Search found 20 matches

by DoctorFool
Sat Aug 20, 2016 09:09
Forum: WIP Mods
Topic: [Mod] Factions [0.8][factions]
Replies: 17
Views: 2932

Re: [Mod] Factions [0.8][factions]

kaen wrote:This [...] is also exceedingly well written
Wow, this is the first time anyone compliments me on my code, thanks! :D
by DoctorFool
Mon Aug 15, 2016 10:41
Forum: WIP Mods
Topic: [Mod] Factions [0.8][factions]
Replies: 17
Views: 2932

Re: [Mod] Factions [0.8][factions]

Update:
- Power banners now don't increase power, but rather maximum power
- Power is slowly regenerated over time (settings in factions.lua) until it reaches the maximum power value
- Power is lost by dying
by DoctorFool
Sun Aug 14, 2016 13:26
Forum: WIP Mods
Topic: [Mod] Banners Mod [1.0] [banners]
Replies: 19
Views: 4278

Re: [Mod] Banners Mod [1.0] [banners]

Do you mean vertical banners?
They are planned, but will probably require their own shapes, otherwise they wouldn't look very good.
by DoctorFool
Sun Aug 14, 2016 13:22
Forum: WIP Mods
Topic: [Mod] Factions [0.8][factions]
Replies: 17
Views: 2932

[Mod] Factions [0.8][factions]

At last a real factions plug-in for Minetest, easily extensible and easy to use. Code: WTFPL Assets: no assets at the moment. Mod dependencies: banners (though this one can be easily removed) Source+download: https://github.com/shamoanjac/factions This mod at last brings real factions to Minetest se...
by DoctorFool
Sun Aug 14, 2016 11:24
Forum: WIP Mods
Topic: [Mod] Banners Mod [1.0] [banners]
Replies: 19
Views: 4278

Re: [Mod] Banners Mod [1.0] [banners]

Update: - Steel banners have been added (they're the same, just with a different texture) - Optional support for the factions plug-in which is being developed * Power banner increase a faction's power, allowing it to claim chunks * Death banner (not finished yet) allow a faction to declare war on an...
by DoctorFool
Sun Aug 07, 2016 15:49
Forum: WIP Mods
Topic: [Mod] Banners Mod [1.0] [banners]
Replies: 19
Views: 4278

Re: [Mod] Banners Mod [1.0] [banners]

Yes, I think it is very possible to do such a mod. The block would likely have a couple glitches related to light, though. At the moment, however, I am working on a (real!!) factions mod + adapting banners to it, so don't expect it from me too soon.
by DoctorFool
Sat Aug 06, 2016 22:48
Forum: WIP Mods
Topic: [Mod] Banners Mod [1.0] [banners]
Replies: 19
Views: 4278

Re: [Mod] Banners Mod [1.0] [banners]

Thanks for your support! Can I ask if you can make a mod to fit two slopes together? I'm not quite sure what you mean by fitting two slopes together. Do you mean having nodes which are made of, for example, a wooden slab and a stone slab? In which case, yes, I could do it, though several questions w...
by DoctorFool
Sat Aug 06, 2016 00:22
Forum: WIP Mods
Topic: [Mod] Banners Mod [1.0] [banners]
Replies: 19
Views: 4278

[Mod] Banners Mod [1.0] [banners]

Customisable banners are finally added into Minetest! Re-create your favourite country's flag, or invent your own, possibilities are unlimited! Best experienced with faction-oriented multiplayer gameplay. Code : GPLv3 Textures : CC0 Mod dependencies : default, farming Source+download : https://githu...
by DoctorFool
Sun May 12, 2013 17:25
Forum: WIP Mods
Topic: Traffic signals, roads and cycleways mod
Replies: 34
Views: 10443

Now add vehicles :P
by DoctorFool
Fri May 10, 2013 18:40
Forum: WIP Mods
Topic: Help with textures: everything is black
Replies: 2
Views: 566

Thanks, it worked, but only with nodes. My entity is still bugging. I made the elevator with Blender, then exported to the DirectX format. Texture was applied and showed on the Blender render, but on Minetest the elevator is just completely black. Texture is on the same folder as .x file, and is ref...
by DoctorFool
Fri May 10, 2013 01:44
Forum: WIP Mods
Topic: Help with textures: everything is black
Replies: 2
Views: 566

Help with textures: everything is black

So, I added nodes and an entity to my mod, and when they are placed in the world, they look all dark like there are no colors. Only "color" that is displayed is transparency. In the inventory the nodes look very correctly Images are saved as *.png, all of them look correctly. After changing some cod...
by DoctorFool
Tue May 07, 2013 02:51
Forum: Mod Releases
Topic: [Mod] More Ores [moreores]
Replies: 337
Views: 248802

Would you mind about adding aluminium? I'm just making a mod of aluminium stuff, so I added aluminium to your mod. It would be an abundant metal, but not really resistent. Meh, no. Anyway, this mod lost most of its usefulness over time, I think there are enough ores in the default game now, lots of...
by DoctorFool
Mon May 06, 2013 18:02
Forum: Mod Releases
Topic: [Mod] More Ores [moreores]
Replies: 337
Views: 248802

Would you mind about adding aluminium? I'm just making a mod of aluminium stuff, so I added aluminium to your mod. It would be an abundant metal, but not really resistent.
by DoctorFool
Sun May 05, 2013 18:36
Forum: WIP Mods
Topic: [Help] Item not loaded, using method minetest.register_craftitem
Replies: 6
Views: 727

PilzAdam wrote:The drawtype is called "allfaces" and not "all_faces".
Ah, ok. Thanks.
by DoctorFool
Sun May 05, 2013 18:19
Forum: WIP Mods
Topic: [Help] Item not loaded, using method minetest.register_craftitem
Replies: 6
Views: 727

lol I just saw now that I was right about aluminium spelling. I'll have to change it again xD
by DoctorFool
Sun May 05, 2013 18:19
Forum: WIP Mods
Topic: [Help] Item not loaded, using method minetest.register_craftitem
Replies: 6
Views: 727

It seems to be working, thanks a lot :D Now I have a problem with rendering xD http://i.imgur.com/dmC0ovr.jpg This is the node declaration: minetest.register_node("moreores:aluminum_scaffold", { tiles={"moreores_aluminum_scaffold.png"}, groups={snappy=1, choppy=1, oddly_breakable_by_hand=1, flammabl...
by DoctorFool
Sun May 05, 2013 17:31
Forum: WIP Mods
Topic: [Help] Item not loaded, using method minetest.register_craftitem
Replies: 6
Views: 727

[Help] Item not loaded, using method minetest.register_craftitem

First of all, hello. I decided to add aluminium to the mod "MoreOres". Tools, ores, etc. works perfectly. Problem came when I wanted to add some aluminium items. I wanted to add aluminium bars, so I wrote that: minetest.register_craftitem("moreores:aluminium_bars", { description = "Aluminium bars", ...
by DoctorFool
Sun May 05, 2013 15:57
Forum: Mod Releases
Topic: [Mod] More Ores [moreores]
Replies: 337
Views: 248802

Inocudom wrote:The ores that are now part of the default game of Minetest are still in here (copper, bronze, and gold.) Will this mod still generate those ores anyway?
No, they were removed from "init.lua".
by DoctorFool
Sat May 04, 2013 21:35
Forum: Mod Releases
Topic: [Mod] More Ores [moreores]
Replies: 337
Views: 248802

When I load a world with you new version it says that it "failed to load init.lua". Lua libraries seem to be installed on my computer (BLAG 140K). Any idea? Did you rename the folder to moreores? That's usually what causes those errors. So mods with special characters cannot be loaded? That sounds ...
by DoctorFool
Sat May 04, 2013 20:56
Forum: Mod Releases
Topic: [Mod] More Ores [moreores]
Replies: 337
Views: 248802

When I load a world with you new version it says that it "failed to load init.lua". Lua libraries seem to be installed on my computer (BLAG 140K). Any idea?