- Added 'ethereal.sapling_protection_check' setting to use default sapling placement checks.
Note: This setting is disabled by default and when enabled stops players from growing saplings into other players' protected areas. Thanks to Emojigit for the feature idea.
Search found 3619 matches
- Sat Mar 16, 2024 12:14
- Forum: Mod Releases
- Topic: [MOD] Ethereal NG [1.31] [ethereal]
- Replies: 420
- Views: 160124
- Fri Mar 15, 2024 16:07
- Forum: Servers
- Topic: [Server] Xanadu
- Replies: 4173
- Views: 633489
Re: [Server] Xanadu
@Kilarin - Take out or Put items into hoppers to restart their timers.
- Wed Mar 13, 2024 16:21
- Forum: Modding Discussion
- Topic: Save object in node metadata
- Replies: 7
- Views: 237
Re: Save object in node metadata
Look at the signs_lib or itemframes mod, you can easily add an entity using on_place when a node is put down, and when it is broken use on_destruct to get all objects in a specific radius, loop through them and remove the one you want.
- Wed Mar 13, 2024 16:17
- Forum: Problems
- Topic: WHY ARE ABMS SO SLOW NOW?
- Replies: 4
- Views: 160
Re: WHY ARE ABMS SO SLOW NOW?
@Nininik - What version of Minetest are you using ? and which abm's with 10-30 second interval are you meaning ? Not every ABM runs at 1 second intervals, some have a chance setting which causes them to run less often.
- Wed Mar 13, 2024 07:12
- Forum: Problems
- Topic: WHY ARE ABMS SO SLOW NOW?
- Replies: 4
- Views: 160
Re: WHY WHY WHY ARE ABMS SO SLOW NOW?
@Nininik - I'm using 5.8 and 5.9dev and ABM's are working fine at present. Which mods do you have loaded ?
- Tue Mar 12, 2024 18:18
- Forum: Servers
- Topic: [Server] Xanadu
- Replies: 4173
- Views: 633489
Re: [Server] Xanadu
@Grossam - bug has been fixed, was an issue with latest minetest falling nodes, reverted back to my own fork that's working for now.
- Tue Mar 12, 2024 16:46
- Forum: Modding Discussion
- Topic: Save object in node metadata
- Replies: 7
- Views: 237
Re: Save object in node metadata
What kind of object ? You could always store object data inside the node as a string and re-create the object and apply the changes from the string data to bring it back.
- Tue Mar 12, 2024 16:42
- Forum: Servers
- Topic: [Server] Xanadu
- Replies: 4173
- Views: 633489
Re: [Server] Xanadu
@Grossam - I've found the error and waiting for server to be updated to apply fix.
- Tue Mar 12, 2024 09:27
- Forum: General Discussion
- Topic: How many biomes and tree species in a world ?
- Replies: 5
- Views: 221
Re: How many biomes and tree species in a world ?
@Blockhead - Ethereal has 16 tree types (15 actual trees and 1 basandra bush) you can get wood from.
- Tue Mar 12, 2024 06:58
- Forum: Mod Releases
- Topic: [MOD] Ethereal NG [1.31] [ethereal]
- Replies: 420
- Views: 160124
Re: [MOD] Ethereal NG [1.31] [ethereal]
@Trog - Update Farming Redo as well to fix Strawberry issue.
- Sat Mar 02, 2024 06:43
- Forum: Feature Discussion
- Topic: Minetest Code is inefficient (according to the White House)
- Replies: 17
- Views: 693
Re: Minetest Code is inefficient (according to the White House)
C or C++ is a very efficient way of coding something on a computer and is pretty universal when it comes to platform, and although not to everyone's tastes it is quite feature rich with it's libraries. Rust will eventually catch up and Python is an amazing language just not as widely supported on al...
- Fri Mar 01, 2024 16:04
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 633828
Update:
- Fix default self.state for new mobs.
- Change from using :distance to get_distance() function.
- Added 'attack_ignore' setting to mob definition which contains string or table of mobs NOT to attack!
- Changed saddle recipe to use group:leather
Thanks ShadowOfHassen for the idea.
- Change from using :distance to get_distance() function.
- Added 'attack_ignore' setting to mob definition which contains string or table of mobs NOT to attack!
- Changed saddle recipe to use group:leather
Thanks ShadowOfHassen for the idea.
- Tue Feb 27, 2024 08:07
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 633828
Re: [Mod] Mobs Redo [1.61] [mobs]
@SaKeL - Physical value by default is true for each mob which is now stored in initial_properties.
local phys_chk = self.object:get_properties().physical
local phys_chk = self.object:get_properties().physical
- Fri Feb 23, 2024 17:13
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 633828
Updated:
- Tweaked player detection (thanks Whosit)
- Fri Feb 23, 2024 15:27
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 633828
Re: [Mod] Mobs Redo [1.61] [mobs]
@Trog - The purple hooded monk is the Oerkki as Blockhead mentioned and is still in the mobs_monster mod, you'll unfortunately stumble across one soon enough or hear them whisper through the walls :)
- Fri Feb 23, 2024 06:36
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 633828
Re: [Mod] Mobs Redo [1.61] [mobs]
@Trog - Mobs Redo API adds a 'peaceful_player' privelage which will be added if you give yourself ALL privs, you have to revoke this for mobs to see you as a threat.
- Wed Feb 21, 2024 18:08
- Forum: Modding Discussion
- Topic: How do i check if the player mid air?
- Replies: 6
- Views: 202
Re: How do i check if the player mid air?
@BlockHead - It would be even better if we were able to read moveresults for the player object :)
- Wed Feb 21, 2024 16:32
- Forum: Modding Discussion
- Topic: How do i check if the player mid air?
- Replies: 6
- Views: 202
Re: How do i check if the player mid air?
Here's a little flying anti-cheat feature I whipped up for Xanadu server: local names = {} local time = 0 minetest.register_globalstep(function(dtime) time = time + dtime if time < 1 then return end time = 0 local name, pos, air for _,player in ipairs(minetest.get_connected_players()) do pos = playe...
- Mon Feb 19, 2024 06:10
- Forum: Problems
- Topic: Diamond Hoe missing from game
- Replies: 7
- Views: 940
Re: Diamond Hoe missing from game
@Teen_Miner - Yep, even the bronze hoe, which is still obtainable through Lucky Blocks :P
- Sun Feb 18, 2024 12:49
- Forum: General Discussion
- Topic: Post your code!
- Replies: 97
- Views: 32043
Double Jump Code
The simplest way to implement double-jump in Minetest: local jumping = {} local holding = {} minetest.register_privilege("extra_jump", { description = "Give players an extra jump", give_to_singleplayer = false, give_to_admin = false }) minetest.register_globalstep(function(dtime)...
- Mon Feb 12, 2024 17:29
- Forum: Mod Releases
- Topic: [Mod] Find Biome [1.1.1] [findbiome]
- Replies: 21
- Views: 6292
Re: [Mod] Find Biome [1.1.0] [findbiome]
@Josselin2 - Edit the init.lua file and change line 128 from:
to
Code: Select all
res = DEFAULT_SEARCH_GRID_SIZE
Code: Select all
res = DEFAULT_SEARCH_GRID_RESOLUTION
- Thu Feb 01, 2024 06:48
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 633828
Re: [Mod] Mobs Redo [1.61] [mobs]
Adding a spawn.lua and commenting them out will work fine :)
- Wed Jan 31, 2024 06:51
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 633828
Re: [Mod] Mobs Redo [1.61] [mobs]
Npc's are the only mob that dont have a lifetimer and expire, so yes the more that spawn they will stick around unless killed or a custom function removes them. People and [games] tend to spawn loads of monsters but never Npc's. Quick note though, the mob:spawn active_object_count should limit any m...
- Wed Jan 31, 2024 06:48
- Forum: General Discussion
- Topic: Still unable to locate my path
- Replies: 1
- Views: 262
Re: Still unable to locate my path
You could always try looking at the log files to see position points along the way when digging or placing certain things, that may help.
- Mon Jan 29, 2024 08:25
- Forum: General Discussion
- Topic: Suggestions?
- Replies: 3
- Views: 345
Re: Suggestions?
minetest.register_abm({ label = "Remove lava above ground", nodenames = {"default:lava_source", "default:lava_flowing"}, interval = 15, chance = 1, min_y = 0, catch_up = false, action = function(pos, node) if pos.y > 0 then minetest.swap_node(pos, {name = "air&quo...