Search found 282 matches
- Sun Nov 20, 2016 13:44
- Forum: Modding Discussion
- Topic: Player object inside ABM
- Replies: 4
- Views: 677
Player object inside ABM
How can i access the player object inside an ABM? I'm creating an abm that will automatically generate a new special node several positions behind the player every 60 seconds, but i need to somehow get the position of the player. Is there something simple I'm overlooking?
- Sat Nov 19, 2016 16:36
- Forum: Mod Releases
- Topic: [Mod]Lightning[lightning] (weather|environment|fire)
- Replies: 52
- Views: 29786
Re: [Mod]Lightning[Weather,environment,fire]
cool. i would love to see the changes you've made to this lightening mod. i alsi use it with my mods.
- Wed Nov 16, 2016 19:56
- Forum: Modding Discussion
- Topic: HUD Layering Order
- Replies: 4
- Views: 813
HUD Layering Order
Is there a way freely control HUDs to be in front or behind other HUDs that are on screen?
- Sun Nov 13, 2016 13:45
- Forum: Modding Discussion
- Topic: Recommended maximum tool range?
- Replies: 6
- Views: 997
Re: Recommended maximum tool range?
awesome! thanks kaeza.
- Sun Nov 13, 2016 08:00
- Forum: Modding Discussion
- Topic: Recommended maximum tool range?
- Replies: 6
- Views: 997
Re: Recommended maximum tool range?
is it possible to i change the current tool range for tools and even for an empty hand punch to be shorter range? Is that possible?
- Sun Oct 30, 2016 23:58
- Forum: Mod Releases
- Topic: [Mod] Erosion [1.0][erosion]
- Replies: 36
- Views: 8464
Re: [Mod]Erosion: uses Moreblocks to apply angled terrain
i tried the mod and looks cool. as a random idea, did you consider just replacing existing 'edge' blocks with full slope blocks? i notice that your approach is not to replace edge blocks but to add your slope blocks next to the edge blocks. Also another thing, i noticed that slope block that appear ...
- Sun Oct 30, 2016 10:45
- Forum: Mod Releases
- Topic: [Mod] Erosion [1.0][erosion]
- Replies: 36
- Views: 8464
Re: [Mod]Erosion: uses Moreblocks to apply angled terrain
awesome. i will try this mod and let you know. we have all these slope blocks and its about time we have a mod to generate these on the map to make our world look smoother.
- Sun Oct 30, 2016 10:41
- Forum: WIP Mods
- Topic: [Mod] weather_pack 0.3
- Replies: 58
- Views: 18357
Re: [Mod] weather_pack
yes, i am greatly anticipating an update to this mod to take advantage of these recent minetest engine improvements!
- Wed Oct 26, 2016 14:35
- Forum: Engine Builds
- Topic: [Windows] sfan5's builds: 32-bit & 64-bit, LevelDB, LuaJIT
- Replies: 824
- Views: 331109
Re: [Windows] sfan5's builds: 32-bit & 64-bit, LevelDB, LuaJ
another update already! awesome!
- Tue Oct 25, 2016 13:21
- Forum: Mod Releases
- Topic: [Mod] Real Torch [1.0] [real_torch]
- Replies: 26
- Views: 10854
Re: [Mod] Real Torch [0.2][real_torch]
tenplus i love the added realism to this torch. i've never liked the idea of torches that last forever. with your new torch mod we can continue on with the principle of light that eventually runs out. For example, how about lanterns that last longer than torches. Now there is incentive to craft 'bet...
- Sun Oct 23, 2016 13:20
- Forum: Mod Releases
- Topic: [Mod] Orienteering [1.7] [orienteering]
- Replies: 70
- Views: 26018
Re: [Mod] Orienteering [0.2] [orienteering]
exactly. i like this mod for that same reason. Thanks wuzzy.Nathan.S wrote:This is a really great idea. I like how it makes having the coords and such a privilege that you need to "earn" rather than just having them right there for everybody.
- Tue Oct 18, 2016 13:54
- Forum: General Discussion
- Topic: MOBS FEATURES [poll]
- Replies: 9
- Views: 1389
Re: MOBS FEATURES [poll]
hostile mobs that change behavior based on how strong you are. - if player is weak, mob will always attack immediately - if player is very strong, mob will try to run away - if player is only slightly stronger than mob, then the mob will sometimes attack but sometimes try to flee. Maybe the criteria...
- Thu Oct 13, 2016 21:16
- Forum: Feature Discussion
- Topic: virtual reality [idea]
- Replies: 10
- Views: 1096
Re: virtual reality [idea]
take my money
- Thu Oct 13, 2016 02:13
- Forum: Feature Discussion
- Topic: What is, what will, what sould be Minetest?
- Replies: 54
- Views: 8193
Re: What is, what will, what sould be Minetest?
What 'should' be minetest? Meh. That's like asking 'what should be the purpose of life?'. it's whatever i want it to be. I do not require a special governing body to decide my life purpose, and i don't need an official stated purpose/goal for minetest either. i enjoy modding minetest to whatever i w...
- Thu Sep 29, 2016 02:14
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2502
- Views: 640218
Re: [Mod] Mobs Redo [1.31] [mobs]
very great addition.TenPlus1 wrote:Update:
- Added 'mob_difficulty' setting in minetest.conf (defaults to 1.0) which multiplies mob health and damage when hit.
- Thu Sep 22, 2016 06:15
- Forum: Engine Builds
- Topic: [Windows] sfan5's builds: 32-bit & 64-bit, LevelDB, LuaJIT
- Replies: 824
- Views: 331109
Re: [Windows] sfan5's builds: 32-bit & 64-bit, LevelDB, LuaJ
i just now tried this new 64-bit build and got similar crash as zing269, and game will not load. this is with no mods or changes to the game and using brand new v7 generated map. when i replace zlib1.dll of this newest build with the previous one, then game loads... but there are lots of... "WA...
- Thu Sep 22, 2016 04:43
- Forum: Engine Builds
- Topic: [Windows] sfan5's builds: 32-bit & 64-bit, LevelDB, LuaJIT
- Replies: 824
- Views: 331109
Re: Minetest 0.4.14-abb6fba
Now with freshly updated Irrlicht, cURL, sqlite3, LevelDB, Freetype and sound libraries! [git] raymoo -> minetest/minetest : Fix missing parameters in some mentions of entity callbacks (#4509) 321f50f https://git.io/viEuF ( 2016-09-12T03:21:23-04:00 ) [git] raymoo -> minetest/minetest : fix missing...
- Thu Sep 15, 2016 05:18
- Forum: Engine Builds
- Topic: [Windows] sfan5's builds: 32-bit & 64-bit, LevelDB, LuaJIT
- Replies: 824
- Views: 331109
- Sun Aug 14, 2016 01:42
- Forum: Feature Discussion
- Topic: More stone types
- Replies: 36
- Views: 6855
Re: More stone types
hey this looks great so far! please keep this going... i love to see more stones!
- Sat Aug 13, 2016 03:08
- Forum: Engine Builds
- Topic: [Windows] sfan5's builds: 32-bit & 64-bit, LevelDB, LuaJIT
- Replies: 824
- Views: 331109
Re: [Windows] sfan5's builds: 32-bit & 64-bit, LevelDB, LuaJ
yea baby! another great update! Thank you sfan.
- Thu Aug 04, 2016 05:41
- Forum: Feature Discussion
- Topic: More stone types
- Replies: 36
- Views: 6855
Re: More stone types
i don't have too much to contribute to this conversation only that YES, more stone types would definitely increase the excitement of mining deeper and deeper underground. I would love to see something like those examples above..
- Sun Jul 31, 2016 06:35
- Forum: Mod Releases
- Topic: [Mod] DarkAge [0.4] [darkage]
- Replies: 136
- Views: 73542
Re: [Mod] DarkAge [0.4] [darkage]
yes please keep this mod going. i love the new blocks for building and the new nodes for the earth like mud, silts, etc. We need more nodes so that it's not boring stone all the time. I use the mg_villages mod and darkage makes a good combination with it.
- Thu Jul 21, 2016 02:34
- Forum: Feature Discussion
- Topic: Virtual Reality
- Replies: 7
- Views: 3328
Re: Virtual Reality
yes, i too would like to know. there is so much activity in the vr segment lately.. it's pretty awesome all the competition and hardware. sandbox and open world games like minetest seems to be a perfect fit for vr!
- Wed Jul 13, 2016 05:37
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2502
- Views: 640218
Re: [Mod] Mobs Redo [1.30] [mobs]
The mod spawner has a total count included in the settings, so if set to 1 then only 1 boss will spawn when player is nearby. ah yes. this code right? local num = tonumber(comm[4]) -- total mobs in area This is close to what I'm looking for but not exactly. It would be great to have the mob spawner...
- Tue Jul 12, 2016 00:32
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2502
- Views: 640218
Re: [Mod] Mobs Redo [1.30] [mobs]
hi tenplus1, i love your mob spawner! I'd like to use your spawner to make "boss" enemies appear too, but would only like it to spawn one mob and then turn itself off. is that possible? maybe the spawner can keep track of how many mobs it has spawned and then turn into an air block once it...