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Calinou, did you look at the add_tool mod? It makes your mod some 300 lines shorter--very handy.
by MarkTraceur
Mon Dec 12, 2011 00:50
 
Forum: Mod Releases
Topic: [Mod] More Ores [moreores]
Replies: 325
Views: 228076

When I followed your instructions, I got "permission denied" (or similar). weperms.txt created, logged in with the right name, weperms looks like

Code: Select all
{marktraceur}


Bug?
by MarkTraceur
Mon Dec 12, 2011 00:00
 
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 790
Views: 258606

Awesome mod!

Would you be interested in moving it over to gitorious, where minetest modders are starting to gather?

https://gitorious.org/+minetest-modders

Let me know if you'd like to join the group!
by MarkTraceur
Sun Dec 11, 2011 18:10
 
Forum: Old Mods
Topic: [Mod] Home Mod [home_mod] (missing license)
Replies: 47
Views: 20138

ZLovesPancakes, If you'd consider joining us over at Gitorious, we'd really appreciate it....we currently have several modders there already, and I'd like to have a central location for these projects. That way, we all know where to look :) gitorious home: https://gitorious.org minetest-modders grou...
by MarkTraceur
Sun Dec 11, 2011 18:08
 
Forum: WIP Mods
Topic: Mod: Gemstones 1.5.0
Replies: 45
Views: 12627

Put this at the beginning of your init.lua:

Code: Select all
math.randomseed(os.time())


This "seeds" the random number generator with the current time, pseudo-ensuring a random result at each run.
by MarkTraceur
Sun Dec 11, 2011 18:06
 
Forum: WIP Mods
Topic: Modding tutorial
Replies: 14
Views: 5082

More simpler, let gitorious do it for you:

https://gitorious.org

They automatically generate tarballs for your project, and we already have a modders group on there:

https://gitorious.org/+minetest-modders

Join today! :)
by MarkTraceur
Sun Dec 11, 2011 18:04
 
Forum: Mod Releases
Topic: [Mod] Magic Lantern [magic_latern]
Replies: 19
Views: 15687

Why make it a mod and not simply release the code, since it's just a function ? Well, since it relies on minetest-specific code, I figured it would be best to use the minetest dependency management structure, instead of simply calling it a Lua function. Plus, I greatly prefer organizing all of my m...
by MarkTraceur
Sun Dec 11, 2011 09:20
 
Forum: WIP Mods
Topic: add_tool: for adding tools!
Replies: 9
Views: 3634

You should consider putting your project on gitorious:

https://gitorious.org

And let me know here, I can add you to the modders group:

https://gitorious.org/+minetest-modders
by MarkTraceur
Sun Dec 11, 2011 08:26
 
Forum: Old Mods
Topic: [Mod] DARKET Mods update [0.3] [dicormod]
Replies: 37
Views: 15310

You should consider putting your project on gitorious:

https://gitorious.org

And let me know here, I can add you to the modders group:

https://gitorious.org/+minetest-modders
by MarkTraceur
Sun Dec 11, 2011 07:22
 
Forum: WIP Mods
Topic: christmas
Replies: 10
Views: 2709

add_tool: for adding tools!

Are you making a new mineral/ore/gem/thing that shouldn't be physically possible to make into a tool but somehow need to be added to minetest anyway? Are you going to make a tool out of that new thing? Try the add_tool mod! Latest at https://gitorious.org/marktraceur-minetest-mods/add_tool See below...
by MarkTraceur
Sun Dec 11, 2011 05:46
 
Forum: WIP Mods
Topic: add_tool: for adding tools!
Replies: 9
Views: 3634

OK, I made a working copy of your mod: https://gitorious.org/marktraceur-minetest-mods/moreores/archive-tarball/0.1 And it now depends on my mod: https://gitorious.org/marktraceur-minetest-mods/add_tool/archive-tarball/0.1 Feel free to ask any questions, but it works for me. I'll post my mod in a ne...
by MarkTraceur
Sun Dec 11, 2011 05:41
 
Forum: Mod Releases
Topic: [Mod] More Ores [moreores]
Replies: 325
Views: 228076

- Ores quite often generate where they should not (outside of stone). No possible fix for now. Is your original post's bug still applicable? Also, could you make it a little less difficult to add tool types? That could be a separate mod that is a dependency of this one (and so, so many others). In ...
by MarkTraceur
Sun Dec 11, 2011 04:49
 
Forum: Mod Releases
Topic: [Mod] More Ores [moreores]
Replies: 325
Views: 228076

I would like to know how to create a random number, e.g. from 1-10 in Lua and how to create new mobs ;) -- at the beginning of your init.lua math.randomseed(os.time()) -- wherever you need the random number math.random(1,10) New mobs are not yet available through the API, to my knowledge. EDIT: You...
by MarkTraceur
Thu Dec 08, 2011 17:02
 
Forum: WIP Mods
Topic: Modding tutorial
Replies: 14
Views: 5082

NakedFury wrote:You need to write down all your sites with accounts info in a notebook or a word doc. helps a lot.


Word doc? This is a free game, we use LibreOffice! :)
by MarkTraceur
Thu Dec 08, 2011 04:51
 
Forum: WIP Mods
Topic: Modders: Join me on gitorious!
Replies: 5
Views: 1908

What error do you get when you change the height?
by MarkTraceur
Wed Dec 07, 2011 01:14
 
Forum: WIP Mods
Topic: Testing, testing aaaand...
Replies: 11
Views: 3679

News: We have three members, so far, but I know there are more than three modders here! Consider joining now, so we can have a big community organized there!
by MarkTraceur
Tue Dec 06, 2011 19:22
 
Forum: WIP Mods
Topic: Modders: Join me on gitorious!
Replies: 5
Views: 1908

There hasn't really been a conclusive statement from celeron55 about that, but the nature of mods allows us to pretty much add/remove features as we want without any input from the devs of the engine. My guess would be that c55 will include mods he likes (as before), and leave out those he doesn't, ...
by MarkTraceur
Tue Dec 06, 2011 19:21
 
Forum: WIP Mods
Topic: Mods and the Wiki
Replies: 1
Views: 1216

Evrim: Are you checking to make sure that the houses are within the bounds of the chunk that got generated? Are you making sure that they're generated at least close to the ground? Could you put out the code so we could see what you're doing?
by MarkTraceur
Tue Dec 06, 2011 19:19
 
Forum: WIP Mods
Topic: Testing, testing aaaand...
Replies: 11
Views: 3679

Hi, OP, I still think it would be better to move your project to gitorious--we have a few modders there in a group already:

https://gitorious.org/+minetest-modders

That would make it super-easy for developers to keep track of each other, and keep all the mods in one place!
by MarkTraceur
Tue Dec 06, 2011 19:17
 
Forum: WIP Mods
Topic: Mod: Gemstones 1.5.0
Replies: 45
Views: 12627

It should be pretty much instantaneous--definitely under 30 seconds. Strange that you got an error, though. It might work better with the absolute, bleeding edge, up-to-the-minute dev code on GitHub, would you mind testing? I'd much rather support that than transient dev releases.
by MarkTraceur
Mon Dec 05, 2011 14:25
 
Forum: WIP Mods
Topic: Leaf decay mod by MarkTraceur
Replies: 22
Views: 6479

It takes a *long* time for this stuff to grow....did you mean for that to happen?

Also, you should consider using "default:dirt" instead of "dirt" for the node names (same thing for all of the nodenames)
by MarkTraceur
Mon Dec 05, 2011 06:06
 
Forum: Old Mods
Topic: [Mod] Growing [growing]
Replies: 8
Views: 7884

Two bugs I've found thus far:

1. digprop_* are only callable like minetest.digprop_*, so you need to add minetest. to your digprop line(s)
2. You need to follow the naming conventions for your nodes and items--thus "breadmod:wheat" instead of "breadmod_wheat"
by MarkTraceur
Mon Dec 05, 2011 05:52
 
Forum: WIP Mods
Topic: Mod: Baking (was Bread)
Replies: 12
Views: 4915

Modders: Join me on gitorious!

Modders, Since we're working on a lot of code, and sharing it, we need a simple way to manage everything. The best way I've found is gitorious: https://gitorious.org It allows you to host git repositories, join teams, and use tags for version management and download links. Best of all, it's complete...
by MarkTraceur
Mon Dec 05, 2011 05:40
 
Forum: WIP Mods
Topic: Modders: Join me on gitorious!
Replies: 5
Views: 1908

Try gitorious: https://gitorious.org
by MarkTraceur
Mon Dec 05, 2011 04:52
 
Forum: WIP Mods
Topic: Mod: Gemstones 1.5.0
Replies: 45
Views: 12627

Leaf decay mod by MarkTraceur

Leaf decay, originally implemented in C++ for 0.31, re-implemented in Lua for 0.4. https://gitorious.org/marktraceur-minetest-mods/leaf_decay Changelog/download links: = Version 0.2 2011-12-04 = https://gitorious.org/marktraceur-minetest-mods/leaf_decay/archive-tarball/0.2 * Keep player-placed block...
by MarkTraceur
Mon Dec 05, 2011 04:46
 
Forum: WIP Mods
Topic: Leaf decay mod by MarkTraceur
Replies: 22
Views: 6479
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