Search found 331 matches
Re: rnd_trees
This mod has always been on my mind since I stumbled upon it. Here is "Aberrant trees", a refinement (or rather, a degeneration) of RND's original mod. I have centralized the tree parameters into a tree structure, which allows to define different tree "models". One can change the...
- Sat Feb 01, 2020 11:49
- Forum: Français
- Topic: Framinetest, le serveur pédagogique pour l'enseignement !
- Replies: 29
- Views: 5361
Re: Framinetest, le serveur pédagogique pour l'enseignement
https://www.svtux.fr/svtux/svtuxboxproject/minetest.html aurait besoin d'une seconde passe pour éliminer les fautes ("Pour résum é , Minetest se distingue de son compère par", "les experts me comprendrons" - houuuuuu!), et aussi pour reformuler un peu mieux certaines phrases (&q...
- Fri Jan 31, 2020 20:13
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.55] [mobs]
- Replies: 2198
- Views: 404134
Re: [Mod] Mobs Redo [1.50] [mobs]
I don't know... Maybe you don't have mobs that only swim in default:water_source or want to avoid default:lava_source... Yet?
- Fri Jan 31, 2020 18:16
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.55] [mobs]
- Replies: 2198
- Views: 404134
Re: [Mod] Mobs Redo [1.50] [mobs]
The code quality leaves much to be desired … Well, yes but that is currently the best mobs mod we have (in my biased opinion). It often happens with old code bases: they suffered from trial and errors and from the fact that they have to maintain backwards compatibility. And because they were "...
- Tue Jan 28, 2020 17:50
- Forum: WIP Mods
- Topic: [Mod]Smoke [WIP]
- Replies: 58
- Views: 4983
Re: [Mod]Smoke [WIP]
I am interested in your findings about that. If it is not usable on servers I should definitely warn people about it. AFAIC I don't have enough simultaneous players to make meaningful tests. It also occurred to me that, when you return to an area after a long time, all timers there will have expired...
- Mon Jan 27, 2020 19:31
- Forum: WIP Mods
- Topic: [Mod]Rewarding[rewarding]
- Replies: 3
- Views: 263
- Sun Jan 26, 2020 15:17
- Forum: Mod Releases
- Topic: [Mod] Craft Table [v1.0.0][craft_table]
- Replies: 14
- Views: 1520
Re: [Mod] Craft Table [v1.0.0][craft_table]
I would say that I use fewer mods than average; I have also modified most of them, so I know them pretty well generally speaking. I do use 5.1 stable.BrunoMine wrote:Are you sure you are not using other mods? And is you using the stable version of 5.1?
- Sun Jan 26, 2020 12:18
- Forum: WIP Mods
- Topic: [Mod]Smoke [WIP]
- Replies: 58
- Views: 4983
Re: [Mod]Smoke [WIP]
BTW, is your server public, FreeGamers? I would like to see those volcanoes.
- Sun Jan 26, 2020 12:01
- Forum: WIP Mods
- Topic: [mod] Reputation points
- Replies: 4
- Views: 640
Re: [mod] Reputation points
Version 2.1 available. See first post.
- Sun Jan 26, 2020 11:30
- Forum: WIP Mods
- Topic: [Mod]Smoke [WIP]
- Replies: 58
- Views: 4983
Re: [Mod]Smoke [WIP]
I pushed version 0.4.
Opacity and damage per second for both smoke types are now mod constants for easy tuning.
By default, damage is disabled.
Opacity and damage per second for both smoke types are now mod constants for easy tuning.
By default, damage is disabled.
- Sun Jan 26, 2020 11:17
- Forum: Mod Releases
- Topic: [Mod] Craft Table [v1.0.0][craft_table]
- Replies: 14
- Views: 1520
Re: [Mod] Craft Table [v1.0.0][craft_table]
I confirm there is an issue with the 2x2 in 5.1, using sfinv. FWIW, I disabled it entirely. It allows to make a craft table on the spot, which kind of defeats its purpose. In the same "hard mode survival" spirit, one could consider making the crafting recipe of the table optional too. The ...
- Thu Jan 23, 2020 17:41
- Forum: WIP Mods
- Topic: What is the color to be used for water in seas
- Replies: 6
- Views: 395
Re: What is the color to be used for water in seas
All color components are between 0 and 255. For "a", the higher the more opaque. Look for "ColorSpec" in doc/lua_api.txt for more info.
- Wed Jan 22, 2020 17:48
- Forum: WIP Mods
- Topic: What is the color to be used for water in seas
- Replies: 6
- Views: 395
Re: What is the color to be used for water in seas
The color of the sea as seen when under water is in the defintion of the default:water_source node: post_effect_color = {a = 103, r = 30, g = 60, b = 90}, I suppose it is close to the color of the texture of the sea (seen from the outside). PS: I think questions about modding belong more to the &quo...
- Sun Jan 19, 2020 17:08
- Forum: Feature Discussion
- Topic: [original ideas for new tools]
- Replies: 12
- Views: 1577
Re: [original ideas for new tools]
[Crater Shovel] removes all crumbly nodes in a 4m radius. [Bloodthirsty Sword] gives a chance to heal the wielder when used. [Flying axe] is thrown. Deals damage if it hits an entity/player, drops the node if it hits a choppy node. Returns to player's inventory/hand if it hits. If it hits nothing (...
- Sun Jan 19, 2020 11:03
- Forum: Feature Discussion
- Topic: The future of Mob/NPC APIs (split from "Hytest")
- Replies: 43
- Views: 3193
Re: The future of Mob/NPC APIs (split from "Hytest")
Even with rotation, I don't believe rectangle-based colboxes will ever work in a cubic world. A collision radius (so a collision cylinder) could improve things somewhat. Then you can hope to make long/wide entity work nicely by defining them as (articulated?) multi-part entities. But I see MT on Git...
- Sat Jan 18, 2020 17:31
- Forum: Feature Discussion
- Topic: The future of Mob/NPC APIs (split from "Hytest")
- Replies: 43
- Views: 3193
Re: The future of Mob/NPC APIs (split from "Hytest")
There's no way to “push” entities by walking into them. The physics of this is problematic if the player also collides with the objects I think that's because the first idea is to have an on_collide callback on entities or players. But Newton's laws tell us that there is not such a things as "...
- Sun Jan 12, 2020 11:43
- Forum: Feature Discussion
- Topic: Damage inflicted by speed, not height
- Replies: 16
- Views: 1815
Re: Damage inflicted by speed, not height
Thinking about it, also related: collision detection callback.
- Sun Jan 12, 2020 10:26
- Forum: Français
- Topic: Minetest sur ipad
- Replies: 4
- Views: 824
Re: Minetest sur ipad
Reposte ta question sur la partie francophone du forum ; tu auras plus de chances d'obtenir des éléments de réponse.
Mais le mieux serait de poser la question en anglais. Si t'as pas de prof d'anglais sous la main pour traduire la question et les réponses, je peux faire l'interprète.
Mais le mieux serait de poser la question en anglais. Si t'as pas de prof d'anglais sous la main pour traduire la question et les réponses, je peux faire l'interprète.
Re: Wings mod
Please copy/paste the relevant error message lines from debug.txt.
Re: Wings mod
I got an error on this line: if stack:get_name() ~= name then return end It's is about the "stack" variable. Could I delete that line of code?? Oh, a fellow mod butcher! Well technically you could but you might not like the side effects. Maybe try to provide us with the error message befo...
- Thu Jan 02, 2020 18:25
- Forum: Feature Discussion
- Topic: Mod configuration options, settingsypes.txt
- Replies: 14
- Views: 2072
Re: Mod configuration options, settingsypes.txt
In this case, feeding me makes you a troll as well :-)
Now - although it does look like a typical troll question - what makes you think that I am trolling ? Cause it was a genuine inquiry.
Now - although it does look like a typical troll question - what makes you think that I am trolling ? Cause it was a genuine inquiry.
- Thu Jan 02, 2020 18:16
- Forum: WIP Mods
- Topic: [Mod] Beacons [beacons]
- Replies: 8
- Views: 1310
Re: [Mod] Beacons [beacons]
Hmm... I see in the latest MTG that the Dye mod puts its dyes in color_ something groups while this mod expects excolor_something. It seems related to this change.
Try to change "excolor..." to "color..." in this beacons mod.
Try to change "excolor..." to "color..." in this beacons mod.
- Wed Jan 01, 2020 11:30
- Forum: Feature Discussion
- Topic: Mod configuration options, settingsypes.txt
- Replies: 14
- Views: 2072
Re: Mod configuration options, settingsypes.txt
As I read it my conclusion is that most of the issues could be solved by making a "settings" mod that would use local storage and offer an API to other mods for settings. That should give us translation support and per-world settings without having to edit files (could still be an option, ...
- Tue Dec 31, 2019 17:20
- Forum: WIP Mods
- Topic: [Mod]Smoke [WIP]
- Replies: 58
- Views: 4983
Re: [Mod]Smoke [WIP]
I have volcanoes and magma conduits in my world and the amount of smoke those can produce is a lot, but its still fun because if you are mining underground, it becomes a fun hazard in survival mode to not die from smoke in enclosed spaces. I've also seen some players build houses with furnaces that...
- Sun Dec 29, 2019 11:50
- Forum: WIP Mods
- Topic: [Mod] Wand of Illumination [wand_of_illumination]
- Replies: 4
- Views: 669
Re: [Mod] Wand of Illumination [wand_of_illumination]
Funny, I have a similar wand that creates a brief light where the missile hits. Definitely use node timers for this. It is not more difficult than an ABM. In the wand def, on_place and on_secondary_use are the same functions. It would be nicer to make a single separate local function. In the other u...