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Re: Post your modding questions here

How do you use default.generate_ore and minetest.register_ore?
specifically, how do you convert code for default.generate_ore to minetest.register_ore?
by 12Me21
Fri Mar 13, 2015 23:22
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 694628

Re: Post your mod requests/ideas here

It would be awesome if shops could connect to luacontrollers with digilines. That way, it could automatically adjust the price, based on how many people buy the item. For example, you could make it so every in-game hour (use a RTC), if no one had bought anything (and there were people on the server)...
by 12Me21
Fri Mar 13, 2015 19:07
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 405438

Re: Post your mod requests/ideas here

also: I think a mod that lets you draw freehand on something would be cool like writing a note or making a map. I think there is a paintings mod that allows you to do this, I wish you could write on paper without placing it. The painting mod uses minetest.serialize which does/did not work for big t...
by 12Me21
Fri Mar 13, 2015 15:32
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 405438

Re: [closed] compressed cobble [compressed_cobble]

Hybrid Dog wrote:
12Me21 wrote:yes but technically, it is more than 16x16 pixels.

If you look at a node with a 16x16 texture you only see 16x16 pixels if you have the right distance to the node, look straight to it, look into its middle, have a specific fov setting, maybe don't use anti aliasing,…


ok, but you know what I mean.
by 12Me21
Fri Mar 13, 2015 15:26
 
Forum: WIP Mods
Topic: [Mod] compressed cobble [compressed_cobble]
Replies: 11
Views: 2000

Re: [Mod] Mesh primitive objects [0.22] [slope_test]

Is it possible to have the mesh be changing shape? like have some parts of the node moving all the time.
by 12Me21
Fri Mar 13, 2015 15:11
 
Forum: WIP Mods
Topic: [Mod] Mesh primitive objects [0.22] [slope_test]
Replies: 72
Views: 12853

Re: Post your mod requests/ideas here

@12ME21: i think the firearms mod by kaeza has a sniper rifle that zooms with some clients, i used to be able to zoom with it but i cant seem to do it anymore https://forum.minetest.net/viewtopic.php?id=4562 also: I think a mod that lets you draw freehand on something would be cool like writing a n...
by 12Me21
Fri Mar 13, 2015 15:06
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 405438

Re: [Mod] Arrow signs [arrow_signs][4.1] [13.03.2015]

Are the signs able to be edited by anyone in claimed areas? this would actually be a good thing, since if someone built something new, they can write it on the sign, and not have to ask the owner. this should either be kept/added, or maybe make another type of sign that can be edited by anyone with ...
by 12Me21
Fri Mar 13, 2015 15:05
 
Forum: Mod Releases
Topic: [Mod] Arrow signs [arrow_signs][4.3] [13.09.2016]
Replies: 29
Views: 12096

Re: Red Screen

I got it to work again. I had turned off shaders in the settings tab. When looking at the config file these 2 were set to true. enable_parallax_occlusion = false generate_normalmaps = false I set them to false and the game started working right again. Still don't know why it happened in the first p...
by 12Me21
Fri Mar 13, 2015 14:15
 
Forum: Minetest Problems
Topic: Red Screen
Replies: 11
Views: 1163

Re: [Mod] Mobs Redo [1.03] [mobs]

TenPlus1 wrote:Then you would have to talk to the Minetest devs as it is now default in the game... However, my Farming Redo mod only uses dirt at soil and leaves sand as simply sand...


I think you can just redefine the sand node in the mod.
by 12Me21
Fri Mar 13, 2015 14:12
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 259153

Re: [Mod] mypaths [mypaths]

Don wrote:I will try to make time today to make it. No promises.


Ok. the problem is the slopes. there might need to be a few new nodes for underneath the slopes, I'll explain more later, or maybe you'll discover it on your own.
by 12Me21
Fri Mar 13, 2015 14:10
 
Forum: Mod Releases
Topic: [Mod] mypaths [mypaths]
Replies: 52
Views: 9158

Re: [Mod] mypaths [mypaths]

If you simplify the borders between the grass and path (make them straight), you could use only a few nodeboxes: for 1-wide path parts: corner: 3 T: 4 +: 5 straight: 3 end: 4 single path block: 5 and larger areas: edge: 2 outer corner: 3 inner corner: 3 full path block: 1 double inner corner: same ...
by 12Me21
Fri Mar 13, 2015 13:49
 
Forum: Mod Releases
Topic: [Mod] mypaths [mypaths]
Replies: 52
Views: 9158

Re: [closed] compressed cobble [compressed_cobble]

Can you uncompress the cobble? It would be useless without being able to, except just to show off how much cobble you've mined: "I got a level 17 compressed cobble!" "Awesome! I'm only on level 3..." sorry, my crafting code was weird (1 cobble node to 1 27-cobble node etc. and u...
by 12Me21
Fri Mar 13, 2015 13:44
 
Forum: WIP Mods
Topic: [Mod] compressed cobble [compressed_cobble]
Replies: 11
Views: 2000

Re: [Mod] Carts [carts]

What if you made an end rail that does what you want it to do. It could make it drop so the vaccuum tube can suck it up. A stair block at the end of rails already accomplishes just that... hmm... the problem with that, is it's kind of a bug, so it might be fixed, which would break any rail system t...
by 12Me21
Fri Mar 13, 2015 13:39
 
Forum: Mod Releases
Topic: [Mod] Carts [carts]
Replies: 597
Views: 302984

Re: [Mod] Mobs Redo [1.03] [mobs]

TenPlus1 wrote:I cannot do that, in the new minetest desert_sand comes under the soil group also and you would have animals spawning in the desert... That's why I had them spawn on specific nodes which could be easily changed...

sand should not be considered soil... that should be changed.
by 12Me21
Fri Mar 13, 2015 13:37
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 259153

Re: [Mod] Technic [0.4.11] [technic]

poet.nohit, on behalf of the team, thanks :-) 12Me21: What do you mean about lining the textures up at the edges? Do you mean e.g. the adjoining faces along that curved edge of the quarter-round corner ("two curved edge" as technic calls it) shown on the far right of the screenshot? Becau...
by 12Me21
Fri Mar 13, 2015 13:35
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 553036

Re: [Mod] Technic [0.4.11] [technic]

poet.nohit, on behalf of the team, thanks :-) 12Me21: What do you mean about lining the textures up at the edges? Do you mean e.g. the adjoining faces along that curved edge of the quarter-round corner ("two curved edge" as technic calls it) shown on the far right of the screenshot? Becau...
by 12Me21
Fri Mar 13, 2015 13:35
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 553036

Re: [Mod] mypaths [mypaths]

If you simplify the borders between the grass and path (make them straight), you could use only a few nodeboxes: for 1-wide path parts: corner: 3 T: 4 +: 5 straight: 3 end: 4 single path block: 5 and larger areas: edge: 2 outer corner: 3 inner corner: 3 full path block: 1 double inner corner: same s...
by 12Me21
Fri Mar 13, 2015 13:32
 
Forum: Mod Releases
Topic: [Mod] mypaths [mypaths]
Replies: 52
Views: 9158

Re: Red Screen

hmm,, I used to have this glitch with the normal release when I first started minetest. IDK how I fixed it, but I know I did eventually, so it is fixable.
What's happening to you might just be a problem with the game though.
by 12Me21
Fri Mar 13, 2015 13:01
 
Forum: Minetest Problems
Topic: Red Screen
Replies: 11
Views: 1163

Re: VanessaE's Creative Server [git]

Ok, it works now.

Anyway, I've been wondering; why can't you break blocks quickly by hand, like you normally can in creative mode?
by 12Me21
Fri Mar 13, 2015 12:51
 
Forum: Minetest Servers
Topic: [Server] VanessaE's Creative Server [git/dev]
Replies: 1384
Views: 251987

Re: Post your mod requests/ideas here

It would be awesome if there was a telescope or binoculars mod.
It would also be cool to have night vision goggles. (I think there was a mod for that, a while ago). You should have to recharge the goggles with Technic power, so they wouldn't be overpowered.
by 12Me21
Fri Mar 13, 2015 12:49
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 405438

Re: Post your modding questions here

The collision box for rail like nodes will not allow it. Have you tried to define the collision_box? If that doesn't work, I'm out of ideas. You could make them connect without using raillike, like with mesecons, except with slopes instead of wires. Mesecons uses a complicated way to connect those ...
by 12Me21
Fri Mar 13, 2015 12:45
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 694628

Re: Usability survey: Is the main menu self-explanationary?

The layout of the mod tab and configure window are confusing. At least some people i have introduced to MT were confused by it. I had to explain it, so it is definitely not self-explanatory. Oh yeah, I forgot about that. It shouldn't say "enable MP", it should say "enable modpack&quo...
by 12Me21
Fri Mar 13, 2015 12:41
 
Forum: Minetest General
Topic: Usability survey: Is the main menu self-explanationary?
Replies: 16
Views: 2383

Re: Items stackable by 100 ?

1, 2, 6, 12, 60, 420, 2520 . . . Those numbers are divisible by all whole numbers without gap. e.g. 60 is divisible by 1,2,3,4,5,6. But that might not be the best for Minetest. If you want it to go up to 9 - because of the nine fields in the craft grid - you would need a stack of 2520. You don't ne...
by 12Me21
Fri Mar 13, 2015 12:38
 
Forum: Minetest Features
Topic: Items stackable by 100 ?
Replies: 104
Views: 30750

Re: ShadowNinja's building server [git, flat, 24/7, short ni

12Me21, What specifically is greifed? The area around spawn looks O.K. I have backups going back years, but I'd rather fix the current map. My mini world in a box is badly griefed, and people have written swears and stuff on some signs. Also, a lot of microcontrollers/luacontrollers have missing co...
by 12Me21
Fri Mar 13, 2015 12:29
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 35773

Re: Items stackable by 100 ?

bdjnk wrote:Maybe it should be a highly composite number instead. I mean, I like 100 as much as the next fellow whose native base is 10, but it's divisibility is only slightly better than 99.


wow, I actually was looking at that page before I saw your post
by 12Me21
Fri Mar 13, 2015 00:06
 
Forum: Minetest Features
Topic: Items stackable by 100 ?
Replies: 104
Views: 30750

Re: Items stackable by 100 ?

should be 96. 96 is evenly divisible by 12 numbers: 1,2,3,4,6,8,12,16,24,32,48,96 99 is only divisible by 6: 1,3,9,11,33,99 and 100 is divisible by 9 numbers: 1,2,4,5,10,20,25,50,100 Another option would be 120, with 16 factors. HOWEVER, none of these numbers (except 99) are divisible by 9 (iron, me...
by 12Me21
Thu Mar 12, 2015 23:48
 
Forum: Minetest Features
Topic: Items stackable by 100 ?
Replies: 104
Views: 30750

Re: Post your screenshots!

Cactuses also generate in squares, sort of:

Image

Also, It seems that desert caves stop when they reach stone:

Image
by 12Me21
Thu Mar 12, 2015 21:40
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1514919

Re: Post your screenshots!

I found some bushes in a square:

Image


Even more bushes in a regular pattern:

Image
by 12Me21
Thu Mar 12, 2015 21:35
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1514919

Re: Post your screenshots!

I found an awesome place to make a castle:
Image

Aww man, someone got here first, lol
Image

Looks like they're not finished building:
Image
by 12Me21
Thu Mar 12, 2015 21:30
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1514919

Re: [Game] Fractured [0.01] [WIP]

The power of the world stone was so great, that it causes lag lol
by 12Me21
Thu Mar 12, 2015 14:41
 
Forum: WIP Subgames
Topic: [Game] Fractured [0.01] [WIP]
Replies: 128
Views: 26146
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