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[Mod] Protection mod library [tyrant]

Tyrant - an attempt to resolve conflicts between many area protection mods out there This mod provides a library for area protection mods. It tries to exterminate conflicts caused by different area protection mods each behaving like the only one. It does this by letting mods register a so-called int...
by orwell
Sun May 29, 2016 16:33
 
Forum: Mod Releases
Topic: [Mod] Protection mod library [tyrant]
Replies: 3
Views: 861

Re: [Mod] Pipeworks [20131128] [pipeworks]

This was due to my hacky way to enforce rightclick and inventory protection, inventory protection couldn't handle player to be nil at this time. I fixed it in the latest version since I had the same problem. Sorry that v. 1.2 contained tons of bugs... EDIT: no, it wasn't that player was nil, pipewor...
by orwell
Wed May 25, 2016 10:09
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 655
Views: 205512

Re: [mod] More advanced area protection [denaid] [1.3]

I update the denaid mod and now it works fine. Thanks a lot - what is the license of this code? - can you use github? 1. whoops, WTFPL 2. yes, i will move all my mods to github soon(TM) I will post tyrant, denaid's successor, probably this weekend. tyrant tries to unify different independent protec...
by orwell
Wed May 25, 2016 10:07
 
Forum: Mod Releases
Topic: [mod] More advanced area protection [tyrant_denaid] [1.3]
Replies: 21
Views: 4348

Re: [Mod] Advanced Trains [WIP]

webdesigner97 wrote:Sounds interesting! Minetest really needs a good mod for trains :)
I hope that one day we'll reach something like this:

Youtube | Official Build A World Channel: Trains & Tracks - Part 3 - 'Rails Demo'


Indeed, something like this is what I'm dreaming of.
by orwell
Mon May 23, 2016 13:55
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1228
Views: 151450

Re: [Mod] Advanced Trains [WIP]

TumeniNodes wrote:Sounds really cool! Do you have any screenshots?

No, but I will create some when I have better models and textures (that will be in about two weeks, when I have more time)
by orwell
Mon May 23, 2016 13:54
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1228
Views: 151450

Re: [Mod] Advanced Trains [WIP]

Is it based off of the railnet mod? If not, I'd recommended you take a look at it, its pretty cool. Nope. It's almost completely my work, except the rail texture (but I will improve this one too, so that it looks good even for 45deg rails) But I will implement that train-not-being-unloaded stuff on...
by orwell
Mon May 23, 2016 13:51
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1228
Views: 151450

Re: [Mod] Advanced Trains [WIP]

First impressions: * Rail blocks need different names, other wise it is hard to test as you have to use every block before you have an idea what it even does in the end, ther will be only the track placer available and it won't be called trackplacer but just 'track'. you wil do anything other using...
by orwell
Mon May 23, 2016 13:48
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1228
Views: 151450

[Mod] Advanced Trains [advtrains] [2.0.1 TSS]

ADVANCED TRAINS http://advtrains.de/title.png This mod features realistic trains and various equipment for railways, with a focus on automated train operation. Main features: - A small selection of different trains (passenger and goods trains) (see also "Extensions") - Almost-realistic tr...
by orwell
Sun May 22, 2016 20:58
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1228
Views: 151450

Re: [0.4.14] Spring release, announcing feature freeze

The bug has been fixed now, there's a pull request.
by orwell
Thu May 12, 2016 08:21
 
Forum: News
Topic: [0.4.14] Spring release, announcing feature freeze
Replies: 171
Views: 28763

Re: [Mod] Item sell/buy system / banking (for servers) [econ

Version 1.2
added intllib support and German translation
added administrative chat commands
fixed stuff
by orwell
Wed May 04, 2016 16:04
 
Forum: Mod Releases
Topic: [Mod] Item sell/buy system / banking (for servers) [economy]
Replies: 21
Views: 4366

Re: Mesecon vs. Redstone

Miner96 wrote:Man kann mit einem piston kein anderen piston verschieben.

Öhm, doch?
Der Piston muss eingeklappt sein, dann kann man den wunderbar verschieben. Das ist aber in MC auch so.
by orwell
Mon Apr 25, 2016 19:19
 
Forum: Deutsch
Topic: Mesecon vs. Redstone
Replies: 14
Views: 1128

Re: [0.4.14] Spring release, announcing feature freeze

The only item in the milestone on github that has not been resolved is the shadow bug at y=63. Noclip seems to need more time. Is someone on that shadow bug, and does light recalculation not change it? I hope this is not blocking the release for too long.
by orwell
Tue Apr 19, 2016 21:59
 
Forum: News
Topic: [0.4.14] Spring release, announcing feature freeze
Replies: 171
Views: 28763

Re: Mesecon vs. Redstone

Man kann das auch auf die Minecraft Art und Weise machen wenn man keine luacontroller nehmen möchte >: Piston ^ : Delayer | : Mesecon #: Block > > # ^ ^ | | ^ | - - - - - Schalter Wichtig ist, dass zuerst ganz rechts angeht, dann ganz links und dann die Mitte (und entsprechend aus), dann geht alles ...
by orwell
Sat Apr 09, 2016 21:44
 
Forum: Deutsch
Topic: Mesecon vs. Redstone
Replies: 14
Views: 1128

Re: [Mod] Item sell/buy system / banking (for servers) [econ

Ok thanks, i will check that ASAP.
by orwell
Fri Apr 01, 2016 12:37
 
Forum: Mod Releases
Topic: [Mod] Item sell/buy system / banking (for servers) [economy]
Replies: 21
Views: 4366

Re: [idea]What about scrollable inventory lists in formspecs

Imagine an inventory that has 8*5=40 slots, but in your GUI there's only space for a 8*3 inventory. As of now, you would create a button [Next Page] to show the remaining 16 inventory slots. With this approach, a scrollbar would be automatically added so that you can scroll down until you see the la...
by orwell
Wed Mar 23, 2016 19:46
 
Forum: Feature Discussion
Topic: [idea]What about scrollable inventory lists in formspecs?
Replies: 3
Views: 344

[idea]What about scrollable inventory lists in formspecs?

Had this idea recently: scroll_list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;(starting_index)] As long as all inventory slots fit into the W,H rectangle, it behaves like a regular list[] element. As soon as the inventory has more than W*H slots, a scroll bar is added on the right and the lis...
by orwell
Tue Mar 22, 2016 15:06
 
Forum: Feature Discussion
Topic: [idea]What about scrollable inventory lists in formspecs?
Replies: 3
Views: 344

Re: Ist Minetest zu einfach?

Was die Mobs (z.B. Simple Mobs) angeht hast du schon recht. Die müssten noch ein wenig ausbalanciert werden, insbesondere gegen die Rüstungen von 3d-armor. Was die Dörfer angeht, das Zeug da drin ist zwar viel, aber nicht sonderlich gut. Probier mal moreores, das fügt noch ein Mithrilerz hinzu welch...
by orwell
Tue Mar 22, 2016 10:11
 
Forum: Deutsch
Topic: Ist Minetest zu einfach?
Replies: 16
Views: 2131

Re: What's Minetest still missing over Minecraft?

One thing that Minetest is definitely NOT missing over MC: Infotexts.
We need infotexts for players! Would add nice possibilities.
by orwell
Tue Mar 22, 2016 09:37
 
Forum: Feature Discussion
Topic: What's Minetest still missing over Minecraft?
Replies: 942
Views: 104625

Re: [Mod] Underworld mapgen and portals [uw]

2.2 out!
Just a small change: added support for moreblocks stair registration, now includes stairs/slabs for rack, bricks and obsidian.
by orwell
Thu Mar 17, 2016 21:29
 
Forum: Mod Releases
Topic: [Mod] Underworld mapgen and portals [uw]
Replies: 15
Views: 3441

[Mod] Fake unknown node [unknownnode]

The only purpose of this mod is to provide a node that looks like an Unknown Node but actually is not. I think the texture is worth it. You can craft this node by arranging cobblestone in the shape of an U into the crafting grid: C_C C_C CCC License: LGPLv2.1 Mod dependencies: default (for crafting,...
by orwell
Thu Mar 17, 2016 21:10
 
Forum: Mod Releases
Topic: [Mod] Fake unknown node [unknownnode]
Replies: 4
Views: 1059

Re: ask_reconnect_on_crash

Found!
Made a pull request.
Edit: Immediately after posting this I saw that est31 did the same 4 hours ago :)

I am happy to see that it works now...
by orwell
Tue Mar 15, 2016 11:38
 
Forum: Feature Discussion
Topic: ask_reconnect_on_crash
Replies: 4
Views: 396

Re: ask_reconnect_on_crash

Pah, its not fixed...
For some reason the password is cleared from the MainMenuData object somewhere in the process, so when reconnecting, it won't send the password and the client will be rejected because of wrong password...
As of now, I didn't find the source of this.
EDIT see next post!
by orwell
Mon Mar 14, 2016 18:20
 
Forum: Feature Discussion
Topic: ask_reconnect_on_crash
Replies: 4
Views: 396

Re: [Mod]Underworld mapgen and portals[uw](former underworld

2.1 out!
Adds underworld bottom at -8000
Has anyone an idea what funny things could be put below the world bottom? (maybe a huge turtle-shaped boss???)
by orwell
Sun Mar 13, 2016 12:25
 
Forum: Mod Releases
Topic: [Mod] Underworld mapgen and portals [uw]
Replies: 15
Views: 3441

Re: ask_reconnect_on_crash

I checked the source code.
It IS implemented and works very well. Someone just forgot to add the new parameter to the function call of SendAccessDenied() (on server side, so clients are not affected). I made a pull request.

But the ideas remain. Maybe I get the first one done on my own...
by orwell
Fri Mar 11, 2016 18:11
 
Forum: Feature Discussion
Topic: ask_reconnect_on_crash
Replies: 4
Views: 396

ask_reconnect_on_crash

#ask_reconnect_on_crash = false # Whether to ask clients to reconnect after a (lua) crash. # Set this to true if your server is set up to restart automatically. Maybe a silly question, but has anybody implemented this yet? In stable 0.4.13, this option does not seem to work. EDIT this has been done...
by orwell
Fri Mar 11, 2016 14:57
 
Forum: Feature Discussion
Topic: ask_reconnect_on_crash
Replies: 4
Views: 396
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