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qwrwed wrote:I think you type the actual seed in the fixed_map_seed parameter.


I did not understand.
Could you post a copy of my minetest.conf correct?
by pandaro
Tue Jan 21, 2014 19:30
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 321057

So the question is: I want to test a terrain generator , for example mapgenv7 I want to first of all that the world created is always the same, to do this, it is enough, when I create a world, give it a name, and select a fixed seed, such as the 1 seed. Now the problem, I want, from file minetest. c...
by pandaro
Tue Jan 21, 2014 19:06
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 321057

ah! ok... I thought I broke minetest. lol
minetest never breaks!
thanks adam
by pandaro
Sat Jan 18, 2014 22:05
 
Forum: Problems
Topic: I can not see wielded item[solved]
Replies: 4
Views: 568

sorry but I can not see any items, swords, ax, pick. nothing.
by pandaro
Sat Jan 18, 2014 21:52
 
Forum: Problems
Topic: I can not see wielded item[solved]
Replies: 4
Views: 568

I can not see wielded item[solved]

I can not see wielded item If I create two instances of minetest to control the appearance of the tool that I just created, i can not see in the hands of the other player, who is always me, the item wielded. This happens even though wield a default item(like default:sword_stone). my problem? or a bu...
by pandaro
Sat Jan 18, 2014 21:31
 
Forum: Problems
Topic: I can not see wielded item[solved]
Replies: 4
Views: 568

Is there another useful ore_type than scatter? API's: ore_type = "scatter", -- See "Ore types" All default ores are of the uniformly-distributed scatter type. - scatter Randomly chooses a location and generates a cluster of ore. If noise_params is specified, the ore will be placed if the 3d perlin ...
by pandaro
Sat Jan 18, 2014 17:54
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 321057

what effect does exactly: "max_drop_level" in the definition of a tool?
by pandaro
Sat Jan 18, 2014 17:25
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 321057

I am very sorry Freejack, but this mod is very full of problems since its development is suspended for a long time. Try another mod.
by pandaro
Thu Jan 16, 2014 18:58
 
Forum: Mod Releases
Topic: [Mod] Towntest [towntest] - Grow a town in minetest.
Replies: 122
Views: 40657

A question about sound.

I took the sounds for my mod "nodevil" by freesound.org.
This is legal? What should I write in readme.md, to make it known that the sounds are not mine and others that created them?
by pandaro
Mon Jan 13, 2014 17:03
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 321057

-update sound
-update description
-update image in first post
by pandaro
Mon Jan 13, 2014 16:59
 
Forum: WIP Mods
Topic: [Mod]node evil- blackbamboo[nodevil][0.1]
Replies: 5
Views: 1028

try my new nodevil.
by pandaro
Sun Jan 12, 2014 17:47
 
Forum: WIP Mods
Topic: Why there isn't new mods? :(
Replies: 41
Views: 4209

Edit ~ If It allowed I can, add more stuff on this mod, I would do so myself. But I have, no clue if allowed. Theoretically you can do what you want because the license is gpl. However, I advise you to copy and republish my mod but changing it with another name. Or edit it and post here the link of...
by pandaro
Sun Jan 12, 2014 17:39
 
Forum: WIP Mods
Topic: [Mod]node evil- blackbamboo[nodevil][0.1]
Replies: 5
Views: 1028

[Mod]node evil- blackbamboo[nodevil][0.1]

code:GPLv3 pictures:WTFPL depends:default http://i.imgur.com/wqZTWF2.png THIS MOD ADD: A NODE very evil. He lives among the rocks, it is very territorial so if he sees you, he shoots you. He is able to sense your presence up to 25 blocks away. He needs stone, on which it feeds, to shoot you. Have fu...
by pandaro
Sun Jan 12, 2014 13:33
 
Forum: WIP Mods
Topic: [Mod]node evil- blackbamboo[nodevil][0.1]
Replies: 5
Views: 1028

All variables refer to tables in Lua by reference, not by value. Lua's standard API also does not have any simple way to copy/clone tables. To implement a cloning method, you have to decide whether you want to also copy a table/object's metatable (sort of like a "class" in Lua). Also, since Lua tab...
by pandaro
Fri Jan 10, 2014 09:26
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 321057

Question about lua tables: I want to create a table that is a copy of another table. Example: local a ={1} local b=a now I want to change ONLY the table "b" b[1]=b[1]+1 but: print(dump(a)) print(dump(b)) returns a={[1] = 2} b={[1] = 2} the problem is that if I change the table "b" then you also chan...
by pandaro
Thu Jan 09, 2014 23:34
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 321057

many thanks prestidigitator will evaluate your suggestions
by pandaro
Wed Jan 01, 2014 23:00
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 321057

[Mod] Explorer experience (the war is out)[explorer_xp] [0.1]

This mod adds almost nothing. Only the ability to earn some unspecified points As you explore the map. This could be useful in an RPG system.

more info in README.md
sources and download here
by pandaro
Wed Jan 01, 2014 21:45
 
Forum: WIP Mods
Topic: [Mod] Explorer experience (the war is out)[explorer_xp] [0.1]
Replies: 2
Views: 792

I tried to create a custom function that would change the system of damage. The first problem I encountered was when handling "time_from_last_punch" and "full_punch_interval" to modify the damage if you attack too frequently. This can be done by calling "minetest.after ()" which should assign a valu...
by pandaro
Wed Jan 01, 2014 21:21
 
Forum: Feature Discussion
Topic: Customizable damage system
Replies: 2
Views: 460

hello PilzAdam. Looking at your mod I thought it might be nice to add other statistics. I was easily able to create a mod that manages the amount of map explored by a player. It is based on the "minetest.register_on_generated ()". you can see the source code here . Feel free to edit it and put it in...
by pandaro
Wed Jan 01, 2014 20:46
 
Forum: Mod Releases
Topic: [Mod] Stats [stats]
Replies: 20
Views: 7247

Customizable damage system

I was wondering if it was possible to modify the damage system by adding an API. I know that you can create a different damage system by defining the function on_use (). For example, could change the damage by adding certain information contained in the metadata of items wielded. However, a function...
by pandaro
Tue Dec 31, 2013 19:21
 
Forum: Feature Discussion
Topic: Customizable damage system
Replies: 2
Views: 460

I need to execute a function when I put an item in the first row of the inventory of the player. Inventory of reference should be current_player, main. So I should redefine the function on_put () for inventory, "current_player" is this possible? You might look into the "flashlight" node/tool of the...
by pandaro
Sun Dec 29, 2013 19:01
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 321057

LuxAtheris wrote:Ohh I just tested your mod.whenever I use that radar hud thingy and delete it,the hud radar is still there


very strange, are you sure you always use it with the left mouse click?
by pandaro
Sun Dec 29, 2013 18:35
 
Forum: Mod Releases
Topic: [Mod] Player Radar - hud rehub [player_radar] [0.2]
Replies: 41
Views: 13396

I need to execute a function when I put an item in the first row of the inventory of the player. Inventory of reference should be current_player, main. So I should redefine the function on_put () for inventory, "current_player"

is this possible?
by pandaro
Sat Dec 28, 2013 19:17
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 321057

police365 wrote:esse mod funciona na versão 0.4.8 ????

sure
by pandaro
Sat Dec 28, 2013 18:34
 
Forum: Mod Releases
Topic: [Mod] Player Radar - hud rehub [player_radar] [0.2]
Replies: 41
Views: 13396

aldobr wrote:how do you write pixels to the formspec?

i have made a little texture 1*1 pixel.
but you can use "box" in the definition of the formspec, the only problem is that the box is semitransparent.
by pandaro
Fri Dec 27, 2013 12:15
 
Forum: Mod Releases
Topic: [Mod] Player Radar - hud rehub [player_radar] [0.2]
Replies: 41
Views: 13396
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