Search found 577 matches

by Zeg9
Mon Jul 15, 2013 12:29
Forum: Feature Discussion
Topic: Multiple nodes at the same position
Replies: 7
Views: 1479

I have an idea which could solve most of the issues: a special meta string, which would contain the name of a secondary node.
This way nothing much important would be changed in the engine (at least, in the map database), and it would allow having 2 nodes in the same place.
by Zeg9
Sat Jul 13, 2013 10:50
Forum: General Discussion
Topic: Multiple minetest installations in Linux
Replies: 10
Views: 2017

Try running these lines: cd ~ mkdir Minetest-Run-In-Place cd Minetest-Run-In-Place git clone https://github.com/minetest/minetest.git cd minetest cmake -DRUN_IN_PLACE=1 . make -j 3 I also tried running your commands and it did partially work, but didn't include minetest game. After make, do: cd gam...
by Zeg9
Sat Jul 13, 2013 08:03
Forum: Old Mods
Topic: [Mod] Zeg9's craft guide [github] [zcg]
Replies: 39
Views: 25986

Temperest wrote:Simple and works, it's perfect.
Well, thanks :p
by Zeg9
Fri Jul 12, 2013 16:46
Forum: Mod Releases
Topic: [Mod] In-game skin switching [skins]
Replies: 196
Views: 88491

Hybrid Dog wrote:.../skins/skins/init.lua:67: attempt to index local 'meta' (a nil value)
https://github.com/Zeg9/minetest-skins/ ... d4fcb3b116
Latest version should have it fixed. Thanks !
by Zeg9
Mon Jul 08, 2013 09:17
Forum: Mod Releases
Topic: [Mod] RandomMessages [random_messages]
Replies: 21
Views: 5474

Tedypig wrote:"Put your messages in (world directory)/random_messages, 1 message per line."

Do I make a new .txt file in the mod folder, or what do I do?
So this is in your world folder, not mod :p
by Zeg9
Sun Jul 07, 2013 07:48
Forum: Old Mods
Topic: [Mod] UFOs [ufos]
Replies: 109
Views: 79020

Hybrid Dog sent a lot of screenshots
Good job ! Looks exactly like the model.
But, what's the latest picture?
by Zeg9
Sat Jul 06, 2013 16:25
Forum: General Discussion
Topic: Tin for 0.4.8 ?
Replies: 39
Views: 7342

Dopium wrote: a big post
I agree with you.
Let's quote Evergreen:
Evergreen wrote:Image
by Zeg9
Sat Jul 06, 2013 10:04
Forum: Minetest-related projects
Topic: Generate some dirt underground
Replies: 8
Views: 1535

Untested.

Code: Select all

minetest.register_ore({
    ore_type = "scatter",
    ore = "default:dirt",
    wherein = "default:stone",
    clust_scarcity = 8*8*8,
    clust_num_ores = 100,
--  ^ Number of ores in a cluster
    clust_size = 5,
    height_min = -31000,
    height_max = 0,
})
by Zeg9
Sat Jul 06, 2013 08:53
Forum: Mod Releases
Topic: [Mod] Inventory++ [github] [inventory_plus]
Replies: 46
Views: 72149

missing images in the folder textures mod (inventory_plus). In this case, the image armature I want to play survival mode with bench!! And in the player's inventory should be only 2x2 crafting. Please, just a bench 3x3. The armor image has been added back by stu, just download the 3d armor mod agai...
by Zeg9
Sat Jul 06, 2013 08:51
Forum: Mod Releases
Topic: [Mod] In-game skin switching [skins]
Replies: 196
Views: 88491

If you have ever seen BlockMen's crafting_plus mod, it has a preview of the player in it's player inventory gui. Maybe you could do something similar to show what the player's skin currently is (of course, this is a feature that could be added to the base game, though perhaps off to the side of the...
by Zeg9
Fri Jul 05, 2013 11:16
Forum: Mod Releases
Topic: [Mod] In-game skin switching [skins]
Replies: 196
Views: 88491

EDIT: with a *lot* faster preview generator ! Just an idea : Could you do something for names of the skins could be showed in the skins list ( in-game) I just did it this morning, how did you guess ? I can't push it right now because 3 skins need names, I sent a PM to Hybrid Dog but he didn't answe...
by Zeg9
Fri Jul 05, 2013 10:43
Forum: Mod Releases
Topic: [Mod] Inventory++ [github] [inventory_plus]
Replies: 46
Views: 72149

[...] was not tidy! Please fix the missing! Lack images. What images are missing ? And I have another request: I can not put in survival mode leaving only 2x2 in inventory Is this about the workbench mod ? I could try to add support for it if you wish. Also propose that a fund prettiest place in th...
by Zeg9
Thu Jul 04, 2013 16:38
Forum: General Discussion
Topic: Tin for 0.4.8 ?
Replies: 39
Views: 7342

We already have a lot of high strength materials for tools: mese and diamond. Adding a 'hardened steel' is over crowding the tool sequence. Each step in the sequence is and should be a fundamental advancement and each material very different. wood - stone - steel - diamond / mese wood - stone - ste...
by Zeg9
Thu Jul 04, 2013 13:09
Forum: Game Releases
Topic: [Game] Decoblocks [R5]
Replies: 28
Views: 19487

Seeing jungle trees with the default wood block was also a bit of a surprise. But that's an issue with the current way mapgen values are defined through mg_flags. I hope the engine devs change that sometime and allow the values to be set per game, rather than as a global setting. I've been debating...
by Zeg9
Thu Jul 04, 2013 08:38
Forum: General Discussion
Topic: Tin for 0.4.8 ?
Replies: 39
Views: 7342

One could add a remake of technic (wires and electric furnaces) to the default game. But, who would merge it ?
Also, mithril should be added, too. but that goes with a 3D armor mod, which isn't available in minetest game.
-> Add 3D armor to minetest_game ? I think that wouldn't hurt anyone.
by Zeg9
Wed Jul 03, 2013 16:43
Forum: WIP Mods
Topic: Simple Auto-Mining Block?
Replies: 2
Views: 1033

could someone give me an example of how I can run the loop within the minetest.register_abm function. minetest.register_abm({ nodenames = {"yourmod:yournode"}, interval=1.0, -- in seconds chance=1, action = function(pos, node, ...) for x=-1,1 do for y=-1,1 do for z=-1,1 do minetest.remove_node({x=p...
by Zeg9
Wed Jul 03, 2013 15:15
Forum: General Discussion
Topic: Tin for 0.4.8 ?
Replies: 39
Views: 7342

BlockMen wrote:I think we have already too much ores. Copper, ok, but IMO bronze could get removed.
Bronze is a bit more useful than gold.
by Zeg9
Wed Jul 03, 2013 09:07
Forum: General Discussion
Topic: Tin for 0.4.8 ?
Replies: 39
Views: 7342

Tin for 0.4.8 ?

We already have copper and bronze, but for the moment, bronze is made from copper and steel, which isn't the usual alloy...
So, what do you think about adding tin? It would replace steel for crafting bronze.
The pull request is there: https://github.com/minetest/minetest_game/pull/178
by Zeg9
Tue Jul 02, 2013 16:29
Forum: Mod Releases
Topic: [Mod] In-game skin switching [skins]
Replies: 196
Views: 88491

EDIT: with a *lot* faster preview generator ! Just an idea : Could you do something for names of the skins could be showed in the skins list ( in-game) I just did it this morning, how did you guess ? I can't push it right now because 3 skins need names, I sent a PM to Hybrid Dog but he didn't answe...
by Zeg9
Tue Jul 02, 2013 11:34
Forum: Servers
Topic: [0.4.4] Zegaton - Zeg's server
Replies: 155
Views: 30749

If OldCoder agrees, we'll keep the old Zegaton running on port 30015, and run Zegaton II on another port.
Else, the old map will still be available to download via http or torrent.
by Zeg9
Tue Jul 02, 2013 07:32
Forum: Mod Releases
Topic: [Mod] In-game skin switching [skins]
Replies: 196
Views: 88491

prof-turbo wrote:New skin : skin Strange killer. I invented the character and the skin ( Slender is a game character, if you don't know it).
link : https://www.mixturecloud.com/media/download/ZVGymeht
license in the archive. Have fun!
Added !
EDIT: with a *lot* faster preview generator !
by Zeg9
Tue Jul 02, 2013 07:30
Forum: Mod Releases
Topic: [Mod] Protector [protector]
Replies: 84
Views: 30045

Hey Zeg, could you make an update to provide more ranges of protection, kinda lke protector plus? But make the build requirments much harder to obtain? Just a thought, BTW Awesome update, I didn't read the changelog and saw purple areas everywhere and it was freaking me out XD The purple texture wi...
by Zeg9
Sun Jun 30, 2013 15:54
Forum: Mod Releases
Topic: [Mod] Teleporters (linking finally updated) [teleporters]
Replies: 22
Views: 14381

Updated: better linking (!), and better texture.

See first post about the linking.
by Zeg9
Sun Jun 30, 2013 14:52
Forum: Mod Releases
Topic: [Mod] In-game skin switching [skins]
Replies: 196
Views: 88491

prof-turbo wrote:This mod will getting big really fast :D
It took 5 months but today ~10 skins have been added :-)
Maybe the spirit of holidays.
by Zeg9
Sun Jun 30, 2013 14:21
Forum: Mod Releases
Topic: [Mod] In-game skin switching [skins]
Replies: 196
Views: 88491

stu wrote:Feel free to include this one if you like, he's called max.

https://dl.dropboxusercontent.com/s/ehp ... 3c/max.zip

License: WTFPL
Nice !
I added it to the repo.