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Re: [Mod] Minestats HUD [2018-03-03][minestats_hud]

I for one don't play without the minimap enabled - why not shift the display down the screen so that it doesn't conflict with the minimap placement? Alright, done. Like I said though, that requires dropping the maximum number of stats displayed from 32 to 26, which works for vanilla Minetest Game, ...
by AlexYst
Sun Mar 04, 2018 08:14
 
Forum: Mod Releases
Topic: [Mod] Minestats HUD [2018-03-04][minestats_hud]
Replies: 5
Views: 603

Re: [mod] Prevent new accounts from joining [nonew]

Nice mod! I hadn't considered doing this with a mod; I'd thought of setting a default password that no one knows, but that's hacky. Your mod does this in a much cleaner way.
by AlexYst
Sat Mar 03, 2018 20:17
 
Forum: Mod Releases
Topic: [mod] Prevent new accounts from joining [nonew]
Replies: 8
Views: 1307

Re: [Mod] Minestats HUD [2018-03-03][minestats_hud]

Add one more flaw - the right side of the display will cover the minimap.... It's actually the other way around. The minimap covers the stats. It could be fixed, but only by shrinking the number of stats displayed even further. I'd need to remove six stats, perhaps eight if there's not enough space...
by AlexYst
Sat Mar 03, 2018 18:43
 
Forum: Mod Releases
Topic: [Mod] Minestats HUD [2018-03-04][minestats_hud]
Replies: 5
Views: 603

[Mod] Minestats HUD [2018-03-04][minestats_hud]

For quite a while now, minestats_hud has been unable to keep up with the development of minestats. We just don't have as many HUD options as we need for something like this. As of 2018-07-25 though, major changes were made in what minestats can record, and minestats_hud is just too far behind to be...
by AlexYst
Sat Mar 03, 2018 09:32
 
Forum: Mod Releases
Topic: [Mod] Minestats HUD [2018-03-04][minestats_hud]
Replies: 5
Views: 603

[Mod] Minestats sfinv page [2018-07-25] [minestats_sfinv]

https://forum.minetest.net/download/file.php?mode=view&id=14248&sid=65d13bd607f8f2827e39d635fcad22cf I decided Minestats wasn't quite mod-agnostic as long as it included hard-coded references to sfinv in it, even as a soft dependency. Besides, even with sfinv installed, there's no guarantee...
by AlexYst
Sat Mar 03, 2018 09:16
 
Forum: Mod Releases
Topic: [Mod] Minestats sfinv page [2018-07-25] [minestats_sfinv]
Replies: 0
Views: 348

Re: [Mod] BlockProtectNodes [2018-02-11][blockprotectnodes]

I meant for one of the people who already protected an area. I thought your point was that neither protecting player could protect the middle area, because otherwise your example would not need two players. Yeah. It's funny you should mention that, as I nearly mentioned in myself in that last post....
by AlexYst
Sat Feb 17, 2018 09:45
 
Forum: Mod Releases
Topic: [Mod] BlockProtectNodes [2018-07-30][blockprotectnodes]
Replies: 59
Views: 3899

Re: [Mod] BlockProtectNodes [2018-02-11][blockprotectnodes]

Ah, ok, that makes sense. Just to nitpick though, you could protect that land in your specific example by placing a protection node close to but not in the protected area (and within one of the other protected areas). You *can't* though, that's the thing. Not unless you're one of the two people wit...
by AlexYst
Fri Feb 16, 2018 06:34
 
Forum: Mod Releases
Topic: [Mod] BlockProtectNodes [2018-07-30][blockprotectnodes]
Replies: 59
Views: 3899

Re: [Mod] BlockProtectNodes [2018-02-11][blockprotectnodes]

What about using protection nodes to apply protected areas with arbitrary centers, but keep track of the locations separately so that the map doesn't need to be examined to determine protection? Though applying to a mapblock might be considered an advantage in itself, since you don't have to be as ...
by AlexYst
Wed Feb 14, 2018 03:29
 
Forum: Mod Releases
Topic: [Mod] BlockProtectNodes [2018-07-30][blockprotectnodes]
Replies: 59
Views: 3899

[Mod] BlockProtectNodes [2018-07-30][blockprotectnodes]

There are so many different protection mods, all mostly seeking to do the same thing: prevent vandalism. I'm not going to pretend my protection is any better than the others; it's just a different brand of the same thing. The existing mods didn't have quite what I was looking for though, so I built ...
by AlexYst
Sun Feb 11, 2018 19:57
 
Forum: Mod Releases
Topic: [Mod] BlockProtectNodes [2018-07-30][blockprotectnodes]
Replies: 59
Views: 3899

Re: [WIP][mod] Slayer [slayer]

I will have a look to see if something can be done to make it work with unified_inventory, maybe some sort of addon but that will take time of course. There must be some way to add support for UI. Sorry, I haven't been on in a while. I didn't realise it'd been *this* long though ... Anyway, Unified...
by AlexYst
Sat Feb 10, 2018 09:57
 
Forum: WIP Mods
Topic: [WIP][mod] Slayer [slayer]
Replies: 5
Views: 959

[Mod] Trace Minerals [71dfd1a (2018-02-09)][trace_minerals]

On my server, large amounts of cobble tend to accumulate, while rarer and more interesting materials are thrown to the wayside because they've been cleared out of the spawn area and many players don't want to venture out too far. This mod is designed to slightly alleviate that problem without making...
by AlexYst
Fri Feb 09, 2018 21:36
 
Forum: WIP Mods
Topic: [Mod] Trace Minerals [71dfd1a (2018-02-09)][trace_minerals]
Replies: 1
Views: 463

Re: New account?

rubenwardy wrote:If you ask celeron55 nicely, he may be able to change your username

Alright, I'll try messaging him then. Thanks!
by AlexYst
Tue Feb 06, 2018 21:32
 
Forum: Problems
Topic: New account?
Replies: 2
Views: 261

New account?

I set up my account here on the Minetest Forums quite a while back, when I didn't really know what name to use. I ended up using my domain name as my username, but it looks strange and impersonal. For a while now though (seven months?), I've been going by my legal name online. My understanding is th...
by AlexYst
Tue Feb 06, 2018 18:49
 
Forum: Problems
Topic: New account?
Replies: 2
Views: 261

Re: [Mod] Minestats [minestats]

DOH... how did I miss that? my bad, sorry. No worries. It's something that really should be fixed on the Git host's end. -=-=- I 've been trying to log the mining of the wrong plants all along! This mod logs the collection of craft items when digging, and it should stay that way. Instead of attempt...
by AlexYst
Sun Jun 11, 2017 21:42
 
Forum: Mod Releases
Topic: [Mod] Minestats [2019-07-02][minestats]
Replies: 24
Views: 3175

Re: [Mod] Minestats [minestats]

I get "init.lua" does not exist... I must be doing something wrong. this goes into the mods folder, correct? I'd like to see pvp players test this. This would be especially nice for arena type gaming I think HOMETOWN has an arena, that would be an excellent place to test can you open a ne...
by AlexYst
Sat Jun 10, 2017 19:52
 
Forum: Mod Releases
Topic: [Mod] Minestats [2019-07-02][minestats]
Replies: 24
Views: 3175

[WIP][mod] Slayer [slayer]

I don't have a means to test this mod, my machine is too weak to safely support multiple client instances. Use at your own risk. Please report any bugs or feature requests though, and i will do my best to fix/accommodate them. Don't ask for unified_inventory support though, as unified_inventory's AP...
by AlexYst
Sat Jun 10, 2017 19:48
 
Forum: WIP Mods
Topic: [WIP][mod] Slayer [slayer]
Replies: 5
Views: 959

Re: [Mod] Minestats [minestats]

I normally try not to bump this early, but ... PREVIOUS VERSIONS OF THIS MOD HAVE A GAME_BREAKING BUG!! If you have installed this mod, *please* consider updating to the latest version, which has a bug fix in place. Details, you ask? When an attached node's supporting node is dug, the attached node ...
by AlexYst
Sat Jun 10, 2017 17:49
 
Forum: Mod Releases
Topic: [Mod] Minestats [2019-07-02][minestats]
Replies: 24
Views: 3175

Re: [Mod] Minestats [minestats]

I think both would be desirable with pvp gamers. : ) But, it does seem it would make more sense as it's own mod anyway so, I won't divert focus here on it. And will just wait until it comes up again. This mod looks really great btw Thanks! I've tried to make it as complete as possible. I'm stuck on...
by AlexYst
Wed Jun 07, 2017 03:36
 
Forum: Mod Releases
Topic: [Mod] Minestats [2019-07-02][minestats]
Replies: 24
Views: 3175

Re: [Mod] Minestats [minestats]

could an option for kill stats be added for pvp gaming? gruesome, I know... but hey..., it's all about street cred :P I'll look into that. It doesn't seem like it would be too difficult to add support. I might need to do it as a separate mod though. Are you looking to log the number of kills each p...
by AlexYst
Wed Jun 07, 2017 02:35
 
Forum: Mod Releases
Topic: [Mod] Minestats [2019-07-02][minestats]
Replies: 24
Views: 3175

Re: [Mod] Minestats [minestats]

https://forum.minetest.net/download/file.php?id=10419 +1 for this awesome mod!! the page stats does not count an element when the page is active shown on the screen! You have to press the next and previous button to show the correct amount of elements. should there be a button to refresh the counte...
by AlexYst
Tue Jun 06, 2017 17:26
 
Forum: Mod Releases
Topic: [Mod] Minestats [2019-07-02][minestats]
Replies: 24
Views: 3175

Re: [Mod] Minestats [minestats]

cool - and interesting meloves stats me=informationfreak This might be usefull for uhm, lots of things, anyways teachers might like it if they would get easy access to the individual stats - maybe some sort of serverstats version? I wonder if this could report to a book.... one could craft a book c...
by AlexYst
Tue Jun 06, 2017 08:39
 
Forum: Mod Releases
Topic: [Mod] Minestats [2019-07-02][minestats]
Replies: 24
Views: 3175

[mod] Activate minimap [minimap]

When you log into a server, there's a number of keys you have to hit every time. F3 to disable fog, F5 to enable debug info so you can see your coordinates, and F9 to turn on the mimimap. The first of these two can be automated with configuration settings ("enable_fog = false" and "sh...
by AlexYst
Wed May 17, 2017 15:23
 
Forum: Client-side modding
Topic: [mod] Activate minimap [minimap]
Replies: 18
Views: 5219

Re: [Mod] Unified Inventory [git][unified_inventory]

Is there any chance a function for generating formspecs could be added? I'm trying to build sub-pages, and need something similar to sfinv.make_formspec(), but for unified_inventory.
by AlexYst
Sun May 14, 2017 19:44
 
Forum: Mod Releases
Topic: [Mod] Unified Inventory [git][unified_inventory]
Replies: 113
Views: 29363

Re: [Mod] Minestats [minestats]

cx384 wrote:Good job!
Do you support unified_inventory?


Full unified_inventory support does not seem possible at this time due to unified_inventory's inflexible API. Single-page (up to eight minerals) support has been added for unified_inventory though. Details of the problem are in the initial post.
by AlexYst
Sun May 14, 2017 19:30
 
Forum: Mod Releases
Topic: [Mod] Minestats [2019-07-02][minestats]
Replies: 24
Views: 3175

Re: [Mod] Minestats [minestats]

cx384 wrote:Good job!
Do you support unified_inventory?


Not yet, but I can try! It shouldn't be too hard.

Andrey01 wrote:Really do tin lumps have on default?


Minetest 0.4.15 doesn't have tin lumps in default, but Minetest 0.4.16 (not yet released) will have them.
by AlexYst
Sun May 14, 2017 15:42
 
Forum: Mod Releases
Topic: [Mod] Minestats [2019-07-02][minestats]
Replies: 24
Views: 3175
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