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Re: [Mod] Protector Redo [2.5] [protector]

redblade7 wrote:Protector .. steel bar to gold bar .. it's too easy for people to just dump them everywhere

how about allowing each player to only place a max. number of protector-blocks ?
by hajo
Thu Feb 15, 2018 19:09
 
Forum: Mod Releases
Topic: [Mod] Protector Redo [2.6] [protector]
Replies: 223
Views: 32232

Re: [Mod] EDUtest [edutest]

AndroBuilder wrote:could it be that the "give students creative mode" does not work ?

details please - versions, how did you test, etc ?
by hajo
Thu Feb 15, 2018 14:07
 
Forum: Mod Releases
Topic: [Mod] EDUtest [edutest]
Replies: 9
Views: 1359

Re: [Mod] TurtleMiner ... programmable turtles in Minetest

For me the TurtleMiner is may be more like a toy to solve little problems that are "not natural". Puzzles are ok :) One idea is to move the Turtle to a place to give you a step to get up two blocks high. Then you can move the Turtle (via remote control) to the other side of the obstacel M...
by hajo
Tue Feb 13, 2018 14:23
 
Forum: WIP Mods
Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
Replies: 125
Views: 10952

Re: Adding node to group:wood

custom logs and planks, and I'd like them to be usable for recipes using group:wood I have a similar problem, with a recipe for a table that uses "stairs:slab_wood", and I would like to use slabs of any type of wood for that. Do i need to change the recipe for that table, or the recipe/s ...
by hajo
Tue Feb 13, 2018 11:00
 
Forum: Problems
Topic: Adding node to group:wood
Replies: 4
Views: 492

Re: Any ''item kit'' mods ?

IanniPowerup!!! wrote:In minecraft servers they have this thing with ''kits'' that offer you items for something .

The currency-mod has a shop that can sell several items 'as a set'.
by hajo
Sun Feb 11, 2018 21:38
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1948
Views: 207133

Re: [Mod] TurtleMiner ... programmable turtles in Minetest

rubenwardy wrote:You could make that in Minetest, but it wouldn't look as good or be as responsive
(you'd need to wait for the server to reply for any dialogs or changes)

Bad usability would be bad for acceptance.

So, let's keep it simple.
by hajo
Sun Feb 11, 2018 21:29
 
Forum: WIP Mods
Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
Replies: 125
Views: 10952

Re: [Mod] TurtleMiner ... programmable turtles in Minetest

Here an example how the visual editor in computercraft-edu works: I know that gif, it is from one of the first posts of this thread, and it shows that the visual editor uses a lot of different graphics, and in ways minetest doesn't support. Looks nice, but too much work. My whole point was that we ...
by hajo
Sun Feb 11, 2018 21:03
 
Forum: WIP Mods
Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
Replies: 125
Views: 10952

Re: 2 Block Tall Node?

GamingAssociation39 wrote:How do you do a 2 block node where you place it down and 2 blocks appear?

Do you mean like a sapling growing into a tree,
or like corn that looks like it is occupying a 2nd node above the actual plant ?
by hajo
Sun Feb 11, 2018 14:37
 
Forum: Modding Discussion
Topic: 2 Block Tall Node?
Replies: 9
Views: 243

Re: [Mod] simple random houses spawning [basic_houses]

basic houses this mod places on flat land Each house comes with a door, lamps above the door, windows, floors, a steel ladder and a solid roof I sugggest to add a chat-command like '/build_basic_house' that tries to build such a house at the players location. Maybe with a parameter, eg. for size or...
by hajo
Sat Feb 10, 2018 19:35
 
Forum: Mod Releases
Topic: [Mod] simple random houses spawning [basic_houses]
Replies: 4
Views: 752

Re: Creative area on server with inventory clearance

use a mod called privilage areas in combination with command blocks and teleport to and off this area. But how in detail would i set this up and what to put in the command block? For teleporting, a mesecons-commandblock should get a commandline like teleport @nearest 1,2,3 To trigger it, connect a ...
by hajo
Fri Feb 09, 2018 15:14
 
Forum: Modding Discussion
Topic: Creative area on server with inventory clearance
Replies: 2
Views: 94

Re: Modding for beginners

Enrikoo wrote:And for Client-Side Mods? Its modding too.

Well, there are a lot of small, simple csm-mods - such as chatbell.
Get some, look what they do, and how.

Then think of something simple, and make a new mod for that.
That's the way to learn...

Also, see basic_robot_csm (link in sig).
by hajo
Fri Feb 09, 2018 09:25
 
Forum: Client-side modding
Topic: Modding for beginners
Replies: 5
Views: 453

Re: Post your mod requests/ideas here

AleksSyntek wrote:How about a bicycle mod?.. ride a bicycle or motorcycle.

How would that be different from riding a mob_horse ?
by hajo
Fri Feb 09, 2018 07:36
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1948
Views: 207133

Re: [Mod] Travelpoints [1.4] [travelpoints]

BirgitLachner wrote:Hopefully some of the fork will work: https://github.com/RacsoRhodes/travelpoints/network

How about POI - points-of-interest ?
by hajo
Thu Feb 08, 2018 23:30
 
Forum: Mod Releases
Topic: [Mod] Travelpoints [1.5] [travelpoints]
Replies: 45
Views: 14067

Re: [Mod] TurtleMiner ... programmable turtles in Minetest

TurtleMiner is a moveable node on its own, basic_robots has a static position and the moving robot is something a "child" Ok, but what are the dis/advantages of those two systems ? What things can be done with one, but not the other ? What exactly is the problem here ? TurtleMiner should ...
by hajo
Thu Feb 08, 2018 22:45
 
Forum: WIP Mods
Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
Replies: 125
Views: 10952

Re: [Mod] TurtleMiner ... programmable turtles in Minetest

this mod ... and the ideas behind it are really fantastic. Well, basic_robots are already working & useful. Can you explain which of the TurtleMiner's ideas / concepts / planned features are so different / outstanding that it cannot be done with basic_robots, or maybe a fork ? Too bad there see...
by hajo
Thu Feb 08, 2018 18:40
 
Forum: WIP Mods
Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
Replies: 125
Views: 10952

Re: [Mod] basic_robot [basic_robot]

there is some mod in minetest with programmable robots, called https://github.com/minetest-mods/turtle Did you check it out lately ? Last time I had a look (long ago), it wasn't usable. There are turtleMiners , but as of now, they can only move & dig. AFAIK, basic_robots is currently the only w...
by hajo
Thu Feb 08, 2018 18:12
 
Forum: WIP Mods
Topic: [Mod] basic_robot [basic_robot]
Replies: 134
Views: 12127

Re: Technological Subgame

A subgame that has all of the well-known technology mods. Can people suggest what mods they would like to see in this subgame. * basic_robots - can do almost everything (includes moving, smelting and grinding, so not sure what technic would add) * basic_machines - keypad: allows other players to ac...
by hajo
Thu Feb 08, 2018 04:40
 
Forum: Game Discussion
Topic: Technological Subgame
Replies: 4
Views: 408

Re: Post your mod requests/ideas here

Chem871 wrote:What about a machine that you insert a diamond and a tool into,
and the machine repairs the tool, and eats the diamond?

See the workbench from xdecor (see sig).
It operates even cheaper - consuming a hammer, made from steel.
by hajo
Wed Feb 07, 2018 23:37
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1948
Views: 207133

Re: [Mod] EDUtest [edutest]

Festus1965 wrote:how to open the "GUI " in game ?
solved , found the other mod -gui, added it and saw a new box in the crafting guide

unified-inventory shows extra buttons for mods
like 3D-Armor, Mail, Worldedit, EDUtest, POI, etc.
by hajo
Tue Feb 06, 2018 11:34
 
Forum: Mod Releases
Topic: [Mod] EDUtest [edutest]
Replies: 9
Views: 1359

Re: Client mod requests / ideas

AndroBuilder wrote:a gui for several (admin) chat commands like teleport,
give and all that to simplify administration? Shortcut buttons

Have you seen EDUtest ?
by hajo
Tue Feb 06, 2018 11:25
 
Forum: Client-side modding
Topic: Client mod requests / ideas
Replies: 87
Views: 5979

Re: [Game]/[World] Tutorial [1.8.2]/[2.2.0]

What makes a difference to multi/singleplayer? Essentially, the tutorial is a series of lessons/puzzles/quests, designed for one player. In multiplayer, everybody can come at any time, do/solve any task, and grab rewards. The tutorial doesn't keep track of who already did what. To ensure that every...
by hajo
Tue Feb 06, 2018 11:19
 
Forum: Game Releases
Topic: [Game] Tutorial [2.4.0]
Replies: 237
Views: 52909

Re: Citadel

This place is huge, nearly 300 squares across. The courtyards have formal gardens and fountains as well as 128 houses That is a really nice work ! With that sandstone-theme, the citadel might fit well into a desert-setting, so in the middle of that snow-covered plains it looks a bit misplaced. Are ...
by hajo
Tue Feb 06, 2018 05:26
 
Forum: Maps
Topic: Citadel
Replies: 12
Views: 1261

Re: [Guide] Create and maintain a server on Windows

bosapara wrote:administering the server from console at Windows ..
Are there any programs for this action?

Putty is a wellknown ssh-client for windows.
by hajo
Mon Feb 05, 2018 23:11
 
Forum: Servers
Topic: [Guide] Create and maintain a server on Windows
Replies: 161
Views: 32169

Re: [Mod] Advanced area protection [areas]

LemonFox wrote:prevent players from entering areas.

How about building 'good old' walls & doors ?
Also: worldedit.
by hajo
Mon Feb 05, 2018 23:02
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 185
Views: 64663

Re: Animated Book Altar/Podeum

GamingAssociation39 wrote:Can someone create this mod?

You have seen the church-mod ?
by hajo
Mon Feb 05, 2018 22:58
 
Forum: Modding Discussion
Topic: Animated Book Altar/Podeum
Replies: 1
Views: 99
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