Post your mod requests/ideas here
Some Traps:
There are two triggers,
One is a block with many camouflages the recipes are like
M=any(dirt,cobble,chest,tree..)O=iron ingot X=nothing
XOX
MXM
XOX
Then a pressure plate with camos again
XXX
XOX
MMM
Then it digs one hole so it can open a manually built trap
like:
M=trigger; O=trap(where it will dig one block or two) X=useless blocks
M
XXXOXX
XXX XX
XXX XX
XXX XX (this isn't a recipe.)
There are two triggers,
One is a block with many camouflages the recipes are like
M=any(dirt,cobble,chest,tree..)O=iron ingot X=nothing
XOX
MXM
XOX
Then a pressure plate with camos again
XXX
XOX
MMM
Then it digs one hole so it can open a manually built trap
like:
M=trigger; O=trap(where it will dig one block or two) X=useless blocks
M
XXXOXX
XXX XX
XXX XX
XXX XX (this isn't a recipe.)
lalalalala, Hit, dig, break, collect! -JusticeV before he fell in lava.
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- rubenwardy
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I made a traps mod (see link below post).CaKeSs wrote:Some Traps:
There are two triggers,
One is a block with many camouflages the recipes are like
M=any(dirt,cobble,chest,tree..)O=iron ingot X=nothing
XOX
MXM
XOX
Then a pressure plate with camos again
XXX
XOX
MMM
Then it digs one hole so it can open a manually built trap
like:
M=trigger; O=trap(where it will dig one block or two) X=useless blocks
M
XXXOXX
XXX XX
XXX XX
XXX XX (this isn't a recipe.)
Would it be able to do this? I could make a block that just disappears when stepped on.
Oh.. Okay!
lalalalala, Hit, dig, break, collect! -JusticeV before he fell in lava.
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-
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A tool that works like a destruction catalyst from Tekkit.
Edit: Since my topic was closed, I'll add this here. Perhaps, we should have a forum dedicated to mod requests/ideas instead of a 9 page single post.
Edit: Since my topic was closed, I'll add this here. Perhaps, we should have a forum dedicated to mod requests/ideas instead of a 9 page single post.
Last edited by Vincentius_Maximus on Tue Nov 13, 2012 14:53, edited 1 time in total.
- nomohakon
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+1Josh wrote:What about Night Vision goggles, and when you use them you can see in the dark?
"To learn who rules over you, simply find out who you are not allowed to criticize." - Voltaire
"Knowledge, like air, is vital to life. Like air, no one should be denied it." - Alan Moore, V for Vendetta
- - -
"To never die... and to conquer all, that is winning." ―Illyria
"Knowledge, like air, is vital to life. Like air, no one should be denied it." - Alan Moore, V for Vendetta
- - -
"To never die... and to conquer all, that is winning." ―Illyria
Nice idea, but is it possible as a lua mod ?Josh wrote:What about Night Vision goggles, and when you use them you can see in the dark?
There is a simple way to make it (using an invisible light block) but everyone would be able to see in the dark...
And I think there isn't any other way.
+1 for the good idea though
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
See also the MT-Faithful texture pack (work in progress).
Or Thermal Vision goggles where you can see heat signatures?Zeg9 wrote:Nice idea, but is it possible as a lua mod ?Josh wrote:What about Night Vision goggles, and when you use them you can see in the dark?
There is a simple way to make it (using an invisible light block) but everyone would be able to see in the dark...
And I think there isn't any other way.
+1 for the good idea though
Maybe it could be made using C++ instead of lua.
Last edited by Josh on Thu Nov 15, 2012 02:02, edited 1 time in total.
- InfinityProject
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- Casimir
- Member
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- GitHub: CasimirKaPazi
Time clock
It shows the time, like it's time 6000(morning) then it shows like /
It shows the time, like it's time 6000(morning) then it shows like /
lalalalala, Hit, dig, break, collect! -JusticeV before he fell in lava.
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Thanks Echo.
---
I have a problem
It's from my alchemy mod, It's not crashing it's just when I place my Custom furnace. It won't open the menu to cook the potions.
Here's the code:
---
I have a problem
It's from my alchemy mod, It's not crashing it's just when I place my Custom furnace. It won't open the menu to cook the potions.
Here's the code:
Code: Select all
---Potion Flask mod
---By Michael<JusticeV; CaKeSs> <creslic_123@yahoo.com>
---
---furnace
local flask_inactive_formspec =
"invsize[8,9;]"..
"image[2,2;1,1;default_furnace_fire_bg.png]"..
"list[current_name;fuel;2,3;1,1;]"..
"list[current_name;src;3,1;1,1;]"..
"list[current_name;dst;5,1;2,2;]"..
"list[current_player;main;0,5;8,4;]"
minetest.register_node("alchemy:flask", {
description = "Flask",
tiles = {"flask_top.png", "flask_bottom.png", "flask_side.png",
"flask_side.png", "flask_side.png", "flask_front.png"},
paramtype2 = "facedir",
groups = {cracky=2},
legacy_facedir_simple = true,
sounds = default.node_sound_stone_defaults(),
on_construct = function(pos)
local meta = minetest.env:get_meta(pos)
meta:set_string("formspec", flask_inactive_formspec)
meta:set_string("infotext", "Flask")
local inv = meta:get_inventory()
inv:set_size("fuel", 1)
inv:set_size("src", 3)
inv:set_size("dst", 4)
end,
can_dig = function(pos,player)
local meta = minetest.env:get_meta(pos);
local inv = meta:get_inventory()
if not inv:is_empty("fuel") then
return false
elseif not inv:is_empty("dst") then
return false
elseif not inv:is_empty("src") then
return false
end
return true
end,
})
minetest.register_node("alchemy:flask_active", {
description = "Flask",
tiles = {"flask_top.png", "flask_bottom.png", "flask_side.png",
"flask_side.png", "flask_side.png", "flask_front.png"},
paramtype2 = "facedir",
light_source = 8,
drop = "alchemy:flask",
groups = {cracky=2, not_in_creative_inventory=1},
legacy_facedir_simple = true,
sounds = default.node_sound_stone_defaults(),
on_construct = function(pos)
local meta = minetest.env:get_meta(pos)
meta:set_string("formspec", flask_inactive_formspec)
meta:set_string("infotext", "Flask");
local inv = meta:get_inventory()
inv:set_size("fuel", 1)
inv:set_size("src", 3)
inv:set_size("dst", 4)
end,
can_dig = function(pos,player)
local meta = minetest.env:get_meta(pos);
local inv = meta:get_inventory()
if not inv:is_empty("fuel") then
return false
elseif not inv:is_empty("dst") then
return false
elseif not inv:is_empty("src") then
return false
end
return true
end,
})
function hacky_swap_node(pos,name)
local node = minetest.env:get_node(pos)
local meta = minetest.env:get_meta(pos)
local meta0 = meta:to_table()
if node.name == name then
return
end
node.name = name
local meta0 = meta:to_table()
minetest.env:set_node(pos,node)
meta = minetest.env:get_meta(pos)
meta:from_table(meta0)
end
minetest.register_abm({
nodenames = {"alchemy:flask","alchemy:flask_active"},
interval = 1.0,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local meta = minetest.env:get_meta(pos)
for i, name in ipairs({
"fuel_totaltime",
"fuel_time",
"src_totaltime",
"src_time"
}) do
if meta:get_string(name) == "" then
meta:set_float(name, 0.0)
end
end
local inv = meta:get_inventory()
local srclist = inv:get_list("src")
local Alchemized = nil
if srclist then
Alchemized = minetest.get_craft_result({method = "cooking", width = 1, items = srclist})
end
local was_active = false
if meta:get_float("fuel_time") < meta:get_float("fuel_totaltime") then
was_active = true
meta:set_float("fuel_time", meta:get_float("fuel_time") + 1)
meta:set_float("src_time", meta:get_float("src_time") + 1)
if Alchemized and Alchemized.item and meta:get_float("src_time") >= Alchemized.time then
-- check if there's room for output in "dst" list
if inv:room_for_item("dst",Alchemized.item) then
-- Put result in "dst" list
inv:add_item("dst", Alchemized.item)
-- take stuff from "src" list
srcstack = inv:get_stack("src", 1)
srcstack:take_item()
inv:set_stack("src", 1, srcstack)
else
--print("Could not insert '"..Alchemized.item.."'")
end
meta:set_string("src_time", 0)
end
end
if meta:get_float("fuel_time") < meta:get_float("fuel_totaltime") then
local percent = math.floor(meta:get_float("fuel_time") /
meta:get_float("fuel_totaltime") * 100)
meta:set_string("infotext","Alchemy active: "..percent.."%")
hacky_swap_node(pos,"alchemy:flask")
meta:set_string("formspec",
"invsize[8,9;]"..
"image[2,2;1,1;alchemycraft1.png^[lowpart:"..
(100-percent)..":alchemycraft.png]"..
"list[current_name;fuel;2,3;1,1;]"..
"list[current_name;src;2,1;1,1;]"..
"list[current_name;dst;5,1;2,2;]"..
"list[current_player;main;0,5;8,4;]")
return
end
local fuel = nil
local Alchemized = nil
local fuellist = inv:get_list("fuel")
local srclist = inv:get_list("src")
if srclist then
Alchemized = minetest.get_craft_result({method = "cooking", width = 1, items = srclist})
end
if fuellist then
fuel = minetest.get_craft_result({method = "fuel", width = 1, items = fuellist})
end
if fuel.time <= 0 then
meta:set_string("infotext","Alchemy is out of power")
hacky_swap_node(pos,"alchemy:flask")
meta:set_string("formspec", oven_inactive_formspec)
return
end
if cooked.item:is_empty() then
if was_active then
meta:set_string("infotext","Flask is empty")
hacky_swap_node(pos,"alchemy:flask")
meta:set_string("formspec", flask_inactive_formspec)
end
return
end
meta:set_string("fuel_totaltime", fuel.time)
meta:set_string("fuel_time", 0)
local stack = inv:get_stack("fuel", 1)
stack:take_item()
inv:set_stack("fuel", 1, stack)
end,
})
---Items
minetest.register_craftitem("alchemy:apple_juice", {
description = "Apple juice",
inventory_image = "full_bottle.png",
on_use = minetest.item_eat(3.5),
})
minetest.register_craftitem("alchemy:potion", {
description = "Health potion",
inventory_image = "full_bottle.png",
on_use = minetest.item_eat(7),
})
minetest.register_craftitem("alchemy:empty_bottle", {
description = "Empty bottle",
inventory_image = "empty_bottle.png",
})
---Craft
minetest.register_craft({
output = 'alchemy:empty_bottle',
recipe = {
{'', '', ''},
{'', 'default:glass', ''},
{'', 'default:glass', ''},
}
})
minetest.register_craft({
output = 'alchemy:flask',
recipe = {
{'default:cobble', 'default:cobble', 'default:cobble'},
{'default:cobble', 'default:wood', 'default:cobble'},
{'default:cobble', 'default:cobble', 'default:cobble'},
}
})
---Alchemy recipes
minetest.register_craft({
type = "cooking",
output = "alchemy:potion",
recipe = "alchemy:empty_bottle","bucket:bucket_lava","default:stick"
})
minetest.register_craft({
type = "cooking",
output = "alchemy:apple_juice",
recipe = "alchemy:empty_bottle","bucket:bucket_water","default:apple"
})
lalalalala, Hit, dig, break, collect! -JusticeV before he fell in lava.
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- kaeza
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I don't know if this has already been suggested, but could we make an electrified fence?
Maybe two versions: one standalone, and one using mesecons.
Maybe two versions: one standalone, and one using mesecons.
Your signature is not the place for a blog post. Please keep it as concise as possible. Thank you!
Check out my stuff! | Donations greatly appreciated! PayPal
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Or just hurt-blocks:kaeza wrote:I don't know if this has already been suggested, but could we make an electrified fence?
Maybe two versions: one standalone, and one using mesecons.
- on touch (like Mintecraft cactuses) taking 1 HP per hit/sec.
- on touch taking 5 HP per hit/sec.
- on touch taking 10 HP per hit/sec.
- on touch taking 20 HP per hit/sec. (instant death)
- in radius 3 units 2 HP per hit/sec.
- in radius 5 units 2 HP per hit/sec.
- in radius 10 units 2 HP per hit/sec.
Is that possible with lua?
EDIT:
Heal-blocks:
- Heal in radius 3 units 2 HP per sec.
- Heal in radius 5 units 2 HP per sec.
- Heal in radius 10 units 2 HP per sec.
EDIT 2:
Hurt block don't hurt player who put it. But everyone could remove this block.
Last edited by cactuz_pl on Tue Nov 20, 2012 17:07, edited 1 time in total.
Nope
- InfinityProject
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- Casimir
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Achievements
Examples:
- Chop 200 tree blocks.
- Mine 10000 cobblestone.
- Eat 100 apples.
- Reach altitude: 100
- Reach altitude: 500
- Reach altitude: 1000
- Reach altitude: -100
- Reach altitude: -500
- Reach altitude: -1000
- Go 1000 km.
- Reach place where one of cords is higher than 1000.
- Craft 1000 tools.
- Craft 200 mese tools.
- Craft 100 books.
- Put 100000 blocks.
Any player could check their achievements (and achievements in progress) in game or in internet browser.
Existing example, Steam achievements:
Here
This is random profile, it doesn't belongs to me.
Examples:
- Chop 200 tree blocks.
- Mine 10000 cobblestone.
- Eat 100 apples.
- Reach altitude: 100
- Reach altitude: 500
- Reach altitude: 1000
- Reach altitude: -100
- Reach altitude: -500
- Reach altitude: -1000
- Go 1000 km.
- Reach place where one of cords is higher than 1000.
- Craft 1000 tools.
- Craft 200 mese tools.
- Craft 100 books.
- Put 100000 blocks.
Any player could check their achievements (and achievements in progress) in game or in internet browser.
Existing example, Steam achievements:
Here
This is random profile, it doesn't belongs to me.
Nope
- PilzAdam
- Member
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Skyblock has some kind of achievement, IIRC.cactuz_pl wrote:Achievements
Examples:
- Chop 200 tree blocks.
- Mine 10000 cobblestone.
- Eat 100 apples.
- Reach altitude: 100
- Reach altitude: 500
- Reach altitude: 1000
- Reach altitude: -100
- Reach altitude: -500
- Reach altitude: -1000
- Go 1000 km.
- Reach place where one of cords is higher than 1000.
- Craft 1000 tools.
- Craft 200 mese tools.
- Craft 100 books.
- Put 100000 blocks.
Any player could check their achievements (and achievements in progress) in game or in internet browser.
Existing example, Steam achievements:
Here
This is random profile, it doesn't belongs to me.
Node can hold text in its metadata. You can show text input dialogs AFAIK. So I assume someone can make a mailbox node that can accept messages from others and show them to its owner on use.
I could do that myself, but don't have time. Please somebody notify me if you're going to implement this
I could do that myself, but don't have time. Please somebody notify me if you're going to implement this
s3tuPDfUv2IyvXHzPmE31MQvnWULv1zj
- rubenwardy
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Aqua made something similar to this.neko259 wrote:Node can hold text in its metadata. You can show text input dialogs AFAIK. So I assume someone can make a mailbox node that can accept messages from others and show them to its owner on use.
I could do that myself, but don't have time. Please somebody notify me if you're going to implement this
You could just use signs
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