Forget baby steps. I prefer snail speed.KCoombes wrote:But that IS progress, you know! Baby steps, we've all been there.TumeniNodes wrote:-snip-
I have been practising with Blender a little and so far..., I can make.... a cube : [
Search found 1496 matches
- 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]
- 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]
What is the issue with cblocks?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.
Also, when I have a chance I will add support for this mod in mypaint.
- 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.
- 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!
- 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 ...
- 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?...
- 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]
This might help.mahmutelmas06 wrote:Maybe bomb exploses if you dig and add an right-click formspec with a simple puzzle to deactivate then you can dig.
https://github.com/minetest/minetest/bl ... .txt#L3618
- 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 ...
- 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...
- 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...
- Sat Jun 25, 2016 14:20
- Forum: WIP Mods
- Topic: [abandoned mod] Gutenberg [gutenberg]
- Replies: 27
- Views: 17910
- 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!
- Sat Jun 25, 2016 14:13
- Forum: Mod Releases
- Topic: [Mod] Angled Walls [1.5] [angledwalls]
- Replies: 83
- Views: 18576
- 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.
- 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]
I wouldn't shun you. You're awesome!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
- 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!
- 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...
- 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
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.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
Thank you for your work!
- 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]
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.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?
- 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.
https://github.com/minetest/minetest_game
You just need to download, unzip and put it in .minetest/games.
- Thu May 19, 2016 11:05
- Forum: Mod Releases
- Topic: [MOD] Ethereal NG [1.31] [ethereal]
- Replies: 421
- Views: 162713
- 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
- Wed May 18, 2016 02:50
- Forum: Feature Discussion
- Topic: Items stackable by 100 ?
- Replies: 117
- Views: 25359
Re: Items stackable by 100 ?
Mods can also set the size ofthestack. Just add stack_max = whatever to the node def.MineYoshi wrote:thanksDon wrote:Yes, giveme can add huge stacks.MineYoshi wrote:a question "/giveme default:mese 500" works?
I tried it many time ago but i don't know...
But that huge stacks only work using the command...
- Tue May 17, 2016 22:22
- Forum: Feature Discussion
- Topic: Items stackable by 100 ?
- Replies: 117
- Views: 25359
Re: Items stackable by 100 ?
Yes, giveme can add huge stacks.MineYoshi wrote:a question "/giveme default:mese 500" works?
I tried it many time ago but i don't know...
- 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...