Search found 4116 matches
- Thu Jul 14, 2022 02:31
- Forum: WIP Mods
- Topic: [Mod] Simple_Dialogs for Minetest entities [simple_dialogs]
- Replies: 34
- Views: 6471
Re: [Mod] Simple_Dialogs for Minetest entities [simple_dialogs]
Ha! Synchronicity! It DOES seem to happen a lot. Wouldn't be MT without :-) That would be cool to do. So far though, I haven't seen any actual interest in my mod. So there might not be any market for the transfer tool. :) I hope your mod will attract more attention, because I think users being able...
- Tue Jul 12, 2022 18:01
- Forum: WIP Mods
- Topic: [Mod] Simple_Dialogs for Minetest entities [simple_dialogs]
- Replies: 34
- Views: 6471
Re: [Mod] Simple_Dialogs for Minetest entities [simple_dialogs]
It happened again - diffrent people working on a similar problem and comming up with a comparable solution at roughly the same time :-) I've been planning to write a mod to talk to NPC for several years now. Then I was pointed to the Your Land server and found a mod that was already pretty useful - ...
- Tue Mar 15, 2022 04:05
- Forum: Modding Discussion
- Topic: AdventureTest - how many of you would be interested in this?
- Replies: 6
- Views: 1371
Re: AdventureTest - how many of you would be interested in this?
I'm still working on a mod that allows to "talk" with mobs through formspecs in a point&click adventure style mode. That alone is a big project and might be of intrest to your project as well. A lot of work has already been done by the admin of the YourLand-Server who wrote the origina...
- Mon Oct 11, 2021 11:15
- Forum: Mod Releases
- Topic: [Modpack] WorldEdit [worldedit]
- Replies: 862
- Views: 370538
Re: [Modpack] WorldEdit [worldedit]
As far as I can see, there's no problem if the changes are well compressible. I'm less worried about disk space here. More about available RAM and time/lag. There are situations where those limits are reached. Any additional operation may make things worse. While minetest.create_schematic works pre...
- Sat Oct 09, 2021 16:55
- Forum: Mod Releases
- Topic: [Modpack] WorldEdit [worldedit]
- Replies: 862
- Views: 370538
Re: [Modpack] WorldEdit [worldedit]
When working with worldedit, mistakes can happen and you can't backup your world every few minutes, would be too tedious and downright silly when the more logical option is simply an undo command. An undo command would certainly be great and useful. Sadly the information for the undoing needs to be...
- Sat Oct 09, 2021 12:48
- Forum: Mod Releases
- Topic: [Mod] exchange/replace nodes with one click [replacer]
- Replies: 44
- Views: 28768
Re: [Mod] exchange/replace nodes with one click [replacer]
The replacer has - after a long time - received some updates that will hopefully be helpful: The message when storing a new pattern tells you the name of the node and its rotation in a more human-readable way. A new pattern can now be stored with AUX1 + right-click in addition to SHIFT + right-click...
- Sat Sep 18, 2021 04:26
- Forum: Mod Releases
- Topic: [mod] 62 underground biomes! [1.2.2] [underch]
- Replies: 201
- Views: 38796
Re: [mod] 62 underground biomes! [1.1.4] [underch]
If you want things to generate exactly the same way a second time, you have to assure the seed into math.random is the same. I've seen a mod somewhere that does this. Maybe something from Sokomine, I'm thinking? [basic_houses], maybe? That's something every mapgen mod that wants to use some additio...
- Sat Sep 18, 2021 04:14
- Forum: Servers
- Topic: Redcrab's server
- Replies: 5042
- Views: 874699
Re: Redcrab's server
Excellent that the server is back again! And it works :-) Just couldn't get the font size up to a readable level with the oldest binary I had lying around. I hope to keep it working as long as necessary for me to dive into it again and understand a minimumall my mess, in order to be able to provide ...
- Sat Sep 18, 2021 04:09
- Forum: News
- Topic: [REVERTED!] Debug coordinates will no longer be visible for unprivileged players after 5.4.0
- Replies: 93
- Views: 42755
Re: Debug coordinates will no longer be visible for unprivileged players after 5.4.0
So of to counting nodes again when trying to align tunnels. nope, not really thrilled Same here. In the end - if the server doesn't provide the priv - the server is not worthy playing on. There may be exceptions, but those are rare. The priv ought to be inverse. The way it's now, server owners have...
- Mon Sep 13, 2021 04:11
- Forum: Mod Releases
- Topic: [Mod] Bees and beekeeper [2.0] [bees]
- Replies: 91
- Views: 43449
Re: [Mod] Bees and beekeeper [2.0] [bees]
Thanks for the quick fix, TenPlus1! I'm sure we can live with hives not falling immediately if they notice there's nothing to hang from.
- Mon Sep 13, 2021 04:10
- Forum: Modding Discussion
- Topic: Any way or mod to make transfering items from inventory to chest easier?
- Replies: 8
- Views: 2337
Re: Any way or mod to make transfering items from inventory to chest easier?
My chesttools mod adds such buttons: DA - drop all from your inventory into the chest TA - take all out of the chest and put it into your inventory SA - swap all - swap the inventory of the chest and your own FA - filter all - that is, put all from your inventory into the chest from which there's al...
- Fri Sep 03, 2021 13:59
- Forum: Mod Releases
- Topic: [Mod] Bees and beekeeper [2.0] [bees]
- Replies: 91
- Views: 43449
Re: [Mod] Bees and beekeeper [2.0] [bees]
There's a problem with wild hives hanging from (some) tree leaves: You can walk through leaves of many trees - and that makes them unsuitable for the engine's attached_node mechanism. The result is that a wild hive hanging from leaves that can be walked through will disappear without comment when so...
- Fri Aug 06, 2021 01:19
- Forum: Deutsch
- Topic: [Map] Karsthafen - Diskussionsthread
- Replies: 397
- Views: 74175
Re: [Map] Karsthafen - Diskussionsthread
Das stimmt sicher (wobei - Feuer und Innenräume?). Bisher ging ich allerdings davon aus daß Karsthafen in einer relativ sicheren gemäßigten Zone liegt.Festus1965 wrote: Zustimmung, oder Ablehnung Einspruch:
In Zeiten großer Hitze, Feuer und Tornados sind innen liegende Räume die perfekte Sicherheit.
- Thu Aug 05, 2021 19:27
- Forum: Deutsch
- Topic: [Map] Karsthafen - Diskussionsthread
- Replies: 397
- Views: 74175
Re: [Map] Karsthafen - Diskussionsthread
Einspruch! Die Schlafräume sind innen - ganz ohne Fenster. Das geht doch nicht! Wer soll da wohnen?solars wrote: Links von der Mitte eine 3-Zimmerwohnung. Rechts davon sind 2 solche Wohnungen zu einer großen 5-Zimmerwohnung verbunden.
- Thu Aug 05, 2021 19:09
- Forum: Mod Releases
- Topic: [Mod] Shared chests with bag support [chesttools]
- Replies: 18
- Views: 9033
Re: [Mod] Shared chests with bag support [chesttools]
protected chest = can be accessed by the protector block's whitelist This is perfect. This means I only have to update the list in one entity per 10 nodes. Yes. That method turned out to be the most practical, so I've implemented it in these chests. My own locks mod used whitelists and a (general) ...
- Sat Jul 10, 2021 19:02
- Forum: Partly official engine development
- Topic: New MTS format
- Replies: 24
- Views: 6388
Re: New MTS format
This additional value should be simply added to the place_schematic's rotation parameter modulo 360. (So if the field in the file is zero, it would work as now, no difference. If the field would be 90, then placing with rotation=0 would actually place as 90 degree, placing with rotation=90 as 180 d...
- Sat Jul 10, 2021 18:57
- Forum: Modding Discussion
- Topic: Some mod ideas/tweaks/usability improvements
- Replies: 6
- Views: 1066
Re: Some mod ideas/tweaks/usability improvements
This trash slot is tedious when dealing with thousands of items unless I'm missing some other shortcuts. Where do you get your thousands of items from? In survival, wishing to destroy items is pretty rare, and the size of your inventory is limited. Still very annoying when building megafarms like I...
- Sat Jul 10, 2021 15:35
- Forum: Modding Discussion
- Topic: Some mod ideas/tweaks/usability improvements
- Replies: 6
- Views: 1066
Re: Some mod ideas/tweaks/usability improvements
Quicker ways to get rid of "trash". Maybe press/hold a key and click to make clicked item go away. Maybe a /trash command that will open a chest-like interface with a button to move all items to it and it will delete items upon closing the interface. The mod unified_inventory (and probabl...
- Fri Jul 09, 2021 01:16
- Forum: WIP Mods
- Topic: [Mod] Wilhelmines People [people]
- Replies: 34
- Views: 9116
Re: [Mod] Wilhelmines People [people]
I've looked at the mod and I'm rather skeptical. The mod seems to have already a support for another mod providing NPCs. No, not a particular mod as such - more NPC mods in general. I try to write my mods so that other mods have plenty of options to plug into my mods and access their functions. The...
- Thu Jul 08, 2021 23:15
- Forum: Servers
- Topic: [Server] Not So Simple Server
- Replies: 95
- Views: 31285
Re: [Server] Not So Simple Server
To be clear. Server is d, e, a, d. I have not beeen maintaining anything in Minetest space for a long time now. I want to get back to this stuff, but from a modder point of view. Server hosting is a lot of work.... That's understandable. The version of your server that I played on for a while was v...
- Thu Jul 08, 2021 23:02
- Forum: Partly official engine development
- Topic: New MTS format
- Replies: 24
- Views: 6388
Re: New MTS format
Having the y-offset stored in the .mts file would be very helpful. In handle_schematics, I'm storing rotation (most builds have a front side, and that may not always be the same) and y offset in the file name - because there is no other reasonable way. minetest.place_schematic is more or less useles...
- Thu Jul 08, 2021 22:41
- Forum: Feature Discussion
- Topic: object:get_id() and get_object_by_id()
- Replies: 11
- Views: 7421
Re: object:get_id() and get_object_by_id()
Such functions would be really useful as part of the general MT api. Right now, all mob mods that need IDs have to implement their own system. It'd really be better to have that done only once.
- Thu Jul 08, 2021 22:21
- Forum: WIP Mods
- Topic: [mod] Beautiful flowers [beautiflowers]
- Replies: 7
- Views: 1835
Re: [mod] Beautiful flowers [beautiflowers]
The flowers look very nice. Good to have a new source for dyes as well.
- Thu Jul 08, 2021 22:17
- Forum: Mod Releases
- Topic: [Mod] Instant Buildings [V 5.0] [instabuild]
- Replies: 45
- Views: 29212
Re: [Mod] Instant Buildings [V 5.0] [instabuild]
Is this mod still being maintained? If not, is there a newer, updated mod that would be good alternative to this? Perhaps MT_Village_set might be of intrest to you. Those houses there can be placed with a single block. My handle_schematics mod can also spawn structures. There may be other, similar ...
- Thu Jul 08, 2021 22:07
- Forum: Mod Releases
- Topic: [Abandoned] [Mod] Mobs Umbra [0.2.1] [mobs_umbra]
- Replies: 9
- Views: 3462
Re: [Abandoned] [Mod] Mobs Umbra [0.2.1] [mobs_umbra]
Some of these umbras can be found on the Your Land server. They fight against hostile mobs and are neutral/friendly towards the player. Such mobs deserve to live :-) Have a heart for them! Allow them to exist on the minetest content database - and to live in your caves.