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

v. 1.1 released
Included player-controlled vending machines.
by orwell
Thu Mar 10, 2016 21:45
 
Forum: Mod Releases
Topic: [Mod] Item sell/buy system / banking (for servers) [economy]
Replies: 21
Views: 4371

Re: What's Minetest still missing over Minecraft?

What about player:set_physics_override()??? So I can simply use this with vanilla Minetest or using some kind of command block that lets me enter a command for that that will be triggered if a player performs a specific action? 1. there is no "vanilla minetest", since even minimal develop...
by orwell
Thu Mar 10, 2016 19:21
 
Forum: Feature Discussion
Topic: What's Minetest still missing over Minecraft?
Replies: 942
Views: 104830

Re: What's Minetest still missing over Minecraft?

What about player:set_physics_override()??? So I can simply use this with vanilla Minetest or using some kind of command block that lets me enter a command for that that will be triggered if a player performs a specific action? 1. there is no "vanilla minetest", since even minimal develop...
by orwell
Thu Mar 10, 2016 19:20
 
Forum: Feature Discussion
Topic: What's Minetest still missing over Minecraft?
Replies: 942
Views: 104830

Re: What's Minetest still missing over Minecraft?

Well, add mobs. Whoops, no mobs API. There are masses of mobs APIs around. They are just mods themselves. Change the world size and add a visible world border that gives you damage when leaving the area and make that world border changeable from within the game on the fly. Changing the world size: ...
by orwell
Thu Mar 10, 2016 12:55
 
Forum: Feature Discussion
Topic: What's Minetest still missing over Minecraft?
Replies: 942
Views: 104830

Re: What's Minetest still missing over Minecraft?

Since finally that metadata packet pull request will be merged in 0.4.14, the main source of lag(IMO) will be eliminated.
(Yay)
by orwell
Wed Mar 09, 2016 17:19
 
Forum: Feature Discussion
Topic: What's Minetest still missing over Minecraft?
Replies: 942
Views: 104830

Re: What's Minetest still missing over Minecraft?

I am hosting a closed Minetest server for me and some friends. I think I have over-modded the server a bit but that's what makes it interesting. We often find features we did not recognize before from which we didn't even know exist. But well, that's not the topic. Another friend of mine hosts a clo...
by orwell
Mon Mar 07, 2016 20:27
 
Forum: Feature Discussion
Topic: What's Minetest still missing over Minecraft?
Replies: 942
Views: 104830

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

Update!
Mapgen could look weird when using a world that used underworld_mp.
by orwell
Sat Mar 05, 2016 13:50
 
Forum: Mod Releases
Topic: [Mod] Underworld mapgen and portals [uw]
Replies: 15
Views: 3445

[Mod] Item sell/buy system / banking (for servers) [economy]

This mod is not actively maintained anymore. I recommend you to use the [currency] and [atm] mods. If you want, you can port the vending machine there yourself. Yet another money system! Warning! This is not intended for singleplayer use! The machines need to be protected using area protection mods...
by orwell
Tue Feb 23, 2016 21:53
 
Forum: Mod Releases
Topic: [Mod] Item sell/buy system / banking (for servers) [economy]
Replies: 21
Views: 4371

Re: Node metadata inventory is only updated every 2 seconds

Maybe it's caused by that: https://github.com/minetest/minetest/blob/master/minetest.conf.example#L764 I think it is this one: https://github.com/minetest/minetest/blob/master/src/clientiface.cpp#L358 It is not changed anywhere outside of this method, so once you set it to 2.0 you will not push blo...
by orwell
Tue Feb 02, 2016 11:16
 
Forum: Problems
Topic: Node metadata inventory is only updated every 2 seconds
Replies: 16
Views: 1891

Re: [Mod] Magic Beans—Wuzzy’s Fork [1.3] [magicbeans_w]

That was exactly what I was looking for.
I am using PEP for some months now, but when I stumbled upon Magic Beans, I didn't want to install another mod conflicting with it. Now, I can use your fork.
Thanks!
by orwell
Sat Jan 23, 2016 08:53
 
Forum: Mod Releases
Topic: [Mod] Magic Beans—Wuzzy’s Fork [1.5] [magicbeans_w]
Replies: 12
Views: 5155

Re: [Modpack] Underworld mapgen and portals [underworld_mp]

Yes, it does. the bridge constructions consist of bricks and underworld fences.
by orwell
Mon Jan 18, 2016 20:48
 
Forum: Mod Releases
Topic: [Mod] Underworld mapgen and portals [uw]
Replies: 15
Views: 3445

Re: [Modpack] Underworld mapgen and portals [underworld_mp]

I add lava in my mod instead of removing it...
EDIT: outdated, it removes all lava now and then populates the ground with lava itself.
by orwell
Sat Jan 16, 2016 16:50
 
Forum: Mod Releases
Topic: [Mod] Underworld mapgen and portals [uw]
Replies: 15
Views: 3445

Re: [Modpack] Underworld mapgen and portals [underworld_mp]

Another part of the speed problem is using three LVMs when you could be using just one. You're right, that would be more useful. Thanks, I will do that. I know the Corridors mod is time-intensive, but the original "railcorridors" mod by Joz took up to 10 seconds for generating a mine beca...
by orwell
Sat Jan 16, 2016 15:50
 
Forum: Mod Releases
Topic: [Mod] Underworld mapgen and portals [uw]
Replies: 15
Views: 3445

Re: [Core request] on_neighborchange callback

Of course you can, but it wouldn't be acknowledged if for example the node is rotated using a screwdriver, or a node is self-removing because of an ABM. It would be nice to provide a way for this inside the engine. I know pipeworks has implemented stuff like this, but it fails when rotating an airti...
by orwell
Tue Jan 12, 2016 21:35
 
Forum: Feature Discussion
Topic: [Core request] on_neighborchange callback
Replies: 2
Views: 336

Re: [Modpack] Underworld mapgen and portals [underworld_mp]

Let's say they could under certain circumstances. (there is a building at the place the portal is generated.)
by orwell
Tue Jan 12, 2016 21:33
 
Forum: Mod Releases
Topic: [Mod] Underworld mapgen and portals [uw]
Replies: 15
Views: 3445

[Core request] on_neighborchange callback

I remember the times when I was modding Minecraft. There was a function that was called when a neighboring node was changing (digged, placed a.s.o.). It would be useful to have something like this in MT. What could be done with this? - Nodes that can only exist when other nodes are near, like doors....
by orwell
Tue Jan 12, 2016 14:24
 
Forum: Feature Discussion
Topic: [Core request] on_neighborchange callback
Replies: 2
Views: 336

Re: [Modpack] Underworld mapgen and portals [underworld_mp]

Screenshots! https://forum.minetest.net/download/file.php?mode=view&id=4736&sid=d5072b2906c15929845d4872c773f69c https://forum.minetest.net/download/file.php?mode=view&id=4735&sid=d5072b2906c15929845d4872c773f69c https://forum.minetest.net/download/file.php?mode=view&id=4732&...
by orwell
Tue Jan 12, 2016 13:44
 
Forum: Mod Releases
Topic: [Mod] Underworld mapgen and portals [uw]
Replies: 15
Views: 3445

[Mod] Underworld mapgen and portals [uw]

This is the combination of PilzAdam's nether mod, paramat's subterrain cavegen and a rewrite of Joz's railcorridors. Together they form an Underworld starting from -5000 on. The portal construction works like in PilzAdam's mod ( https://forum.minetest.net/viewtopic.php?id=5790 ). You can use any wor...
by orwell
Tue Jan 12, 2016 13:18
 
Forum: Mod Releases
Topic: [Mod] Underworld mapgen and portals [uw]
Replies: 15
Views: 3445

Re: External script for /deleteblocks

Warning
Found a typo with bad consequences (it took the y coord where it should take x)
It has now been fixed. Please re-download!
by orwell
Mon Jan 11, 2016 19:33
 
Forum: Minetest-related projects
Topic: External script for /deleteblocks
Replies: 1
Views: 996

External script for /deleteblocks

Hi. This script does the same as the chatcommand /deleteblocks, but better. - faster, because it specifies multiple mapblock deletions in one query - progress indicator - allows for deleting mapblocks outside the specific area. Install: needed packages: -lua -luarocks -libsqlite3-dev 1. install pack...
by orwell
Sat Jan 09, 2016 19:52
 
Forum: Minetest-related projects
Topic: External script for /deleteblocks
Replies: 1
Views: 996

Re: [Mod] Meshnodes [0.2.0] [meshnode]

Ehm, yes. Have you tried to refuse using minetest's "buggy object management" and use tables and a globalstep instead? (and make the entities just "puppets") Indeed, that is pretty much what the 'persistent' branch does (see above) I didn't check it out. ...while true 'voxel are...
by orwell
Sat Jan 02, 2016 16:07
 
Forum: Mod Releases
Topic: [Mod] Meshnodes [0.3.0] [meshnode]
Replies: 73
Views: 22669

Re: Ideas regarding item metadata, and knockback

Strings are a list of bytes, so you could represent anything in them. Doesn't mean it's always a good idea. Use Minetest.serialize to turn tables into strings. Yes, that was my idea for saving the metadata. But in order for the engine to actually do something with it, it has to be deserialized into...
by orwell
Sat Jan 02, 2016 16:01
 
Forum: Feature Discussion
Topic: Ideas regarding item metadata, and knockback
Replies: 9
Views: 974

Re: Ideas regarding item metadata, and knockback

Tenplus1's mobs redo has this, but it's server side and therefore laggy.
by orwell
Sat Jan 02, 2016 15:58
 
Forum: Feature Discussion
Topic: Ideas regarding item metadata, and knockback
Replies: 9
Views: 974

Re: [Mod] Meshnodes [0.2.0] [meshnode]

Limitations Models will disappear or become detached from the controller if they are unloaded. This can cause the server to warn against excessive objects and destroy them accordingly. I have tried a number of ways the get the models to persist after a server restart but so far all of my efforts ha...
by orwell
Sat Jan 02, 2016 12:26
 
Forum: Mod Releases
Topic: [Mod] Meshnodes [0.3.0] [meshnode]
Replies: 73
Views: 22669

Re: Moving platforms?

No, I don't give examples because it could ruin servers.
A friend of mine experienced heavy map corruption on excessive use of All-Side Stickies.
Please discard the idea, for the sake of the environment.
by orwell
Sat Jan 02, 2016 12:15
 
Forum: Feature Discussion
Topic: Moving platforms?
Replies: 10
Views: 812
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