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"..\..\src\minetest\src\nodedef.cpp:500: CNodeDefManager::set: Assertion 'c <= 0xfff' failed." Until recently Minetest only allowed mods to define up to 4095 different nodes. In recent git versions this has been raised to 32767. Either use a recent unofficial build or disable a few mods that are pu...
by ShadowNinja
Tue Nov 05, 2013 22:27
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1509
Views: 494904

Skin added for thatoneguy and interact granted to Annahstas.
by ShadowNinja
Sun Nov 03, 2013 19:15
 
Forum: Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 135
Views: 26546

[0.4.8] Protection support

Support for protection mods has recently been added to the Minetest API. You can see an example of how protection mods should use this here . Any mods that want to check if a position is protected should use minetest.is_protected(pos, playername). This is an improvement over having to use hacks like...
by ShadowNinja
Sat Nov 02, 2013 18:28
 
Forum: News
Topic: [0.4.8] Protection support
Replies: 4
Views: 2356

[...] a pain to download [...] Because of submodules the GitHub download zip will not work properly, therefore I have uploaded a packaged version of the gamemode with all the mods included, the link is in the first post. [...] technic/mesecons/pipeworks slows the game to a crawl [...] Technic has r...
by ShadowNinja
Mon Oct 14, 2013 20:06
 
Forum: Game Releases
Topic: [Game] Technic [technic_game]
Replies: 40
Views: 28020

Skins added for HardcoreFox, oOChainLynxOo, and stormchaser3000.
by ShadowNinja
Mon Oct 07, 2013 20:43
 
Forum: Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 135
Views: 26546

hampa16 wrote:Can i have interact privilages and teleport privilages please?

Yes, you may have interact, what is your in-game nickname?
Teleport privileges are for moderators only, sorry. I may add a limited version of this command for all users, but you should use travelnets for traveling long distances.
by ShadowNinja
Mon Oct 07, 2013 00:32
 
Forum: Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 135
Views: 26546

Nice Hybrid Dog.
Could you possibly make a pull request on technic with this?
Edit: And use the vector helpers. Eg, vector.round(pos).
by ShadowNinja
Fri Oct 04, 2013 20:16
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1509
Views: 494904

jojoa1997 wrote:Was this the old server?

This is the same server that has been up for months, if that is what you mean.
by ShadowNinja
Thu Oct 03, 2013 16:18
 
Forum: Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 135
Views: 26546

ShadowNinja's building server [git, flat, 24/7, short night]

ShadowNinja's Creative Building Server Address: shadowninja.minetest.net Port: 30008 IRC: #minetest-shadowninja on irc.inchra.net port 6667 (SSL 6697). Webchat This is a server for serious builders. Backups are made daily and rollback is enabled. You must ask for interact (the ability to build ...
by ShadowNinja
Thu Oct 03, 2013 16:10
 
Forum: Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 135
Views: 26546

I have added a owners display to the HUD, inspired by the landrush mod by Brenaweb. This will only work on very recent servers (from today). Otherwise moving from one area to another will just change the color of the text to black. I have attempted to add a /show_area command, and it almost worked. ...
by ShadowNinja
Thu Sep 26, 2013 14:48
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 200
Views: 84115


You need a very recent build of Minetest from git to use the master branch. Minetest stable and old git versions won't work.
Either update your version of Minetest or use the version of technic in the "stable" branch. (See the link in the first post)
by ShadowNinja
Wed Sep 25, 2013 19:29
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1509
Views: 494904

This mod is slow because it uses minetest.(env:){set,add}_node() and minetest.(env:)get_perlin(). You could make it a lot faster if you used the LuaManualMapVoxelManipulator, but that would require Minetest 0.4.7-dev+. Another thing you can do that should speed it up, although not as significantly, ...
by ShadowNinja
Wed Sep 18, 2013 19:54
 
Forum: Mod Releases
Topic: [Mod] Mount Meru, 2 km tower/mountain [0.3.1] [meru]
Replies: 89
Views: 25349

jojoa1997 wrote:Maybe you could have areas protected by mapblock.

That is what 0gb.us's landclaim_0gb_us mod does.
Unfortunately that makes it impossible to protect a precise area and very difficult to protect a large area.
by ShadowNinja
Wed Sep 18, 2013 19:09
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 200
Views: 84115

[Mod] Advanced area protection [areas]

Areas is a advanced area protection mod based on node_ownership. Features: ⋅ Players with the 'areas' privilege can dig and place in protected areas without having to grant themselves control over it. ⋅ Areas can be named. ⋅ Simpler to use. ⋅ Players that have...
by ShadowNinja
Tue Sep 17, 2013 16:51
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 200
Views: 84115

super_tnt wrote:I'm getting this error everytime I load the mods necessary for it to run.
~~Warning: Configuration not consistent~~

This doesn't look like a technic issue and I can't help much more without seeing the end of your debug.txt.
by ShadowNinja
Wed Sep 04, 2013 04:50
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1509
Views: 494904

Temperest wrote://fixedpos set1/set2 x y z"


I added this to my copy of WorldEdit before, but I used //pos1/2 [x y z|x,y,z] which is simpler and takes less code.
If no coordinates are specified it defaults to the players position.
by ShadowNinja
Sat Aug 03, 2013 16:53
 
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 793
Views: 267098

oxenfreedan wrote:URGENT: IF A MODERATOR HAS NOT NOTICED THE GRIEFER CTPURKE IS APPEARS TO BE UNBANNED AND WAS ALREADY GRIEFING AGAIN!

Please don't use all caps. Also, player names are case-sensitive. Is it "CTPURKE", "ctpurke", "Ctpurke", or something else?
by ShadowNinja
Wed Jul 31, 2013 01:52
 
Forum: Servers
Topic: Redcrab's server
Replies: 5030
Views: 637242

Great to see that this server is back! :-)
However I cannot connect either. Maybe a port-forwarding issue?
You will definitely want to update the server and all of the mods.
by ShadowNinja
Tue Jul 30, 2013 04:12
 
Forum: Servers
Topic: [0.4.9] [24/7] Shaun's Survival Server.
Replies: 148
Views: 166747

Evergreen wrote:Is it possible to put a modpack inside of other modpacks?

Yes, I have them nested to three of four levels.
by ShadowNinja
Thu Jul 18, 2013 15:12
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 347119

No, you can see all of the publicly announced serves at servers.minetest.net.
Not everyone is always on. Some times of the day are better if you want a lot of players.
However more players means more lag.
by ShadowNinja
Thu Jul 18, 2013 02:37
 
Forum: Servers
Topic: Do the number of accessible servers go up if you've had mods installed
Replies: 3
Views: 655

No one seemd to have looked at my post so I will repeat. My concrete 2.2 mod seems to shut server down when you dig the concrete. Code causing the problem most likely is... ~~~~ minetest.env:set_node(pos, "concrete:concrete4") ~~~~ can you find the problem? Yes, set_node and add_node take a table c...
by ShadowNinja
Wed Jul 17, 2013 14:53
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 347119

12Me21 wrote:This seems like a stupid question with an obvious answer, but how do you make it so an abm will happen if a node is next to one type of node AND another type, like having an abm happen when a dirt block is next to a stone block AND a water source?


Use find_nodes_in_area() and check the result.
by ShadowNinja
Mon May 06, 2013 15:58
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 347119

PilzAdam wrote:
ch98 wrote:is it possible to have a modpack within a modpack?

No.

Actualy it is possible, as long as they all have a modpack.txt(I use this feature for organization).
by ShadowNinja
Thu May 02, 2013 03:50
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 347119

minetest.com is no longer updated, it ts owned be someone that is not active.
There is a dev wiki at dev.minetest.net that is kept up to date.
by ShadowNinja
Wed May 01, 2013 19:43
 
Forum: General Discussion
Topic: Minetest Wiki
Replies: 13
Views: 2004

If you are using the latest version of common(as of a few seconds ago) you can set "disable_fire = true" in your minetest.conf. That will cause the fire to simply burn out without destroying anything. Otherwise you should delete games/common/mods/fire and remove ", fire" from the list of common mods...
by ShadowNinja
Fri Apr 26, 2013 16:30
 
Forum: General Discussion
Topic: HELP!!!
Replies: 4
Views: 613
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