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DeepGaze
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by DeepGaze » Fri Jan 17, 2014 18:06

1)Hyperchest: has unlimited supply of all blocks available but only opens to players with the privilege
2)loneliness: you are invisible to other players for a limited period of time, whilst invisible no detectors will sense you. (admin players can still see yo due to a privilege.
3)ups and down: your personal gravity works backward for a limited time allowing you to walk on the celing.
4)slap:ensures the community at-least read and conceder mod requests.
[spoiler]number four is said with intense sarcasm, dispute the lack of consideration given by some modders [/spoiler]
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kaeza
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by kaeza » Fri Jan 17, 2014 18:48

DeepGaze wrote:4)slap:ensures the community at-least read and conceder mod requests.

The community reads and considers the requests, but most of those are not doable in the current circumstances (for example, your 2nd point), or already covered by other mods (unified_inventory already your 1st point, except for the chest).

Edit: In other cases, the request is way too much, or so easily done that it may be a good exercise for the person requesting it as an introduction to programming.

In any case, this is a request thread, not a "this mod is required" thread. If somebody finds a project interesting, they will make it. If not, your best bet is to do it yourself.
Last edited by kaeza on Fri Jan 17, 2014 18:52, edited 1 time in total.
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DeepGaze
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by DeepGaze » Sun Jan 19, 2014 23:14

note the spoiler underneath reads:
number four is said with intense sarcasm, dispute the lack of consideration given by some modders
this was said as a simple joke. please view it as such.
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flamedude125
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by flamedude125 » Wed Jan 22, 2014 17:05

Can you make a mod that adds in guns and more weapons
 

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by Zheath » Sat Feb 01, 2014 23:53

Hardcore mod:A mod that allow you to play in hardcore mod.You only have 1 life and the only way to regen health is to make golden apple.Apple with 8 gold ingots around it.For singleplayer
 

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by CWz » Thu Feb 06, 2014 07:42

Ban Hammer: an uncraftable tool that the admin can use to hit a destructive user resulting in a ban.

I could do this mod myself, but I have no clue where to begin.
Last edited by CWz on Thu Feb 06, 2014 10:20, edited 1 time in total.
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by RHR » Thu Feb 06, 2014 09:43

CWz wrote:Ban Hammer: an uncraftable tool that the admin can use to hit a destructive user resulting in a ban


+1
 

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by CWz » Thu Feb 06, 2014 16:15

Hybrid Dog wrote:
CWz wrote:Ban Hammer: an uncraftable tool that the admin can use to hit a destructive user resulting in a ban.

I could do this mod myself, but I have no clue where to begin.
I think it's easy to do


Unfortunately I don't know how to mod. all I can do is make tools and register ores and nodes.
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by Novacain » Thu Feb 06, 2014 16:38

CWz wrote:Ban Hammer: an uncraftable tool that the admin can use to hit a destructive user resulting in a ban.

I could do this mod myself, but I have no clue where to begin.


/ban <destructive_player>. the hammer has been laid. now if it did a temporary ban, that increased each time they were hit, that may be better. it could start with a three day be, followed by one week, followed by one month, follow by a permanent ban. just an idea to improve on the idea.
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timontreduffie
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by timontreduffie » Sat Feb 15, 2014 19:45

can someone. make a starwars mod with droids and claones and jedis spaceships and planets
 

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Gambit
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by Gambit » Sat Feb 15, 2014 19:49

Can someone make a checkpoint mod? This would be useful if the player dies but can respawn at the last checkpoint they touched/walked through.
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by sfan5 » Sat Feb 15, 2014 19:56

Gambit wrote:Can someone make a checkpoint mod? This would be useful if the player dies but can respawn at the last checkpoint they touched/walked through.

Code: Select all
checkpoints = {}

minetest.register_on_dieplayer(function(player)
    if checkpoints[player:get_player_name()] ~= nil then
        player:setpos(checkpoints[player:get_player_name()])
        minetest.chat_send_player(player:get_player_name(), 'You have been respawned at a checkpoint.', false)
        return true
    end
    return false
end)

-- Usage:
--  set checkpoint
--   checkpoints['gambit'] = {x=1, y=33, z=7}
--  delete checkpoint
--   checkpoints['gambit'] = nil
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by Gambit » Mon Feb 17, 2014 03:46

sfan5 wrote:
Gambit wrote:Can someone make a checkpoint mod? This would be useful if the player dies but can respawn at the last checkpoint they touched/walked through.

Code: Select all
checkpoints = {}

minetest.register_on_dieplayer(function(player)
    if checkpoints[player:get_player_name()] ~= nil then
        player:setpos(checkpoints[player:get_player_name()])
        minetest.chat_send_player(player:get_player_name(), 'You have been respawned at a checkpoint.', false)
        return true
    end
    return false
end)

-- Usage:
--  set checkpoint
--   checkpoints['gambit'] = {x=1, y=33, z=7}
--  delete checkpoint
--   checkpoints['gambit'] = nil


What am I suppose to do with this? This is why I asked in the 'Request' thread and not the 'Mod Questions' thread. Lol
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by Krock » Mon Feb 17, 2014 15:35

Gambit wrote:What am I suppose to do with this? This is why I asked in the 'Request' thread and not the 'Mod Questions' thread. Lol

There you go
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by timontreduffie » Tue Feb 18, 2014 03:32

no one cares about trees unless its for building or decor wat we need is stuff like un-laggy vehicles and guns and complex machines or dinosaurs if u like my ideas contact me for more info so u can make it . thx!!!! my email is timontreduffie@Gmail.com thx!!!
 

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by Novacain » Tue Feb 18, 2014 06:03

My idea on how to change the way vehicles operate: from what I can tell from my observation using the vehicles is that you place an object, then move the object, which moves you. it creates a laggy interface as you use it though. my idea was this: what if instead of the object moving you, you become the object? the HUD could change to represent the controls of the device, seeing as how you can't really place blocks while in a vehicle.

when you enter the vehicle it can trigger a few changes to how the player moves through the environment. things like the jumpheight, speed, whether fly is enable, etc. I figured this approach to it would reduce the lag on the user end, and enable a much smother movement through the world. as for how it renders, would it be possible to make it so that when "in" the vehicle, it changes the charater model so that the character shows up as someone inside said vehicle?

It is debatable as to whether this is entirely possible with the current API, but I think that the API should be modified so that this could be used.

I really hope these ideas work, and help create a better vehicle system for the coding in the game.
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by RHR » Thu Feb 20, 2014 23:24

Hi everyone!
I tried to create a 4x2 workbench, but I've some troubles with "on_rightclick" --> "minetest.show_formspec"
Could someone please help me here:
Code: Select all
minetest.register_node("workbench:workbench", {
    description = "Workbench",
    tiles = {"workbench.png"},
    groups = {choppy=3,flammable=3},
    sounds = default.node_sound_wood_defaults(),
-- ???    on_rightclick = function()
-- ???    minetest.show_formspec()
-- ???        "size[8,7;]"
-- ???        "list[current_player;craft;0,0;4,2;]"
-- ???        "list[current_player;craftpreview;7,0;1,1;]"
-- ???        "list[current_player;main;0,4;8,4;]"
 

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Krock
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by Krock » Fri Feb 21, 2014 11:51

https://forum.minetest.net/viewtopic.php?id=2434 ~= https://forum.minetest.net/viewtopic.php?id=4668

btw, you need to use:
Code: Select all
on_rightclick = function(pos, clicker)
minetest.show_formspec(PLAYER, FORMSPEC_NAME, FORMSPEC)
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falsegrayburger
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by falsegrayburger » Sat Feb 22, 2014 01:29

I requested dungeon mod!

Block to be spawn in the MOB Mese signal, door-powered signal Mese
Key to open the door!
 

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Krock
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by Krock » Sat Feb 22, 2014 07:58

Image
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by Krock » Sat Feb 22, 2014 10:50


My idea was about setting custom keys, so it's possible to give them to someone else (to share a chest).
But the other person does not know the code/password of the key (Because it's stored in metadata)

The bad point in this: Hacked/modified clients could(?) get the metadata and clone the key until everybody has a key to open that chest.

Therefore I though, the owner (/placer) of the chest could be able ato change the required key to get into that chest.
A bit complicated to describe, but I'll try to create that mod self :)
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by pandaro » Sat Feb 22, 2014 10:57

Krock wrote:

My idea was about setting custom keys, so it's possible to give them to someone else (to share a chest).
But the other person does not know the code/password of the key (Because it's stored in metadata)

The bad point in this: Hacked/modified clients could(?) get the metadata and clone the key until everybody has a key to open that chest.

Therefore I though, the owner (/placer) of the chest could be able ato change the required key to get into that chest.
A bit complicated to describe, but I'll try to create that mod self :)


Have you tried my mod?
He adds metadata to a chest, which is a code.
At the same time gives you a key.
You can also create copies of the key to give to whoever you want.
You do not need to have the keys in hand to open the chest, just have them in your inventory.
sorry for bad english
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Krock
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by Krock » Sat Feb 22, 2014 13:11

pandaro wrote:Have you tried my mod?
He adds metadata to a chest, which is a code.
At the same time gives you a key.
You can also create copies of the key to give to whoever you want.
You do not need to have the keys in hand to open the chest, just have them in your inventory.

No, sorry I haven't tried it yet.
Whatever, I was bored and made a raw-mod, some optinal textures missing, but else it seems to work fine.
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by Sokomine » Sun Feb 23, 2014 02:51

Krock wrote:Therefore I though, the owner (/placer) of the chest could be able ato change the required key to get into that chest.

With my locks mod you can do that. The chest "knows" who is allowed to access it. Specific keys for specific chests are IMHO too impractical for daily use.
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