Search found 213 matches

by AntumDeluge
Tue Jul 24, 2018 19:43
Forum: Old Mods
Topic: [Mod] Privilege Areas [0.1] [privilegeareas]
Replies: 36
Views: 16168

Re: [Mod] Privilege Areas [0.1] [privilegeareas]

Is it possible to create a PVP area using this mod, leaving the rest of the map non-PVP? I'm sorry, I haven't been able to try it out to see for myself yet. My guess is that it is not possible as PVP seems to be an engine setting for the entire map.
by AntumDeluge
Mon Jul 23, 2018 23:51
Forum: Mod Releases
Topic: [Mod] List Items [listitems] (v0.7)
Replies: 31
Views: 7538

Re: [Mod] List Items [0.5] [listitems]

You are right Wuzzy. I get a little config happy at times. I love options. But definitely, this is too trivial & doesn't need a config option. Thank you.

Edit: I think I created an option for including support for mobs_redo. I'm going to remove that as well & just force it to be enabled.
by AntumDeluge
Mon Jul 23, 2018 23:45
Forum: Feature Discussion
Topic: Standard for Documenting Mod APIs, Options, Commands, etc.
Replies: 1
Views: 625

Standard for Documenting Mod APIs, Options, Commands, etc.

I have been using LDoc (a fork of LuaDoc ) to create documentation for some of my mods. It might be too much work, but I think it would interesting to have formal guidelines for modders to (optionally) use to document their mods. LDoc is specifically for Lua, for that reason I would recommend it be ...
by AntumDeluge
Mon Jul 23, 2018 20:16
Forum: Mod Releases
Topic: [Mod] Cleaner [cleaner]
Replies: 15
Views: 6338

Re: [Mod] Cleaner [0.4] [cleaner]

Thank you bell07. I will check that out.
by AntumDeluge
Mon Sep 25, 2017 00:36
Forum: WIP Mods
Topic: [Mod] Waffles [waffles]
Replies: 124
Views: 23683

Re: [Mod] Waffles [2.3] [waffles]

Concerning the bucket issue: I would suggest adding a "batter container" item to the mod & require it in the recipe. Then the bucket can be given back. And to those that want a change like this, remember, this is an open source project. You can fork it & make whatever changes you w...
by AntumDeluge
Sun Sep 24, 2017 23:19
Forum: Mod Releases
Topic: [Mod] HUD Bars [2.3.5] [hudbars]
Replies: 246
Views: 87262

Re: [Mod] HUD bars [1.9.0] [hudbars]

Sorry I haven't been available for testing Wuzzy. For everyone who has problems with displaced HUD Bars, can you please download this experimental verision and tell me if it works? I installed the current Git commit on my Android device. Hudbar alignment with outline border is fixed. Noticed that te...
by AntumDeluge
Fri Sep 15, 2017 04:09
Forum: Mod Releases
Topic: [Mod] Hide Name [hidename] (v1.1)
Replies: 20
Views: 6732

Re: [Mod] Hide Name [1.0] [hidename]

@xfleblon

What happens if you first issue command /showname, then /hidename?

Does it work if you set hidename.use_alpha to true in minetest.conf file?

Code: Select all

# minetest.conf example
hidename.use_alpha = true
by AntumDeluge
Fri Sep 01, 2017 00:21
Forum: Modding Discussion
Topic: Preferred Mob Engine (poll)
Replies: 1
Views: 513

Preferred Mob Engine (poll)

I'm sorry is done elsewhere in the forums. I am very curious to see which mob engines people are using & why. Previously, I had multiple engines on my server & I just felt like it was a mess. I'd like to use a single engine & port the mobs in my subgame to it, preferably one that has the...
by AntumDeluge
Thu Aug 31, 2017 03:57
Forum: WIP Mods
Topic: [Mod] Trampoline [trampoline] (v0.3)
Replies: 9
Views: 2171

Re: [Mod] Trampoline [0.2] [trampoline]

UPDATE: Added config setting to change damage absorption percentage when falling on trampolines (set to 100 to disable damage):

trampoline @ Git commit f99e1e3
by AntumDeluge
Wed Aug 30, 2017 23:56
Forum: WIP Mods
Topic: [Mod] Sprint w. hudbars, hunger, monoids support [hbsprint]
Replies: 47
Views: 12999

Re: [Mod] Sprint w. hudbars, hunger, monoids support [hbspri

You can set sprint_speed & sprint_jump in minetest.conf.

I changed the default values to my liking:
  • Speed: 1.5 (instead of 1.3)
  • Jump: 1.3 (instead of 1.1)
by AntumDeluge
Wed Aug 30, 2017 22:59
Forum: Mod Releases
Topic: [Mod] Cleaner [cleaner]
Replies: 15
Views: 6338

[Mod] Cleaner [cleaner]

Cleaner - Remove Unknown Entities, Nodes, & Items Description: A mod that can be used to remove/replace unknown entities, nodes, & items. Originally forked from PilzAdam's clean mod . https://raw.githubusercontent.com/AntumMT/mod-cleaner/master/screenshot.png Licensing: Code: MIT Textures: ...
by AntumDeluge
Wed Aug 30, 2017 21:47
Forum: Mod Releases
Topic: [Mod] Delete unknown blocks and objects [1] [clean]
Replies: 51
Views: 31892

Re: [Mod] Delete unknown blocks and objects [1] [clean]

Wanted to post a fork I created: Cleaner

Major changes:
  • Changed license to CC0.
  • Reads entities to be cleaned from clean_entities.txt file in world path.
  • Reads nodes to be cleaned from clean_nodes.txt file in world path.
by AntumDeluge
Wed Aug 30, 2017 18:07
Forum: WIP Mods
Topic: [abandoned] [Mod] Override [override] (v0.2)
Replies: 11
Views: 2466

Re: [Mod] Override [0.2] [override]

UPDATES:
by AntumDeluge
Wed Aug 30, 2017 04:55
Forum: Mod Releases
Topic: [Mod] Hide Name [hidename] (v1.1)
Replies: 20
Views: 6732

Re: [Mod] Hide Name [1.0] [hidename]

Changed default to clear nametag text instead of use alpha coloring.

hidename @ Git commit 3f4cc3c

Released version 1.0
by AntumDeluge
Wed Aug 30, 2017 02:59
Forum: Modding Discussion
Topic: [idea] Airplane Mod
Replies: 20
Views: 4343

Re: [idea] Airplane Mod

azekill_DIABLO wrote:and there's a biplane mod and an helicopter mod! note thta those too are old and don't work anymore (sadly :[)
Helicopter still works. Use petermaloney's fork, it is more updated.
by AntumDeluge
Wed Aug 30, 2017 02:53
Forum: Modding Discussion
Topic: [idea] Airplane Mod
Replies: 20
Views: 4343

Re: [idea] Airplane Mod

v-rob wrote:No plane can fly straight up if their nose is pointed forwards and not up.
https://www.youtube.com/watch?v=2pweY5y5eRI

I'm assuming that "jet" is implied with "plane".

I do agree with you about the physics. But, I don't think Minetest is optimized for flight simulation.
by AntumDeluge
Mon Aug 28, 2017 22:55
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.61] [mobs]
Replies: 2502
Views: 640883

Re: [Mod] Mobs Redo [1.37] [mobs]

I'm having trouble getting my shark to spawn. Not sure what I am doing wrong. I can spawn it manually, but it does not seem to so automatically. Here is the current spawning code : -- SPAWNING local interval = tonumber(core.settings:get('mobs.shark_interval')) or 60 local chance = tonumber(core.sett...
by AntumDeluge
Mon Aug 28, 2017 01:43
Forum: WIP Mods
Topic: [Mod] Waffles [waffles]
Replies: 124
Views: 23683

Re: [Mod] Waffles [2.3] [waffles]

GreenDimond wrote:
AntumDeluge wrote:Homedecor toaster won't toast my bread. *cry*
Make sure you have at least 2 slices of bread and punch the toaster with them.
Thanks!
by AntumDeluge
Mon Aug 28, 2017 01:24
Forum: WIP Mods
Topic: [mod] Vehicles [vehicles]
Replies: 342
Views: 90317

Re: [mod] Vehicles [vehicles]

If you do get a vehicle in a tricky spot, you can punch it whilst driving and it will be dropped. This isn't working for me. Drove ambulance into water but cannot pick it up. --- Edit --- So far, only seems to be an issue with some vehicles. Ambulance, fire truck, & helicopter I can't pick up.
by AntumDeluge
Sat Aug 26, 2017 23:50
Forum: Mod Releases
Topic: .
Replies: 19
Views: 7685

Re: [Mod] Pizza [pizza]

This mod is discontinued? Links don't work. Should it be moved to "Old Mods"?
by AntumDeluge
Sat Aug 26, 2017 17:57
Forum: Mod Releases
Topic: [Mod] Simple protection [simple_protection]
Replies: 54
Views: 21298

Re: [Mod] Simple protection [simple_protection]

EternalStoic wrote:Does Simple Protection have the ability to prevent mobs from spawning in a claimed area?
I don't know about simple_protection, but I believe that mobs_redo has a setting that prevents mobs from spawning on protected nodes, which should work with simple_protection.
by AntumDeluge
Mon Aug 21, 2017 23:29
Forum: WIP Mods
Topic: [Mod] Slingshot [slingshot]
Replies: 7
Views: 1590

Re: [Mod] Slingshot [0.2] [slingshot]

Updated to work with creative mode.
  • Slingshots will not wear & break.
  • Thrown items are not removed from inventory.
by AntumDeluge
Mon Aug 21, 2017 23:07
Forum: Mod Releases
Topic: [Mod] Whiter List [whitelist]
Replies: 4
Views: 1335

Re: [Mod] Whiter List [0.1] [whitelist]

What happens though, if I whitelist a certain name, and then a player other than the one I wanted joins under that name? The first person to register that name with a password is able to access the server. You would have to ask around the forum about deleting players for the case you described abov...
by AntumDeluge
Fri Aug 18, 2017 16:37
Forum: WIP Mods
Topic: [Mod] Slingshot [slingshot]
Replies: 7
Views: 1590

Re: [Mod] Slingshot [0.1] [slingshot]

Nice. And it uses the throwing API. I was thinking about doing that, but the slingshot from hook already had (somewhat) functional throwing code.
by AntumDeluge
Fri Aug 18, 2017 15:59
Forum: Mod Releases
Topic: [Mod] Whiter List [whitelist]
Replies: 4
Views: 1335

[Mod] Whiter List [whitelist]

Description: Adds a simple player whitelist. Any player names not found in the whitelist are denied access to the server. Forked from ShadowNinja's original White List . Usage: Whitelist can be updated by editing whitelist.txt in the world directory or by issuing the following in-game commands. The...