Search found 394 matches
- Thu Jan 14, 2021 20:07
- Forum: Feature Discussion
- Topic: SOLVED: Fast mining/digging without tool
- Replies: 11
- Views: 1664
Re: Fast mining/digging without tool
@AspireMint Wow, that is really super fast... Frankly, for me, this is too fast. Is there a way to modify your code to end up with something like 1-3 punches per block, no matter which material is involved? Yup, but now i think overriding tools as Linuxdirk said would simpler, but then you can't se...
- Thu Jan 14, 2021 14:51
- Forum: Feature Discussion
- Topic: SOLVED: Fast mining/digging without tool
- Replies: 11
- Views: 1664
Re: Fast mining/digging without tool
Super fast digging: create new mod, init.lua: If you create a new mod anyways, why not simply override the tool capabilities of : (which is the hand)? Isn't my solution simple enough, I believe there are more options, but will that ":" also override tool capabilities of other tools? Pleas...
- Thu Jan 14, 2021 10:02
- Forum: Feature Discussion
- Topic: SOLVED: Fast mining/digging without tool
- Replies: 11
- Views: 1664
Re: Fast mining/digging without tool
Super fast digging:
create new mod, init.lua:
create new mod, init.lua:
Code: Select all
minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing)
local player_name = puncher and puncher:get_player_name() or ""
if not minetest.is_protected(pos, player_name) then
minetest.node_dig(pos, node, puncher)
end
end)
- Thu Jan 14, 2021 09:33
- Forum: Servers
- Topic: [Server] Tunnelers' Abyss
- Replies: 211
- Views: 69114
Re: [Server] Tunnelers' Abyss
Hop in
Choo Choo
Choo Choo
- Thu Jan 14, 2021 09:16
- Forum: General Discussion
- Topic: Post your code!
- Replies: 100
- Views: 32882
Re: Post your code!
wrap = function(t) local w = {} setmetatable(w, { __index = t }) return w end unwrap = function(w) local mt = getmetatable(w) return mt and mt.__index or w end With this you can override global table without affecting other mods. Example: local M = wrap(minetest) M.chat_send_all("yay A") ...
- Thu Jan 14, 2021 08:46
- Forum: Partly official engine development
- Topic: View terrain at any distance
- Replies: 10
- Views: 2665
Re: View terrain at any distance
Idea: If you could edit mapblock (not in db), before it is sent, maybe it would be possible to view things in distance. I mean, remove nodes that are not visible but still rendered in client which slows down things, replace nodes that has running jobs (abm) or mesh to dummy nodes, or remove unnecess...
- Thu Dec 31, 2020 02:49
- Forum: WIP Mods
- Topic: [Mod] Compass in first person view [head_compass]
- Replies: 0
- Views: 459
[Mod] Compass in first person view [head_compass]
Compass in first person view !!! WORKS ONLY IN MT VERSION 5.4.0 !!! Adds compass in first person view, above your head. Commands: toggle compass: /compass toggle compass for player ( give privilege required): /compass <player_name> Download: zip: https://github.com/AspireMint/head_compass/archive/m...
- Thu Dec 31, 2020 01:18
- Forum: WIP Mods
- Topic: [Mod] Place any item/tool [place_all]
- Replies: 7
- Views: 982
Re: [Mod] Place any item/tool [place_all]
Yes, i was wrong with previous statement, yes thats how itemframe mod works.
I can make it entity... but, this mod started as something else (not public),
and is slowly changing into itemframe mod x)
I can make it entity... but, this mod started as something else (not public),
and is slowly changing into itemframe mod x)
- Wed Dec 30, 2020 23:55
- Forum: WIP Mods
- Topic: [Mod] Place any item/tool [place_all]
- Replies: 7
- Views: 982
Re: [Mod] Place any item/tool [place_all]
do you need to register the non default items? or is like the frame mod that anything goes? In next update, there will be option in config file to choose which items to register. Yes, like frame mod, without frame. Just place tool/item anywhere. and when you break the node, does it return the item,...
- Wed Dec 30, 2020 17:34
- Forum: WIP Mods
- Topic: [Mod] Place any item/tool [place_all]
- Replies: 7
- Views: 982
Re: [Mod] Place any item/tool [place_all]
Thanks! Yes it will register new node for each item. There is no way to register one node with many/dynamic textures. It can be done using one entity, if you care about number of registered entities x) but fps would be much, much higher... This node has mesh with 62 quads(faces) (ohhh that is still ...
- Wed Dec 30, 2020 15:28
- Forum: WIP Mods
- Topic: [Mod] Place any item/tool [place_all]
- Replies: 7
- Views: 982
[Mod] Place any item/tool [place_all]
Place any item/tool Place any item/tool by pressing E+RightClick (AUX+place/double_tap). It makes 3d node instead of entity from texture. Screenshot: https://raw.githubusercontent.com/AspireMint/place_all/master/preview.png Download: zip: https://github.com/AspireMint/place_all/archive/main.zip cod...
- Fri Dec 25, 2020 10:59
- Forum: WIP Mods
- Topic: [Mod] Afk mod with costumes [am_afk]
- Replies: 0
- Views: 586
[Mod] Afk mod with costumes [am_afk]
Afk mod with costumes This mod automatically put costume on afk player and kick after some time. Everything important is customizable, see config file :) Chatcommand: /afk Screenshot: https://raw.githubusercontent.com/AspireMint/am_afk/master/preview.png Download: zip: https://github.com/AspireMint...
- Thu Dec 24, 2020 23:04
- Forum: General Discussion
- Topic: [discussion] show your models
- Replies: 76
- Views: 13543
Re: [discussion] show your models
Some models are rendered in Blender, some in Sketchup. Left bottom watermark you see on last image is addon for Sketchup that renders image.
(only reason why is not in Blender: i do not like UV mapping - takes more time)
(only reason why is not in Blender: i do not like UV mapping - takes more time)
- Thu Dec 24, 2020 13:17
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11113
- Views: 2064275
- Wed Dec 23, 2020 22:54
- Forum: WIP Mods
- Topic: [Mod] Slap to rotate [slap_rotate]
- Replies: 6
- Views: 935
Re: [Mod] Slap to rotate [slap_rotate]
New version
- right-click slightly improved - rotation depends on node face you are pointing
- it makes sound (node place sound)
You can mute sound or use previous version by modifying config.lua file :-)
- right-click slightly improved - rotation depends on node face you are pointing
- it makes sound (node place sound)
You can mute sound or use previous version by modifying config.lua file :-)
- Wed Dec 23, 2020 03:58
- Forum: WIP Mods
- Topic: [Mod] Slap to rotate [slap_rotate]
- Replies: 6
- Views: 935
Re: [Mod] Slap to rotate [slap_rotate]
Screwdriver controls: Left click adds 1 to param2, cycling between the current multiple of 4 Rightclick changes param2 to the next multiple of 4 (offset because we have 0 as a starting point) Eg1 node starts at param2=0: Left -> p2=1 Left -> p2=2 Right -> p2=5 Eg2 Left -> p2=1 Left -> p2=2 Left -> ...
- Tue Dec 22, 2020 22:34
- Forum: WIP Mods
- Topic: [Mod] Slap to rotate [slap_rotate]
- Replies: 6
- Views: 935
Re: [Mod] Slap to rotate [slap_rotate]
Default screwdriver is not easily predictable, because rotation/mode does not depends on players yaw. It just change orientation "somehow" and not correctly, just do this with screwdriver: Rotate node1: 2 times left click, 1 right click Rotate node2: 3 times left click, 1 right click Both ...
- Tue Dec 22, 2020 17:48
- Forum: WIP Mods
- Topic: [Mod] Slap to rotate [slap_rotate]
- Replies: 6
- Views: 935
[Mod] Slap to rotate [slap_rotate]
Slap to rotate Easiest way to rotate nodes? :-) Slap node with glove! Glove recipe (like screwdriver, but uses wool instead of steel ingot): { group:wool } { group:stick } Usage: - left-click (dig) rotates node horizontally - right-click (place) rotates node vertically Download: zip: https://github...
- Mon Dec 21, 2020 23:36
- Forum: WIP Mods
- Topic: [Mod] Worldedit Addon [worldedit_addon]
- Replies: 2
- Views: 714
Re: [Mod] Worldedit Addon [worldedit_addon]
Now it can flip stairs too!
Usage:
yup, same as worldedit
Usage:
Code: Select all
//flip <axis>
- Sun Dec 20, 2020 23:50
- Forum: Maps
- Topic: Share Your WorldEdit Files!
- Replies: 310
- Views: 106953
Re: Share Your WorldEdit Files!
Xmas pack https://raw.githubusercontent.com/AspireMint/xmas_pack/master/preview.png List of schematics: - santa's bag - candycane - gift - gingerbread tree - 2 versions - moose :D - ornament - 3 versions - pine tree - 2 versions - reindeer - santa - santa + sleigh - santa + sleigh + reindeers - sle...
- Sun Dec 20, 2020 19:09
- Forum: WIP Mods
- Topic: [Mod] Worldedit Addon [worldedit_addon]
- Replies: 2
- Views: 714
[Mod] Worldedit Addon [worldedit_addon]
Worldedit Addon This mod will override worldedit functions. You will be able to rotate and flip stairs and other nodes :-) Use it same way as worldedit: //rotate <axis> <angle> //flip <axis> Download: zip: https://github.com/AspireMint/worldedit_addon/archive/main.zip code: https://github.com/Aspir...
- Thu Dec 17, 2020 16:28
- Forum: Problems
- Topic: [Solved] Mapgen flat + worldedit
- Replies: 1
- Views: 463
[Solved] Mapgen flat + worldedit
I wanted to make flat platform using world-edit on flat world (yeah, i know) for some pixelarts. WE version 1.0 MT version 5.2.0 I did this: - /teleport 300,1000,-300 - //pos1 - /teleport -300,1000,300 - //pos2 - //set default:stone So it should make thin floating platform... But, for some reason, f...
- Mon Dec 07, 2020 21:46
- Forum: Modding Discussion
- Topic: minetest.register_after_player_inventory_action?
- Replies: 2
- Views: 266
Re: minetest.register_after_player_inventory_action?
This: minetest.register_on_player_inventory_action
- Sun Nov 29, 2020 23:23
- Forum: General Discussion
- Topic: [discussion] show your models
- Replies: 76
- Views: 13543
Re: [discussion] show your models
aaaaaaah!
- Sat Nov 28, 2020 22:30
- Forum: General Discussion
- Topic: [discussion] show your models
- Replies: 76
- Views: 13543