Search found 49 matches
- Tue Dec 12, 2017 04:18
- Forum: Modding Discussion
- Topic: Strange error when attemprint to save a file
- Replies: 0
- Views: 433
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...
- Thu Dec 07, 2017 16:59
- Forum: Modding Discussion
- Topic: quick question about some entity code
- Replies: 2
- Views: 521
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...
- Thu Dec 07, 2017 15:09
- Forum: Modding Discussion
- Topic: quick question about some entity code
- Replies: 2
- Views: 521
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...
- Sun Aug 28, 2016 00:39
- Forum: WIP Mods
- Topic: [MODPACK] QuestTest [QuestTest] [v1.2.0]
- Replies: 48
- Views: 17391
Re: [MODPACK] QuestTest [QuestTest] [v1.2.0]
I have no idea. Ill repost it. Sorry for the inconvenience.
- Wed Jul 06, 2016 02:27
- Forum: WIP Mods
- Topic: [MODPACK] QuestTest [QuestTest] [v1.2.0]
- Replies: 48
- Views: 17391
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...
- Sat Jul 02, 2016 19:10
- Forum: Problems
- Topic: bug when moding with Xpanes
- Replies: 2
- Views: 654
Re: bug when moding with Xpanes
thanks. It works. And thanks for the quick reply.
- Fri Jul 01, 2016 23:43
- Forum: Problems
- Topic: bug when moding with Xpanes
- Replies: 2
- Views: 654
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...
- Wed Jun 22, 2016 16:30
- Forum: WIP Mods
- Topic: [MODPACK] QuestTest [QuestTest] [v1.2.0]
- Replies: 48
- Views: 17391
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.
- Thu Jun 09, 2016 20:05
- Forum: WIP Mods
- Topic: [MODPACK] QuestTest [QuestTest] [v1.2.0]
- Replies: 48
- Views: 17391
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.
- Fri May 27, 2016 15:19
- Forum: WIP Mods
- Topic: [MODPACK] QuestTest [QuestTest] [v1.2.0]
- Replies: 48
- Views: 17391
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)
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)
- Fri Jan 08, 2016 01:55
- Forum: WIP Mods
- Topic: [MODPACK] QuestTest [QuestTest] [v1.2.0]
- Replies: 48
- Views: 17391
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.
- Tue Dec 22, 2015 14:41
- Forum: WIP Mods
- Topic: [Mod][WIP] Skybox Extended [skybox_extended]
- Replies: 17
- Views: 6541
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.
- Tue Dec 22, 2015 14:35
- Forum: WIP Mods
- Topic: [MODPACK] QuestTest [QuestTest] [v1.2.0]
- Replies: 48
- Views: 17391
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...
- Tue Jul 07, 2015 02:32
- Forum: WIP Mods
- Topic: [MODPACK] QuestTest [QuestTest] [v1.2.0]
- Replies: 48
- Views: 17391
Re: [MODPACK] QuestTest [QuestTest] [v1.1.3]
Updated to 1.1.3. This update took forever, mainly because I forgot to upload it.......
- Sun May 10, 2015 13:38
- Forum: Modding Discussion
- Topic: Question about a node's on_blast() function
- Replies: 6
- Views: 1105
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...
- Sat May 09, 2015 17:06
- Forum: Modding Discussion
- Topic: Question about a node's on_blast() function
- Replies: 6
- Views: 1105
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...
- Sat May 09, 2015 12:26
- Forum: Modding Discussion
- Topic: Question about a node's on_blast() function
- Replies: 6
- Views: 1105
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.
edit: the git pull does not use varying blast power.
- Fri May 08, 2015 23:22
- Forum: Modding Discussion
- Topic: Too many mods destroy “indescructible” nodes
- Replies: 15
- Views: 3621
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.
- Fri May 08, 2015 23:17
- Forum: Modding Discussion
- Topic: Naming an alloy of copper and tungsten
- Replies: 2
- Views: 575
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...
- Fri May 08, 2015 23:01
- Forum: Modding Discussion
- Topic: 3D Perlin noise generator for testing
- Replies: 14
- Views: 2777
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
- Fri May 08, 2015 22:51
- Forum: Modding Discussion
- Topic: Question about a node's on_blast() function
- Replies: 6
- Views: 1105
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.....
- Sun Mar 22, 2015 16:03
- Forum: WIP Mods
- Topic: [MODPACK] QuestTest [QuestTest] [v1.2.0]
- Replies: 48
- Views: 17391
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.
@D00Med: I will look into this as soon as I can. It may be a confliction with the mobs.
- Sat Feb 07, 2015 15:18
- Forum: WIP Mods
- Topic: [MODPACK] QuestTest [QuestTest] [v1.2.0]
- Replies: 48
- Views: 17391
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.
*edit- there will not be any crafting recepies, just displaying screenshots, on this post in the forum.
- Thu Feb 05, 2015 21:45
- Forum: WIP Mods
- Topic: [MODPACK] QuestTest [QuestTest] [v1.2.0]
- Replies: 48
- Views: 17391
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.
- Tue Jan 13, 2015 18:04
- Forum: WIP Mods
- Topic: [MODPACK] QuestTest [QuestTest] [v1.2.0]
- Replies: 48
- Views: 17391
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.