Old spawner fixed.
Nil rdn method fixed.
Please test.
Search found 1052 matches
- Sat Dec 07, 2019 03:28
- Forum: WIP Mods
- Topic: [Mod] Creatures [mob-engine][develop]
- Replies: 34
- Views: 5783
- Thu Dec 05, 2019 13:52
- Forum: WIP Mods
- Topic: [Mod] Creatures [mob-engine][develop]
- Replies: 34
- Views: 5783
Re: [Mod] Creatures [mob-engine][develop]
There is no backward compatibility with older versions.
What old version are you using? I can look at this.
What old version are you using? I can look at this.
- Thu Dec 05, 2019 04:49
- Forum: WIP Mods
- Topic: [Mod] Creatures [mob-engine][develop]
- Replies: 34
- Views: 5783
Re: [Mod] Creatures [mob-engine][develop]
This does not seem possible.Imk wrote:didn't think about to put them on the engine mobkit ?
viewtopic.php?f=9&t=22112
Both projects set out to develop the same things in different ways and aspects.
- Thu Dec 05, 2019 04:16
- Forum: WIP Mods
- Topic: [Mod] Creatures [mob-engine][develop]
- Replies: 34
- Views: 5783
Re: [Mod] Creatures [mob-engine][develop]
I am testing on a test server, but have not yet tested enough.
- Thu Dec 05, 2019 03:41
- Forum: WIP Mods
- Topic: [Mod] Creatures [mob-engine][develop]
- Replies: 34
- Views: 5783
Re: [Mod] Creatures [mob-engine][develop]
Rotten Flesh will not (in the future) be an exclusive zombie mod item.
So ... https://github.com/minetest-mods/mob-en ... ms.lua#L43
EDIT: Fixed URL
So ... https://github.com/minetest-mods/mob-en ... ms.lua#L43
EDIT: Fixed URL
- Thu Dec 05, 2019 02:49
- Forum: WIP Mods
- Topic: [Mod] Creatures [mob-engine][develop]
- Replies: 34
- Views: 5783
Re: [Mod] Creatures [mob-engine][develop]
I do not understand what you mean.Imk wrote:zombielost? creatures_rotten_fleshCode: Select all
core.register_craftitem(":creatures:rotten_flesh", { description = "Rotten Flesh", inventory_image = "creatures_rotten_flesh.png", on_use = core.item_eat(1),
- Wed Nov 27, 2019 16:25
- Forum: General Discussion
- Topic: Post your Buildings(screenshots)
- Replies: 260
- Views: 77699
- Wed Nov 27, 2019 15:22
- Forum: General Discussion
- Topic: Post your Buildings(screenshots)
- Replies: 260
- Views: 77699
- Thu Sep 05, 2019 16:49
- Forum: Mod Releases
- Topic: [Mod] Hardcore torchs [v0.5.6][hardtorch]
- Replies: 38
- Views: 9673
Re: [Mod] Hardcore torchs [v0.5.6][hardtorch]
https://forum.minetest.net/download/file.php?mode=view&id=19893&sid=cf4a5d08b7bb54af70646e0369329540 Release 0.5.6 * Fix some lighting error * Add candle (from xdecor mod). The duration is 8 times longer than the default torch, but only illuminates very close blocks (use to light the house ...
- Wed Sep 04, 2019 17:30
- Forum: Mod Releases
- Topic: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
- Replies: 291
- Views: 202151
Re: [Modpack] Creatures MOB-Engine [2.3.1] [cme]
Hello, In my opinion creatures and mob-engine are not useable anymore. The server crashes too often. I have disabled it, and also the packages what need one of them, and now the crashes are gone. Most of the functionality you can find in mobs_redo what adds the framework, and in many packages what ...
- Wed May 22, 2019 18:31
- Forum: Modding Discussion
- Topic: How unload instantly forceloaded blocks
- Replies: 1
- Views: 512
Re: How unload instantly forceloaded blocks
This was the only way I found of spawning a mob in an unloaded blocks. But it is inefficient because it runs ABM and LBMs. -- Force spawn local force_spawn = function(pos, mob_name) minetest.forceload_block(pos) minetest.after(3, minetest.add_entity, pos, mob_name) minetest.after(3, minetest.forcelo...
- Wed May 22, 2019 15:03
- Forum: Modding Discussion
- Topic: How unload instantly forceloaded blocks
- Replies: 1
- Views: 512
How unload instantly forceloaded blocks
I have used the following methods in a mapblock:
But I noticed that the entities are still active (even though I am very far away), however if I approach and then move away from this mapblock, it becomes inactive.
Code: Select all
minetest.forceload_block(pos, true)
minetest.forceload_free_block(pos)
- Mon May 20, 2019 18:04
- Forum: Modding Discussion
- Topic: How access all lua entities of a world
- Replies: 1
- Views: 542
How access all lua entities of a world
It seems to me that the minetest.luaentities contains only active entities, but I want to access even the inactive too.
- Fri May 17, 2019 19:30
- Forum: Modding Discussion
- Topic: How do I know when an object is deactivated?
- Replies: 18
- Views: 1942
Re: How do I know when an object is deactivated?
Sure, but that's another topic, not related to callbacks and the self. I'm not sure I understood you here. Okay, It may not be semantically correct to call this a luaentity callback , but if luaentity is only part of a MOB (like object is from luaentity), it may be acceptable call it MOB callback .
- Fri May 17, 2019 18:20
- Forum: Modding Discussion
- Topic: How do I know when an object is deactivated?
- Replies: 18
- Views: 1942
Re: How do I know when an object is deactivated?
- Removed -
- Fri May 17, 2019 14:28
- Forum: Modding Discussion
- Topic: How do I know when an object is deactivated?
- Replies: 18
- Views: 1942
Re: How do I know when an object is deactivated?
I can make a luaentity copy and verify that the object still exists after 0.1 or more seconds.
- Fri May 17, 2019 00:57
- Forum: Modding Discussion
- Topic: How do I know when an object is deactivated?
- Replies: 18
- Views: 1942
Re: How do I know when an object is deactivated?
This doesn't say anything about what kind of tasks you'd want to perform on deactivation. The task is to create a callback to reach other tasks in the future. Does that answer your question? Checking self.activated will only result with occasional false positives and calling on_deactivate for activ...
- Thu May 16, 2019 15:38
- Forum: Modding Discussion
- Topic: How do I know when an object is deactivated?
- Replies: 18
- Views: 1942
- Wed May 15, 2019 19:32
- Forum: Modding Discussion
- Topic: How do I know when an object is deactivated?
- Replies: 18
- Views: 1942
Re: How do I know when an object is deactivated?
Yes, I make a structure similar to this and worked well for now, I just hope it keeps working fine in the future.
- Wed May 15, 2019 18:50
- Forum: Modding Discussion
- Topic: How do I know when an object is deactivated?
- Replies: 18
- Views: 1942
Re: How do I know when an object is deactivated?
But I can separate the activation from the deactivation using `self.activated = true`. But this will only work if get_staticdata runs only in these two situations.
- Tue May 14, 2019 19:35
- Forum: Modding Discussion
- Topic: How do I know when an object is deactivated?
- Replies: 18
- Views: 1942
How do I know when an object is deactivated?
There is a call to when the object "on_activate", but I want the same callback to the opposite, when an object "on_deactivate". Is there any idea how to do this before the object is deactivated?
- Wed May 08, 2019 21:59
- Forum: WIP Mods
- Topic: [Mod] Creatures [mob-engine][develop]
- Replies: 34
- Views: 5783
Re: [Mod] Creatures [mob-engine][develop]
I particularly planned to create a mod for cows, I already finished the mesh.
- Wed May 08, 2019 13:53
- Forum: WIP Mods
- Topic: [Mod] Creatures [mob-engine][develop]
- Replies: 34
- Views: 5783
[Mod] Creatures [mob-engine][develop]
https://forum.minetest.net/download/file.php?mode=view&id=18503&sid=4bc1d8b1c58146330b04add79aff3328 Description: This mod adds MOBs in Minetest. This is a continued version of the old creatures mod and the goal is to test to be formally launched. MOBs: Chicken Sheep Zombie Oerkki Ghost Min...
- Fri Jan 11, 2019 20:39
- Forum: WIP Mods
- Topic: [Mod] XP and Levels [v1.2.0][xpro]
- Replies: 25
- Views: 6026
Re: [Mod] XP and Levels [v1.2.0][xpro]
Release v1.2.0
* Support for unified_inventory
* Formspecs improvements
* Minimum levels for the award store
* Support for unified_inventory
* Formspecs improvements
* Minimum levels for the award store
- Fri Jan 11, 2019 04:16
- Forum: WIP Mods
- Topic: [Mod] XP and Levels [v1.2.0][xpro]
- Replies: 25
- Views: 6026
Re: [Mod] XP and Levels [v1.1.0][xpro]
Unfortunately, there is nothing that will solve this now.mywaynotthehighway wrote:I posted a few days ago with regard to using this mod with unified inventory any advice?
I will implement in up in 3 days.