18
Views: 725

How do I know when an object is deactivated?

There is a call to when the object "on_activate", but I want the same callback to the opposite, when an object "on_deactivate". Is there any idea how to do this before the object is deactivated?
by BrunoMine
Tue May 14, 2019 19:35
 
Forum: Modding Discussion
Topic: How do I know when an object is deactivated?
Replies: 18
Views: 725

Re: [Mod] Creatures [mob-engine][develop]

I particularly planned to create a mod for cows, I already finished the mesh.
by BrunoMine
Wed May 08, 2019 21:59
 
Forum: WIP Mods
Topic: [Mod] Creatures [mob-engine][develop]
Replies: 3
Views: 380

[Mod] Creatures [mob-engine][develop]

https://forum.minetest.net/download/file.php?mode=view&id=18503&sid=4bc1d8b1c58146330b04add79aff3328 Description: This mod adds MOBs in Minetest. This is a continued version of the old creatures mod and the goal is to test to be formally launched. MOBs: ⋅ Chicken ⋅ Sheep...
by BrunoMine
Wed May 08, 2019 13:53
 
Forum: WIP Mods
Topic: [Mod] Creatures [mob-engine][develop]
Replies: 3
Views: 380

Re: [Mod] XP and Levels [v1.2.0][xpro]

Release v1.2.0
* Support for unified_inventory
* Formspecs improvements
* Minimum levels for the award store
by BrunoMine
Fri Jan 11, 2019 20:39
 
Forum: WIP Mods
Topic: [Mod] XP and Levels [v1.2.0][xpro]
Replies: 20
Views: 1864

Re: [Mod] XP and Levels [v1.1.0][xpro]

mywaynotthehighway wrote:I posted a few days ago with regard to using this mod with unified inventory any advice?

Unfortunately, there is nothing that will solve this now.
I will implement in up in 3 days.
by BrunoMine
Fri Jan 11, 2019 04:16
 
Forum: WIP Mods
Topic: [Mod] XP and Levels [v1.2.0][xpro]
Replies: 20
Views: 1864

Re: [Mod] XP and Levels [v1.1.0][xpro]

JiCeyCraft wrote:THIS could be used for a MineCraft-like Enchant Table, no?


I do not understand, you mean: get xp when using the Enchant Table? I can make it compatible, currently only Minetest Game items are used.

I am writing down everything that is said here in the forum for the next release of this mod.. ;)
by BrunoMine
Thu Jan 10, 2019 13:45
 
Forum: WIP Mods
Topic: [Mod] XP and Levels [v1.2.0][xpro]
Replies: 20
Views: 1864

Re: [Mod] XP and Levels [v1.1.0][xpro]

The XP reward is received when you dug specific blocks. (such as ores or farms).
by BrunoMine
Wed Jan 09, 2019 14:14
 
Forum: WIP Mods
Topic: [Mod] XP and Levels [v1.2.0][xpro]
Replies: 20
Views: 1864

Re: [Mod] Schematic Editor [1.0.0] [schemedit]

This mod saved me a lot of time. Thanks for the simplicity and the good work. I use several of your mods, you're an excellent developer in minetest. thank you.
by BrunoMine
Fri Dec 28, 2018 01:57
 
Forum: Mod Releases
Topic: [Mod] Schematic Editor [1.1.0] [schemedit]
Replies: 34
Views: 5414

Re: [Mod] Hardcore torchs [v0.5.5][hardtorch]

I just made updates that should fix the issues.
by BrunoMine
Wed Dec 26, 2018 20:39
 
Forum: Mod Releases
Topic: [Mod] Hardcore torchs [v0.5.6][hardtorch]
Replies: 38
Views: 5185

Re: [Mod] Hardcore torchs [v0.5.5][hardtorch]

unknownentity wrote:Sometimes an area illuminates light after extinguishing all light emitting sources (wield light hast the same problem, so maybe that is a problem in the minetest engine?).


What minetest version are you using? I believe they should fix this in 0.4.17 or 5.0.0. It's an old problem.
by BrunoMine
Wed Dec 26, 2018 19:45
 
Forum: Mod Releases
Topic: [Mod] Hardcore torchs [v0.5.6][hardtorch]
Replies: 38
Views: 5185

Re: [Mod] Hardcore torchs [v0.5.5][hardtorch]

I figured something like this could happen in the future, thanks for reporting, I'll fix this asap.
by BrunoMine
Wed Dec 26, 2018 19:40
 
Forum: Mod Releases
Topic: [Mod] Hardcore torchs [v0.5.6][hardtorch]
Replies: 38
Views: 5185

Re: [Mod]Survival world control[wip][revom]

The player will spawn in a random place from zone. There is no intelligent spawner, it just excludes zones where exist water, but only after first spawn in the zone.
by BrunoMine
Mon Dec 24, 2018 17:35
 
Forum: WIP Mods
Topic: [Mod]Survival world control[wip][revom]
Replies: 5
Views: 427

Re: [Mod]Survival world control[wip][revom]

I stayed for a long time thinking about solving this problem until I got to it a few days ago. I wrote quickly because having fresh ideas in mind, some details worth mentioning is that there will be a need to build vehicles or other means of transport to reach distant areas quickly (I do not know if...
by BrunoMine
Sun Dec 23, 2018 01:32
 
Forum: WIP Mods
Topic: [Mod]Survival world control[wip][revom]
Replies: 5
Views: 427
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