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Re: [Mod] Ocular Networks [ocular_networks]

Image
A fully automated mining system with trash removal.
It's possible to fully automate sorting, smelting and alloying as an addon to this system.
by PolySaken
Sat Dec 22, 2018 08:55
 
Forum: Mod Releases
Topic: [Mod] Ocular Networks [ocular_networks]
Replies: 16
Views: 1574

Re: [Mod] Ocular Networks [ocular_networks]

I'm done with a job I was working on and have started making the in-game guide for ocular_networks. I've also fixed the armor compatibility errors and some other minor bugs.
Click "Latest Build" at the top to download 1.14.2
by PolySaken
Fri Dec 14, 2018 04:36
 
Forum: Mod Releases
Topic: [Mod] Ocular Networks [ocular_networks]
Replies: 16
Views: 1574

Re: [Mod] Aotearoa [0.2][aotearoa]

I was playing a survival world with aotearoa when I came upon an idea: flax gel bandages. flax gel is one of the most powerful natural antiseptic/antibiotic substances and also helps promote tissue healing. Flax gel could be added as a direct healing consumable rather than a food. if manuka oil was ...
by PolySaken
Sat Dec 01, 2018 10:30
 
Forum: WIP Mods
Topic: [Mod] Aotearoa [0.2][aotearoa]
Replies: 44
Views: 3229

Re: [Mod] Jumpdrive [1.3] [jumpdrive]

Could I use this in the Starbound Themed sub game I'm working on? I'd need to make a new texture set. Of course, please give some feedback if you use it (can be good or bad:) Are you making a new texture set of my (rather limited) textures? If you are making something space-themed i can recommend m...
by PolySaken
Fri Nov 16, 2018 09:35
 
Forum: Mod Releases
Topic: [Mod] Jumpdrive [1.4] [jumpdrive]
Replies: 23
Views: 2845

Re: [Mod] Jumpdrive [1.3] [jumpdrive]

Could I use this in the Starbound Themed sub game I'm working on?
I'd need to make a new texture set.
by PolySaken
Thu Nov 15, 2018 23:03
 
Forum: Mod Releases
Topic: [Mod] Jumpdrive [1.4] [jumpdrive]
Replies: 23
Views: 2845

Re: Disable or change 'use' animation for an item?

Is there a reason this has not been added? It's almost a requirement for some things, like firearms mods.
by PolySaken
Mon Nov 12, 2018 00:11
 
Forum: Feature Discussion
Topic: Disable or change 'use' animation for an item?
Replies: 5
Views: 729

Re: [Server] Survival X

SaKeL wrote:No...this is just few lines of code i added... no extra mods for that

Oh. sorrry, it's just that the server has all the things sneak_jump implements. sprinting, eating sounds, sneak glitch re-enabled, no footstep sounds...
by PolySaken
Sun Oct 28, 2018 02:40
 
Forum: Servers
Topic: [Server] Survival X
Replies: 1464
Views: 56732

Disable or change 'use' animation for an item?

Is it possible to disable or change the animation for using an item?
For anything other than the default tools swinging forward just looks dumb.
by PolySaken
Sun Oct 28, 2018 02:37
 
Forum: Feature Discussion
Topic: Disable or change 'use' animation for an item?
Replies: 5
Views: 729

Re: [Server] Survival X

SaKeL wrote:
PolySaken wrote:
SaKeL wrote:UPDATE:
* when sneaking your name tag will be hidden and there will be no footstep sounds

How did you achieve this?
Edit: nvm you used sneak_jump

What is sneak_jump? Some kind of mod?

Oh i thought that was the sprint mod you were using
by PolySaken
Sun Oct 28, 2018 01:52
 
Forum: Servers
Topic: [Server] Survival X
Replies: 1464
Views: 56732

Re: [Server] Survival X

SaKeL wrote:UPDATE:
* when sneaking your name tag will be hidden and there will be no footstep sounds

How did you achieve this?
Edit: nvm you used sneak_jump
by PolySaken
Sat Oct 27, 2018 07:49
 
Forum: Servers
Topic: [Server] Survival X
Replies: 1464
Views: 56732

Re: [Mod] Aotearoa [0.2][aotearoa]

What if there was some sort of narrative relating to Maori legends, such as that of Maui?
If we could have a 'story' present in the form of tasks to complete which unlock new bits of plot, but still leave the open-world style of play intact, it could make for a really fun game.
by PolySaken
Fri Oct 26, 2018 10:34
 
Forum: WIP Mods
Topic: [Mod] Aotearoa [0.2][aotearoa]
Replies: 44
Views: 3229

Re: [Server] Survival X

maybe just make a mod which adds a unified currency, and instead of making it craftable, have it as a mob drop or a reward for a kill in the pvp arena.
by PolySaken
Sun Oct 21, 2018 11:27
 
Forum: Servers
Topic: [Server] Survival X
Replies: 1464
Views: 56732

Re: [Mod] Aotearoa [0.1][aotearoa]

Maybe the only farming tool should be a pounamu adze?
Image
that's pretty much what they were used for.
by PolySaken
Thu Oct 18, 2018 18:32
 
Forum: WIP Mods
Topic: [Mod] Aotearoa [0.2][aotearoa]
Replies: 44
Views: 3229

Re: [Mod] Aotearoa [0.1][aotearoa]

---snip--- For the item tooltips, I think the scientific name makes it a bit unreadable and too long. Don't get me wrong, I think it's cool to have the scientific name, but the way it is displayed it quickly becomes a distraction. You could write the scientific name in a new line and in a different...
by PolySaken
Mon Oct 15, 2018 00:03
 
Forum: WIP Mods
Topic: [Mod] Aotearoa [0.2][aotearoa]
Replies: 44
Views: 3229

Re: [Mod] Aotearoa [0.1][aotearoa]

I think an Aotearoa game is a good direction to take. also pounamu tools.
by PolySaken
Fri Sep 28, 2018 10:28
 
Forum: WIP Mods
Topic: [Mod] Aotearoa [0.2][aotearoa]
Replies: 44
Views: 3229

Re: [Mod] Ocular Networks [ocular_networks]

done
It was an error from me removing unnecessary lines from the config file, and accidentally removing that one.
by PolySaken
Wed Sep 19, 2018 08:50
 
Forum: Mod Releases
Topic: [Mod] Ocular Networks [ocular_networks]
Replies: 16
Views: 1574

Re: [Mod] Ocular Networks [ocular_networks]

this happened after i placed a block from this mod im using 4.17.1 2018-09-18 15:43:20: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'ocular_networks' in callback LuaABM::trigger(): ...st-0.4.17.1-win64\bin\..\mods\ocular_networks/update.lua:196: attempt to inde...
by PolySaken
Wed Sep 19, 2018 08:48
 
Forum: Mod Releases
Topic: [Mod] Ocular Networks [ocular_networks]
Replies: 16
Views: 1574

Re: [Server] Survival X

aha! your foolish water-placing restrictions will have now effect on me! I reside at the lower limits of the world!
by PolySaken
Mon Sep 17, 2018 09:19
 
Forum: Servers
Topic: [Server] Survival X
Replies: 1464
Views: 56732

Re: [Mod] Aotearoa [0.1][aotearoa]

maybe to make the forest thicker, you could add supplejack vines?
by PolySaken
Mon Sep 17, 2018 03:46
 
Forum: WIP Mods
Topic: [Mod] Aotearoa [0.2][aotearoa]
Replies: 44
Views: 3229

Re: How to get chat to show up in terminal?

So I made a mod that just print()s all the messages, but I feel like there is a better way.
by PolySaken
Sat Sep 15, 2018 04:41
 
Forum: Modding Discussion
Topic: How to get chat to show up in terminal?
Replies: 2
Views: 174

How to get chat to show up in terminal?

I'd like to know how to get the messages entered by players to show up in chat. I've set debug_log_level to 'verbose' (was 'action') and nothing changed. If I remember correctly, minetesthosting.com's window thingy showed chat messages. I don't want to have to join the server to read chat, so Is the...
by PolySaken
Sat Sep 15, 2018 04:31
 
Forum: Modding Discussion
Topic: How to get chat to show up in terminal?
Replies: 2
Views: 174

Re: [MOD] Naturia [naturia]

I'm going to make a better looking version of this Alongside the second bloodmagic mod.
by PolySaken
Fri Sep 14, 2018 02:57
 
Forum: WIP Mods
Topic: [MOD] Naturia [naturia]
Replies: 14
Views: 1373

Re: [Mod] Ocular Networks [ocular_networks]

Added per-world config file
by PolySaken
Thu Sep 13, 2018 21:19
 
Forum: Mod Releases
Topic: [Mod] Ocular Networks [ocular_networks]
Replies: 16
Views: 1574

Re: Minetest 5.0.0 is on the road

If you are using dofile(), you don't need to resort to a global table. The following trick makes it possible to to share a truly protected namespace amongst all the included files in your mod :) In init.lua, you pass the namespace as a parameter to the function returned by dofile() local this = {} ...
by PolySaken
Thu Sep 13, 2018 20:44
 
Forum: News
Topic: Minetest 5.0.0 is on the road
Replies: 245
Views: 64406

Re: Minetest 5.0.0 is on the road

Once 5.0.0 becomes the normal version to use I'll add all these failsafe thingies.
I was too short-sighted to do it earlier, and am to busy (lazy) to do it now.
by PolySaken
Thu Sep 13, 2018 09:16
 
Forum: News
Topic: Minetest 5.0.0 is on the road
Replies: 245
Views: 64406
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