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Strange error when attemprint to save a file

Edit:this I figured it out. So, I have a simple function that serilizes a string and saves it to a file, and I am getting a C++ runtime error when the code attempts to run code: where the function is called minetest.register_on_shutdown(function() main.debug("shutting down") --this line ru...
by fessmK
Tue Dec 12, 2017 04:18
 
Forum: Modding Discussion
Topic: Strange error when attemprint to save a file
Replies: 0
Views: 176

Re: quick question about some entity code

More interesting would be where "self.run_velocity" comes from it is set to 2 run_velocity = 2, edit: it is probably worth mentioning that, after the initial spawn with /spawnentity and the resulting crash, it runs just fine. Also, using an item to spawn the entity does not result in a cr...
by fessmK
Thu Dec 07, 2017 16:59
 
Forum: Modding Discussion
Topic: quick question about some entity code
Replies: 2
Views: 177

quick question about some entity code

Hello all, long time no see. I ran into an interesting problem while running an experimental entity. error: 2017-12-06 15:09:01: ACTION[Server]: singleplayer invokes /spawnentity, entityname="test:basic_mob" 2017-12-06 15:09:01: [Server]: 2 2017-12-06 15:09:01: ERROR[Main]: ServerError: As...
by fessmK
Thu Dec 07, 2017 15:09
 
Forum: Modding Discussion
Topic: quick question about some entity code
Replies: 2
Views: 177

Re: [MODPACK] QuestTest [QuestTest] [v1.2.0]

I have no idea. Ill repost it. Sorry for the inconvenience.
by fessmK
Sun Aug 28, 2016 00:39
 
Forum: WIP Mods
Topic: [MODPACK] QuestTest [QuestTest] [v1.2.0]
Replies: 48
Views: 12387

Re: [MODPACK] QuestTest [QuestTest] [v1.2.0]

Updated to 1.2.0 Added the etheral dimension, where aliens and ghost droids spawn. It has spawning trees and dungeons. Also, snowmen and snowmonsters spawn in snowy biomes. qt_effects has solved the issue with playereffects effects that edit the player physics overriding one another, with a bit of c...
by fessmK
Wed Jul 06, 2016 02:27
 
Forum: WIP Mods
Topic: [MODPACK] QuestTest [QuestTest] [v1.2.0]
Replies: 48
Views: 12387

Re: bug when moding with Xpanes

thanks. It works. And thanks for the quick reply.
by fessmK
Sat Jul 02, 2016 19:10
 
Forum: Problems
Topic: bug when moding with Xpanes
Replies: 2
Views: 295

bug when moding with Xpanes

So, I have been adding some more types of glass panes in a upcoming update for QuestTest. I added nether glass panes, basically copying the registration of regular glass panes, changed the name, description, and textures, and tested. After placing some nether panes, I placed a regular glass pane dir...
by fessmK
Fri Jul 01, 2016 23:43
 
Forum: Problems
Topic: bug when moding with Xpanes
Replies: 2
Views: 295

Re: [MODPACK] QuestTest [QuestTest] [v1.1.9]

Updated again, added the murite dimension, crystalmen mobs to spawn there, and its armor and weapons. Armor has been drastically weakened, and mobs increased in power, so be careful in all underworld dimensions. Also, mobs will now float in water.
by fessmK
Wed Jun 22, 2016 16:30
 
Forum: WIP Mods
Topic: [MODPACK] QuestTest [QuestTest] [v1.2.0]
Replies: 48
Views: 12387

Re: [MODPACK] QuestTest [QuestTest] [v1.1.8]

Updated to 1.1.8 Minor update with some fun explosives, four new dungeons(but only two spawners for them...), and new villager trades.
by fessmK
Thu Jun 09, 2016 20:05
 
Forum: WIP Mods
Topic: [MODPACK] QuestTest [QuestTest] [v1.2.0]
Replies: 48
Views: 12387

Re: [MODPACK] QuestTest [QuestTest] [v1.1.7]

Questtest is updated to version 1.1.7
A new dimention has been added, new dimentional ores, a lightning wand, and compatibility with Minetest 1.4.14 (necessary to run 1.1.7)
by fessmK
Fri May 27, 2016 15:19
 
Forum: WIP Mods
Topic: [MODPACK] QuestTest [QuestTest] [v1.2.0]
Replies: 48
Views: 12387

Re: [MODPACK] QuestTest [QuestTest] [v1.1.6]

updated to version 1.1.6. This is not really an exciting update, as it is mostly api and tweaks.
by fessmK
Fri Jan 08, 2016 01:55
 
Forum: WIP Mods
Topic: [MODPACK] QuestTest [QuestTest] [v1.2.0]
Replies: 48
Views: 12387

Re: [Mod][WIP] Skybox Extended [skybox_extended]

Nice idea. You should upload the skybox images if you can. Also, make the stars more detailed, and see if you can make a second skybox with improved stars appear at night.
by fessmK
Tue Dec 22, 2015 14:41
 
Forum: WIP Mods
Topic: [Mod][WIP] Skybox Extended [skybox_extended]
Replies: 17
Views: 3441

Re: [MODPACK] QuestTest [QuestTest] [v1.1.5]

Updated to 1.1.5 There are now three added dimentions. There is also sponge, which soaks up liquid, an extractor, which drops the source of a liquid hit with it, and takes poison droplets from poison plants, and yellow slime, which explodes on contact with water and forms sponge on contact with lava...
by fessmK
Tue Dec 22, 2015 14:35
 
Forum: WIP Mods
Topic: [MODPACK] QuestTest [QuestTest] [v1.2.0]
Replies: 48
Views: 12387

Re: [MODPACK] QuestTest [QuestTest] [v1.1.3]

Updated to 1.1.3. This update took forever, mainly because I forgot to upload it.......
by fessmK
Tue Jul 07, 2015 02:32
 
Forum: WIP Mods
Topic: [MODPACK] QuestTest [QuestTest] [v1.2.0]
Replies: 48
Views: 12387

Re: Question about a node's on_blast() function

I agree about that. I will remove my calculation. my problem is that it will not actually run the on_blast function. I am working on entity-based tnt that will explode and "light" certain nodes, and turn them into entity, which explode, and light other nodes, etc. repaired code: local func...
by fessmK
Sun May 10, 2015 13:38
 
Forum: Modding Discussion
Topic: Question about a node's on_blast() function
Replies: 6
Views: 527

Re: Question about a node's on_blast() function

@ Wuzzy the dev. wiki says that "According the lua_api.txt: 1.0 = mid range of regular TNT" so I did some fancy if statements to have it change. however, I am still having problems in running the function. Here is my code: local blast = def.on_blast if blast ~= nil then local posdist = { x...
by fessmK
Sat May 09, 2015 17:06
 
Forum: Modding Discussion
Topic: Question about a node's on_blast() function
Replies: 6
Views: 527

Re: Question about a node's on_blast() function

thanks for the help, and thanks again for the quick reply!
edit: the git pull does not use varying blast power.
by fessmK
Sat May 09, 2015 12:26
 
Forum: Modding Discussion
Topic: Question about a node's on_blast() function
Replies: 6
Views: 527

Re: Too many mods destroy “indescructible” nodes

I have a disruptor in quest test, I may make it to conform. However, making a node's selection box = nil helps a lot, except against tnt.(I used this in the dimensional separator) If tnt respected a node's on_blast() function, this could be used to make a node indestructible to tnt.
by fessmK
Fri May 08, 2015 23:22
 
Forum: Modding Discussion
Topic: Too many mods destroy “indescructible” nodes
Replies: 8
Views: 1456

Re: Naming an alloy of copper and tungsten

I hate to do this to you, but: http://en.wikipedia.org/wiki/Copper%E2%80%93tungsten If you are working on a mod(pack) that is supposed to be accurate (like technic), then that information will be useful, and I would forget the fancy name, but, if not, I would use: "wolfcusten" Name breakdo...
by fessmK
Fri May 08, 2015 23:17
 
Forum: Modding Discussion
Topic: Naming an alloy of copper and tungsten
Replies: 2
Views: 296

Re: 3D Perlin noise generator for testing

I don't know of anything like tat, but, to help you find the ores, make them generate in air, and run it in a singlenode world. Delete the map.sqlite file in the world directory after each test to make it regenerate. I do this when testing custom terrain generators
by fessmK
Fri May 08, 2015 23:01
 
Forum: Modding Discussion
Topic: 3D Perlin noise generator for testing
Replies: 14
Views: 1179

Question about a node's on_blast() function

Hello. I was wondering how to call a node's on_blast() function. for those of you who don't know this can exist, it is similar to a node's on_punch(), on_rightclick(), etc, but, would be activated by an explosion. unfortunately, it is not used in the tnt mod in the default game(it really should be.....
by fessmK
Fri May 08, 2015 22:51
 
Forum: Modding Discussion
Topic: Question about a node's on_blast() function
Replies: 6
Views: 527

Re: [MODPACK] QuestTest [QuestTest] [v1.1.1]

Updated to v. 1.1.1 Mobs in the nether, armor, and more fun stuff.

@D00Med: I will look into this as soon as I can. It may be a confliction with the mobs.
by fessmK
Sun Mar 22, 2015 16:03
 
Forum: WIP Mods
Topic: [MODPACK] QuestTest [QuestTest] [v1.2.0]
Replies: 48
Views: 12387

Re: [MODPACK] QuestTest [QuestTest] [v1.1.0]

Ok, I will use the .png uploads from my site once it is done. someone should really add a forum posting guide, I did not know that.
*edit- there will not be any crafting recepies, just displaying screenshots, on this post in the forum.
by fessmK
Sat Feb 07, 2015 15:18
 
Forum: WIP Mods
Topic: [MODPACK] QuestTest [QuestTest] [v1.2.0]
Replies: 48
Views: 12387

Re: [MODPACK] QuestTest [QuestTest] [v1.1.0]

I am working on a website, and it will have pictures. Can you see the picture crafting recepies?, I cannot for some strange reason.
by fessmK
Thu Feb 05, 2015 21:45
 
Forum: WIP Mods
Topic: [MODPACK] QuestTest [QuestTest] [v1.2.0]
Replies: 48
Views: 12387

Re: [MODPACK] QuestTest [QuestTest] [v1.1.0]

Updated again, and I have added a new dimension. this dimension is open and airy, like minecraft's nether, but generates underground, like plzadam's nether. it is rather shallow, but more dimensions will be coming soon, including a miner's dimension, and others.
by fessmK
Tue Jan 13, 2015 18:04
 
Forum: WIP Mods
Topic: [MODPACK] QuestTest [QuestTest] [v1.2.0]
Replies: 48
Views: 12387
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