Search found 23 matches
- Fri Jun 20, 2014 15:54
- Forum: WIP Mods
- Topic: [mod] New-and-Improved Lava! [lavaplus]
- Replies: 10
- Views: 2815
Re: [mod] New-and-Improved Lava! [lavaplus]
But MT reverted the get_humidity() and get_temp() functions. (Licensing?) Still, MT can have groups like "heat" and search for nodes in this group to do the same stuff. Yes, but only nodes with those specific groups will be affected. I wanted the lava to be able to burn through sand, dirt...
- Fri Jun 20, 2014 15:53
- Forum: WIP Mods
- Topic: [mod] New-and-Improved Lava! [lavaplus]
- Replies: 10
- Views: 2815
Re: [mod] New-and-Improved Lava! [lavaplus]
The way the default fire works needs air around the flammable nodes. A wooden floor covert with lava will stay wooden. Freeminer has a feature that allows you to define freeze melt. So you can say default:tree that reaches 750°C will turn into default:coalblock (water to air, wood to fire). You are...
- Fri Jun 20, 2014 01:37
- Forum: WIP Mods
- Topic: [mod] New-and-Improved Lava! [lavaplus]
- Replies: 10
- Views: 2815
[mod] New-and-Improved Lava! [lavaplus]
Ackirb here Introducing LavaPlus ! Now lava does a lot more than sitting underground, waiting to be stumbled upon. With LavaPlus , Lava can > Kill mobs and entities > Ignite mobs and players on fire > Burn through and destroy grass, dirt, sand, glass and trees > See below for technical information b...
- Wed Jun 04, 2014 13:55
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572561
Re: Only Owner can take/put/move items in an inventory
Have a look at the trader npc from my npc framework, not suggesting you use that as npcf is still a long-term WIP but the trader npc works very similar to what you describe here (if I read it correctly). I have actually been using your trade NPC for awhile now. Good job on that, by the way - I real...
- Tue Jun 03, 2014 15:18
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572561
Only Owner can take/put/move items in an inventory
Hello I am trying to create a trade shop. There will be an inventory slot which displays the item being sold, another slot displaying the item(s) which will traded (the price), a slot in which the user can insert their payment, and finally a slot that allows the user to take their purchased item aft...
- Wed May 21, 2014 18:50
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572561
Re: How To Replace Nodes within a Radius
minetest.register_abm({ nodenames = "forcefield:switch_on", interval = 1, chance = 1, action = function(pos, nodenames) local obj = minetest.find_node_near(pos, 1000, "forcefield:forcefield") --trying to replace this node minetest.set_node(obj, "forcefield:forcefield_on&quo...
- Fri May 16, 2014 14:08
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572561
Re: Post your modding questions here
nodenames = "forcefield:switch_on", Not sure if this is causing it not to work, but I place brackets (or however those are called) around the nodenames: nodenames = { "forcefield:switch_on" } , Edit: Typo I tried that as well, and no luck. I think it may be a problem with the fu...
- Tue May 13, 2014 23:36
- Forum: Mod Releases
- Topic: [Mod] Lulzpack | Blockforge 2# [Beta 7] [lulzpack]
- Replies: 216
- Views: 75612
Re: [Mod] Lulzpack | Blockforge 2# [Beta 6.5] [lulzpack]
The readme file says to clone the repository and copy it into the minetest root folder.
1: Is that referring to the blockforge 2 repository
2: Where is the minetest root folder? I have checked everywhere for it, and it doesn't seem to exist.
1: Is that referring to the blockforge 2 repository
2: Where is the minetest root folder? I have checked everywhere for it, and it doesn't seem to exist.
- Mon May 12, 2014 23:53
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572561
How To Replace Nodes within a Radius
Hello I am looking to create a block that replaces a certain block with another one within a radius. For example, it would replace all of the "default:wood" blocks with "default:stone" within a 100-node radius of itself. This is what I have, but it doesn't work. Any ideas? (feel ...
- Mon May 12, 2014 23:49
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572561
Re: Pay Doors [please help]
Of course not. I'm just a bit stumped. I am semi-familiar with how to create inventories for items (such as chests), and I'm quite familiar with the code for doors. Based on that, I could make a door that also functions as a chest lol. But I just can't seem to figure out how to make the door look fo...
- Sun May 11, 2014 16:31
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572561
Re: Pay Doors [please help]
I would like to create a "pay door". Basically, it can only be opened if a player inserts a specified item into it (eg - they would right-click on the door, and an inventory would open. The player would add 10 cobble stone blocks to this inventory (for example), and then the door would op...
- Sat May 10, 2014 23:50
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572561
Pay Doors [please help]
I would like to create a "pay door". Basically, it can only be opened if a player inserts a specified item into it (eg - they would right-click on the door, and an inventory would open. The player would add 10 cobble stone blocks to this inventory (for example), and then the door would ope...
- Tue Apr 29, 2014 01:14
- Forum: Old Mods
- Topic: [mod] Custom Signs [signs]
- Replies: 12
- Views: 8022
Re: [mod] Custom Signs [signs]
You mean you re-textured all of the signs? I'm completely okay with that, but just out of curiosity, may I see what you've done?JPRuehmann wrote:Hello
Just renamed the Folder to signs_2 and changed all appearances of signs: in the init.lua to signs_2:.
That´s all.
Fine looking new signs.
Thanks,
JPR
- Tue Apr 29, 2014 01:13
- Forum: Old Mods
- Topic: [mod] Custom Signs [signs]
- Replies: 12
- Views: 8022
Re: [mod] Custom Signs [signs]
Hm :-) And if you want to make sure players gather in one area, put a "restricted area - admins only" sign there :) Hahaha, that is actually very true. I guess you could always protect your building with doors / protection mods and unbreakable nodes (see my other mod https://forum.minetes...
- Tue Apr 29, 2014 01:11
- Forum: WIP Mods
- Topic: [Mod] Unbreakable Blocks (anti-griefing) [unbreakable]
- Replies: 9
- Views: 5129
Re: [Mod] Unbreakable Blocks (anti-griefing) [unbreakable]
There's no point in using this mod on a creative server. The only reason why you might not want people to visit your house is because you might be afraid of people stealing from furnaces or technic machines. Using locked versions of furnaces and technic ought to help there. There might be other use...
- Sun Apr 27, 2014 15:47
- Forum: Old Mods
- Topic: [mod] Custom Signs [signs]
- Replies: 12
- Views: 8022
Re: [mod] Custom Signs [signs]
There are some more sign mods out here, among at least one that looks a bit like this, DanDuncombe's https://forum.minetest.net/viewtopic.php?f=11&t=6285#p95146 But that's okay, there are a lot of mods that are the same but at the same time still are different (ores, tools, blocks, light/glass)...
- Sun Apr 27, 2014 15:40
- Forum: WIP Mods
- Topic: [Mod] Unbreakable Blocks (anti-griefing) [unbreakable]
- Replies: 9
- Views: 5129
Re: [mod] Unbreakable Blocks (anti-griefing) [unbreakable]
...something that every creative server needs ... ... protection mods ... ... allowing the intruder to steal whatever valuables are in your house ... Wait. I didn't get it really. There's nothing to steal in a cretive server. Every good (protection) mod protects from stealers and griefers. Actually...
- Sun Apr 27, 2014 06:30
- Forum: WIP Mods
- Topic: [Mod] KPGMobs [kpgmobs]
- Replies: 74
- Views: 54346
Re:
Male carpenter bees do not have stingers, only the female carpenter bees do (and carpenter bees aren't aggressive anyway.) Actually, the males are quite aggressive. I live in the southern United States, so we get a lot of them in the summer. They pretty much chase after and, if it's small enough, a...
- Sun Apr 27, 2014 06:20
- Forum: WIP Mods
- Topic: [Mod] Unbreakable Blocks (anti-griefing) [unbreakable]
- Replies: 9
- Views: 5129
[Mod] Unbreakable Blocks (anti-griefing) [unbreakable]
Ackirb here This is something that every creative server needs to have in some form or another. This mod provides roughly 100 unbreakable, non-falling, non-flammable and non-decaying blocks from the default game and from some of the most popular mods. This mod was inspired by a big problem that almo...
- Sun Apr 27, 2014 05:51
- Forum: Old Mods
- Topic: [mod] Custom Signs [signs]
- Replies: 12
- Views: 8022
[mod] Custom Signs [signs]
Ackirb here And I'm bringing you a large collection of customized instructional/decorative signs for use in the world! Sick of the boring default sign texture? Tired of the minecraft-style sign that only displays text? These signs each display a fairly high-quality image of a real sign (see screensh...
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