Search found 1496 matches

by Don
Sat Jul 02, 2016 21:58
Forum: Mod Releases
Topic: [Mod] Angled Walls [1.5] [angledwalls]
Replies: 83
Views: 18576

Re: [MOD] Angled Walls [1.0] [angledwalls]

KCoombes wrote:
TumeniNodes wrote:-snip-
I have been practising with Blender a little and so far..., I can make.... a cube : [
But that IS progress, you know! Baby steps, we've all been there.
Forget baby steps. I prefer snail speed.
by Don
Sat Jul 02, 2016 01:17
Forum: Mod Releases
Topic: [Mod] Angled Walls [1.5] [angledwalls]
Replies: 83
Views: 18576

Re: [MOD] Angled Walls [1.0] [angledwalls]

TumeniNodes wrote:Added support for quartz.
Made changes to the quartz mod, doing a PR for it tonight.
Push will be done asa I have figured out a couple of problems I am stuck on with supporting cblocks.
What is the issue with cblocks?
Also, when I have a chance I will add support for this mod in mypaint.
by Don
Wed Jun 29, 2016 17:07
Forum: Mod Releases
Topic: [Mod] Angled Walls [1.5] [angledwalls]
Replies: 83
Views: 18576

Re: [MOD] Angled Walls [1.0] [angledwalls]

I am busy right now but will help soon. PM me and show me what you have so far.
by Don
Tue Jun 28, 2016 23:25
Forum: WIP Mods
Topic: [abandoned Mod] Fun Caves [fun_caves]
Replies: 258
Views: 33586

Re: [Mod] Fun Caves [fun_caves]

Never lose your crazy duane!
by Don
Tue Jun 28, 2016 13:34
Forum: Mod Releases
Topic: [Mod] Angled Walls [1.5] [angledwalls]
Replies: 83
Views: 18576

Re: [MOD] Angled Walls [1.0] [angledwalls]

You are not stupid or dumb. You just don't have the skills yet. Once you have done it a few times you will have the skills. Never beat yourself up for not being able to do something you have not done before. There is a couple ways you can go about it. One is to put the check for the mod in init.lua ...
by Don
Tue Jun 28, 2016 00:46
Forum: WIP Mods
Topic: [Mod] Thirsty [thirsty] (WIP)
Replies: 114
Views: 29607

Re: [Mod] Thirsty [thirsty] (WIP)

You could make a companion mod that sets the thirst_factor (see above) according to the biome, but yes, this sounds like something that makes sense "by default". I've been occasionally reading something about biomes and temperature maps – does anyone know how "official" this is?...
by Don
Tue Jun 28, 2016 00:42
Forum: WIP Mods
Topic: [Mod] Explosives [WIP] [git] [explosives]
Replies: 37
Views: 9641

Re: [Mod] Explosives [WIP] [git] [explosives]

mahmutelmas06 wrote:Maybe bomb exploses if you dig and add an right-click formspec with a simple puzzle to deactivate then you can dig.
This might help.
https://github.com/minetest/minetest/bl ... .txt#L3618
by Don
Tue Jun 28, 2016 00:17
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 572742

Re: Post your modding questions here

Your example was exactly what I needed to see! The node is now dropping correctly, except.. (you saw that coming, right?) I have 6 possible items, so I set rarity = 6 (rarity being 1/rarity value) to ensure 1 of the 6 will drop every time - except out of 10 trials, I ended with only 8 drops - have ...
by Don
Mon Jun 27, 2016 23:30
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 572742

Re: Post your modding questions here

This code (from the Lua Modding API Reference) does not function correctly. Any ideas? drop = { max_items = 1, -- Maximum number of items to drop. items = { -- Choose max_items randomly from this list. { items = {"foo:bar", "baz:frob"}, -- Choose one item randomly from this list...
by Don
Mon Jun 27, 2016 23:24
Forum: Mod Releases
Topic: [Mod] Angled Walls [1.5] [angledwalls]
Replies: 83
Views: 18576

Re: [MOD] Angled Walls [1.0] [angledwalls]

support for baked clay please? and maybe cblocks? I tried a few different ways to add the support but no luck. I'm still a complete novice with Lua so please bear with me : ) I may have to ask Ten+1 how to add the support. I have, however, added plain angled glass and obsidian glass textures (not p...
by Don
Sat Jun 25, 2016 14:20
Forum: WIP Mods
Topic: [abandoned mod] Gutenberg [gutenberg]
Replies: 27
Views: 17910

Re: [Mod] Gutenberg [gutenberg]

+1
by Don
Sat Jun 25, 2016 14:14
Forum: Mod Releases
Topic: [MOD] Stack Slabs [1.0] [stackslabs]
Replies: 31
Views: 8093

Re: [MOD] Stack Slabs [1.0] [stackslabs]

Cool idea!
by Don
Fri May 27, 2016 15:14
Forum: WIP Mods
Topic: [Abandoned Mod] Valleys Helper [valleys_c]
Replies: 31
Views: 4971

Re: [Abandoned Mod] Valleys Helper [valleys_c]

Maybe talk to sofar and see if this mod should be moved to minetest-mods.
by Don
Fri May 20, 2016 03:20
Forum: Mod Releases
Topic: [Mod] Castles++ Rolling release [git] [castle]
Replies: 124
Views: 42175

Re: [Mod] Castles++ Rolling release [0.4.9] [castle]

philipbenr wrote:Thanks. Partial credit to Napiophelios, for the base textures. I tweaked them a bit, and they turned out nicely.

Also, thank you Don. I was beginning to wonder if people were shunning me because nobody was replying. XD
I wouldn't shun you. You're awesome!
by Don
Fri May 20, 2016 01:27
Forum: Mod Releases
Topic: [Mod] Castles++ Rolling release [git] [castle]
Replies: 124
Views: 42175

Re: [Mod] Castles++ Rolling release [0.4.9] [castle]

They look great!
by Don
Thu May 19, 2016 23:56
Forum: Minetest-related projects
Topic: [Old]Node Box Editor [0.9.2]
Replies: 449
Views: 125934

Re: NodeBoxEditor [0.9.0] - Zooming, dynamic snap res

Not particularly. I'll fix bugs ofc. Given MT's mesh support, there is not much need for making a more complicated editor Not everyone can make meshes. In fact, rarely do new meshes appear. However with your tool, it's a snap for all skill levels. And I see far more new designs popping up, ones tha...
by Don
Thu May 19, 2016 22:40
Forum: Minetest-related projects
Topic: [Old]Node Box Editor [0.9.2]
Replies: 449
Views: 125934

Re: NodeBoxEditor [0.9.0] - Zooming, dynamic snap res

rubenwardy wrote:Not particularly. I'll fix bugs ofc. Given MT's mesh support, there is not much need for making a more complicated editor
I am somewhat sorry to hear this. I understand though. Besides I am quite pleased with how well it works. I have made many nodeboxes with your program.
Thank you for your work!
by Don
Thu May 19, 2016 22:34
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.31] [ethereal]
Replies: 421
Views: 162713

Re: [MOD] Ethereal NG [1.20]

ErrorNull wrote:hey that's cool. i will try this out as soon as i can. so is there any reason why i should continue using the normal Ethereal mod?
This is an upgraded version of the other ethereal mod. If you have upgraded to 0.4.14 then the new one is better for you.
by Don
Thu May 19, 2016 11:11
Forum: WIP Mods
Topic: [Modpack] Villages modpack (contains mg_villages)
Replies: 43
Views: 25538

Re: [Modpack] Villages modpack (contains mg_villages)

When you copied .minetest did you overwrite minetest_game? Try downloading a fresh copy and see if that helps.

https://github.com/minetest/minetest_game

You just need to download, unzip and put it in .minetest/games.
by Don
Thu May 19, 2016 11:05
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.31] [ethereal]
Replies: 421
Views: 162713

Re: [MOD] Ethereal NG [1.20]

+1
by Don
Wed May 18, 2016 12:42
Forum: Feature Discussion
Topic: Items stackable by 100 ?
Replies: 117
Views: 25359

Re: Items stackable by 100 ?

Wuzzy. Love the idea. Would be great if it was a conf setting. default_stack_size = 99
by Don
Wed May 18, 2016 02:50
Forum: Feature Discussion
Topic: Items stackable by 100 ?
Replies: 117
Views: 25359

Re: Items stackable by 100 ?

MineYoshi wrote:
Don wrote:
MineYoshi wrote:a question "/giveme default:mese 500" works?

I tried it many time ago but i don't know...
Yes, giveme can add huge stacks.
thanks
But that huge stacks only work using the command...
Mods can also set the size ofthestack. Just add stack_max = whatever to the node def.
by Don
Tue May 17, 2016 22:22
Forum: Feature Discussion
Topic: Items stackable by 100 ?
Replies: 117
Views: 25359

Re: Items stackable by 100 ?

MineYoshi wrote:a question "/giveme default:mese 500" works?

I tried it many time ago but i don't know...
Yes, giveme can add huge stacks.
by Don
Tue May 17, 2016 18:34
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644587

Re: [Mod] Technic [0.4.11] [technic]

This mod does not work for me even when I install all the other mods it requires to tun. It refuses to run and blames it on the world engine file in the mod. Maybe you can find a solution to this problem ? Or tell me were to find a working version of this mod. What version of minetest are you using...