Search found 610 matches
- Fri Dec 16, 2016 00:42
- Forum: Feature Discussion
- Topic: Book with text - Welcome / Survival-guide
- Replies: 17
- Views: 3325
Re: Book with text - Welcome / Survival-guide
public server .. "book" in the inventory of the new players with rules, howto's... My master plan is to adapt this mod to hopefully achive this. You have seen the Server-guide from posting #2 ? That might be suitable if you only have a few / short texts. It also supports intllib for trans...
- Fri Dec 16, 2016 00:32
- Forum: WIP Mods
- Topic: [abandoned mod] Gutenberg [gutenberg]
- Replies: 27
- Views: 17911
Re: [Mod] Gutenberg [gutenberg]
create books .. that you can read in game. .. download any Project Gutenberg text (as a .txt file), save it to your mods/gutenberg/books/ directory, and it will be available in the game. .. There is no special formatting, and images are not supported. Recipe .. to produce a random gutenberg book: P...
- Thu Dec 15, 2016 11:34
- Forum: Mod Releases
- Topic: [Mod] basic_robot [basic_robot]
- Replies: 153
- Views: 38529
Re: [Mod] basic_robot [basic_robot]
I have been playing a bit with TurtleMiner, and it has
a rather nice editor with tabs, that supports multiple 'files'.
I think that editor would be a good addition to basic_robot.
In fact, it enhances the usefulness of those turtles,
almost like a remote with programmable buttons.
a rather nice editor with tabs, that supports multiple 'files'.
I think that editor would be a good addition to basic_robot.
In fact, it enhances the usefulness of those turtles,
almost like a remote with programmable buttons.
- Thu Dec 15, 2016 10:17
- Forum: Feature Discussion
- Topic: Mainmenu-mod / selectable by parameter
- Replies: 0
- Views: 408
Mainmenu-mod / selectable by parameter
Some people said that the mainmenu could use some improvement, so it would be good if mods could be written for it. In minetest.conf, there is a setting "main_menu_script =", but that requires an absolute path, as in E:\temp\minetest-0.4.14_8a7dc83\builtin\mainmenu\init.lua It looks like ...
- Wed Dec 14, 2016 10:13
- Forum: WIP Mods
- Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
- Replies: 125
- Views: 28162
Re: [Mod] TurtleMiner ... programmable turtles in Minetest
you also need to install this mod for the scripting Done, and I added a chapter to my TurtleMiner-Tutor . That editor is really nice, but it seems to miss buttons to delete & rename files. Also: no help / list of commands, no comments, build/place seems not to work... Why did you remove the rem...
- Tue Dec 13, 2016 23:12
- Forum: WIP Mods
- Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
- Replies: 125
- Views: 28162
Re: [Mod] TurtleMiner ... programmable turtles in Minetest
I tried that, and made a short tutorial of it,rubenwardy wrote:My fork allows you to run scripts (although only statements so far) https://github.com/minetest-edu/turtleminer
but I could only get the turtles to work with the remote.
- Tue Dec 13, 2016 11:01
- Forum: General Discussion
- Topic: How can the minetest community be made bigger?
- Replies: 69
- Views: 10298
Re: How can the minetest community be made bigger?
The UI for Minetest puts a lot of people off, I've found You mean the main-menu, or the ingame-controls ? Is there a way to 'mod' the main menu, and have a parameter to get the alternative menu come up ? Ingame, there should be more help - and F1 should be the help-key. And some pre-defined help-to...
- Tue Dec 13, 2016 10:58
- Forum: Feature Discussion
- Topic: Book with text - Welcome / Survival-guide
- Replies: 17
- Views: 3325
Re: Book with text - Welcome / Survival-guide
Well, just look how many mods have no description.txt / screenshot.png,Wuzzy wrote:I have identified the problem of poor or missing mod documentation a long time ago.
and the contents of readme.txt only has stuff that should be in licence.txt.
- Tue Dec 13, 2016 10:24
- Forum: Feature Discussion
- Topic: Making mgv7 the default mapgen for 0.4.15 (now done)
- Replies: 29
- Views: 5103
Re: Making mgv7 the default mapgen for 0.4.15
The wiki is out of date and needs updating now. V7 is now the default. Done. BTW, for the fractal mapgen, I guess the seed-value selects the type of fractal to be used ? Looking for "formula" and "julia" in mapgen_fractal.cpp , it seems likely. But the interface for selecting a ...
- Mon Dec 12, 2016 11:47
- Forum: Game Releases
- Topic: [Game] Tutorial [3.4.0]
- Replies: 284
- Views: 129308
Re: [Game]/[World] Tutorial [1.8.2]/[2.1.0]
I also try to include the new translation as soon as possible. Also, I should release a new version of the tutorial for Minetest 0.4.14 sooner or later. Sadly, Tutorial version 2.1.0 is broken at the moment, so it is still not official. I tried to run Tutorial-2.1.0 with the new minetest-0.4.14_8a7...
- Mon Dec 12, 2016 09:48
- Forum: Feature Discussion
- Topic: Integrating a tutorial into Minetest
- Replies: 28
- Views: 6918
Re: Integrating a tutorial into Minetest
Seconded, and I also suggest to remove that "Minimal Development Test"-gameWuzzy wrote: Tutorial subgame+world, here’s the obvious feature request:
Add this tutorial to Minetest.
from the standard package.
It is not useful for normal users, and developers should be able to install it on their own.
- Mon Dec 12, 2016 08:36
- Forum: Mod Releases
- Topic: [Mod] L-System Tree Utility [1.6.1] [ltool]
- Replies: 28
- Views: 15731
Re: [Mod] L-System Tree Utility [1.2.0] [ltool]
It looks like the forum-search doesn't like "L-system":Wuzzy wrote:I present to you: The L-System Tree Utility!
the "L" is ignored, and then lots of postings are found with "system",
that have nothing to do with "L-system".
- Tue Dec 06, 2016 20:37
- Forum: Feature Discussion
- Topic: Book with text - Welcome / Survival-guide
- Replies: 17
- Views: 3325
Re: Book with text - Welcome / Survival-guide
This is a nice and simple suggestion which would help with the very first steps. Players who don't need it can just throw the item away. Also, fuel for furnace :) But the text must be very short and can only contain the minimum basics if we're only using the book with text. This is also a good star...
- Tue Dec 06, 2016 15:24
- Forum: Mod Releases
- Topic: [Mod] Villages for Minetest [mg_villages]
- Replies: 175
- Views: 76046
Re: [Mod] Villages for Minetest [mg_villages]
I started a game with mg_villages, and I'm still on a tour to see all the buildings. Using commands like "/visit 6", I found at least 2 villages where the teleport-spot was buried in stone, and I had to dig out. One of those was built near a cliff, and the house partitially inside rock. *...
- Tue Dec 06, 2016 13:24
- Forum: Feature Discussion
- Topic: Book with text - Welcome / Survival-guide
- Replies: 17
- Views: 3325
Re: Book with text - Welcome / Survival-guide
I made a wiki-page for the texts that should go into that guidebook.
- Tue Dec 06, 2016 11:53
- Forum: Modding Discussion
- Topic: Thief mob that can steal your items?
- Replies: 4
- Views: 868
Re: Thief mob that can steal your items?
If there is no better incentive then "you can get your stuff back",ph8jPf9M wrote:thief mob that is going to steal your precious items and hurt you
this will make servers with this mod quite unpopular.
- Mon Dec 05, 2016 14:58
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572797
Re: Post your modding questions here
You could make one big mesh and place the sign texture on it. . Well, textures are static, and would need one for each text/sign. And the text couldn't be changed ingame. With "better solution" for big signs I meant a way to avoid such textures, perhaps like the current signs with a forms...
- Mon Dec 05, 2016 01:51
- Forum: Mod Releases
- Topic: [Mod] Villages for Minetest [mg_villages]
- Replies: 175
- Views: 76046
Re: [Mod] Villages for Minetest [mg_villages]
I started a game with mg_villages, and I'm still on a tour to see all the buildings. Some notes: * In the info-dialog of the plot-markers, the placing of the price is too close to the text that comes before it, so it overlaps. * Also, the range of prices for buildings seems unbalanced * The protecti...
- Sun Dec 04, 2016 21:29
- Forum: Old Games
- Topic: [Game] Carbone NG [carbone-ng]
- Replies: 62
- Views: 75150
Re: [Game] Carbone NG [carbone-ng]
I think this is the worst advice.Fixerol wrote:@hajo
turn off mod security
Setting a certain mod as 'trusted' would be one step better.
(but still bad without a code-review)
Getting the mod fixed would be best.
- Sun Dec 04, 2016 19:27
- Forum: Mod Releases
- Topic: [Mod] Text / Code Editor [0.1][editor]
- Replies: 12
- Views: 4068
Re: [Mod] Text / Code Editor [0.1][editor]
https://raw.githubusercontent.com/rubenwardy/editor/master/screenshot.png Flexible formspec based text editor for Minetest (with an API) .. Secure virtual filesystem. .. not a real filesystem, but a simulated lua one. Sample editor with persistence. Could this be used to edit books ? As in, filenam...
- Sun Dec 04, 2016 16:54
- Forum: Game Discussion
- Topic: How to start?
- Replies: 5
- Views: 2465
Re: How to start?
After playing the tutorial subgame, I got the idea to use Minetest as an engine for a 3D point&click adventure. That would be a major change to the game, and most likely a lot of work. So I started reading about subgame development, but I got stuck right at the beginning .. First, is there a tu...
- Sun Dec 04, 2016 12:09
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572797
Big signs
For Wild-West - themed buildings, I would need big signs on houses, such as "Bank", "Saloon", "General Store", etc. Obviously, I could make textures with parts of such a text, (or just single big letters) to put on blocks. Is there a better / more general way than to do...
- Sun Dec 04, 2016 03:58
- Forum: Mod Releases
- Topic: [Mod] Villages for Minetest [mg_villages]
- Replies: 175
- Views: 76046
Re: [Mod] Villages for Minetest [mg_villages]
How to add new buildings and villagetypes to this mod ?
And how to get them 'approved' and included in this mod ?
E.g. a wild-west-themed village would need some buildings
like saloon, bank, staples, stores, post office, sheriff's office/jail etc.
And how to get them 'approved' and included in this mod ?
E.g. a wild-west-themed village would need some buildings
like saloon, bank, staples, stores, post office, sheriff's office/jail etc.
- Sun Dec 04, 2016 02:28
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2303
- Views: 495808
Re: [Mod] Advanced Trains [advtrains] [1.3.0]
Done. And the manual got fixed and updated! Nice, thanks! Currently, I'm having a look at mg_villages , worldedit, handle-schematics, etc. The mod mg_villages can create villages of several types all over the map, and that would give 'natural' points to connect with a rail-network. So I was wonderi...
- Sat Dec 03, 2016 18:31
- Forum: Feature Discussion
- Topic: Chat improved (improve readability)
- Replies: 13
- Views: 2271
Re: Chat improved (improve readability)
So, how do you specify colors for chat ?StepDevelop wrote:Minetest 0.4.14 Dev - Add colored Text (included text Chat)
Are there guidelines/recommandations for using colors ?
E.g. red for errors, yellow for warnings, etc ?