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Re: [Mod] gs tools 0.6 [gs_tools]

I think you need the latest minetest_game if you get errors like that.

See https://github.com/minetest/minetest_game
by gsmanners
Tue Aug 19, 2014 21:14
 
Forum: Mod Releases
Topic: [Mod] gs tools 0.6 [gs_tools]
Replies: 24
Views: 9619

Re: [Mod] Better HUD (and hunger) [1.3.3] [hud]

Any plans for Farming Redo? That's the one I'm currently trying out.
by gsmanners
Tue Aug 19, 2014 21:06
 
Forum: Old Mods
Topic: [Modpack] "Better HUD" and "hunger" [2.x.1] [hud][hunger]
Replies: 323
Views: 123530

Re: [Mod] Technic [0.4.10] [technic]

Forcefields are kind of meh, anyway. I just now looked at it in creative, and I'm wondering why anyone would want to use it. Anyway... http://i.imgur.com/pEDmQcl.jpg It's pretty straight-forward. You right-click it and give it a range (the above shows you a range of 5) and it creates a sphere of unb...
by gsmanners
Sat Aug 09, 2014 14:36
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1501
Views: 477705

Re: [Mod] More Ores [moreores]

Well, there is the mg mod for a more realistic type of ore generation. I personally prefer the default ore gen (a nice even distribution), since realistic ore gen forces you to explore a lot more (unless someone does a proper prospector pick mod, of course).
by gsmanners
Fri Aug 08, 2014 00:44
 
Forum: Mod Releases
Topic: [Mod] More Ores [moreores]
Replies: 325
Views: 227337

Re: [Mod] Carts [carts]

The stops in 0.4.9 were due to get_node(p).name returning "ignore" erroneously at chunk boundaries. You still see lighting glitches from time to time at the chunk bounds, so I don't know that the issue won't continue to come up in some other use cases.
by gsmanners
Fri Aug 08, 2014 00:39
 
Forum: Mod Releases
Topic: [Mod] Carts [carts]
Replies: 597
Views: 247368

Re: [Mod] Better HUD (and hunger) [1.3.2] [hud]

I didn't notice you had a farming mod. I'll have to look into that. Thanks.
by gsmanners
Thu Aug 07, 2014 21:29
 
Forum: Old Mods
Topic: [Modpack] "Better HUD" and "hunger" [2.x.1] [hud][hunger]
Replies: 323
Views: 123530

Re: [Mod] Technic [0.4.10] [technic]

I think the supply converter is kind of a work in progress (unless I read the above response wrong). The "demand" variable really should be read as minimum demand and each machine should also supply a maximum demand value. This way, you can have variable power devices (like for induction s...
by gsmanners
Thu Aug 07, 2014 21:22
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1501
Views: 477705

Re: [Mod] Nether [nether]

Seems like I'm never content with the way your mods work, Adam. I rather like the way Minecraft does the portals, so I did a little of this (in make_portal()): if target.y < NETHER_DEPTH then target.y = (target.y - NETHER_DEPTH) + 1000 if math.abs(target.x) < 3000 then target.x = target.x * 10 end i...
by gsmanners
Thu Aug 07, 2014 21:15
 
Forum: Mod Releases
Topic: [Mod] Nether [nether]
Replies: 284
Views: 133490

Re: [Mod] Beds (complete rewrite) [1.0.1 beta] [beds]

Could you add in an option for check_in_beds to do majority rules, rather than all-or-nothing? That would be super, IMHO.
by gsmanners
Thu Aug 07, 2014 21:10
 
Forum: Mod Releases
Topic: [Mod] Beds (complete rewrite) [1.1] [beds]
Replies: 41
Views: 16784

Re: [Mod] Minecraft like item drop/pick up [item_drop]

Well, I have a "fix" (fwiw): minetest.register_globalstep(function(dtime) for _,player in ipairs(minetest.get_connected_players()) do if player:get_hp() > 0 or not minetest.setting_getbool("enable_damage") then local pos = player:getpos() pos.y = pos.y+0.5 local inv = player:get_...
by gsmanners
Thu Aug 07, 2014 21:01
 
Forum: Mod Releases
Topic: [Mod] Minecraft like item drop/pick up [item_drop]
Replies: 99
Views: 59757

Re: [Mod] TNT [tnt]

I noticed the 0.4.10 standard game includes a variation of this mod. I'm wondering where all that radius code came from.
by gsmanners
Sat Aug 02, 2014 21:29
 
Forum: Old Mods
Topic: [Mod] TNT [tnt]
Replies: 148
Views: 61886

Re: [Mod] Technic [0.4.10] [technic]

Oh, I tried all kinds of tubes. It got kind of crazy after a while. However, I found that the most efficient thing to do was to have the output tubes all spitting stuff into the open and then use a mese sand tube to clean it up. The cool thing about that is that any spillage (from when you transitio...
by gsmanners
Sat Aug 02, 2014 21:17
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1501
Views: 477705

Re: [Mod] Farming Plus [farming_plus]

A while ago, I changed this in my own game to be a little nicer about placing plants. I don't know if it has problems, but I haven't seen any so far... --- ./farming_plus-old/carrots.lua 2013-11-03 14:19:44.000000000 -0700 +++ ./farming_plus-new/carrots.lua 2014-05-16 22:53:48.000000000 -0600 @@ -2,...
by gsmanners
Mon Jul 28, 2014 19:29
 
Forum: Mod Releases
Topic: [Mod] Farming Plus [farming_plus]
Replies: 336
Views: 208926

Re: [Mod] gs tools 0.6 [gs_tools]

Updated for the new look. Still working on the excavator...
by gsmanners
Mon Jul 28, 2014 19:10
 
Forum: Mod Releases
Topic: [Mod] gs tools 0.6 [gs_tools]
Replies: 24
Views: 9619

Re: [Mod] Technic [0.4.10] [technic]

Speaking of errors, I have a kind of hacky "fix" for a couple things. Well, it works for me, so I'm keeping it for now. --- supply_converter-old.lua 2014-07-20 22:52:12.000000000 -0600 +++ supply_converter.lua 2014-07-25 17:08:44.000000000 -0600 @@ -10,7 +10,7 @@ local S = technic.getter l...
by gsmanners
Fri Jul 25, 2014 23:23
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1501
Views: 477705

Re: [Mod] Technic [0.4.10] [technic]

I've been trying to compact the standard automated grinder-furnace setup. I like to stagger the machines forward and back, but I'm wondering if there isn't a better way to do it.

Image
by gsmanners
Mon Jul 21, 2014 22:57
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1501
Views: 477705

Re: [Mod] gs tools 0.6 [gs_tools]

Okay, I just updated my copy of Technic. Woo boy, they did a number on my old recipe list. Going to have rethink my whole approach to caving and tech climbing from now on. Interesting, though.
by gsmanners
Mon Jul 21, 2014 19:48
 
Forum: Mod Releases
Topic: [Mod] gs tools 0.6 [gs_tools]
Replies: 24
Views: 9619

Re: No more pillar up

This was a fix to prevent from seeing through the walls. To be able to place nodes again "in you", grant yourself "noclip". Sorry, no it didn't fix that. If you're standing in just the right spot, you can still do the xray effect without any noclip. http://i.imgur.com/RkxsRs1.jpg
by gsmanners
Mon Jul 07, 2014 18:38
 
Forum: Problems
Topic: No more pillar up
Replies: 18
Views: 1848

No more pillar up

I don't know how I'm just noticing this, but you can't jump and place a block underneath you anymore. Why this is, I have no idea.
by gsmanners
Mon Jul 07, 2014 17:08
 
Forum: Problems
Topic: No more pillar up
Replies: 18
Views: 1848

Re: gsmapper + map mod

Still works for me, though I'm dropping this. It seems that there's just not enough interest in this, which is a shame. Feel free to fork it or whatever. It is open source and I honestly don't care what you do with it.
by gsmanners
Mon Jul 07, 2014 16:39
 
Forum: Partly official engine development
Topic: gsmapper + map mod
Replies: 156
Views: 26431

Re: [Mod] Mobs [mobs]

Nice. I still don't care for the drops, though. I usually do a little something like this with mobs: local handle_drops = function(self) if self.object:get_hp() <= 0 then local p = self.object:getpos() for _,drop in ipairs(self.drops) do if math.random(1, drop.chance) == 1 then local o = minetest.ad...
by gsmanners
Mon Jul 07, 2014 16:31
 
Forum: Mod Releases
Topic: [Mod] Mobs [carbone_mobs] – fast and simple mobs
Replies: 15
Views: 10639

Re: [Mod] gs tools 0.6 [gs_tools]

Okay, I think I found the source of that crazy problem. If you have the LuaJIT support, you could get nil pointers flying around all over the place. Going to have to be doubly careful to check those things in the future.
by gsmanners
Mon Jul 07, 2014 16:20
 
Forum: Mod Releases
Topic: [Mod] gs tools 0.6 [gs_tools]
Replies: 24
Views: 9619

Re: [Mod] More Ores [moreores]

I just started testing this, and it really needs this fix: if toolname == "sword" then tdef.tool_capabilities.full_punch_interval = oredef.full_punch_interval tdef.tool_capabilities.damage_groups = oredef.damage_groups tdef.description = S("%s Sword"):format(S(description)) end i...
by gsmanners
Sat Jul 05, 2014 00:51
 
Forum: Mod Releases
Topic: [Mod] More Ores [moreores]
Replies: 325
Views: 227337

Re: [Mod] gs tools 0.6 [gs_tools]

Interesting. All I can figure from that output is that you have crazy install that randomly trashes lua files.
by gsmanners
Tue Jun 10, 2014 22:49
 
Forum: Mod Releases
Topic: [Mod] gs tools 0.6 [gs_tools]
Replies: 24
Views: 9619

Re: [Mod] Better HUD (and hunger) [1.3.1] [hud]

The goals of any mod are really very esoteric, and depend highly on what you (the modder) want to achieve. For example, if your goal is to achieve a super-realistic simulation vs. something fun and challenging like a game, that would probably be best researched in a laboratory and investigated in pr...
by gsmanners
Tue Jun 10, 2014 22:37
 
Forum: Old Mods
Topic: [Modpack] "Better HUD" and "hunger" [2.x.1] [hud][hunger]
Replies: 323
Views: 123530
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