Search found 314 matches

by qwrwed
Sat Feb 08, 2014 00:33
Forum: Old Mods
Topic: .
Replies: 46
Views: 26541

Typo: punching "car:hot_rod" will give you "car:hot_road" (line 3151).
by qwrwed
Sun Jan 26, 2014 22:59
Forum: Mod Releases
Topic: [Modpack]Magma/Ice tools(AutoSmeltingPick)[magma_and_ice_mp]
Replies: 20
Views: 14352

And the magma sword will set fire to any block you use it on.
by qwrwed
Sat Jan 25, 2014 22:02
Forum: Old Mods
Topic: [Mod] Simple Mobs [mobs]
Replies: 851
Views: 404972

AFAIK, swords don't take damage when hitting entities (e.g. players, mobs), only when using them to dig. I think Oerkkis spawn in caves deep underground.
by qwrwed
Tue Jan 21, 2014 21:27
Forum: WIP Mods
Topic: Using register_on_punchnode with pointed_thing
Replies: 3
Views: 660

Basically, I need to make a tool. This is just an example, but when you punch default:stone with it, it places default:sand in front of it. However, you can still dig things that aren't default:stone, but on_use doesn't allow this.
by qwrwed
Tue Jan 21, 2014 19:54
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 572570

Code: Select all

fixed_map_seed = 66768767867868789
Every world created after putting this in minetest.conf and saving should have the seed 66768767867868789. I created two worlds after adding that line, and they were both the same.
by qwrwed
Tue Jan 21, 2014 19:24
Forum: WIP Mods
Topic: Using register_on_punchnode with pointed_thing
Replies: 3
Views: 660

Using register_on_punchnode with pointed_thing

I am trying to make a tool that will place a node when you use it on a certain node (similar to how buckets used to be), but I would like to be able to dig with it on all other nodes. Looking at the buckets code, I see that was achieved by using pointed_node.above, but it was on_use and on-rightclic...
by qwrwed
Tue Jan 21, 2014 19:18
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 572570

I think you type the actual seed in the fixed_map_seed parameter.
by qwrwed
Tue Jan 21, 2014 08:32
Forum: WIP Mods
Topic: [Mod] Ultimate Tools [ut]
Replies: 5
Views: 4142

Krock wrote:I'd recommend you to use a function to add the block-craftings automatically because you've already made a list of the ores in an array.
Done. Instead of there being three register functions for each type of item, there is one.
by qwrwed
Tue Jan 21, 2014 08:21
Forum: Mod Releases
Topic: [Modpack]Magma/Ice tools(AutoSmeltingPick)[magma_and_ice_mp]
Replies: 20
Views: 14352

Thanks :)
Yep, you sure do.
OK, I'll change it.

EDIT: Changed.
by qwrwed
Mon Jan 20, 2014 19:36
Forum: Mod Releases
Topic: [Modpack]Magma/Ice tools(AutoSmeltingPick)[magma_and_ice_mp]
Replies: 20
Views: 14352

Update: Lava shovel, pick and axe auto-smelt, shovel can be used to dig lava and axe can be used to remove it.
by qwrwed
Sun Jan 19, 2014 19:22
Forum: Mod Releases
Topic: [Mod] Fireballs [3.4] [fireballs]
Replies: 29
Views: 17569

Thanks. Nice mod, my only problem is that the thunder sword doesn't do any damage (although I don't know if there is a way around this). Do you have any plans for adding sound or making the projectiles faster?
by qwrwed
Sun Jan 19, 2014 18:08
Forum: Mod Releases
Topic: [Mod] Fireballs [3.4] [fireballs]
Replies: 29
Views: 17569

I get an error when trying to use this: 18:04:47: ERROR[main]: ...etest-0.4.9-66b24cc-win32\bin\..\mods\fireballs\init.l ua:4: unexpected symbol near '<' The init.lua contains this: modpath=minetest.get_modpath("fireballs") dofile(modpath.."/fireball.lua") <<<<<<< HEAD dofile(mod...
by qwrwed
Sun Jan 19, 2014 14:47
Forum: Texture Packs
Topic: [256x]Bumped
Replies: 17
Views: 7975

The download link is broken, does anyone have a copy of this texture pack?
by qwrwed
Sun Jan 19, 2014 12:55
Forum: Old Games
Topic: [Game] MiniTest
Replies: 319
Views: 118058

PilzAdam wrote:2) I dont work on this anymore.
The Mesecons mod has Redstone-like functionality.
by qwrwed
Sun Jan 19, 2014 12:52
Forum: WIP Mods
Topic: Nuke version 1.7 (NEW)
Replies: 7
Views: 2204

Any screenshots or further description?
by qwrwed
Fri Jan 17, 2014 22:44
Forum: Mod Releases
Topic: [Mod] Lights+ [12112013] [lightsplus]
Replies: 46
Views: 23379

specopsbarton wrote:Hey, this is really nice mod! I run it at my server, ver 4.9 but there is a problem.
Once I put a white light node, it doesn't disappear from inventory or not getting substracted
from inventory...I can have unlimited Lights :/
Any ideas?
Fixed. Thanks for notifying me of this bug.
by qwrwed
Wed Jan 15, 2014 21:15
Forum: Mod Releases
Topic: [Mod] Lights+ [12112013] [lightsplus]
Replies: 46
Views: 23379

Thanks!
Are you using creative mode?
And which type of white light?

EDIT: I see what you mean; I will look into this when I have the time.
by qwrwed
Mon Jan 13, 2014 16:32
Forum: WIP Mods
Topic: Why there isn't new mods? :(
Replies: 41
Views: 6308

Has anyone done a mod of using lava to fuel a furnace? By either putting the furnace over the lava or using a bucket of lava put in it? I prefer the furnace over the lava so it is endless fuel or it could be good for say 90-120 days. Then it has to be replenished. Buckets of lava can be used as fue...
by qwrwed
Sat Jan 11, 2014 12:39
Forum: Mod Releases
Topic: [Mod] Jungle Tools (With special abilities) [jungletools]
Replies: 10
Views: 7161

You may have forgot the "L" in your screenshot.
by qwrwed
Fri Jan 10, 2014 12:07
Forum: WIP Mods
Topic: Getting amount of drops
Replies: 12
Views: 2343

prestidigitator: Ah. Now I see why things such as coal weren't added to the inventory.

Thanks for the help of everyone who posted here - the problem with the original code isn't fixed, but kaeza has provided an alternate solution (overwriting minetest.handle_node_drops) which works fine.
by qwrwed
Wed Jan 08, 2014 21:54
Forum: WIP Mods
Topic: Getting amount of drops
Replies: 12
Views: 2343

I have prevented more than one dug item from being added to the inventory (although the is a problem I will solve completely in the future) but is there a way to get the amount of drops? I have used this: after_use = function(itemstack, user, node, digparams) local drops = table.concat(minetest.get_...
by qwrwed
Wed Jan 08, 2014 18:07
Forum: WIP Mods
Topic: [Game] NodeHunt [W.I.P] [WTFPL]
Replies: 7
Views: 2333

It's probably possible to change what the player looks like by changing the player model and texture to that of a node (although the eye height would stay the same), but you wouldn't be able to see yourself unless you used the 3rd person mode build. What would the player do while playing as a node?
by qwrwed
Wed Jan 08, 2014 18:02
Forum: WIP Mods
Topic: Getting amount of drops
Replies: 12
Views: 2343

I looked at that code again and saw that had "cooked.item", whereas I just had "product". Adding .item meant that it worked almost as intended - digging cobble gives stone AND cobble - how do I prevent the item that is being dug from being added to the inventory?
by qwrwed
Wed Jan 08, 2014 17:47
Forum: WIP Mods
Topic: Getting amount of drops
Replies: 12
Views: 2343

It does - it prints to the terminal. http://www.mediafire.com/convkey/33cf/ss1ipvddqzhajsdfg.jpg This screenshot also shows the "table: 0x0<string of random characters>" that is printed. I have just realised there is no cooking recipe for stone, but digging cobble or sand does not give sto...
by qwrwed
Wed Jan 08, 2014 17:18
Forum: WIP Mods
Topic: Getting amount of drops
Replies: 12
Views: 2343

Code: Select all

on_dig = function(pos, node, digger)
    print("digged")
end
Nothing is printed.
On_dig only works for nodes; you can't dig a pickaxe.