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Why don't we have custom keybinds yet?

One of the major problems I run into is the lack of keybinds. The sheer number of mods that make use of the 'special' key is infuriating. Surely an api function could be implemented like: minetest.register_keybind("mod:name", { description="mykey", on_press=function(player) end, ...
by PolySaken
Tue Jul 02, 2019 20:58
 
Forum: Feature Discussion
Topic: Why don't we have custom keybinds yet?
Replies: 20
Views: 1211

Re: [Mod] Ocular Networks [ocular_networks]

Lone_Wolf wrote:
PolySaken wrote:I need some opinions on my new topic format

It's a bit big IMO
Image

I made three sizes for each button. should i use this one?
Image
by PolySaken
Mon Jul 01, 2019 04:14
 
Forum: WIP Mods
Topic: [Mod] Ocular Networks [ocular_networks]
Replies: 30
Views: 2746

Re: [Mod] Ocular Networks [ocular_networks]

I need some opinions on my new topic format
by PolySaken
Mon Jul 01, 2019 00:16
 
Forum: WIP Mods
Topic: [Mod] Ocular Networks [ocular_networks]
Replies: 30
Views: 2746

Re: [Mod] Jumpdrive [1.4] [jumpdrive]

I get every time an error jump-target is obstructed (Neither by air or vacuum) and my room does look so https://forum.minetest.net/download/file.php?mode=view&id=19105&sid=79b31a7628c6ba07be1416cb8cbf2d2d Does anyone has a solution?? Are you trying to jump into an unloaded area or the ground?
by PolySaken
Mon Jun 24, 2019 06:38
 
Forum: Mod Releases
Topic: [Mod] Jumpdrive [1.4] [jumpdrive]
Replies: 32
Views: 4257

Re: [Mod] Technic [0.4.16-dev] [technic]

Nathan.S wrote:I'm guessing you're getting an error message from a machine saying it's not connected to a network. You need to connect your power source, batteries, and machines with power cables.

And use a switchbox!
by PolySaken
Sat Jun 22, 2019 04:13
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1498
Views: 474567

Re: [Mod] Ocular Networks [ocular_networks]

Image
Armor sets have been added for every feasible material!
Zweinium - Silicotin - Shimmering Alloy - Luminium - Lumigold
Edit: I also added a tool repairer lel
by PolySaken
Fri Jun 21, 2019 04:48
 
Forum: WIP Mods
Topic: [Mod] Ocular Networks [ocular_networks]
Replies: 30
Views: 2746

Re: [Mod] Ocular Networks [ocular_networks]

Ok so that error is fixed
by PolySaken
Fri Jun 21, 2019 04:19
 
Forum: WIP Mods
Topic: [Mod] Ocular Networks [ocular_networks]
Replies: 30
Views: 2746

Re: [Mod] Ocular Networks [ocular_networks]

- config file easier to read Maybe make the config file world-specific, too. So multiple servers can use the same instance of the mod without having to share the configuration. You can put a copy of config.txt (the main one) called ocular_networks_config.txt in the world folder. But your reply has ...
by PolySaken
Fri Jun 21, 2019 04:02
 
Forum: WIP Mods
Topic: [Mod] Ocular Networks [ocular_networks]
Replies: 30
Views: 2746

Re: [Mod] Ocular Networks [ocular_networks]

BIG Update!
- Ocular Networks Is now directly compatible with mesecons.
- Added sounds to everything
- Ocular networks is now indirectly compatible with everything
- mod now fully works in 5.0x
- config file easier to read
- added chunkloader
by PolySaken
Thu Jun 20, 2019 00:56
 
Forum: WIP Mods
Topic: [Mod] Ocular Networks [ocular_networks]
Replies: 30
Views: 2746

Re: [Modpack] 3D Armor [0.4.13] [minetest-3d_armor]

Could you add a damage group for attacks that penetrate armor?
Magic, rapiers, and electrical damage could all make use of this, just to name a few.
by PolySaken
Tue Jun 11, 2019 08:57
 
Forum: Mod Releases
Topic: [Modpack] 3D Armor [0.4.13] [minetest-3d_armor]
Replies: 810
Views: 212474

Re: [Mod] Farming_NG [farming_nextgen][1.2]

You should add nodes that do the same tasks as these tools, powered by technic EU
by PolySaken
Mon May 27, 2019 08:20
 
Forum: Mod Releases
Topic: [Mod] Farming_NG [farming_nextgen][1.2]
Replies: 22
Views: 4515

Re: [Mod] Skinsdb [skinsdb] HELP

The updaters was broken. I fixed the bash script updater but learned later I am not allowed to do that trough license :-/ The shell script says it's under CreativeCommons-NonCommercial-ShareAlike. Why wouldn't you be allowed to modify it? All that needs to be done is keeping the license and attribu...
by PolySaken
Tue May 21, 2019 21:06
 
Forum: Mod Releases
Topic: [Mod] Skinsdb [skinsdb]
Replies: 81
Views: 9689

Re: [Mod] Multi dimensions V1.1 [dimensions]

sorry for too late response (didn't seen it) it should be reliable, i can make it more advanced later this mod is very uncomplicated, and i didn't think very mutch about it, but to add / remove dims you problity just need to either change the mod itself or by another by adding depends and change th...
by PolySaken
Mon May 20, 2019 23:44
 
Forum: Mod Releases
Topic: [Mod] Multi dimensions V2.3 [multidimensions]
Replies: 26
Views: 5704

Re: [Mod] Skinsdb [skinsdb] HELP

there should not be issue with the license of provided textures. I am about the script updater code license. Pls. read the github issues I posted above. I haven't seen the code that included the script but if we are talking about an external script i don't think there is a license problem. The GPL ...
by PolySaken
Mon May 20, 2019 04:33
 
Forum: Mod Releases
Topic: [Mod] Skinsdb [skinsdb]
Replies: 81
Views: 9689

Re: Let's talk about combat

texmex wrote:About floating damage numbers, this can easily be achieved by using particles.

So like minecraft's damage indicators mod?
by PolySaken
Sun May 12, 2019 07:49
 
Forum: Feature Discussion
Topic: Let's talk about combat
Replies: 32
Views: 1811

Re: Let's talk about combat

This could also work without targeting, simply by looking for mobs by raycasting and proximity. ^This approach is probably better for minetest IMO. it fits with the theme better. Let's prototype it then! :) I've been trying out the targeting thing. perhaps players could have a choice between target...
by PolySaken
Tue May 07, 2019 23:33
 
Forum: Feature Discussion
Topic: Let's talk about combat
Replies: 32
Views: 1811

Re: Let's talk about combat

texmex wrote:
PolySaken wrote:Whether they succeed in their assault would be decided by the weapon's range field and the angle of the attack.


This could also work without targeting, simply by looking for mobs by raycasting and proximity.

^This approach is probably better for minetest IMO. it fits with the theme better.
by PolySaken
Mon May 06, 2019 21:51
 
Forum: Feature Discussion
Topic: Let's talk about combat
Replies: 32
Views: 1811

Re: Let's talk about combat

Maybe having a targeting system is a good idea? It could work as follows: playerFoo:setTarget(someEntity) playerFoo:attackTarget(weaponBar) In my grand vision, this would cause the player playerFoo to set SomeEntity as a target, then attempt an attack on the entity. Whether they succeed in their ass...
by PolySaken
Mon May 06, 2019 06:53
 
Forum: Feature Discussion
Topic: Let's talk about combat
Replies: 32
Views: 1811

Re: Let's talk about combat

Well, this is kind of off-topic. I was thinking about a game which would offer more realistic ways of crafting and harvesting resources. Aye, sorry. It was sorta relevant to the diamond and stone sword thing. Here's something more on-topic: perhaps diamond swords should have a chance of instantly b...
by PolySaken
Mon May 06, 2019 06:39
 
Forum: Feature Discussion
Topic: Let's talk about combat
Replies: 32
Views: 1811

Re: [Mod] Skinsdb [skinsdb] HELP

texmex wrote:The slickest solution would of course be to extend ContentDB to index license-compatible player skins in its own section. =)

Yes, and also have an api to get these skins
by PolySaken
Tue Mar 12, 2019 03:28
 
Forum: Mod Releases
Topic: [Mod] Skinsdb [skinsdb]
Replies: 81
Views: 9689

Re: [Mod] Skinsdb [skinsdb] HELP

What wasn't compatible with What?
by PolySaken
Mon Mar 11, 2019 18:22
 
Forum: Mod Releases
Topic: [Mod] Skinsdb [skinsdb]
Replies: 81
Views: 9689

Re: [Mod] Skinsdb [skinsdb] HELP

Hey, I really like this mod and went to use it on a server i've made.
Why did you get rid of the update script?
I can make my own, but would like to know the reasoning?
by PolySaken
Mon Mar 11, 2019 08:20
 
Forum: Mod Releases
Topic: [Mod] Skinsdb [skinsdb]
Replies: 81
Views: 9689

Re: [Server] Survival X

Could you update to 5.0.0?
by PolySaken
Mon Mar 11, 2019 07:36
 
Forum: Servers
Topic: [Server] Survival X
Replies: 1478
Views: 68229

Re: More low-tech machines for default game?

Gears and axles can be pretty complex machines. A mod based on those would be very nice to have. But I don't think it belongs into MTG. MTG is - for me - a base for modding and a basic game for getting started. If you want some simple "machines" for breadmaking, perhaps you ought to take ...
by PolySaken
Sun Mar 10, 2019 07:37
 
Forum: Feature Discussion
Topic: More low-tech machines for default game?
Replies: 4
Views: 423

More low-tech machines for default game?

I know that a lot of people will instantly be opposed to this, but hear me out. The default game could have something like wooden/stone gears and axles for automating things like making bread or extracting ore. Waterwheels could be used to transfer effective rotation to axles, which could then be us...
by PolySaken
Sat Mar 09, 2019 00:35
 
Forum: Feature Discussion
Topic: More low-tech machines for default game?
Replies: 4
Views: 423
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