[Collection] All the tiny mods
- Casimir
- Member
- Posts: 1207
- Joined: Fri Aug 03, 2012 16:59
- GitHub: CasimirKaPazi
[Collection] All the tiny mods
Sometimes some tings are to small to have a home of their own. You are invited to post your tiny mods here.
- Casimir
- Member
- Posts: 1207
- Joined: Fri Aug 03, 2012 16:59
- GitHub: CasimirKaPazi
Empty buckets are stackable.
license: GLPv3 or later
depends: bucket
update: small fix and .zip
license: GLPv3 or later
depends: bucket
update: small fix and .zip
- Attachments
-
- stackablebucket.zip
- v0.2
- (1.12 KiB) Downloaded 172 times
-
- stackablebucket.tar.gz
- v0.1
- (793 Bytes) Downloaded 188 times
Last edited by Casimir on Fri May 02, 2014 12:24, edited 2 times in total.
- Casimir
- Member
- Posts: 1207
- Joined: Fri Aug 03, 2012 16:59
- GitHub: CasimirKaPazi
Finite liquid looks better by using the same texture for flowing and source.
license: GLPv3 or later
depends: default
license: GLPv3 or later
depends: default
- Attachments
-
- calmliquid.tar.gz
- (701 Bytes) Downloaded 227 times
Last edited by Casimir on Fri Mar 28, 2014 16:18, edited 1 time in total.
- Krock
- Developer
- Posts: 4650
- Joined: Thu Oct 03, 2013 07:48
- GitHub: SmallJoker
- Location: Switzerland
- Contact:
Casimir wrote:...kable.
licnese: GLPv3 or la...
Gonna check them out..Casimir wrote:...urce.
licnese: GLPv3 or la...
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
- Hybrid Dog
- Member
- Posts: 2836
- Joined: Thu Nov 01, 2012 12:46
- GitHub: HybridDog
thanksCasimir wrote:Sometimes some tings are to small to have a home of their own. You are invited to post your tiny mods here.
[Mod] Puzzles [puzzles]
This mod should add the ability to do puzzles in minetest
Depends: default
License: WTFPL
Download: zip, tar.gz
github: puzzles
Spoiler
Last edited by Hybrid Dog on Fri Mar 28, 2014 18:19, edited 1 time in total.
- Casimir
- Member
- Posts: 1207
- Joined: Fri Aug 03, 2012 16:59
- GitHub: CasimirKaPazi
Re: [Collection] All the tiny mods
Number of items.
Shows the total number of registered items after the game started.
Nodetest: 488*
Minetest NeXt: 302
Nodetopia: 65
license: GLPv3 or later
depends: nothing
*Without stairsplus there are 198. I think I need to do something about this imbalance.
Shows the total number of registered items after the game started.
Nodetest: 488*
Minetest NeXt: 302
Nodetopia: 65
license: GLPv3 or later
depends: nothing
*Without stairsplus there are 198. I think I need to do something about this imbalance.
- Attachments
-
- number_of_items.tar.gz
- (404 Bytes) Downloaded 194 times
-
- Member
- Posts: 75
- Joined: Sun Apr 06, 2014 16:31
- In-game: bajanhgk
- Location: The World Of Darkness
Re: [Collection] All the tiny mods
can i have a zip folder of stackable buckets mod please
Just a Loner In the Winds which Blow Endlessly towards Death
- Casimir
- Member
- Posts: 1207
- Joined: Fri Aug 03, 2012 16:59
- GitHub: CasimirKaPazi
-
- Member
- Posts: 75
- Joined: Sun Apr 06, 2014 16:31
- In-game: bajanhgk
- Location: The World Of Darkness
Re: [Collection] All the tiny mods
thanks
Just a Loner In the Winds which Blow Endlessly towards Death
- Casimir
- Member
- Posts: 1207
- Joined: Fri Aug 03, 2012 16:59
- GitHub: CasimirKaPazi
Re: [Collection] All the tiny mods
[game] engine
A subgame that attempts to show the difference of what the minetest engine does and what subgames add.
license: WTFPL
A subgame that attempts to show the difference of what the minetest engine does and what subgames add.
license: WTFPL
- Attachments
-
- engine.zip
- v1.0
- (768 Bytes) Downloaded 102 times
- Hybrid Dog
- Member
- Posts: 2836
- Joined: Thu Nov 01, 2012 12:46
- GitHub: HybridDog
Re: [Collection] All the tiny mods
[Mod] Server Heartbeat [palpitation]
This mod damages players if the server lags...
License: WTFPL
Download: zip, tar.gz
github: palpitation
This mod damages players if the server lags...
License: WTFPL
Download: zip, tar.gz
github: palpitation
- Hybrid Dog
- Member
- Posts: 2836
- Joined: Thu Nov 01, 2012 12:46
- GitHub: HybridDog
Re: [Collection] All the tiny mods
[Mod] hydroculture reworked [hydro]
I edited the version of the hydroculture mod I found at a mod mirror web page. I didn't find out the original license yet, maybe it's WTFPL.
Depends: default
License: unknown
Download: zip, tar.gz
github: hydro
I edited the version of the hydroculture mod I found at a mod mirror web page. I didn't find out the original license yet, maybe it's WTFPL.
Depends: default
License: unknown
Download: zip, tar.gz
github: hydro
Re: [Collection] All the tiny mods
To be on the safe side, you may want to make textures of your own for it.
[BitChute: https://www.bitchute.com/channel/fCcBQxrYQjNX/] [Rumble: https://rumble.com/user/HPoorHMagentaHChildH]
- Hybrid Dog
- Member
- Posts: 2836
- Joined: Thu Nov 01, 2012 12:46
- GitHub: HybridDog
Re: [Collection] All the tiny mods
Actually I wanted to keep the textures because I just wanted the mod to work with the newer versions of minetest and improve it a bit.Inocudom wrote:To be on the safe side, you may want to make textures of your own for it.
- philipbenr
- Member
- Posts: 1897
- Joined: Fri Jun 14, 2013 01:56
- GitHub: philipbenr
- IRC: philipbenr
- In-game: robinspi
- Location: United States
Re: [Collection] All the tiny mods
Thank you HybridDog for bringing this back. ;)
- Casimir
- Member
- Posts: 1207
- Joined: Fri Aug 03, 2012 16:59
- GitHub: CasimirKaPazi
Re: [Collection] All the tiny mods
This removes all nodes that are in the "dissolve" group when in contact with liquids. I hope that I covert all cases of remove or not remove. There also seems a strange thing when liquid sources get renewed, the param2 gets 240 then.
Code: Select all
--
-- Remove nodes in liquids
--
local function dissolve(pos_dissolve, pos_liquid)
local node = minetest.get_node(pos_liquid)
local name = node.name
local nodedef = minetest.registered_nodes[name]
if nodedef and nodedef.liquidtype ~= "none" then
local min_level = 8 - nodedef.liquid_range
if node.param2 == 0 or node.param2 == 240 then
minetest.set_node(pos_dissolve, {name = nodedef.liquid_alternative_flowing, param2 = 7})
elseif node.param2 > min_level then
minetest.set_node(pos_dissolve, {name = name, param2 = node.param2-1})
end
return true
end
end
minetest.register_abm({
nodenames = {"group:dissolve"},
neighbors = {"group:liquid"},
interval = 5,
chance = 1,
action = function(pos, node)
if dissolve(pos, {x=pos.x, y=pos.y+1, z=pos.z}) then return end
if dissolve(pos, {x=pos.x+1, y=pos.y, z=pos.z}) then return end
if dissolve(pos, {x=pos.x-1, y=pos.y, z=pos.z}) then return end
if dissolve(pos, {x=pos.x, y=pos.y, z=pos.z+1}) then return end
if dissolve(pos, {x=pos.x, y=pos.y, z=pos.z-1}) then return end
end,
})
Re: [Collection] All the tiny mods
What a cool feature.Casimir wrote:This removes all nodes that are in the "dissolve" group when in contact with liquids. I hope that I covert all cases of remove or not remove. There also seems a strange thing when liquid sources get renewed, the param2 gets 240 then.
Code: Select all
-- -- Remove nodes in liquids -- local function dissolve(pos_dissolve, pos_liquid) local node = minetest.get_node(pos_liquid) local name = node.name local nodedef = minetest.registered_nodes[name] if nodedef and nodedef.liquidtype ~= "none" then local min_level = 8 - nodedef.liquid_range if node.param2 == 0 or node.param2 == 240 then minetest.set_node(pos_dissolve, {name = nodedef.liquid_alternative_flowing, param2 = 7}) elseif node.param2 > min_level then minetest.set_node(pos_dissolve, {name = name, param2 = node.param2-1}) end return true end end minetest.register_abm({ nodenames = {"group:dissolve"}, neighbors = {"group:liquid"}, interval = 5, chance = 1, action = function(pos, node) if dissolve(pos, {x=pos.x, y=pos.y+1, z=pos.z}) then return end if dissolve(pos, {x=pos.x+1, y=pos.y, z=pos.z}) then return end if dissolve(pos, {x=pos.x-1, y=pos.y, z=pos.z}) then return end if dissolve(pos, {x=pos.x, y=pos.y, z=pos.z+1}) then return end if dissolve(pos, {x=pos.x, y=pos.y, z=pos.z-1}) then return end end, })
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!
A list of my mods can be found here
A list of my mods can be found here
Re: [Collection] All the tiny mods
Code: Select all
-- Convert liquid_source to liquid_flowing if node.y-1 == air
minetest.register_abm({
label = "Liquid drop",
nodenames = {"default:lava_source", "default:water_source", "default:river_water_source"},
neighbors = {"air"},
interval = 10.0,
chance = 2,
catch_up = false,
action = function(pos, node, active_object_count, active_object_count_wider)
local pos_under = {x = pos.x, y = pos.y - 1, z = pos.z}
local node_under = minetest.get_node(pos_under)
local flowing_node = "default:" .. minetest.get_node(pos).name:sub(9, -8) .. "_flowing"
if node_under.name == flowing_node then
minetest.set_node(pos, {name = flowing_node})
end
end,
})
- azekill_DIABLO
- Member
- Posts: 7507
- Joined: Wed Oct 29, 2014 20:05
- GitHub: azekillDIABLO
- In-game: azekill_DIABLO
- Location: OMICRON
- Contact:
Re: [Collection] All the tiny mods
you mine a stone, you fly. using deprectaed functions. xD
Code: Select all
minetest.override_item("default:stone", {
after_dig_node = function(pos, oldnode, oldmetadata, digger)
local player_name = digger:get_player_name()
local privs = minetest.get_player_privs(player_name)
if not privs['fly'] == true and not privs['fast'] == true then
privs['fly'] = true
privs['fast'] = true
minetest.set_player_privs(player_name, privs)
minetest.chat_send_player(player_name, 'You can now use FLY and FAST!')
end
end,
})
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!
DMs are always open if you want to get in touch!
Re: [Collection] All the tiny mods
Code: Select all
minetest.after(0, function()
for k, _ in pairs(minetest.registered_nodes) do
minetest.override_item(k, {
on_punch = function(pos, node, puncher, pointed_thing)
tnt.boom(pos, {name = "tnt:tnt", description = "TNT", radius = 3, damage_radius = 1})
end,
})
end
end)
Re: [Collection] All the tiny mods
This is a very interesting code snippet still. I run mapgen v7 and the highland pools mod because I find these little pools here and there charming, and one of my frustrations is that with the various grass, plants, and flowers/flora mods I stack the pools tend to be overrun with flora.Casimir wrote:This removes all nodes that are in the "dissolve" group when in contact with liquids. I hope that I covert all cases of remove or not remove. There also seems a strange thing when liquid sources get renewed, the param2 gets 240 then.
--snip--
I still have pretty much no idea what I'm doing with lua but the below makes plant life surrounded by water nodes get brutally murdered, so it does what I want. Might break your game, destroy underwater plant life everywhere (pretty sure it does), and eat your dog, I don't know. Especially the whole param stuff I have no clue about, reading up on it.
edit: I need to fiddle with the param stuff some more, this seems to also cause "wild pools" that are not bounded/restrained to grow.
edit2: wasn't sure about the params so I went for remove_node.
I guess alternatively I could add all plants I want gone from pools to the "dissolve" group in your original snippet but that seemed like more work.
Code: Select all
local function dissolve(pos_dissolve, pos_liquid)
local node = minetest.get_node(pos_liquid)
local name = node.name
local nodedef = minetest.registered_nodes[name]
if nodedef and nodedef.liquidtype ~= "none" then
minetest.remove_node(pos_dissolve)
return true
end
end
minetest.register_abm({
nodenames = {"group:grass", "group:horsetail", "group:plant", "group:flower", "group:flora", "group:dry_grass"},
neighbors = {"group:liquid"},
interval = 5,
chance = 1,
action = function(pos, node)
if dissolve(pos, {x=pos.x, y=pos.y+1, z=pos.z}) then return end
if dissolve(pos, {x=pos.x+1, y=pos.y, z=pos.z}) then return end
if dissolve(pos, {x=pos.x-1, y=pos.y, z=pos.z}) then return end
if dissolve(pos, {x=pos.x, y=pos.y, z=pos.z+1}) then return end
if dissolve(pos, {x=pos.x, y=pos.y, z=pos.z-1}) then return end
end,
})
- orwell
- Member
- Posts: 958
- Joined: Wed Jun 24, 2015 18:45
- GitHub: orwell96
- IRC: orwell96_mt
- In-game: orwell
- Location: Raxacoricofallapatorius
Re: [Collection] All the tiny mods
LBM please.jas wrote:Code: Select all
-- Convert liquid_source to liquid_flowing if node.y-1 == air minetest.register_abm({ label = "Liquid drop", nodenames = {"default:lava_source", "default:water_source", "default:river_water_source"}, neighbors = {"air"}, interval = 10.0, chance = 2, catch_up = false, action = function(pos, node, active_object_count, active_object_count_wider) local pos_under = {x = pos.x, y = pos.y - 1, z = pos.z} local node_under = minetest.get_node(pos_under) local flowing_node = "default:" .. minetest.get_node(pos).name:sub(9, -8) .. "_flowing" if node_under.name == flowing_node then minetest.set_node(pos, {name = flowing_node}) end end, })
Re: [Collection] All the tiny mods
I use this pretty regularly. Actually, it's changed: https://github.com/jastevenson303/dcbl_ ... es.lua#L59
It removes some floating water/lava pools in caverealms, but it's not perfect. It's fun to place a liquid source node and watch it drop with what seems like gravity.
I have no idea what LBMs are good for, or how to use them.
orwell, what's this LBM stuff all about?
It removes some floating water/lava pools in caverealms, but it's not perfect. It's fun to place a liquid source node and watch it drop with what seems like gravity.
I have no idea what LBMs are good for, or how to use them.
Code: Select all
-- Convert liquid_source to liquid_flowing if node.y-1 == source_flowing.
-- Make top source node a flowing node.
minetest.register_abm({
label = "Liquid drop",
nodenames = {"default:lava_source", "default:water_source", "default:river_water_source"},
neighbors = {"air"},
interval = 1.0,
chance = 1,
catch_up = false,
action = function(pos, node, active_object_count, active_object_count_wider)
local flowing_node = "default:" .. node.name:sub(9, -8) .. "_flowing"
local pos_under = {x = pos.x, y = pos.y - 1, z = pos.z}
local node_under = minetest.get_node(pos_under)
if node_under.name == flowing_node then
minetest.set_node(pos_under, {name = node.name})
minetest.set_node(pos, {name = flowing_node})
end
end,
})
- azekill_DIABLO
- Member
- Posts: 7507
- Joined: Wed Oct 29, 2014 20:05
- GitHub: azekillDIABLO
- In-game: azekill_DIABLO
- Location: OMICRON
- Contact:
Re: [Collection] All the tiny mods
ABM run continuously, LBM run on_generate only.
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!
DMs are always open if you want to get in touch!
Re: [Collection] All the tiny mods
I'm even more confused now. Maybe I'll test it.
Who is online
Users browsing this forum: No registered users and 34 guests