Search found 3647 matches

by TenPlus1
Mon Apr 22, 2024 14:44
Forum: Modding Discussion
Topic: on_diemob
Replies: 13
Views: 655

Re: on_diemob

When using mobs redo the on_die function will let you do whatever you need. https://codeberg.org/tenplus1/mobs_redo/src/branch/master/api.txt#L337 example of code? Are you sure about that ? lol Anyway here's an example of minetest.register_on_dieplayer. https://github.com/Emojigit/know_where_you_di...
by TenPlus1
Mon Apr 22, 2024 13:38
Forum: Modding Discussion
Topic: on_diemob
Replies: 13
Views: 655

Re: on_diemob

@SkyBuilder1717 - Here is a good example using the Lava Flan from Mobs Monsters, when a flan dies in water it has a chance of spawning an obsidian varient, otherwise it just leaves behind some flames.

https://codeberg.org/tenplus1/mobs_mons ... an.lua#L59
by TenPlus1
Mon Apr 22, 2024 05:07
Forum: Modding Discussion
Topic: on_diemob
Replies: 13
Views: 655

Re: on_diemob

When using mobs redo the on_die function will let you do whatever you need.

https://codeberg.org/tenplus1/mobs_redo ... i.txt#L337
by TenPlus1
Sun Apr 21, 2024 05:01
Forum: Old Mods
Topic: [Mod] Traders [mobf_trader]
Replies: 47
Views: 29560

Re: [Mod] Traders [mobf_trader]

@Diablosxm - Mobf_trader hasn't been updated in a long time, you would be easier using Sokomines Traders mod or my own mobs_npc which includes a trader also.

https://content.minetest.net/packages/?q=trader
by TenPlus1
Sat Apr 20, 2024 07:32
Forum: Feature Discussion
Topic: It's 2023 and the signs are still terrible
Replies: 25
Views: 3792

Re: It's 2023 and the signs are still terrible

The newest signs_lib handles unicode support quite well, and my own fork moves from the old reverse mask way of building text to the newer colorize version which helps speed things up :)

https://codeberg.org/tenplus1/signs_lib
by TenPlus1
Sat Apr 20, 2024 06:58
Forum: Mod Releases
Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
Replies: 449
Views: 129658

Update:

@Blockhead - midas ability has been tweaked to work only on "normal" type blocks.
by TenPlus1
Wed Apr 17, 2024 11:19
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.31] [ethereal]
Replies: 421
Views: 162914

Update:

- Simplified mushroom decoration
- Tweaked and tidied code
by TenPlus1
Mon Apr 15, 2024 05:07
Forum: WIP Mods
Topic: [Mod] NPC for yl_speak_up [npc_talk]
Replies: 7
Views: 766

Re: [Mod] NPC for yl_speak_up [npc_talk]

Now shop keepers can hold a conversation :) very handy mod :P
by TenPlus1
Sun Apr 14, 2024 05:34
Forum: Servers
Topic: [Server] Xanadu
Replies: 4180
Views: 638918

Re: [Server] Xanadu

Ethereal saplings wont grow it something is obstructing them from above, like the leaves in your screenshot.
by TenPlus1
Sat Apr 13, 2024 14:40
Forum: WIP Mods
Topic: The new Flash mode for Minetest
Replies: 7
Views: 245

Re: The new Flash mode for Minetest

For those who don't know what it does, the mod adds armor to speed up the player and a new armor stand with a build-in chest.
by TenPlus1
Wed Apr 10, 2024 05:14
Forum: Servers
Topic: [Server] Xanadu
Replies: 4180
Views: 638918

Re: [Server] Xanadu

It'll be up shortly, power-cut in general area (hopefully not caused by eclipse :)
by TenPlus1
Tue Apr 02, 2024 08:20
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.61] [mobs]
Replies: 2502
Views: 641433

Update:

- Oerkki model fixed (thanks BlaBoing)
- Flying/Swimming mobs should now stay inside their own medium.
- Stop swimming mobs from going above water level.
by TenPlus1
Sat Mar 30, 2024 06:00
Forum: Feature Discussion
Topic: New Feature Hype Thread
Replies: 17
Views: 3372

Re: New Feature Hype Thread

I kinda wish that there was a way to get movedata for players so we could check their engine collisiondata like we do entities.
by TenPlus1
Thu Mar 28, 2024 07:49
Forum: General Discussion
Topic: save spawn
Replies: 11
Views: 414

Re: save spawn

Yep :) That's how it's set in Xanadu if you wanna pop on and check it out.
by TenPlus1
Wed Mar 27, 2024 20:24
Forum: General Discussion
Topic: save spawn
Replies: 11
Views: 414

Re: save spawn

@Walker - Inside the PVP area, only the owner can harm other players, same with rune protected mobs, only the owner can harm them.
by TenPlus1
Wed Mar 27, 2024 14:06
Forum: General Discussion
Topic: save spawn
Replies: 11
Views: 414

Re: save spawn

@Walker - Just set 'protector_pvp' to false so that anyone inside a protected area cannot be pvp'd by another player, then when you build arena's to fight leave a gap in the protection so they can hurt one another.
by TenPlus1
Wed Mar 27, 2024 05:56
Forum: General Discussion
Topic: save spawn
Replies: 11
Views: 414

Re: save spawn

Protector Redo has settings to enable or disable PVP inside of protected areas along with spawn protection and a few other helpful features that may help you:

https://codeberg.org/tenplus1/protector ... gtypes.txt
by TenPlus1
Mon Mar 25, 2024 06:01
Forum: Problems
Topic: STOP!! Automatically registering them!
Replies: 24
Views: 907

Re: STOP!! Automatically registering them!

@Nininik - Are you definitely using the latest 5.8 release of [Minetest_Game] as your default ?
by TenPlus1
Sun Mar 24, 2024 16:02
Forum: Problems
Topic: STOP!! Automatically registering them!
Replies: 24
Views: 907

Re: STOP!! Automatically registering them!

@Nininik - The little change I posted above stops all stairs in X-decor from being registered, so they will be removed from your world completely and will never be registered.
by TenPlus1
Sun Mar 24, 2024 15:34
Forum: Problems
Topic: STOP!! Automatically registering them!
Replies: 24
Views: 907

Re: STOP!! Automatically registering them!

Their is a quick way to disable stairs in X-decor by editing the /xdecor/handlers/helpers.lua file and at the end looking for:

Code: Select all

function xdecor.stairs_valid_def(def)
... and adding this one line right after it:

Code: Select all

do return nil end
by TenPlus1
Sat Mar 23, 2024 17:39
Forum: Problems
Topic: STOP!! Automatically registering them!
Replies: 24
Views: 907

Re: STOP!! Automatically registering them!

@Nininik - Turn OFF xdecor mod and run your game, if the warning messages disappear then it is indeed Xdecor to blame, so maybe try and update the mod just to be sure you have the latest bug free release.
by TenPlus1
Sat Mar 23, 2024 06:35
Forum: Feature Discussion
Topic: Minetest Major Breakages
Replies: 19
Views: 1132

Re: Minetest Major Breakages

Just so modders are clear, Mobs Redo API already handles the initial_properties change, and registering a mob using mobs:register_mob() doesn't need it added.
by TenPlus1
Sat Mar 23, 2024 06:31
Forum: Problems
Topic: STOP!! Automatically registering them!
Replies: 24
Views: 907

Re: STOP!! Automatically registering them!

When figuring out a minetest issue it's always handy to know which version of the game you are using along with which mods you are running in a world. If it is a singleplayer game could you maybe try installing my Stairs Redo mod then enabling that and trying out your world to see if it gives the sa...
by TenPlus1
Fri Mar 22, 2024 13:49
Forum: Feature Discussion
Topic: Minetest Major Breakages
Replies: 19
Views: 1132

Re: Minetest Major Breakages

I'll miss the sneak glitch, many a fun time traversing parkour towers and games with it, was a worthy feature to have. As for the rest, time to go through my mods and see what issues will crop up this update :p
by TenPlus1
Thu Mar 21, 2024 16:34
Forum: Problems
Topic: STOP!! Automatically registering them!
Replies: 24
Views: 907

Re: STOP!! Automatically registering them!

What other mods are you using, apart from your own ?