Search found 2694 matches

by TenPlus1
Wed Jul 08, 2020 13:10
Forum: WIP Mods
Topic: [Mod] Bones Redux [bones]
Replies: 2
Views: 315

Re: [Mod] Bones Redux [bones]

@sorcerykid - could you upload this project to your mesehub page and amend links, no-one can get access to your mods on bitbucket.
by TenPlus1
Fri Jul 03, 2020 16:45
Forum: Modding Discussion
Topic: Add force in nodes
Replies: 1
Views: 51

Re: Add force in nodes

You can only move nodes from one position to another, but to apply smooth movements you really need to convert the node into an object like how falling nodes are handled.
by TenPlus1
Fri Jul 03, 2020 14:48
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.52] [mobs]
Replies: 2007
Views: 366706

Re: [Mod] Mobs Redo [1.52] [mobs]

@Bastrabun - what were you doing at the time the error happened ? I've updated mobs_redo api and added a nil check to fix issue.
by TenPlus1
Fri Jul 03, 2020 06:54
Forum: WIP Mods
Topic: [Mod] Axon (Event Propagation Framework) [axon]
Replies: 2
Views: 416

Re: [Mod] Axon (Event Propagation Framework) [axon]

Lol, love the guard demo :) very useful mod :P
by TenPlus1
Wed Jul 01, 2020 18:45
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.45] [farming]
Replies: 465
Views: 186054

Update:

- Added Cabbage and crop - Added Korean Bibimbap (skillet, bowl, chicken, carrot, egg, cabbage) - If mobs_animal not active recipe is (skilled, bowl, carrot, cabbage, 2x mushroom, rice) - Rhubarb doesn't like it too bright when growing - Code tweak and tidy Note: Bonemeal and Ethereal mods updated t...
by TenPlus1
Wed Jul 01, 2020 10:16
Forum: Modding Discussion
Topic: Smarter AI for mobs: stop walking if there is a cliff
Replies: 1
Views: 60

Re: Smarter AI for mobs: stop walking if there is a cliff

Look at the is_at_cliff function in mobs redo api:

https://notabug.org/TenPlus1/mobs_redo/ ... i.lua#L960

...the api itself is well commented incase you are looking for other features :)
by TenPlus1
Sun Jun 28, 2020 19:59
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.27] [ethereal]
Replies: 182
Views: 71048

Re: [MOD] Ethereal NG [1.27] [ethereal]

@skyliner_369 - Thanks for tweak, git and contentdb updated with changes :)
by TenPlus1
Sun Jun 28, 2020 19:52
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.52] [mobs]
Replies: 2007
Views: 366706

Update:

- Mobs now slow down inside liquids depending on viscocity
- Easier string/table checking for mobs flying in specific nodes
- Cobwebs slow mobs except spiders :P
- Obsidian Flan's tweaked to not break level 2 or over, or unbreakable nodes
by TenPlus1
Sun Jun 28, 2020 14:22
Forum: Mod Releases
Topic: [Mod] Lucky Block [1.3] [lucky_block]
Replies: 65
Views: 17474

Re: [Mod] Lucky Block [1.3] [lucky_block]

Heh, that's the whole point of lucky blocks though, the chance you may get something awesome, nice or just plain rotten :D The API lets you clear the list and add your own blocks as well if you wanna make them all nice :P
by TenPlus1
Sun Jun 28, 2020 14:20
Forum: Modding Discussion
Topic: Entity:get_yaw() is returning nil sometimes.
Replies: 9
Views: 136

Re: Entity:get_yaw() is returning nil sometimes.

Not so much deleted but unloaded from that area either due to player walking away or whatever reason.
by TenPlus1
Sun Jun 28, 2020 06:09
Forum: WIP Games
Topic: [GAME] WIP NewPlanet 1.1 [newplanet]
Replies: 6
Views: 624

Re: [GAME] WIP NewPlanet 1.1 [newplanet]

Looks great, love the eternal darkness with bio luminescence :)
by TenPlus1
Sun Jun 28, 2020 06:08
Forum: Modding Discussion
Topic: Entity:get_yaw() is returning nil sometimes.
Replies: 9
Views: 136

Re: Entity:get_yaw() is returning nil sometimes.

@LC Creations - You will need to add nil checks throughout code, especially if using minetest.after timers to make sure entity still exists before doing anything with it's values e.g.

if object:get_luaentity() then -- do something -- else return false end
by TenPlus1
Sat Jun 27, 2020 09:50
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.27] [ethereal]
Replies: 182
Views: 71048

Re: [MOD] Ethereal NG [1.27] [ethereal]

that's meant so that leaves overlap when using plantlike drawtype.
by TenPlus1
Thu Jun 25, 2020 05:06
Forum: Mod Releases
Topic: [Mod] Under Sky [under_sky]
Replies: 16
Views: 3202

Re: [Mod] Under Sky [under_sky]

@FreeGamers - We really need an api in default to handle things like background changes via biome or y-level and maybe player overrides for gravity.
by TenPlus1
Thu Jun 25, 2020 05:03
Forum: WIP Mods
Topic: [Mod] Horses [whinny]
Replies: 30
Views: 3548

Re: [Mod] Horses [whinny]

mob_horse uses the mobs redo api to handle everything including riding of horses but the crafts.lua file in your local copy could be commented out so that no items are registered.
by TenPlus1
Wed Jun 24, 2020 16:11
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.52] [mobs]
Replies: 2007
Views: 366706

Re: [Mod] Mobs Redo [1.52] [mobs]

Thankies ... * sips celebratory coffee * :P
by TenPlus1
Wed Jun 24, 2020 09:16
Forum: WIP Mods
Topic: [Mod] Horses [whinny]
Replies: 30
Views: 3548

Re: [Mod] Horses [whinny]

This mod hasn't been updated for some time and if you are looking for rideable horses you could check out this: https://content.minetest.net/packages/T ... mob_horse/
by TenPlus1
Wed Jun 24, 2020 06:06
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.52] [mobs]
Replies: 2007
Views: 366706

Re: [Mod] Mobs Redo [1.52] [mobs]

@BlockStar - This is a quick example for a do_custom function to handle pathfinding: do_custom = function(self, dtime) -- set positions local pos1 = self.object:get_pos() -- mob local pos2 = ??? -- what you want to follow -- if no path set then setup mob if not self.path or not self.path.way then se...
by TenPlus1
Wed Jun 24, 2020 05:30
Forum: Mod Releases
Topic: [Mod] Under Sky [under_sky]
Replies: 16
Views: 3202

Re: [Mod] Under Sky [under_sky]

If it helps I've fixed this issue with the syboxes in other_worlds and changed it so the player skybox goes black when underground: https://notabug.org/TenPlus1/other_worl ... skybox.lua
by TenPlus1
Wed Jun 24, 2020 05:26
Forum: Mod Releases
Topic: [Mod] Wine [1.7] [wine]
Replies: 71
Views: 13255

Re: [Mod] Wine [1.7] [wine]

@shazen - the milk bucket stopping drunk and poison effects is part of my Stamina mod fork, you would need to be using that for it and the drunk effects themselves to work.
by TenPlus1
Wed Jun 24, 2020 05:23
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.52] [mobs]
Replies: 2007
Views: 366706

Re: [Mod] Mobs Redo [1.52] [mobs]

We have a do_custom function that can be used for this, the variable self.path.way holds the positions for any pathfinding when pathfinding=1 is set and the mob is attacking, also turn_to_pos() can be used but timers can easily be setup in the custom function using self.pause_timer ... I'll look int...
by TenPlus1
Tue Jun 23, 2020 14:22
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.52] [mobs]
Replies: 2007
Views: 366706

Re: [Mod] Mobs Redo [1.52] [mobs]

this is an error in tnt mod with content id's that was fixed in 5.3dev, or you can use my version of tnt mod to override default:

https://notabug.org/TenPlus1/tnt
by TenPlus1
Tue Jun 23, 2020 10:04
Forum: Modding Discussion
Topic: Why doesn't Minetest support stacks higher than 1 when crafting?
Replies: 13
Views: 237

Re: Making crafts with big stacks more than 1

or break the recipe down into smaller items and craft the final item with many smaller ones...
by TenPlus1
Mon Jun 22, 2020 20:32
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.52] [mobs]
Replies: 2007
Views: 366706

Updated:

- Added mobs:add_mob() function to properly add a mob into the world with checks and counter. - Mobs_Monster updated which has new Obsidian Flan that spawns when Lava Flan dies in water. @FreeGamers - The {immortal} flag stopped the flashing before which was removed so that mobs could have proper ar...
by TenPlus1
Mon Jun 22, 2020 09:55
Forum: Modding Discussion
Topic: Throwing a mob back when hit.
Replies: 1
Views: 65

Re: Throwing a mob back when hit.

get mob velocity, get player direction * damage to mob, use delay timer to stop mob actions and apply new velocity. that's how I do knockback in mobs redo.