Search found 3647 matches
- Mon Apr 22, 2024 14:44
- Forum: Modding Discussion
- Topic: on_diemob
- Replies: 13
- Views: 778
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...
- Mon Apr 22, 2024 13:38
- Forum: Modding Discussion
- Topic: on_diemob
- Replies: 13
- Views: 778
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
https://codeberg.org/tenplus1/mobs_mons ... an.lua#L59
- Mon Apr 22, 2024 05:07
- Forum: Modding Discussion
- Topic: on_diemob
- Replies: 13
- Views: 778
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
https://codeberg.org/tenplus1/mobs_redo ... i.txt#L337
- Sun Apr 21, 2024 05:01
- Forum: Old Mods
- Topic: [Mod] Traders [mobf_trader]
- Replies: 48
- Views: 29596
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
https://content.minetest.net/packages/?q=trader
- Sat Apr 20, 2024 07:32
- Forum: Feature Discussion
- Topic: It's 2023 and the signs are still terrible
- Replies: 25
- Views: 3795
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
https://codeberg.org/tenplus1/signs_lib
- Sat Apr 20, 2024 06:58
- Forum: Mod Releases
- Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
- Replies: 449
- Views: 129712
Update:
@Blockhead - midas ability has been tweaked to work only on "normal" type blocks.
- Wed Apr 17, 2024 11:19
- Forum: Mod Releases
- Topic: [MOD] Ethereal NG [1.31] [ethereal]
- Replies: 421
- Views: 163034
Update:
- Simplified mushroom decoration
- Tweaked and tidied code
- Tweaked and tidied code
- Mon Apr 15, 2024 05:07
- Forum: WIP Mods
- Topic: [Mod] NPC for yl_speak_up [npc_talk]
- Replies: 7
- Views: 792
Re: [Mod] NPC for yl_speak_up [npc_talk]
Now shop keepers can hold a conversation :) very handy mod :P
- Sun Apr 14, 2024 05:34
- Forum: Servers
- Topic: [Server] Xanadu
- Replies: 4180
- Views: 639330
Re: [Server] Xanadu
Ethereal saplings wont grow it something is obstructing them from above, like the leaves in your screenshot.
- 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.
- Wed Apr 10, 2024 05:14
- Forum: Servers
- Topic: [Server] Xanadu
- Replies: 4180
- Views: 639330
Re: [Server] Xanadu
It'll be up shortly, power-cut in general area (hopefully not caused by eclipse :)
- Tue Apr 02, 2024 08:20
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2502
- Views: 641666
Update:
- Oerkki model fixed (thanks BlaBoing)
- Flying/Swimming mobs should now stay inside their own medium.
- Stop swimming mobs from going above water level.
- Flying/Swimming mobs should now stay inside their own medium.
- Stop swimming mobs from going above water level.
- 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.
- Thu Mar 28, 2024 07:49
- Forum: General Discussion
- Topic: save spawn
- Replies: 11
- Views: 418
Re: save spawn
Yep :) That's how it's set in Xanadu if you wanna pop on and check it out.
- Wed Mar 27, 2024 20:24
- Forum: General Discussion
- Topic: save spawn
- Replies: 11
- Views: 418
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.
- Wed Mar 27, 2024 14:06
- Forum: General Discussion
- Topic: save spawn
- Replies: 11
- Views: 418
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.
- Wed Mar 27, 2024 05:56
- Forum: General Discussion
- Topic: save spawn
- Replies: 11
- Views: 418
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
https://codeberg.org/tenplus1/protector ... gtypes.txt
- 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 ?
- 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.
- 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:
... and adding this one line right after it:
Code: Select all
function xdecor.stairs_valid_def(def)
Code: Select all
do return nil end
- 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.
- Sat Mar 23, 2024 06:35
- Forum: Feature Discussion
- Topic: Minetest Major Breakages
- Replies: 19
- Views: 1133
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.
- 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...
- Fri Mar 22, 2024 13:49
- Forum: Feature Discussion
- Topic: Minetest Major Breakages
- Replies: 19
- Views: 1133
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
- 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 ?