Search found 245 matches
- Sun May 10, 2015 17:33
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571143
Re: Post your modding questions here
Can I set a value via chat command for a block to use as a teleport point when a player is stood inside?
- Fri May 08, 2015 14:16
- Forum: WIP Mods
- Topic: [Mod]Light Bomb[0.3]
- Replies: 7
- Views: 2790
Re: [Mod]Light Bomb[0.3]
*Update*
After a long time holding onto this and being offline, I have uploaded the new version of this mod. this now includes a method of removing the light blocks. Please tell me if there are any problems.
After a long time holding onto this and being offline, I have uploaded the new version of this mod. this now includes a method of removing the light blocks. Please tell me if there are any problems.
- Thu May 07, 2015 21:31
- Forum: General Discussion
- Topic: Minetest Logo
- Replies: 117
- Views: 19283
Re: Minetest Logo
Personally I use this one:
- Mon Dec 22, 2014 20:05
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571143
Re: Post your modding questions here
local PLAYER_COOLDOWN = 1 minetest.register_alias("device", "quiet:key") minetest.register_chatcommand("xyz", { params = "<X>,<Y>,<Z>", description = "set xyzination for console", func = function(name, param) xyz = param minetest.chat_send_all(name....
- Mon Dec 22, 2014 20:03
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571143
Re: Post your modding questions here
local PLAYER_COOLDOWN = 1 minetest.register_alias("device", "quiet:key") minetest.register_chatcommand("xyz", { params = "<X>,<Y>,<Z>", description = "set xyzination for console", func = function(name, param) xyz = param minetest.chat_send_all(name....
- Mon Dec 22, 2014 00:51
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571143
Re: Post your modding questions here
xyz = "<X>,<Y>,<Z>" minetest.register_alias("device", "quiet:console") minetest.register_chatcommand("xyz", { params = "<X>,<Y>,<Z>", description = "set destination for console", func = function(name, param) xyz = params minetest.chat_send...
- Fri Oct 31, 2014 22:03
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571143
Re: Post your modding questions here
textures, or do you mean whilst you are inside?
- Sun Sep 28, 2014 00:28
- Forum: Modding Discussion
- Topic: Post your mod requests/ideas here
- Replies: 2324
- Views: 441705
Re: Post your mod requests/ideas here
http://i.imgur.com/iTuGkzw.gif the black blocks make the mod check position of the player. the red blocks are for illustration. this text is for explination: command: /station home 1,2,2 0,0,0 this would make the first connection: the station is called "home" and is located at "1,2,2...
- Fri Sep 26, 2014 23:06
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571143
Re: Post your modding questions here
no I was meaning an automatic switch without having to mention the way each time. making a seamless transition
- Fri Sep 26, 2014 21:07
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571143
Re: Post your modding questions here
I wish to make a Teleprompter of this concept: a command-controlled value decides weather the player lands at point one or point two but both points land you at base. for clarification see the image below
- Tue Sep 23, 2014 20:30
- Forum: WIP Mods
- Topic: [Mod]Light Bomb[0.3]
- Replies: 7
- Views: 2790
Re: [Mod]Light Bomb[0.2]
The cave is coated with a timer that lasts until the light nodes become passive(will no longer spread) then the "timer" becomes a "wall" to visualise the finishing of the process in that area. these are not an epidemic for the planet just a means to avoid the destruction of a map...
- Tue Sep 23, 2014 20:27
- Forum: WIP Mods
- Topic: [mods] DeepGaze's CookBook
- Replies: 10
- Views: 2335
Re: [mods] DeepGaze's CookBook
The "new version" has a stopping feature relying on the walls, they both will "destroy the map" if you don't pay attention to the guidelines in the description
- Sat Sep 20, 2014 22:43
- Forum: Minetest-related projects
- Topic: open MT-Skin Database
- Replies: 283
- Views: 95126
Re: open MT-Skin Database
Whilst changing my avatar I got bored and mad a player design in gimp, I settled on a new avatar and tried to upload these images to http://minetest.fensta.bplaced.net/ It will not upload the texture. Is there any way to fix this. http://i.imgur.com/05jeLSM.png licence: CC BY-SA 3.0 name: Anonymous ...
- Sat Sep 20, 2014 18:00
- Forum: WIP Mods
- Topic: [Mod]Light Bomb[0.3]
- Replies: 7
- Views: 2790
Re: [Mod]Light Bomb[0.2]
fixed textures but they are still available in 0.2(textures are the difference between 0.2 and 0.3)
if anyone has some ideas to further the mod it would be appreciated.
if anyone has some ideas to further the mod it would be appreciated.
- Sat Sep 20, 2014 17:39
- Forum: Problems
- Topic: Player texture database
- Replies: 3
- Views: 1388
Re: Player texture database
the dimensions are correct(ratios correlate) and I don't use Noscript addon.
The browser is chrome
The browser is chrome
- Sat Sep 20, 2014 16:39
- Forum: Problems
- Topic: Player texture database
- Replies: 3
- Views: 1388
Player texture database
Whilst changing my avatar I got bored and mad a player design in gimp, I settled on a new avatar and tried to upload this http://i.imgur.com/05jeLSM.png image name: Anonymous to http://minetest.fensta.bplaced.net/ It claims my browser is out of date(checked its not) or I am trying to hack(also check...
- Mon Sep 15, 2014 00:31
- Forum: WIP Mods
- Topic: [Mod]Light Bomb[0.3]
- Replies: 7
- Views: 2790
Re: [Mod]Light Bomb[0.2]
@Napiophelios: fixed all issues excluding "Air Machine" that was intentional.
[quote=Napiophelios]also if I cant see, how do I know if a cave is safely sealed?[/quote]
No idea, I am unsure how to solve this issue but If anyone is I would love to know
[quote=Napiophelios]also if I cant see, how do I know if a cave is safely sealed?[/quote]
No idea, I am unsure how to solve this issue but If anyone is I would love to know
- Sun Sep 14, 2014 23:42
- Forum: WIP Mods
- Topic: [mods] DeepGaze's CookBook
- Replies: 10
- Views: 2335
Re: [mods] DeepGaze's CookBook
Balthazariv: the topic name is so it is not for the specific mod and this is a testing ground for ideas. others will be here before they are their own mod.
mods own page: Here
mods own page: Here
- Sun Sep 14, 2014 23:41
- Forum: WIP Mods
- Topic: [Mod]Light Bomb[0.3]
- Replies: 7
- Views: 2790
[Mod]Light Bomb[0.3]
this is designed for cave exploring, go into a sealed cave place it down and the cave lights up. this also coats the cave walls with a dirt-strength block that tells you when it is safe to remove the seal. if you wish to undo the lighting in a cave, seal it up and place the "lightbomb:extractbo...
- Sun Sep 14, 2014 16:19
- Forum: WIP Mods
- Topic: [mods] DeepGaze's CookBook
- Replies: 10
- Views: 2335
Re: [mods] DeepGaze's CookBook
I have added a new mod for testing(plan to solve the dangers of using), and whilst editing the topic I deleted the "timer experiment" so I will re attempt that at a later date. If any one has a copy of the timer please send me a copy though.
- Sat Sep 13, 2014 14:00
- Forum: Modding Discussion
- Topic: Post your mod texture requests here
- Replies: 190
- Views: 113005
- Fri Sep 12, 2014 20:14
- Forum: WIP Mods
- Topic: [Mod]Globes[globe]
- Replies: 1
- Views: 1038
[Mod]Globes[globe]
I am back, if you've read the title you can ignore the description. There is not much to say .... This has only test pieces at the moment, they are rotating squares illustrating how to tile an animation. In the future It will have TODO: Crafting TODO: Make world map version licence: WFTPL mediafire ...
- Fri Sep 12, 2014 13:11
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571143
Re: Post your modding questions here
AFAIK: it depends if the mob is a node or an entity
Entity: Yes
Node: No
I might be wrong but I might not
Entity: Yes
Node: No
I might be wrong but I might not
- Tue Sep 09, 2014 16:49
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571143
Re: Post your modding questions here
*blushes when noticed a lack of context* I am trying to make a mod with all faces animated, the code I posted was the section of textures.(it works without the code but no texture) why does this code fail? is it bad syntax
- Sun Sep 07, 2014 16:34
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571143
Re: Post your modding questions here
where is my error tiles = { {name="cubetesttop.png",backface_culling=false, animation={type="vertical_frames", aspect_w=10, aspect_h=10, length=3.0}, {name="cubetestbottom.png",backface_culling=false, animation={type="vertical_frames", aspect_w=10, aspect_h=10...