Search found 193 matches

by ShadowNinja
Wed Oct 29, 2014 22:50
Forum: Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 135
Views: 37724

Re: ShadowNinja's creative server [git, flat, 24/7, always d

I took the server down for maintenance for a few days, but it's back now! OldCoder is now generously hosting the server for me. The server's port is now 30008, but the old address still works. The server should have better uptime now, and there are a few new mods. Also, we're specializing a little: ...
by ShadowNinja
Mon Oct 13, 2014 22:11
Forum: Discussion in other languages
Topic: Request a subforum
Replies: 18
Views: 14830

Re: Request a subforum

Serbian and Arabic sub-forums added.
by ShadowNinja
Mon Sep 29, 2014 00:52
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 218
Views: 130495

Re: [Mod] Advanced area protection [areas]

I have created a tool but the tool can be used in protected areas [whereas it shouldn't]. Any chance you could help me out? Yes, Areas supports Minetest's built-in protection API. Use minetest.is_protected(pos, player_name) to check if an area is protected from a player. If the area is protected yo...
by ShadowNinja
Wed Sep 24, 2014 18:54
Forum: Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 135
Views: 37724

Re: ShadowNinja's creative server [git, flat, always day]

The mods on this server appear to be old, so you might want to update them. I've updated all of the mods on the server that use Git. Also, would you please add VanessaE's plantlife modpack? It really adds life to worlds. I think that that mod's rather slow and might slow down the server. Also, it's...
by ShadowNinja
Sat Aug 09, 2014 00:17
Forum: Mod Releases
Topic: [Mod] Fast, powerful explosives [git] [nuke]
Replies: 24
Views: 11899

Re: [Mod] Fast, powerful explosives [git] [nuke]

Missiles need to have a clearance 100 nodes into the air. Hitting anything before that will cause them to explode, although not as powerfully as if they had hit their target. They also need to stay loaded, which is hard unless you're using creative, I plan to fix this with force loading. They should...
by ShadowNinja
Mon Jul 21, 2014 16:39
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644488

Re: [Mod] Technic [0.4.7] [technic]

pmpeetamellark wrote:What is this mod's folder supposed to be renamed to?
It should be named technic. You can find out what the name should be by looking at the name in brackets at the end of any mod topic.
by ShadowNinja
Sat Jul 19, 2014 23:18
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 218
Views: 130495

Re: [Mod] Advanced area protection [areas]

how could I achieve that this mod (or another) also prevent users from digging through walls and to creep into "protected" buildings? This is impossible. Clients will always be able to go into protected buildings, even if it takes a modified client or disconnecting a network cable to do i...
by ShadowNinja
Sat Jul 19, 2014 23:12
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644488

Re: [Mod] Technic [0.4.7] [technic]

pheonixfire wrote: I have setup a LV grinder, solar array and battery box with a switching station but it tells me
it's got no network
The switching station must connect to a cable underneath it. What version of Technic are you using latest from git master, or a download from elsewhere?
by ShadowNinja
Sun Jul 13, 2014 00:29
Forum: Mod Releases
Topic: [Mod] Fast, powerful explosives [git] [nuke]
Replies: 24
Views: 11899

Re: [Mod] Fast, powerful explosives [git] [nuke]

Do I have to create my own nuke.conf file? Yes, at one point it created the file with the default configuration if it didn't exist, but I decided to remove that because if I changed the defaults they wouldn't update in any running installation becuase the mod would treat the settings in nuke.conf a...
by ShadowNinja
Sun Jul 13, 2014 00:07
Forum: Mod Releases
Topic: [Mod] Fast, powerful explosives [git] [nuke]
Replies: 24
Views: 11899

Re: [Mod] Fast, powerful explosives [git] [nuke]

Protection support added: 67760f82 I also added sounds, entity physics, effects, and other things to the missile that I missed before. Missiles get unloaded too easily. When I first created missiles the force-loading API wasn't available, and a VM hack (like WorldEdit uses) didn't work. I'll try to ...
by ShadowNinja
Sat Jul 12, 2014 19:40
Forum: Mod Releases
Topic: [Mod] Fast, powerful explosives [git] [nuke]
Replies: 24
Views: 11899

Re: [Mod] Fast, powerful explosives [git] [nuke]

This doesn't honor protection yet. If it did it would have to use the API of supported protection mods directly, since is_protected doesn't support checking areas because some mods can't check areas for protection efficiently (mods that store the protection in nodes or their meta for example), and i...
by ShadowNinja
Sat Jul 12, 2014 18:10
Forum: Mod Releases
Topic: [Mod] Fast, powerful explosives [git] [nuke]
Replies: 24
Views: 11899

[Mod] Fast, powerful explosives [git] [nuke]

This mod adds some powerful explosives, including iron and mese TNT and a missile. It is highly optimized and uses the LuaVoxelManipulator. It also has some effects, including randomness and particles, and is easily configurable. The mese nuke has a range of 24 by default, and takes approximately 0....
by ShadowNinja
Mon Jul 07, 2014 00:58
Forum: Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 135
Views: 37724

Re: ShadowNinja's creative server [git, flat, always day]

All mods have been updated, along with the server.
Minetest_NeXt has been merged into minetest_game and updated.
by ShadowNinja
Wed Jul 02, 2014 17:37
Forum: Problems
Topic: Forum Registration - GitHub username
Replies: 3
Views: 1266

Re: Forum Registration - GitHub username

Fixed, dashes should now be allowed.
by ShadowNinja
Wed Jun 25, 2014 00:55
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 218
Views: 130495

Re: [Mod] Advanced area protection [areas]

Is it possible to have areas where PvP is enabled or disabled? [Edited for clarity and brevity] No. The PvP setting is server-wide, and clients might cache it. However it's probably possible to fake it by overriding on_punch or a similar callback in all entities to make it check where it is before ...
by ShadowNinja
Wed Jun 25, 2014 00:49
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 218
Views: 130495

Re: [Mod] Advanced area protection [areas]

Could you make areas hurt players who try to violate the areas? Yes, but: This can be done much more generically with a separate mod using register_on_protection_violation I don't like these deterrents because they hurt legitimate players and do nothing if the player messes with a unprotected area....
by ShadowNinja
Wed Jun 18, 2014 23:36
Forum: Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 135
Views: 37724

Re: ShadowNinja's creative server [git, flat, always day]

Inocudom wrote:I noticed that nightclub was removed from this server recently. What went wrong with it?
Some of the nodes it added ignored protection.
by ShadowNinja
Wed Jun 18, 2014 14:57
Forum: General Discussion
Topic: Public Server List Reform!
Replies: 32
Views: 8075

Re: Public Server List Reform!

Uptime should not be used, as good servers restart frequently for backups. There are servers that should be banned for good reason, and the current serverlist has support for a ban list ( util/master/master.cgi line 84 ). Votes may be a good idea, but require more persistence. Servers have to be sav...
by ShadowNinja
Thu Jun 12, 2014 00:33
Forum: WIP Mods
Topic: [Mod] Hardened Clay [1.0] [hardenedclay]
Replies: 14
Views: 8584

Re: [Mod] Hardened Clay [1.0] [hardenedclay]

The color machine should not depend on texture names, it should use the texture from minetest.registered_nodes[node_name].tiles[1]. That said, I've changed the texture names to match the mod. You may have trouble with hardenedclay:hardened_clay using the hardenedclay_regular.png texture file though....
by ShadowNinja
Wed Jun 11, 2014 20:11
Forum: Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 135
Views: 37724

Re: ShadowNinja's creative server [git, flat, always day]

Skin for player "PeterPanda" added.
by ShadowNinja
Mon Jun 09, 2014 18:08
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644488

Re: [Mod] Technic [0.4.7] [technic]

golthem wrote:Could someone post their pictures of a nuclear power plant? I'm having difficulties with mine.
Here you go:
Screenshot of a nuclear reactor
Screenshot of a nuclear reactor
screenshot_2177799031.png (500.17 KiB) Viewed 996 times
by ShadowNinja
Sat Jun 07, 2014 14:56
Forum: Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 135
Views: 37724

Re: ShadowNinja's creative server [git, flat, always day]

Alt. Tester wrote:Can I build please on here. my name in the server is WidDos.
Interact granted for WidDos.
by ShadowNinja
Thu Jun 05, 2014 01:28
Forum: Mod Releases
Topic: [Mod] Compass GPS [compassgps]
Replies: 132
Views: 75329

Re: [Mod] Compass GPS [compassgps]

local player_privs if core then player_privs = core.get_player_privs(name) else player_privs = minetest.get_player_privs(name) end At this time the "core" namespace is only an implementation detail. It should ONLY be used by the Minetest core, including builtin. Mods should only use the &...
by ShadowNinja
Mon Jun 02, 2014 05:01
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644488

Re: [Mod] Technic [0.4.7] [technic]

Tedypig wrote:Is there a way to remove certain parts of the mod? I want to (temporarily) remove lasers and drills.
Yes, create a file called technic.conf in the world directory and fill it with this:

Code: Select all

enable_mining_drill = false
enable_mining_laser = false
See config.lua for more options.
by ShadowNinja
Sat May 10, 2014 16:54
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644488

Re: [Mod] Technic [0.4.7] [technic]

Johnyknowhow wrote: I just noticed, like half of the stuff in technic isn't showing up in the unified inventory thing.
Fine copper wire, Copper coils, motors, etc. are not listed.
Works fine for me: (search for copper_[wc][io] )

Image