The one in the minetest file not game, since really there two minetest.conf anyways what is .conf? what it stands for and what was it base build off of? I guess notepad.Casimir wrote:In minetest.conf addJ0nnJ0nes wrote:-Overall Map Gravity Setting?9.81 for earthCode: Select all
movement_gravity = 9.81
3.69 for mars (for example)
Post your mod requests/ideas here
- Likwid H-Craft
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My Domain's/others:
http://likwidtest.hj.cx/ (Not Done)
http://likwidtest.hj.cx/ (Not Done)
- kaeza
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http://forum.minetest.net/viewtopic.php?id=2777Tedypig wrote:Is it possible to make a mod to remove old textures? Like from mods that have been deleted. Also to un-register them, (so we don't get the unknown icon all over the map).
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- Tedypig
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Thank you kaeza.
Also another idea. Selectable map types/sizes.
Types would be; Flat, Mountains, Rivers, water... The same types as Minecraft Classic mode.
Sizes would be like in MC also, from 64x64 through the current infinite maps.
Just an idea, I would do it but I don't know how to mod.
Also another idea. Selectable map types/sizes.
Types would be; Flat, Mountains, Rivers, water... The same types as Minecraft Classic mode.
Sizes would be like in MC also, from 64x64 through the current infinite maps.
Just an idea, I would do it but I don't know how to mod.
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- Likwid H-Craft
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I am making a snow kind of theme you can use when it done but, I am not done all the way since I am working on so much.
My Domain's/others:
http://likwidtest.hj.cx/ (Not Done)
http://likwidtest.hj.cx/ (Not Done)
- Likwid H-Craft
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You guys think you can mange this?
http://www.youtube.com/watch?v=DaLOASx7Lrc
http://www.youtube.com/watch?v=DaLOASx7Lrc
My Domain's/others:
http://likwidtest.hj.cx/ (Not Done)
http://likwidtest.hj.cx/ (Not Done)
- rubenwardy
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You can, kind of, using blocks.12Me21 wrote: ...
Anyway, it would be cool if there were elevators so you didn't need to use stairs or fly.
See the roof above "rubenexpress" (the building with "Ru" on it opposite spawn) on Redcrabs 0.4.4 server for an example.
To go on the roof, see the small path just left of the notice board at spawn.
Press shift+space to climb.
Making Elevators
Elevators consist of a backbone, and alternating steps.Code: Select all
1)
- X
- X
2)
X X
- -
3) Repeat
-: where a space HAS to be
Note: 1 is the first floor, 2 is the second, 3 is the third etc
Last edited by rubenwardy on Sat Mar 09, 2013 10:05, edited 1 time in total.
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I love trains...Likwid H-Craft wrote:You guys think you can mange this?
http://www.youtube.com/watch?v=DaLOASx7Lrc
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easy peasymarkveidemanis wrote:Make a command likeprint out the files contained within /~World/schems//print schems
http://stackoverflow.com/questions/5303 ... y-in-a-lua
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There are already several mods that allow to select a building and then put it into the world. Look for towntest or deploy_nodes for example. My random_buildings mod will have a similar feature in the future (again with a slightly diffrent approach).
A list of my mods can be found here.
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What about some kind of fire+ which can also make glass break?
Visit me: webD97.de | @GitHub | @DeviantArt
Mods: StreetsMod | Vehicles
Featured from my blog: Dockerize the Minetest server
On my own behalf: Chameleon - A PHP image manipulation library built around GD
Mods: StreetsMod | Vehicles
Featured from my blog: Dockerize the Minetest server
On my own behalf: Chameleon - A PHP image manipulation library built around GD
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Coffee Mod??
coffee plant == coffee been == coffee grounds == cup + coffee grounds == cup of coffee == fast move
perhaps could be added to the farming mod.
any way, it was just a thought if some one wanted to do it.
Edit: oh and by the way fast move would only last for XX seconds/minuts
coffee plant == coffee been == coffee grounds == cup + coffee grounds == cup of coffee == fast move
perhaps could be added to the farming mod.
any way, it was just a thought if some one wanted to do it.
Edit: oh and by the way fast move would only last for XX seconds/minuts
Last edited by DistroGeeks-MilesDyson on Wed Mar 13, 2013 22:47, edited 1 time in total.
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Actually the food mod has coffee, though you have to make it with dry desert shrubs which do not regrow. It doesn't make you move faster though; just restores like 10 HP (5 hearts).
Last edited by prestidigitator on Thu Mar 14, 2013 01:17, edited 1 time in total.
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If you have the aero mod by mauvebic, you can use their coffee plants.prestidigitator wrote:Actually the food mod has coffee, though you have to make it with dry desert shrubs which do not regrow. It doesn't make you move faster though; just restores like 10 HP (5 hearts).
Last edited by rubenwardy on Thu Mar 14, 2013 10:55, edited 1 time in total.
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Why not something like mystcraft?
http://www.youtube.com/watch?v=sNSkjEvB_f8
I really like trying some differents worlds
http://www.youtube.com/watch?v=sNSkjEvB_f8
I really like trying some differents worlds
- Tedypig
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OK, follow me here.
1. Make a box.
2. code the box to move with players controls --think "boats" mod or riding the ostrich in "mob framework".
3. Make the box connect to other boxes.
4. make the control box control the boxes connected to it.
5. ???
6. PROFIT!!
Easy as 1 2 firetruck!
BUT!!! Is it possible with the current system?
1. Make a box.
2. code the box to move with players controls --think "boats" mod or riding the ostrich in "mob framework".
3. Make the box connect to other boxes.
4. make the control box control the boxes connected to it.
5. ???
6. PROFIT!!
Easy as 1 2 firetruck!
BUT!!! Is it possible with the current system?
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Tedypig wrote:1. Make a box.
2. code the box to move with players controls --think "boats" mod or riding the ostrich in "mob framework".
3. Make the box connect to other boxes.
4. make the control box control the boxes connected to it....
This can be done with entities, like the ostrich example; they are not constrained to the size of a single block, can move smoothly, and can even be made physical so they collide with nodes (but not other entities as far as I am aware). So why try to hack it together with a bunch of nodes when entities can already do it? Doors must be done this way to block player movement using collisions. A vehicle doesn't have to do that, and would waste a lot of server resources if cobbled together using pseudo-moving nodes.
Last edited by prestidigitator on Fri Mar 15, 2013 22:32, edited 1 time in total.
- Tedypig
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I know, but the way I imagine it is, say you don't want a boat, say you want a car shaped thing, or a plane, or a bigger boat, or even a 100 block tall version of you!. With my way you can design your vehicle in-game.
o o
|--x-|
o o
x= "master node"
- and | = "slave nodes"
o= any node you want.
you build a basic skeleton with "slave nodes" and mount the "master node" anywhere on that skeleton (using facedir to find front) and boom those x's, o's, -'s and |'s are now a car.
o o
|--x-|
o o
x= "master node"
- and | = "slave nodes"
o= any node you want.
you build a basic skeleton with "slave nodes" and mount the "master node" anywhere on that skeleton (using facedir to find front) and boom those x's, o's, -'s and |'s are now a car.
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Neat idea, sure. Don't know how well it will perform, but I guess the best way to find out is to test it. You'd basically have to delete and create the vehicle each time you want to "move" it. You'd also want to keep setting the player position. Actually, better might be to give the player a "seat" entity that controls the vehicle's position. It would know how to move, and the nodes would just be for visual appearance. This would basically replace your "master node" with an entity instead.
It MIGHT even work to use a bunch of entities instead of a bunch of nodes. If they all set their positions, velocities, and accelerations in unison, it might move smoothly without falling apart. I think you wouldn't want them to be physical (assuming movement still works without collisions) or your vehicle might disintegrate when it hit something (as some nodes stop and some keep moving). Note that you can update the visuals of entities on a per-instance basis and at run-time, so in that sense they could allow you to build even more dynamically than nodes, or transform a skeleton of nodes into a bunch of entities that resemble the nodes they were "built from."
It MIGHT even work to use a bunch of entities instead of a bunch of nodes. If they all set their positions, velocities, and accelerations in unison, it might move smoothly without falling apart. I think you wouldn't want them to be physical (assuming movement still works without collisions) or your vehicle might disintegrate when it hit something (as some nodes stop and some keep moving). Note that you can update the visuals of entities on a per-instance basis and at run-time, so in that sense they could allow you to build even more dynamically than nodes, or transform a skeleton of nodes into a bunch of entities that resemble the nodes they were "built from."
Last edited by prestidigitator on Fri Mar 15, 2013 23:37, edited 1 time in total.
- Tedypig
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What about the boats mod, remove the water requirement, and make the boat build-able to. And of course put a different texture/node for the boat (or in this case "seat").prestidigitator wrote:Neat idea, sure. Don't know how well it will perform, but I guess the best way to find out is to test it. You'd basically have to delete and create the vehicle each time you want to "move" it. You'd also want to keep setting the player position. Actually, better might be to give the player a "seat" entity that controls the vehicle's position. It would know how to move, and the nodes would just be for visual appearance. This would basically replace your "master node" with an entity instead.
It MIGHT even work to use a bunch of entities instead of a bunch of nodes. If they all set their positions, velocities, and accelerations in unison, it might move smoothly without falling apart. I think you wouldn't want them to be physical (assuming movement still works without collisions) or your vehicle might disintegrate when it hit something (as some nodes stop and some keep moving). Note that you can update the visuals of entities on a per-instance basis and at run-time, so in that sense they could allow you to build even more dynamically than nodes, or transform a skeleton of nodes into a bunch of entities that resemble the nodes they were "built from."
Would that work? Because I have the boat mod and am willing to try and fail horribly. Lol.
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