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What version are you using??

In the 0.4-20120122 version is it not there.
by Gatharoth
Fri Feb 17, 2012 19:13
 
Forum: Minetest General
Topic: How do I remove this text ?
Replies: 6
Views: 1462

No now you're just assuming things. I never said that. I said there should be more open area not the whole things. These are just ideas anyway dude. I said in the first post take it or leave it so you can leave it:D I never said the whole thing. I made a note saying that in comparison to my experie...
by Gatharoth
Fri Feb 17, 2012 19:10
 
Forum: WIP Mods
Topic: My ideas for modding
Replies: 48
Views: 9067

Candles Clocks(hangable) Dispensers Bathtub Snow.... Do we have snow on minetest yet? O.e Hmm...Clocks, can do. Dispensers...nope... Bathtub....Custom cube needed.. Snow....Seasons has this. Why not Dispensers? Couldn't you just use something like on_punch_node ... ... add_item (... = to rest of co...
by Gatharoth
Fri Feb 17, 2012 18:27
 
Forum: WIP Mods
Topic: Ideas for mods.
Replies: 42
Views: 12153

I know that an exact copy of buildcraft certainly isn't possible. But what about just copying some aspects? Automated mining for example is quite interesting in my opinion. We should decide on what is useful and doable and what isn't. Automated mining, maybe also pipes is possible. The mined materi...
by Gatharoth
Fri Feb 17, 2012 18:22
 
Forum: WIP Mods
Topic: [MOD request] Buildcraft variant for Minetest
Replies: 18
Views: 6963

Well that would be the point of modding the game, to them more frequent. Thats not the point, the point is they are frequent. What you're wanting to do, is basically make the entire underground one giant cave. (this is based on comparison from what I've played, to what you're wanting, which is more...
by Gatharoth
Fri Feb 17, 2012 05:35
 
Forum: WIP Mods
Topic: My ideas for modding
Replies: 48
Views: 9067

Shame... would have been nice if this was possible. Why not however? Is the scripting system missing necessary hooks? From what I know, the current scripting system is quite powerful, and can edit functionality to a good extent. Someone's actually done something more advanced than what I'm planning...
by Gatharoth
Fri Feb 17, 2012 02:17
 
Forum: WIP Mods
Topic: [MOD request] Buildcraft variant for Minetest
Replies: 18
Views: 6963

Haha, actually, I agree with MirceaKitsune, I'd love to see this on minetest. But I'm content on waiting till I think it can actually be done.
by Gatharoth
Thu Feb 16, 2012 18:26
 
Forum: WIP Mods
Topic: [MOD request] Buildcraft variant for Minetest
Replies: 18
Views: 6963

Just thought of something thought I'd post I would like to see in minetest. It would be cool to see massive open under ground area full of lava and small walkways throughout. Deeper I've seen lava but can't really do much with it. It really just seems like all underground areas are made by dungeon ...
by Gatharoth
Thu Feb 16, 2012 06:30
 
Forum: WIP Mods
Topic: My ideas for modding
Replies: 48
Views: 9067

mm-eh-zz for me. The 2nd E is silent :3 at least, the way I pronounce it.
by Gatharoth
Thu Feb 16, 2012 02:20
 
Forum: Minetest General
Topic: Pronouncing mese?
Replies: 55
Views: 10434

Okay, so how exactly does the open gate look the way it does? Is it cause of plantlike drawtype? Or is it because of the visual scale? Or the combination of both? Or is it something else?? O.O
by Gatharoth
Wed Feb 15, 2012 08:45
 
Forum: Mod Releases
Topic: [Mod] Gates [1.8] [gates]
Replies: 64
Views: 29667

Lets see... an idea... Hmm... How 'bout actual traps? Lets say, a bear trap for an example. Player A crafts the trap, then places it. To "arm" the trap Player A hits it. Player B walks around and just so happens to "step" on the trap by Player A Player B takes X damage, and (if possible) unable to m...
by Gatharoth
Wed Feb 15, 2012 02:46
 
Forum: WIP Mods
Topic: Ideas for mods.
Replies: 42
Views: 12153

All this is is changing walkable = true to walkable = false. But he had the intuition to make it. Well done sir Haha. Thanks I think? If anything, I'm just an Idea Factory. Besides, when I was younger, I loved to draw out dungeons, and castles that were full of traps, secret passages, hidden treasu...
by Gatharoth
Tue Feb 14, 2012 18:49
 
Forum: WIP Mods
Topic: Secret Passages! :D
Replies: 43
Views: 16771

I might do a tent mod later. But for now I'm working on my Auto Buildings.
by Gatharoth
Tue Feb 14, 2012 18:44
 
Forum: WIP Mods
Topic: [WIP] Auto Buildings
Replies: 14
Views: 6154

Updated:
Changed registering parameters
Manually register glass to avoid errors.
by Gatharoth
Mon Feb 13, 2012 01:02
 
Forum: WIP Mods
Topic: Secret Passages! :D
Replies: 43
Views: 16771

If all you want to do in Minetest is build grand cities and use it as a cad type application then go play creative mode so that you have unlimited resources and build whatever you want without worrying about aggressive mobs etc, Sandbox can mean a lot of things which is why its normal to see differ...
by Gatharoth
Fri Feb 10, 2012 19:19
 
Forum: WIP Mods
Topic: [WIP] Auto Buildings
Replies: 14
Views: 6154

I feel this would make the game too easy (I mean the game is easy now, but once more mobs and actual punishment for death are added to the core game). But it would be good as a mod. Minetest is supposed to be a sandbox type game. So by that thought, most players would be wanting to build grand and ...
by Gatharoth
Fri Feb 10, 2012 08:15
 
Forum: WIP Mods
Topic: [WIP] Auto Buildings
Replies: 14
Views: 6154

Well, it would be nice to have pre-built structures stored in your inventory ... you could build a city in a few minutes, if you somehow have the materials. Although, I think you're going more for "rental apartment", if I'm not mistaken ... in that case, why bother moving out? However, "House in a ...
by Gatharoth
Fri Feb 10, 2012 07:28
 
Forum: WIP Mods
Topic: [WIP] Auto Buildings
Replies: 14
Views: 6154

ironzorg made a villages mod a while ago which would randomly generate buildings around the world, maybe you could use this and then once you find a little house setup camp and get to work on your mansion. The mod can be found here: http://c55.me/minetest/forum/viewtopic.php?id=557 I know about the...
by Gatharoth
Thu Feb 09, 2012 20:01
 
Forum: WIP Mods
Topic: [WIP] Auto Buildings
Replies: 14
Views: 6154

Actually the Wii is Gamecube U ... or a suped up Gamecube. So programming for the Wii is programming gamecube. My point was that mapping functions for both controllers is important. A button is ' A ' no matter if you have a Wiimote or Gamecube controller. It would be MORE work to have 2 seperate or...
by Gatharoth
Thu Feb 09, 2012 08:03
 
Forum: Minetest Engine
Topic: Minetest for consoles? Programming for the Wii
Replies: 21
Views: 6509

[WIP] Auto Buildings

Core idea: The Auto Building block creates a generic, hassle-free home. Ideal idea: Generic homes ranging in sizes, as well as deconstruction plus portability of just one Auto Building block. Including different types of material used to build the house. Now there's some of you that don't think this...
by Gatharoth
Thu Feb 09, 2012 07:41
 
Forum: WIP Mods
Topic: [WIP] Auto Buildings
Replies: 14
Views: 6154

When is the server coming back up? :D
by Gatharoth
Thu Feb 09, 2012 07:13
 
Forum: Minetest Servers
Topic: [0.4.3] The Infinity Server [offline] [Survival Mode] [shops]
Replies: 582
Views: 92455

No, the plugs do not work vertically, because it would make it more difficult to stack circuits on top of each other, which is vital for compact circuits such as my 8-bit adder I posted in this thread a while ago. Alright. Well, I was using your plugs and inverters since, the mesecon transmitters a...
by Gatharoth
Thu Feb 09, 2012 06:49
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 545594

Here's a screenshot showing usage of the inverter and sockets to make common logic gates (showing OR, XOR, AND, NOT, and a diode): http://www.pasteall.org/pic/show.php?id=24054 It needed a fix to my plugs and sockets that I'll be perfecting and posting tomorrow. In the meantime there is a bug in it...
by Gatharoth
Wed Feb 08, 2012 22:47
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 545594

You can change how long the buttons stay on by changing the interval, I currently have mine set to 3. :3
by Gatharoth
Tue Feb 07, 2012 00:13
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 545594

Update:
Bug fixes thanks to Kahrl
by Gatharoth
Sun Feb 05, 2012 07:49
 
Forum: WIP Mods
Topic: Secret Passages! :D
Replies: 43
Views: 16771

Updated:
Added more default nodes
False defaults use same image as real defaults
Made possible for other mods to create false version of nodes.
by Gatharoth
Sun Feb 05, 2012 06:31
 
Forum: WIP Mods
Topic: Secret Passages! :D
Replies: 43
Views: 16771

Alright, latest code, loads fine. And here's the problem Code: minetest.register_node('secret_passage:compoent', { drawtype = 'allfaces', tile_images = {'sp_compoent.png'}, inventory_image = 'sp_compoent.png', sunlight_propagates = true, paramtype = 'light', walkable = false, climable = false, selec...
by Gatharoth
Sat Feb 04, 2012 23:59
 
Forum: Minetest General
Topic: Loop in lua + Lowering code length?
Replies: 4
Views: 1091

A few comments about register_secret_passage: ⋅ You can simplify the item strings you pass to register_craft: remove NodeItem/node and, if you want, the inner quotes ⋅ Remove the dug_item line: that field doesn't exist anymore (replaced by "drop") since itemdef and your intent i...
by Gatharoth
Fri Feb 03, 2012 19:11
 
Forum: Minetest General
Topic: Loop in lua + Lowering code length?
Replies: 4
Views: 1091

Personally, I like the current default to be the default. :D Of course, I'm a creature of habit, and doesn't change easily once settled.
by Gatharoth
Fri Feb 03, 2012 07:34
 
Forum: Minetest Texture Packs
Topic: Vote for default textures
Replies: 82
Views: 29138

Loop in lua + Lowering code length?

Alright, so I'm trying to mold the add_tool's code to my secret passage. So it'll be something like this Current=0 End=90 Type Index 0Dirt 1Wood --and so on register_secret_passage = function(typename, nodetype) minetest.register_craft({ output = 'NodeItem "'secret_passage:'..typename..'"', recipe =...
by Gatharoth
Fri Feb 03, 2012 07:32
 
Forum: Minetest General
Topic: Loop in lua + Lowering code length?
Replies: 4
Views: 1091
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