Search found 23 matches

by Ackirb
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...
by Ackirb
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...
by Ackirb
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...
by Ackirb
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...
by Ackirb
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...
by Ackirb
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...
by Ackirb
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...
by Ackirb
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.
by Ackirb
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 ...
by Ackirb
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...
by Ackirb
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...
by Ackirb
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...
by Ackirb
Tue Apr 29, 2014 01:14
Forum: Old Mods
Topic: [mod] Custom Signs [signs]
Replies: 12
Views: 8022

Re: [mod] Custom Signs [signs]

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
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?
by Ackirb
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...
by Ackirb
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...
by Ackirb
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)...
by Ackirb
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...
by Ackirb
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...
by Ackirb
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...
by Ackirb
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...
by Ackirb
Mon Apr 07, 2014 18:34
Forum: WIP Mods
Topic: Nothing
Replies: 7
Views: 1224

he problem is that the mod will not launch on the game at all. I am familiar with the groups and other components of the table, but I just cannot figure out why the mod will not launch. Check out the "Configure" button when you created a world. I do. I configure and enable the mod and all...
by Ackirb
Sun Apr 06, 2014 15:54
Forum: WIP Mods
Topic: Nothing
Replies: 7
Views: 1224

You probably want to add "unbreakable=1" to the groups, to allow destroying by the Admin Pickaxe With Drops from Map Tools. Else, only the standard Admin Pickaxe may dig it, which can dig any pointable node regardless of the groups. The problem is that the mod will not launch on the game ...
by Ackirb
Sun Apr 06, 2014 01:20
Forum: WIP Mods
Topic: Nothing
Replies: 7
Views: 1224

Nothing

The problem has been resolved