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Re: [Mod] crops [crops] - (Farming|Food|Cooking)

The best farming mod can only get better. I like AnxiousInfusion's idea about corn from grass, perhaps with a very low probability. It's important, I believe, to have a way in-game of obtaining all seeds without "cheats". Ps. Perhaps all crops could be growing in select areas depending on ...
by everamzah
Wed Oct 05, 2016 02:36
 
Forum: Mod Releases
Topic: [Mod] crops [crops] - (Farming|Food|Cooking)
Replies: 176
Views: 31338

Re: Post your modding questions here

How do you register a tool (sword) and give it an on_use function without overriding it's original function as a sword? If I remember correctly, this is not possible. I only say that because I tried it myself first, before giving up and using minetest.register_on_dignode instead. In my mind, I woul...
by everamzah
Wed Oct 05, 2016 02:30
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 339055

Re: Post your modding questions here

Havocado wrote:Is there a way to make an item that drops itself when broken by hand, but drops a different item when broken with the proper tool?


minetest.handle_node_drops

If the node is what you want, parse the drops and give to player appropriate item per currently wielded item? (get_wielded_item)
by everamzah
Wed Oct 05, 2016 02:26
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 339055

Re: [Mod] Run & Fast [runfast]

It's my mistake. I was wrong, it's not exclusive to singleplayer. Oddly, it's only when the mod is enabled after the world has already been spawned, that satiation and set_width aren't working. Edit: So now that I look at it, it almost seems obvious. It's relying on register_on_newplayer, but if the...
by everamzah
Mon Sep 19, 2016 01:16
 
Forum: WIP Mods
Topic: [Mod] Run & Fast [runfast]
Replies: 24
Views: 2942

Re: Post your screenshots!

by everamzah
Sun Sep 18, 2016 22:04
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9303
Views: 1122575

Re: [Mod] Inventory Tweaks [2.0.1] [beta] [invtweak]

Looking at init.lua, it appears there are three general sorting actions added to whatever inventory. I haven't tried it in a long, long time, but doesn't that include chests? What you're asking would also leave the first eight slots in a chest unsorted.

This mod is, AFAIK, unmaintained.
by everamzah
Sun Sep 18, 2016 20:50
 
Forum: Mod Releases
Topic: [Mod] Inventory Tweaks [2.0.1] [beta] [invtweak]
Replies: 48
Views: 19627

Re: Post your screenshots!

It'd be a pretty big change, so that alone may be enough to deter devs from accepting that particular font. Roboto is licensed Apache 2.0, so maybe that would be an issue there. There are three TTF fonts in the fonts directory , the mono one, the fallback one, and the regular one. The Liberation San...
by everamzah
Sun Sep 18, 2016 15:35
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9303
Views: 1122575

Re: Post your screenshots!

From my home directory. I made it by adjusting the values in builtin/mainmenu, in order to visually present a mockup image. It is also the reason I cropped everything else out.
by everamzah
Sun Sep 18, 2016 14:41
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9303
Views: 1122575

Re: Post your screenshots!

Image
by everamzah
Sun Sep 18, 2016 14:02
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9303
Views: 1122575

Pet Peeves

Singleplayer I've heard it said that there is no technical difference between singleplayer mode and multiplayer mode, but I find this not to be so, for a number of reasons. My runfast mod doesn't work properly in singleplayer, for example. A modding error, perhaps, but a good illustration nonet...
by everamzah
Sun Sep 18, 2016 13:57
 
Forum: General Discussion
Topic: Pet Peeves
Replies: 3
Views: 333

Re: Post your screenshots!

If I remember correctly, that texture is from Gabmit's PixelBOX texture pack, or kilbith's re-issue.
by everamzah
Sat Sep 17, 2016 14:52
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9303
Views: 1122575

Re: Post your screenshots!

Correction: Smooth lighting doesn't work for any meshnode. Nodeboxes are converted to meshnodes at load-time. So this will apply for any slab, stair, chair, or table. Anything that isn't a regular node, sadly. Here's an unrelated picture: https://forum.minetest.net/download/file.php?mode=view&id...
by everamzah
Sat Sep 17, 2016 13:26
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9303
Views: 1122575

Re: [Mod] Run & Fast [runfast]

Yes, I only try multiplayer. I rarely, if ever, use the singleplayer tab, and have strong reservations against it. If I want to play singleplayer, I still use the server tab. In my opinion, the singleplayer tab ought to be replaced with a Profiles tab, in order to associate named configurations with...
by everamzah
Sat Sep 17, 2016 11:14
 
Forum: WIP Mods
Topic: [Mod] Run & Fast [runfast]
Replies: 24
Views: 2942

Re: Post your screenshots!

Try it with slabs? How do you mean. default:snow is a nodebox, which is also what a slab is.

Code: Select all
font_shadow_alpha = 255
font_size = 18
font_path = /usr/share/fonts/truetype/roboto/hinted/RobotoCondensed-Bold.ttf
font_shadow = 2
by everamzah
Sat Sep 17, 2016 11:06
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9303
Views: 1122575

Re: Post your screenshots!

Smooth lighting on a snow scene.

Image
by everamzah
Sat Sep 17, 2016 10:48
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9303
Views: 1122575

Re: [Mod] Simple Shop [shop]

The shop register relies on a stock being in its inventory, in order to exchange for what's asked. It's simple and that's all it can do. I think, if anything, I'd like to add support to it for other mods that would interact with it, but am pretty unfamiliar with machines mods, etc. On the other hand...
by everamzah
Fri Sep 16, 2016 14:38
 
Forum: WIP Mods
Topic: [Mod] Simple Shop [shop]
Replies: 26
Views: 4012

Re: [Mod] Run & Fast [runfast]

The meters are offset when damage is disabled, now. I didn't realize before that this mod didn't work in singleplayer, so I added a note on join.

I don't know why it doesn't work in singleplayer. It's funny I never tried that mode.
by everamzah
Fri Sep 16, 2016 14:35
 
Forum: WIP Mods
Topic: [Mod] Run & Fast [runfast]
Replies: 24
Views: 2942

Re: Increase Walk-speed

movement_speed_walk in minetest.conf (default 4), also in Settings -> Something -> Something Else -> Something Terribly Obscure. Heh heh heh.
by everamzah
Sat Sep 10, 2016 19:19
 
Forum: General Discussion
Topic: Increase Walk-speed
Replies: 3
Views: 520

Re: Amhi

I think modified clients can assume any protocol version, so that shouldn't deter them. I think strict_protocol_version_checking is a good thing, in principal, and have often wondered why it's not on by default. It just makes sense, in order to encourage players to find a recent Minetest if they wan...
by everamzah
Sat Sep 10, 2016 19:17
 
Forum: Servers
Topic: Amhi
Replies: 374
Views: 42123

Re: PvP area toggle

843jdc: viewtopic.php?f=9&t=15480 pvp_areas mod is ready to test, if you like. You'll need a minetest from today or later, or else it'll crash.
by everamzah
Fri Sep 09, 2016 18:30
 
Forum: Servers
Topic: PvP area toggle
Replies: 8
Views: 562

Re: [Mod] PvP Areas [pvp_areas]

Some preliminary management of the areas has been implemented. You may now /pvp_area remove n, where n is some AreaStore id number. For now, you'll have to count from 0 using the output of /pvp_areas with no arguments (sent to console). /pvp_areas now lists areas to chat, when issued wit...
by everamzah
Fri Sep 09, 2016 13:17
 
Forum: WIP Mods
Topic: [Mod] PvP Areas [pvp_areas]
Replies: 10
Views: 1722

Re: [Mod] PvP Areas [pvp_areas]

taikedz dev branch is here: https://github.com/taikedz/pvp_areas/tree/dev I haven't made any changes to my version yet, still waiting to see if I can get the total number of entries in an AreaStore without tracking it separately. get_area(n), where n does not exist, crashes Minetest without error: h...
by everamzah
Thu Sep 08, 2016 12:16
 
Forum: WIP Mods
Topic: [Mod] PvP Areas [pvp_areas]
Replies: 10
Views: 1722

Re: PvP area toggle

Posted in the WIP Mods subforum. Will continue this later, hope it helps.
Edit: Very forgetful today -- viewtopic.php?f=9&t=15480
by everamzah
Wed Sep 07, 2016 18:57
 
Forum: Servers
Topic: PvP area toggle
Replies: 8
Views: 562

[Mod] PvP Areas [pvp_areas]

Description: Mark areas for PvP, but disallow elsewhere by default. The inversion of this can be achieved by setting Settings -> Mods -> pvp_areas -> PvP by Default. Usage: /pvp_areas pos1 and /pvp_areas pos2, following by /pvp_areas set. /pvp_areas without argument lists areas. /pvp_areas remove n ...
by everamzah
Wed Sep 07, 2016 18:56
 
Forum: WIP Mods
Topic: [Mod] PvP Areas [pvp_areas]
Replies: 10
Views: 1722

Re: [Game] dcb

That's BlockMen's HUD mod, part of hud_hunger. It overlays the hunger statbar atop the health statbar, is all. The hunger icon was changed to an inner heart, and the regular heart icon was changed to an outline.
by everamzah
Wed Sep 07, 2016 18:07
 
Forum: WIP Games
Topic: [Game] dcb
Replies: 13
Views: 4100
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