Search found 129 matches

by fairiestoy
Tue Mar 18, 2014 18:11
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571119

Its all about this script: Github link The goal is, to kick all online players when the server is about to shutdown. For some reason, its not working, and im at the end with my thoughts about it. Instead of kicking the players in the list returned by .get_connected_players(), it just ignores it and ...
by fairiestoy
Thu Jan 02, 2014 21:02
Forum: WIP Mods
Topic: [MOD]Whitelist[whitelist]
Replies: 4
Views: 2982

Nice work. Though i have a suggestion. Maybe transform this line minetest.chat_send_all("-!- Server "..name.." tried to join server.") into a log file or something. Since this current setup would allow people to flood your server with tons of "-!- Server trololo tried to joi...
by fairiestoy
Wed Jan 01, 2014 13:32
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571119

Okay, an easier question now: When I've a configuration file in the worldpath, how can I set a variable in it with LUA? you could use os.execute for a compiled c program which can do this Settings: An interface to read config files in the format of minetest.conf - Can be created via Settings(filena...
by fairiestoy
Mon Dec 23, 2013 05:28
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571119

Question is: What are you exactly aiming at? Do you want to cross-connect several servers by portals? If you just want to give the player the imagination that hes wandering between different worlds, you could create a mod which adds unpassable borders at specific heights and generate new land above ...
by fairiestoy
Mon Nov 25, 2013 21:27
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571119

*ahem* Just follow this simple steps: > Open your browser > Go to https://github.com/minetest/minetest/blob/master/doc/lua_api.txt > Press [Ctrl] + F ( default for Firefox if im not mistaken ) > Input 'wear' within the search field > Iterate through document until functions are found Thats how you g...
by fairiestoy
Mon Nov 25, 2013 21:15
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 218
Views: 129933

Probably your minetest version is outdatet. Since the minetest.is_protected interface is not that old. Consider updating your minetest and it should work then.
by fairiestoy
Mon Nov 25, 2013 20:41
Forum: General Discussion
Topic: including good mods to minetest game
Replies: 7
Views: 1423

Also ( if i am not mistaken ) there was already a similiar discussion about this. And from what i heard, the main idea of the default minetest_game from c55 was, to have a very light, basic game to start with. Everything else should be build on top of this ( installing mods ) or other (sub)games. Si...
by fairiestoy
Sun Nov 24, 2013 22:07
Forum: Mod Releases
Topic: [Mod] BitChange (money) [bitchange]
Replies: 38
Views: 29305

Maybe a suggestion ( just a thought, so nothing to take serious ). Tin and Zinc lack in usage ( from the moreores mod ). Maybe instead of introducing a new set of minecoin ores, why not using Tin and Zinc ( IF moreores is installed ) as recipe for the coins? If moreores is missing, generate ores. Th...
by fairiestoy
Sun Nov 24, 2013 22:00
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 218
Views: 129933

Shadow, since you are ( iirc ) also working on technic, you should then consider updating the cans. Griefing with them is still possible, when we are talking about the responsibility of this specific mods :)
by fairiestoy
Sat Nov 16, 2013 12:59
Forum: Mod Releases
Topic: [MOD] cannons with a lot of features! [2.5] [cannons]
Replies: 87
Views: 34236

Well, you could precalculate the route and simulate the impact. With a short delay respectively, would be senseless if you fire and already see the explosion.
by fairiestoy
Sun Nov 10, 2013 11:57
Forum: WIP Mods
Topic: I want to start modding
Replies: 15
Views: 2996

What about using the forum search engine? There is a good amount of mob mods to analyze. So enough material to learn from.

Also would it be nice if you post the error code if you have any. Otherwise one cannot know what error you have and how to help you. Should be in the console and in debug.txt.
by fairiestoy
Sun Nov 10, 2013 07:40
Forum: WIP Mods
Topic: Needing a "Dofile"-like operation for a Folder/directory
Replies: 3
Views: 814

I ran into a similiar problem once defining a interface for the terminal mod to collect all command scripts in a directory. Up to now, this seems to work between Linux/Windows
Directory collecting routine
by fairiestoy
Fri Nov 08, 2013 14:26
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1611
Views: 642354

Silent, what you are describing is default GUI focus and can not be disabled by the Lua API. Though you can close your inventory by just pressing ESC without the need of pressing I ( or whatever setting you are using ).
by fairiestoy
Fri Nov 08, 2013 03:34
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1611
Views: 642354

deivan, here a little suggestion for your problem. Replace the files supply_converter.lua and switching_station.lua in your mod folder with these two: Supply Converter Switching Station It fixed the problem for me. Though im not sure which changes have been made since, so make a backup of your world...
by fairiestoy
Thu Nov 07, 2013 07:52
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571119

None of these appear to refer to the static spawn. I suggest you dig through this here: Multispawn Use this mod as it is, or just extract the spawn/teleport part of it And again i suggest to use google. If you google 'minetest static spawn', you get enough answers ( i prefer the second link, is mor...
by fairiestoy
Thu Nov 07, 2013 02:27
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571119

I suggest you dig through this here:
Multispawn
Use this mod as it is, or just extract the spawn/teleport part of it
by fairiestoy
Fri Nov 01, 2013 21:30
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 24376

After i wrote my post here, i stumbled over that doc generating and its a nice idea. It cuts out manual rework of the recipes. With a bit of effort it would be even possible to write a little text to each machine ( maybe a short description about setup and usage ) and let it also be autogenerated. U...
by fairiestoy
Fri Nov 01, 2013 06:13
Forum: Mod Releases
Topic: [MOD] voltbuild, a fork of itest [voltbuild]
Replies: 77
Views: 24376

Seems like you are putting much effort in this mod :3 To your poll: What about asking somebody else who is a bit more familiar already with this mod to help you creating documentation? It looks like LionsDen is testing it very well, maybe he likes to ? ;). This way you could concentrate on experimen...
by fairiestoy
Wed Oct 30, 2013 22:05
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571119

Does anyone know how to set up schematics? Sorry about this just bumping the question in case someone that does know didn't see it. Question would be what exactly you want to know. Docs says this: Schematics: minetest.create_schematic(p1, p2, probability_list, filename) ^ Create a schematic from th...
by fairiestoy
Mon Oct 28, 2013 19:13
Forum: Mod Releases
Topic: [Mod] Smart Formspecs - OO builder + binding [1.1][smartfs]
Replies: 31
Views: 12684

Tell me if im wrong, but there are a few libraries that are used as dependency because they are helpful like plantlife. Also the amount of mods with dependencies and without are imo very averaged. But it was just a suggestion, maybe keep it optional :P
by fairiestoy
Mon Oct 28, 2013 19:04
Forum: Mod Releases
Topic: [Mod] Smart Formspecs - OO builder + binding [1.1][smartfs]
Replies: 31
Views: 12684

Hey Ruben, first of all, nice idea to add kind of a wrapper for that formspec strings. But one tip for handling this: Better use it as standalone mod. This way, several modders will not have the same file and can access your wrapper if they put it into their dependency file. Would make life easier o...
by fairiestoy
Mon Oct 28, 2013 04:27
Forum: WIP Mods
Topic: [Mod (unfinished] TimeBased Furnace [v206608][tb_furnace]
Replies: 4
Views: 1870

For a furnace-framework, there should be some more things included like adjustable slot-sizes for fuel/src/dst lists, maybe a factor of speed improvement ( example multiplying the normal cooktime or dividing it with a factor to gain new speeds ) and possible user data that should be included aswell ...
by fairiestoy
Sun Oct 27, 2013 17:31
Forum: WIP Mods
Topic: [Mod (unfinished] TimeBased Furnace [v206608][tb_furnace]
Replies: 4
Views: 1870

Thanks for pointing me to that Nore. Did not know that such a approach already exists. But still there is something that botheres me at that code: The ABM also runs over default:furnace where default:furnace_active should be enough. For what reason is the ABM running the furnace_step on a not active...
by fairiestoy
Sun Oct 27, 2013 00:36
Forum: WIP Mods
Topic: [Mod (unfinished] TimeBased Furnace [v206608][tb_furnace]
Replies: 4
Views: 1870

[Mod (unfinished] TimeBased Furnace [v206608][tb_furnace]

Hello guys, something bothered me a while: the builtin furnaces. Due to the way they are working, one cannot just fill them up with materials and go mining for a while or offline ( because of work or school ) and come back to see everything finished. Well, this furnaces work different from that. At ...
by fairiestoy
Fri Oct 25, 2013 16:17
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 571119

Spawn is afaik a self-written mod. if you just start a singleplayer world, /spawn shouldn't be available ( at least on my 0.4.7+ versions ). If you want some spawn commands, search the forum by using the search tool respectively. Here is an example i know from BrandonReese: Custom Spawn points . It ...