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Re: Post your modding questions here

ABJ wrote:BTW That code looks like a whole init.lua to me :D

It's an extract out of nodes.lua from the default mod in the Minetest Game.
And for a whole mod it is a little short. Most of the mods on the forum here are much longer.
by TeTpaAka
Fri Apr 17, 2015 20:14
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 315872

Re: Post your modding questions here

Thanks for the help, both of you :) It works now. But again I am having a problem, this time with the textures. They only render black, regardless of node. I've placed the textures in the correct folder with the correct name and it does not say error also on chat. And it shows in correct colors in ...
by TeTpaAka
Fri Apr 17, 2015 19:09
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 315872

Re: Post your modding questions here

HELP! Hybrid Dog how do I solve this? And how do you do that small indentation? I added some to this code, local fencenames={"white","red","darkred","orange","indigo","gold","yellow","lime"} for i = 1,#fencenames do loc...
by TeTpaAka
Fri Apr 17, 2015 17:48
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 315872

Re: [Game] Fractured [0.01] [WIP]

Hello Kilarin, this subgame looks surely interesting. But I am having some problems with git. I don't know, whether I am doing something wrong, but I always and up with empty compassgps, explorertoolsall and bridgetool folders. Do I have to download them manually? Anyway, since they are not essentia...
by TeTpaAka
Fri Apr 17, 2015 15:45
 
Forum: WIP Games
Topic: [Game] Fractured [0.01] [WIP]
Replies: 148
Views: 20187

Re: [Mod] SkillsFramework [0.2] [skillsframework]

Hello domtron vox, I find the usage of trySkill too complicated. The typical usage of a skillset would be: ⋅  test, whether a skill has all requirements ⋅  do the action ⋅  improve the skill (optional) With your current trySkill function, this is at least for a single s...
by TeTpaAka
Mon Apr 06, 2015 10:29
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 51
Views: 8007

Re: Post your modding questions here

Can you get the direction of a node and place a new node facing the same direction with an abm? This is what I want minetest.register_abm({ nodenames = {"mymod:node1"}, interval = 1, chance = 1, action = function(pos, node) local node = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).nam...
by TeTpaAka
Fri Apr 03, 2015 16:09
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 315872

Re: [modpack] Magic [magic]

I added some attack spells.
by TeTpaAka
Thu Apr 02, 2015 12:57
 
Forum: WIP Mods
Topic: [modpack] Magic [magic]
Replies: 6
Views: 1563

Re: [Mod] Player Effects [1.1.1] [playereffects]

Hi Wuzzy, Is there a way to give priorities to effects? What I means is, right now, when an effect is applied, every other effect of the same group is disabled. Would it be possible to give the effects a priority, so that the effect with the higher priority continues? Or is there another way to achi...
by TeTpaAka
Thu Apr 02, 2015 10:59
 
Forum: Mod Releases
Topic: [Mod] Player Effects [1.2.0] [playereffects]
Replies: 34
Views: 13417

Re: [modpack] Magic [magic]

Possible crafting items for the wand could be a stick for the core and something on either end of it (like Mese crystals, gems, or rare metals), for the spellbook, just use a book with similar items. This mod should get interesting as it develops. For crafting you could have to craft a cauldron and...
by TeTpaAka
Wed Apr 01, 2015 22:33
 
Forum: WIP Mods
Topic: [modpack] Magic [magic]
Replies: 6
Views: 1563

Re: Post your mod requests/ideas here

The Firearms mod has a night-vision system with the Night-Vision Goggles in the mod for tech/modern based items. Yeah, it has. But it is only using a texture overlay over the whole screen to make everything whiter. This doesn't really help to see any better. What really is needed, is an option to a...
by TeTpaAka
Wed Apr 01, 2015 20:06
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2004
Views: 245105

[modpack] Magic [magic]

Hello minetest, As requested, here is a mod which adds a wand to the mintest game. To try it out you have to /giveme wands:wand_1 and /giveme wands:spellbook. First, use the spellbook to select some spells and the you can try them out with the wand. Normal Spells ⋅  Light Orb ⋅  ...
by TeTpaAka
Tue Mar 31, 2015 20:34
 
Forum: WIP Mods
Topic: [modpack] Magic [magic]
Replies: 6
Views: 1563

Re: Post your mod requests/ideas here

12Me21 wrote:I think there was a night vision goggle mod a while ago, I don't think it still works, though.

The only mod I found was this. But the way it does it (changing the air the player stands in to a light source) is not suitable for this mod.
by TeTpaAka
Mon Mar 30, 2015 22:59
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2004
Views: 245105

Re: Post your mod requests/ideas here

Magic mod/API (use Mana API, craft spells and spell-book or wand to hold them, can add more spells and containers at later times) Possible spells for the mod: Dig Block (break the block you aim at, may have multiple tiers like the picks) Light Orb (places a ball of light where you aim, can be punch...
by TeTpaAka
Mon Mar 30, 2015 18:46
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2004
Views: 245105

Re: [Mod] Quest framework [0.6] [quests]

indriApollo wrote:This is a very nice mod ! thank you TeTpaAka

Thanks.

I had to take a break due to my exams, but now I could continue working on this.
The newest update includes the option to automaticly hide the HUD.
by TeTpaAka
Fri Mar 27, 2015 12:06
 
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 8398

Re: Tracks not connecting

I think this could be caused by this.
It was introduced to fix connecting rails of different types. Seems like the powerrails are in the wrong group.
by TeTpaAka
Mon Mar 09, 2015 12:53
 
Forum: Problems
Topic: Tracks not connecting
Replies: 6
Views: 701

Re: [Mod] SkillsFramework [0.2] [skillsframework]

+1

How about a skill tree, where the player can decide, which skill he wants to improve?
This would require dependencies between the different skills, so you can enable a certain skill only, if you leveled enough on another skill.
Just my thoughts.
by TeTpaAka
Thu Mar 05, 2015 12:51
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 51
Views: 8007

Re: Post your modding questions here

Chinchow wrote:Is it at all possible to change the max player hp?

Currently, sadly no. See this.
by TeTpaAka
Thu Mar 05, 2015 12:46
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 315872

Re: [Game] Fractured [0.01] [WIP]

Looking forward to this.
by TeTpaAka
Wed Mar 04, 2015 18:46
 
Forum: WIP Games
Topic: [Game] Fractured [0.01] [WIP]
Replies: 148
Views: 20187

Re: [Mod] Quest framework [0.5] [quests]

I added basic support for the advanced inventory mods unified_inventory and inventory_plus. But I am aware that it still needs work. Right now, there is only the button registered which starts the regular questlog. Espescially for unified_inventory I am planning to provide an integrated page. TeTpaA...
by TeTpaAka
Wed Mar 04, 2015 18:39
 
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 8398

Re: [Mod] Railway corridors for Treasurer [tsm_railcorridors

It should depend on tnt since it falls back to the default behavior, where tnt:tnt is in the chest. Usually, this isn't a problem, but since it uses nodes from there it should contain it in depends.txt.

TeTpaAka
by TeTpaAka
Wed Mar 04, 2015 15:31
 
Forum: WIP Mods
Topic: [Mod] Rail corridors + treasures [0.14.0][tsm_railcorridors]
Replies: 36
Views: 7122

Re: [Mod] Quest framework [0.4] [quests]

Added intllib support and a german translation.
Note: The translation only covers the interface. The registering mod has to provide its own translations for the quests.
by TeTpaAka
Tue Mar 03, 2015 21:13
 
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 8398

Re: [Mod] Quest framework [0.3] [quests]

I am now quite happy with the mod. Good work! :-) Using smartfs might work as a temporary solution until the engine provides native multiline text fields, but I haven't looked at this mod that much, so I don't know how feasible it is. I am glad you like it. And I will take a look at smartfs. Wow aw...
by TeTpaAka
Tue Mar 03, 2015 20:15
 
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 8398

Re: [Mod] Quest framework [0.2] [quests]

Since this is an example, a couple of comments would clearly help. :) I hope, this is better now. I have a suggestion for a new API function: quests.show_formspec(playername) This should show the quest formspec to the specified player; same effect as using “/quests”. Useful for mods which want to h...
by TeTpaAka
Mon Mar 02, 2015 14:21
 
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 8398

Re: [Feature request] Player specific brightness

Not just how good/bright a player can be seen by others is interesting, also something like this http://img2.wikia.nocookie.net/__cb20100402125518/lostpedia/de/images/0/0b/6x10-Locke-Nachtsicht.jpg could help in caves. I'm sorry, if my text was unclear. That was actually what I meant.
by TeTpaAka
Sun Mar 01, 2015 17:34
 
Forum: Feature Discussion
Topic: [Feature request] Player specific brightness
Replies: 3
Views: 631

[Feature request] Player specific brightness

Hello Minetest community. Currently it is not possible to make a player see in dark caves. In normal play, this is intended. But there are mods which register different player classes. In my opinion, it would be logical that some classes, like the oerkki, who live in the dark would have adapted the ...
by TeTpaAka
Sun Mar 01, 2015 15:42
 
Forum: Feature Discussion
Topic: [Feature request] Player specific brightness
Replies: 3
Views: 631
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