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Re: [Mod] Worms and Snakes [worm]

that's pretty cool. i saw the video. you can make them move faster?
by ErrorNull
Sat May 06, 2017 06:14
 
Forum: Mod Releases
Topic: [Mod] Worms and Snakes [worm]
Replies: 26
Views: 2751

formspec positioning and text color

i noticed formspecs seem to always be centered horizontally and vertically. is it possible to freely position the formspec similar to a hud object?

...and second question, is there a way to make the font on the formspec larger? thank you for any suggestions.
by ErrorNull
Sun Apr 30, 2017 10:16
 
Forum: Modding Discussion
Topic: formspec positioning and text color
Replies: 2
Views: 203

Re: moving an entity

thanks again bell07 for the direction.
by ErrorNull
Sun Apr 30, 2017 10:13
 
Forum: Modding Discussion
Topic: moving an entity
Replies: 16
Views: 1260

Re: moving an entity

oh awesome. i will definitely have a look! thanks for pointing that out!
by ErrorNull
Mon Apr 24, 2017 01:14
 
Forum: Modding Discussion
Topic: moving an entity
Replies: 16
Views: 1260

moving an entity

i'm working on a mod to add a basic villager npc. if i know the target position, is there an easier way to smoothly move my villager entity from its current position to the target position? right now i'm using the setvelocity() function to 'turn on' then 'turn off' it's movement. however this relies...
by ErrorNull
Sat Apr 22, 2017 17:30
 
Forum: Modding Discussion
Topic: moving an entity
Replies: 16
Views: 1260

Re: [Mod]Leaded Glass Panes[1.0][lpanes]

cool those glass panes look nice. i really like the semitransparent color.
by ErrorNull
Mon Apr 17, 2017 13:25
 
Forum: Mod Releases
Topic: [Mod]Leaded Glass Panes[1.0][lpanes]
Replies: 8
Views: 2468

Re: Minetest 0.4.16 release teasing

nrz wrote:ErrorNull: assuming you get a playerref, player:set_attribute("toto", "blah") player:get_attribute("toto")
Awesome. Thanks for the clarification NRZ.
by ErrorNull
Mon Apr 17, 2017 13:23
 
Forum: News
Topic: Minetest 0.4.16 release teasing
Replies: 109
Views: 23042

Re: Minetest 0.4.16 release teasing

"Add player attributes backend. This permits modders to store misc player related data to core and retrieve it after player loading. The attribute save is done by core." Can I have more information about how to use this? This seems to be a much better way then my current technique of seri...
by ErrorNull
Sun Apr 16, 2017 08:57
 
Forum: News
Topic: Minetest 0.4.16 release teasing
Replies: 109
Views: 23042

Re: [Mod] Snow, rain, clouds (with sound) [0.5.1] [snowdrift

i keep an eye on the different weather mods... and I like this update. thanks paramat.
by ErrorNull
Sun Apr 16, 2017 07:20
 
Forum: Mod Releases
Topic: [Mod] Snow, rain, clouds (with sound) [snowdrift]
Replies: 146
Views: 44201

Re: [Mod] Incredible Maze Generator [incrediblemaze]

I'M BLIND! Oh wait.... no, there's in fact no screenshot.
by ErrorNull
Wed Mar 22, 2017 11:58
 
Forum: Mod Releases
Topic: [Mod] Incredible Maze Generator [incrediblemaze]
Replies: 8
Views: 1788

Re: [Windows] sfan5's builds: 32-bit & 64-bit, LevelDB, LuaJ

so *ahem* i see these super exciting references to client side modding (CSM) on these latest two updates. is there some documentation available yet on how to take advantage of the these new methods, callback functions, features?
by ErrorNull
Wed Mar 22, 2017 11:54
 
Forum: Builds
Topic: [Windows] sfan5's builds: 32-bit & 64-bit, LevelDB, LuaJIT
Replies: 720
Views: 177101

Re: [Mod] Mountain Climbing [handholds]

ah makes sense. great mod!
by ErrorNull
Wed Mar 22, 2017 04:29
 
Forum: Mod Releases
Topic: [Mod] Mountain Climbing [handholds]
Replies: 55
Views: 6624

Re: [Mod] Mountain Climbing [handholds]

very nice! does the speed at which you climb the same as ladder? i haven't tried mod yet, but i think slower would be more realistic or players will never care to make ladders again....
by ErrorNull
Tue Mar 21, 2017 23:55
 
Forum: Mod Releases
Topic: [Mod] Mountain Climbing [handholds]
Replies: 55
Views: 6624

Re: [Mod] Villages for Minetest [mg_villages]

thanks for the clarification Sokomine. i'm not familiar with how to work with biomes at this time. so I will have my villager's clothing types be chosen based on your village types - grasshut, lumberjack, tent, medieval, etc. my clothing types are only very basic, like for cold weather, hot weather,...
by ErrorNull
Tue Mar 21, 2017 22:19
 
Forum: Mod Releases
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 139
Views: 29459

Re: I'm leaving minetest

continue to do what you enjoy and what motivates you. thank you for all your contributions est31!
by ErrorNull
Sun Mar 19, 2017 11:51
 
Forum: News
Topic: I'm leaving minetest
Replies: 12
Views: 2537

Re: [mod] Trample path [trample_path]

that's cool! i will try it. but question: so when i walk on grass of flowers, they will automatically disappear or be removed? or is that optional behavior? thanks!
by ErrorNull
Tue Mar 14, 2017 14:14
 
Forum: Mod Releases
Topic: [mod] Trample path [trample_path]
Replies: 19
Views: 1909

Re: [Mod] Villages for Minetest [mg_villages]

Hi Sokomine - I'm working on a villagers mod that spawns into your beautiful villages. I'm doing this by hooking directly into your API function "mg_villages.part_of_village_spawned = function( village, minp, maxp, data, param2_data, a, cid )" I'm making good progress. Each villager now sp...
by ErrorNull
Thu Mar 09, 2017 15:31
 
Forum: Mod Releases
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 139
Views: 29459

Re: [Windows] sfan5's builds: 32-bit & 64-bit, LevelDB, LuaJ

awesome. thanks sfan5!
by ErrorNull
Sat Mar 04, 2017 09:52
 
Forum: Builds
Topic: [Windows] sfan5's builds: 32-bit & 64-bit, LevelDB, LuaJIT
Replies: 720
Views: 177101

Re: [Mod] Alive AI V3.31 [aliveai]

i use "pn" programmer's notepad. it's open source and works great food me. http://www.pnotepad.org
by ErrorNull
Thu Mar 02, 2017 13:49
 
Forum: Mod Releases
Topic: [Mod] Alive AI V26.2 [aliveai]
Replies: 339
Views: 45385

Re: [Mod] [Real Trees] [real_trees] [1.1]

Very cool. Keep up the great work! To me having these different size trees are so important and make the game more realistic.
by ErrorNull
Thu Mar 02, 2017 02:26
 
Forum: WIP Mods
Topic: [Mod] [Real Trees] [real_trees] [1.1]
Replies: 29
Views: 4740

Re: [Mod] [Real Trees] [real_trees] [1.1]

there have been dev updates coming with leaf decay ABM now based on LBM or node timers. will that impact this mod in any way?
by ErrorNull
Wed Mar 01, 2017 16:24
 
Forum: WIP Mods
Topic: [Mod] [Real Trees] [real_trees] [1.1]
Replies: 29
Views: 4740

Re: Request for donations for my development work

i will be happy to give you regular donations. i currently fund several of my favorite artists and game modders on a monthly basis on patreon. you have made many big contributions and hope to see more! if you ever use patreon let me know!
by ErrorNull
Wed Mar 01, 2017 16:04
 
Forum: General Discussion
Topic: Request for donations for my development work
Replies: 64
Views: 11758

Re: [Mod] Villages for Minetest [mg_villages]

Updates * Fixed bug in relation to mod_security. * The 3d torches from minetest_game are now used. * Added a new house, a shed with a forge and a shed with a pasture for animals (no animals included so far) * Fixed some issues with Ethereal biomes and ground types (i.e. bushes) not beeing properly ...
by ErrorNull
Fri Feb 17, 2017 08:05
 
Forum: Mod Releases
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 139
Views: 29459

Re: [Mod] Alive AI V2.9 [aliveai]

i also think this is a very important mob. i'm looking for a good villagers and traders mob and i'm keeping close eye on this one. a github is a great idea for this!
by ErrorNull
Fri Feb 17, 2017 07:48
 
Forum: Mod Releases
Topic: [Mod] Alive AI V26.2 [aliveai]
Replies: 339
Views: 45385

Re: Leave decay without ABM

i like this idea. the current leafdecay abm seems to be so heavy..
by ErrorNull
Fri Feb 10, 2017 04:55
 
Forum: Feature Discussion
Topic: Leave decay without ABM
Replies: 9
Views: 745
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