Search found 610 matches

by hajo
Mon Feb 26, 2018 10:54
Forum: General Discussion
Topic: How do i test this code?
Replies: 23
Views: 2289

Re: How do i test this code?

sofar wrote:lua sandbox can be used in a webbrowser from https://www.lua.org/cgi-bin/demo
ideone is another online-ide that supports lua and many other programming-languages.
Also, you can program basic_robots in lua, while playing minetest.
by hajo
Mon Feb 26, 2018 09:40
Forum: General Discussion
Topic: API
Replies: 6
Views: 845

Re: API

tortman wrote:tree farms crop farming ect. those also are not included in technic mod.
You could also use basic_robots, and/or basic_machines.
See tree-harvester, and docu for mover.
by hajo
Mon Feb 26, 2018 09:29
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2324
Views: 442815

Re: Post your mod requests/ideas here

a "robot" that would be fed an item and then wander about looking for another one of those items. Once found, it would grab it and go back to the place where it was created. There is the mod basic_robot, and you can program a robot to do something like that. Does it make sense in the game...
by hajo
Mon Feb 26, 2018 09:10
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 862
Views: 370223

Re: [Modpack] WorldEdit [worldedit]

Chibi ghost wrote:I have the latest gen of minetest but an old map
I recently updated to the latest version of world edit, turns out my game no longer likes WE
Details please - versions, errormessages, what did you do, exactly, what happens ?
by hajo
Sun Feb 25, 2018 23:00
Forum: Modding Discussion
Topic: Modding Tutorial Book (new: Code architecture, unit testing)
Replies: 157
Views: 63904

Re: Modding Tutorial Book

Two new chapters added: I had another look at your book, and noticed * "Getting and Setting Privileges" - needs an explanation how to check if a player has an account * Detached inventory - where are they stored, is there a sizelimit ? Also: * How about geany , to recommand as editor / ID...
by hajo
Fri Feb 23, 2018 22:57
Forum: Servers
Topic: [Server] Blue World
Replies: 30
Views: 5754

Re: [Server] Blue World

thminer wrote:I have another idea: Maybe it's the number of protector stones.
The lag is getting bigger, when I'm in areas with many of them.
Maybe the lag is caused by all the item-frames on all the shops,
and lots of protector stones are just in the same area, because
the shop-buildings are quite big.
by hajo
Fri Feb 23, 2018 12:05
Forum: General Discussion
Topic: Simple Basic Robots Tutorials
Replies: 14
Views: 2802

Re: Simple Basic Robots Tutorials

LemonFox wrote:What privs are needed to use _G commands?
admin - because _G is 'global-everything' for that game.
by hajo
Thu Feb 22, 2018 08:45
Forum: Feature Discussion
Topic: Limit in-game account number per person ?
Replies: 25
Views: 2489

Re: Limit in-game account number per person ?

Maybe we should consider limiting the max account number somebody can have, else you can "reserve" 1000 accounts, which are never used by you How about rnd's mod oldplayer ? You can require that players get some items, in order for an account to become permanent. Otherwise, the account ge...
by hajo
Mon Feb 19, 2018 21:55
Forum: WIP Mods
Topic: [Mod] Creative Areas [creative_areas]
Replies: 4
Views: 1465

Re: [Mod] Creative Areas [creative_areas]

lumberJack wrote:creative/sandbox areas adjusting players privliges and inventory formspecs
.. as they leave or enter these areas.
Combine this mod with towercrane ?
by hajo
Mon Feb 19, 2018 11:41
Forum: Feature Discussion
Topic: Proposal to improve Minetest’s horrible controls
Replies: 104
Views: 26755

Re: Proposal to improve Minetest’s horrible controls

JTE wrote:I need to keep a hotbar slot empty at all times so I can .. punch or take things
without risking accidentally eating something or "using" .. things they weren't intended to.
Just wield torches ?
by hajo
Fri Feb 16, 2018 06:33
Forum: Feature Discussion
Topic: Do you like the crafting grid?
Replies: 39
Views: 8640

Re: Do you like the crafting grid?

JTE wrote:a system which simply requires an arbitrary amount of each material.
There is a mod easy-crafting-table - you put in some materials, it shows all items
that can be crafted from that, then you select & take out one of that.
by hajo
Fri Feb 16, 2018 05:48
Forum: WIP Mods
Topic: [Mod] basic_machines [basic_machines]
Replies: 206
Views: 45010

Re: [Mod] basic_machines [basic_machines]

PolySaken wrote:what was the purpose of the change of upgrade for the generator?
To be able to have more than 99 upgrades ?
by hajo
Thu Feb 15, 2018 19:09
Forum: Mod Releases
Topic: [Mod] Protector Redo [3.4] [protector]
Replies: 331
Views: 92281

Re: [Mod] Protector Redo [2.5] [protector]

redblade7 wrote: Protector .. steel bar to gold bar .. it's too easy for people to just dump them everywhere
how about allowing each player to only place a max. number of protector-blocks ?
by hajo
Thu Feb 15, 2018 14:07
Forum: Mod Releases
Topic: [Mod] EDUtest [edutest]
Replies: 12
Views: 5550

Re: [Mod] EDUtest [edutest]

AndroBuilder wrote:could it be that the "give students creative mode" does not work ?
details please - versions, how did you test, etc ?
by hajo
Tue Feb 13, 2018 14:23
Forum: WIP Mods
Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
Replies: 125
Views: 28146

Re: [Mod] TurtleMiner ... programmable turtles in Minetest

For me the TurtleMiner is may be more like a toy to solve little problems that are "not natural". Puzzles are ok :) One idea is to move the Turtle to a place to give you a step to get up two blocks high. Then you can move the Turtle (via remote control) to the other side of the obstacel M...
by hajo
Tue Feb 13, 2018 11:00
Forum: Problems
Topic: Adding node to group:wood
Replies: 4
Views: 845

Re: Adding node to group:wood

custom logs and planks, and I'd like them to be usable for recipes using group:wood I have a similar problem, with a recipe for a table that uses "stairs:slab_wood", and I would like to use slabs of any type of wood for that. Do i need to change the recipe for that table, or the recipe/s ...
by hajo
Sun Feb 11, 2018 21:38
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2324
Views: 442815

Re: Any ''item kit'' mods ?

IanniPowerup!!! wrote:In minecraft servers they have this thing with ''kits'' that offer you items for something .
The currency-mod has a shop that can sell several items 'as a set'.
by hajo
Sun Feb 11, 2018 21:29
Forum: WIP Mods
Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
Replies: 125
Views: 28146

Re: [Mod] TurtleMiner ... programmable turtles in Minetest

rubenwardy wrote:You could make that in Minetest, but it wouldn't look as good or be as responsive
(you'd need to wait for the server to reply for any dialogs or changes)
Bad usability would be bad for acceptance.

So, let's keep it simple.
by hajo
Sun Feb 11, 2018 21:03
Forum: WIP Mods
Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
Replies: 125
Views: 28146

Re: [Mod] TurtleMiner ... programmable turtles in Minetest

Here an example how the visual editor in computercraft-edu works: I know that gif, it is from one of the first posts of this thread, and it shows that the visual editor uses a lot of different graphics, and in ways minetest doesn't support. Looks nice, but too much work. My whole point was that we ...
by hajo
Sun Feb 11, 2018 14:37
Forum: Modding Discussion
Topic: 2 Block Tall Node?
Replies: 9
Views: 795

Re: 2 Block Tall Node?

GamingAssociation39 wrote:How do you do a 2 block node where you place it down and 2 blocks appear?
Do you mean like a sapling growing into a tree,
or like corn that looks like it is occupying a 2nd node above the actual plant ?
by hajo
Sat Feb 10, 2018 19:35
Forum: Mod Releases
Topic: [Mod] simple random houses spawning [basic_houses]
Replies: 27
Views: 9650

Re: [Mod] simple random houses spawning [basic_houses]

basic houses this mod places on flat land Each house comes with a door, lamps above the door, windows, floors, a steel ladder and a solid roof I sugggest to add a chat-command like '/build_basic_house' that tries to build such a house at the players location. Maybe with a parameter, eg. for size or...
by hajo
Fri Feb 09, 2018 15:14
Forum: Modding Discussion
Topic: Creative area on server with inventory clearance
Replies: 2
Views: 463

Re: Creative area on server with inventory clearance

use a mod called privilage areas in combination with command blocks and teleport to and off this area. But how in detail would i set this up and what to put in the command block? For teleporting, a mesecons-commandblock should get a commandline like teleport @nearest 1,2,3 To trigger it, connect a ...
by hajo
Fri Feb 09, 2018 09:25
Forum: Client-side modding
Topic: Modding for beginners
Replies: 5
Views: 1358

Re: Modding for beginners

Enrikoo wrote:And for Client-Side Mods? Its modding too.
Well, there are a lot of small, simple csm-mods - such as chatbell.
Get some, look what they do, and how.

Then think of something simple, and make a new mod for that.
That's the way to learn...

Also, see basic_robot_csm (link in sig).
by hajo
Fri Feb 09, 2018 07:36
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2324
Views: 442815

Re: Post your mod requests/ideas here

AleksSyntek wrote:How about a bicycle mod?.. ride a bicycle or motorcycle.
How would that be different from riding a mob_horse ?
by hajo
Thu Feb 08, 2018 23:30
Forum: Mod Releases
Topic: [Mod] Travelpoints [1.5] [travelpoints]
Replies: 45
Views: 21717

Re: [Mod] Travelpoints [1.4] [travelpoints]

BirgitLachner wrote:Hopefully some of the fork will work: https://github.com/RacsoRhodes/travelpoints/network
How about POI - points-of-interest ?