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Don't know about economy, but technic is available on Calinous server (minetest.org 30003)
by Sokomine
Wed Nov 14, 2012 21:22
 
Forum: General Discussion
Topic: Looking for Server
Replies: 3
Views: 514

The protector mod and derived mods protect the land by plugging into the place/dig routines of Minetest. If a player places or digs a node, a function in the protector mod is called and checks if the operation is allowed or not. In order to find out what to reply, the function searches for possible ...
by Sokomine
Fri Nov 09, 2012 05:47
 
Forum: Mod Releases
Topic: [Mod] Protector+ [protectorplus]
Replies: 40
Views: 15199

I don't think copying Minecraft would be such a good idea. Plus the Minecraft player is a figure that is much simpler in construction. I'm afraid it won't look good as a static model. Arms, legs, head...none of these can move yet! For that we'll need the patches MirceaKitsune is working on. But if y...
by Sokomine
Fri Nov 09, 2012 03:04
 
Forum: Old Mods
Topic: [Mod] 3D Players [3d_player]
Replies: 49
Views: 15162

After experimenting a bit with sapiers Wielditem editor I came up with this: http://www.zimg.eu/i/2858235178 The texture is that of wood (I'm not good at textures!). The collection of nodeboxes is modelled after the image of players on Redcrabs server combined with the default green shape. It looks ...
by Sokomine
Fri Nov 09, 2012 01:44
 
Forum: Old Mods
Topic: [Mod] 3D Players [3d_player]
Replies: 49
Views: 15162

Right, without some sort of node protection the doors can be digged around and are more or less symbolic. Using them as tools to define protected areas is something I don't want - because that would lead to too many locked doors and inaccessible buildings. But the idea might be extended to another n...
by Sokomine
Thu Nov 08, 2012 19:10
 
Forum: Mod Releases
Topic: [Mod] locks [locks]
Replies: 63
Views: 25869

Also, if PvP is enabled, just kill the griefer. Or you can trap them in blocks he can't destroy (such as stone if they have no pickaxe). That is not a very efficient way of dealing with griefers. Beeing hunted and killed may be the ultimate fun for a griefer - after all someone's playing *attention...
by Sokomine
Thu Nov 08, 2012 18:55
 
Forum: General Discussion
Topic: Ideas to stop griefing (vandalism)
Replies: 13
Views: 2108

A player entering a vehicle would under ideal conditions be transported to the destination and be free to move inside the vehicle. That is of course rather complicated (velocity relative to vehicle and relative to the rest of the world) and would imply such things as player without safety-belt beein...
by Sokomine
Thu Nov 08, 2012 18:07
 
Forum: Mod Releases
Topic: [Mod] Carts [carts]
Replies: 597
Views: 240140

What impact does the larger protector have on server performance? 5x5x5=125 but 20x20x20=8000. Even if we take into account that on average only halve that many blocks have to be searched it's still ~63 vs 4000....on every dig/place. For larger areas, the node/area protection approach seems more sen...
by Sokomine
Thu Nov 08, 2012 15:28
 
Forum: Mod Releases
Topic: [Mod] Protector+ [protectorplus]
Replies: 40
Views: 15199

It would be great if players could be handled the same way as other lua entities. Why can players be moved downwards (gravity in action) or even upwards (with the group of the node the player falls onto set like in the jumping mod) but not be moved/accelerated sideways? Does anyone know if there is ...
by Sokomine
Wed Nov 07, 2012 19:27
 
Forum: Mod Releases
Topic: [Mod] Carts [carts]
Replies: 597
Views: 240140

There are at least three diffrent approaches to dealing with griefers: - rollback to undo the griefers actions (on the social level the most efficient way for dealing with griefers) - area/node protection Can be seen on Redcrabs server in action and works well. Only trouble is that figuring out the ...
by Sokomine
Wed Nov 07, 2012 18:54
 
Forum: General Discussion
Topic: Ideas to stop griefing (vandalism)
Replies: 13
Views: 2108

I did that already (lua reads the level.dat directly and does add_node for each node), but there are still some issues keeping me from releasing the mod. The most problematic factor is that the area the classic level is to be imported into has to be loaded. Otherwise the blocks don't get placed and ...
by Sokomine
Wed Nov 07, 2012 15:37
 
Forum: Maps
Topic: Converting minecraft classic to minetest?
Replies: 34
Views: 11010

Removing unwanted shared locked objects is quite easy: Just delete or comment out those lines at the end of init.lua that you don't want: dofile(minetest.get_modpath("locks").."/shared_locked_chest.lua"); dofile(minetest.get_modpath("locks").."/shared_locked_sign_wall.lua"); dofile(minetest.get_modp...
by Sokomine
Wed Nov 07, 2012 14:57
 
Forum: Mod Releases
Topic: [Mod] locks [locks]
Replies: 63
Views: 25869

[Mod] locks [locks]

Update: (Version 1.20) Added support for pipeworks . Shared locked chests and furnaces can now connect to tubes - just like normal chests and furnaces. Update: Made minor change to make it runnable with newer versions of Minetest and added shared locked furnaces. This is how the modified locked xdoo...
by Sokomine
Wed Nov 07, 2012 00:59
 
Forum: Mod Releases
Topic: [Mod] locks [locks]
Replies: 63
Views: 25869

There are at least two nodebox editors out there: http://minetest.net/forum/viewtopic.php?id=2840 from rubenwardy and
http://minetest.net/forum/viewtopic.php?id=3162 from sapier. Maybe you can get one of them running.
by Sokomine
Mon Nov 05, 2012 15:26
 
Forum: Old Mods
Topic: [Mod] 3D Players [3d_player]
Replies: 49
Views: 15162

Put this into your minetest.conf:
Code: Select all
enable_texture_atlas = false

You may still experience glitched/missing images (especially in the inventory) from time to time. If that happens it usually helps to close Minetest and start it again.
by Sokomine
Mon Nov 05, 2012 14:29
 
Forum: Mod Releases
Topic: [Modpack] Home Decor [git] [homedecor_modpack]
Replies: 926
Views: 308522

Nice mod. Saves quite a lot of space if one wants to do that kind of code input.
by Sokomine
Sat Nov 03, 2012 17:07
 
Forum: Mod Releases
Topic: [Mod] Mesecon digicode [0.2] [digicode]
Replies: 18
Views: 7777

While you are in there doing c++ stuff, if you can manage to write some code that allows Lua mods to force open a formspec/inventory, would be a very welcomed addition. =) Yes, that would be great. I wanted to present diffrent "Menus" to players depending on weather they are the owner or an authori...
by Sokomine
Sat Nov 03, 2012 17:06
 
Forum: Partly official engine development
Topic: Presentation and help request
Replies: 6
Views: 1445

Can I please have area 68,10,-216 to 38,60,-244 protected? Reason: I have 3 areas already (they are small stripes my house stands on..that complicated area), did build a weekend house on that area mentioned here and want to build a tiny lake in the garden. The area does include a small house that be...
by Sokomine
Thu Nov 01, 2012 17:20
 
Forum: Servers
Topic: Redcrab's server
Replies: 5018
Views: 578060

With mods like 4seasons (winter and autumn are especially nice), animals (mobf), bushes+flowers+junglegrass+nature+vines (can be used individually or found in nature_pack_controlled), farming/farming_plus and hydro, nature looks quite good already. All those mods combined slower down map generation;...
by Sokomine
Wed Oct 31, 2012 14:15
 
Forum: General Discussion
Topic: New to Minetest - need sound and etc
Replies: 13
Views: 3469

How good the buildings are usually depends largely on the capabilities and experience of the builder. With all the gathering of material needed and the lack of worldedit and fly privileges, buildings are usually much smaller than I'm used to in Minecraft classic. The many details and mods (3dfornitu...
by Sokomine
Mon Oct 29, 2012 16:24
 
Forum: General Discussion
Topic: Screenshots of large and amazing constructions
Replies: 4
Views: 1082

That is a strange request, Clone1625. I would recommend you to play singleplayer if you do not want other players around. Or build your building in a way that it does not have a door - thus no one can come in and misunderstandings can be avoided.
by Sokomine
Sun Oct 28, 2012 02:42
 
Forum: Servers
Topic: Redcrab's server
Replies: 5018
Views: 578060

Function for "player exists"?

Is there any function that can tell me if a player exists? I'm not only intrested in players logged in right now - I want to check all players. Is there a better way than through the filesystem? Finding players whose names starts with a given prefix (case-insensitve search) might also be quite usefu...
by Sokomine
Fri Oct 26, 2012 15:59
 
Forum: WIP Mods
Topic: Function for "player exists"?
Replies: 11
Views: 1176

Hm. Such an automatic function might be nice in some situations and facilitate building. The trouble is that the automatic function can only guess - it might be wrong and the player might want to have a small (accessible) bridge where the function places a corner. Maybe it could have extra parts tha...
by Sokomine
Thu Oct 25, 2012 20:36
 
Forum: Mod Releases
Topic: [Mod] Bridges and handrails; including autobridge [bridges]
Replies: 16
Views: 8427

Nodes that break after one stood on them for too long...hm. Not very friendly towards peacefully idling people :-) But it ought to be possible in the way the mesecons' player dectector works. A drawbridge is another point. The movement of a drawbridge cannot be handled in a practical way right now. ...
by Sokomine
Thu Oct 25, 2012 17:45
 
Forum: Mod Releases
Topic: [Mod] Bridges and handrails; including autobridge [bridges]
Replies: 16
Views: 8427

The x,y,z coordinates are intended to be a help to get the coordinates for things like area protection, teleporters etc. This can be done with F5 as well, but might be a bit easier if the coordinates are displayed without decimal points. The drawtype "raillike" plus less light emitted could not fulf...
by Sokomine
Thu Oct 25, 2012 17:38
 
Forum: Mod Releases
Topic: [Mod] Compass [compass]
Replies: 14
Views: 5101
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