Search found 247 matches

Return to advanced search

Hybrid Dog wrote:
Calinou wrote:
pandaro wrote:settable distance of digging and touch.
can you do?


Not in Lua.
you should make it possible

was just an idea
by pandaro
Sat Jul 20, 2013 14:11
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 391762

settable distance of digging and touch.
can you do?
by pandaro
Sat Jul 20, 2013 09:26
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 391762

seriously. I've never found a community so serious and productive, I feel good because we respect between us. I love you all.
by pandaro
Tue Jul 16, 2013 18:51
 
Forum: Minetest General
Topic: [Discussion]Better Community
Replies: 18
Views: 3576

pilz adam works too for us, for this is sometimes crabby
by pandaro
Mon Jul 15, 2013 21:05
 
Forum: WIP Mods
Topic: maker of mods
Replies: 7
Views: 1068

question about box in formspec, the API call: box [<X>, <Y>; <W>, <H>; <color>] ^ Simple colored semitransparent box ^ X and y position the box relative to the top left of the menu ^ W and h are the size of box ^ Colorkey (see colorkeys) So I tried it with: "box [6.6, 1.1, 0xFF0000]" or "box [6.6, 1...
by pandaro
Mon Jul 15, 2013 11:30
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 648440

Hello Stu, I'm trying player classes because they are convinced of the goodness of your project. First I will report a bug that I have experienced but do not know how to reproduce: http://i.imgur.com/FRD0nL5.png in practice the model of the player is not loaded correctly, it seems to me that this ha...
by pandaro
Fri Jul 12, 2013 14:15
 
Forum: Mod Releases
Topic: [Mod] Player Classes [0.1.3] [classes]
Replies: 43
Views: 14083

Dan Duncombe wrote: I have made a couple of possible designs for 3d nodeboxes as radar: Watched the nodes that you gave me, actually I was thinking of switching to another model, but I would always remain a face big as a block on which were represented the display of a radar; Also thought to add an ...
by pandaro
Mon Jul 08, 2013 10:58
 
Forum: Mod Releases
Topic: [Mod] Player Radar - hud rehub [player_radar] [0.2]
Replies: 41
Views: 15641

Jordach wrote:Have the shields and boots. Everyone wins.


+1
by pandaro
Sun Jun 23, 2013 13:02
 
Forum: Mod Releases
Topic: [Modpack] 3D Armor [0.4.8] [minetest-3d_armor]
Replies: 594
Views: 267303

per mettere un'immagine devi caricarla su un sito che ospita immagini tipo imgur.com poi crei il link come spiegato quì sul forum in fondo ad ogni pagina. Cerca di scrivere in inglese, magari ti aiutano meglio
by pandaro
Sat Jun 22, 2013 08:27
 
Forum: Italiano
Topic: [ITA] Problema nuova versione
Replies: 3
Views: 1896

+1
finally! an environment that suits me!

EDIT:missing the pole to lap dance
by pandaro
Sat May 11, 2013 11:16
 
Forum: WIP Mods
Topic: [Mod] Nightclub [1.9] [nightclub] - Creative
Replies: 34
Views: 12034

+1 i like
by pandaro
Fri May 10, 2013 20:26
 
Forum: Minetest Texture Packs
Topic: Lincraft 32x32 RPG - cartoon texture pack 85% done!
Replies: 7
Views: 3296

+1 nice idea

Maybe you can think of replacing the MESE block with FLOC crystal. It seems more credible, and intrigue player because he asks, "but where does this strange material?"
by pandaro
Fri May 10, 2013 15:37
 
Forum: Mod Releases
Topic: [Mod] Meseor impacts [0.2.0] [meseor]
Replies: 23
Views: 8028

some questions about armor_groups: as always I have some difficulty ... I try to fully understand the damage system. I tried to give a armor_groups like this: "player: set_armor_groups ({fleshy = 1})" this does not return any errors, GOOD, but... if I hit the player with any sword, the player receiv...
by pandaro
Wed May 08, 2013 20:07
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 648440

kaeza thanks for your interest, I tried to call "player: GetPos ()" and the output is correct;
I tried, like you said, to call "place_node" after a bit of time but it still does not work.
Does anyone else have any ideas?
by pandaro
Thu May 02, 2013 19:17
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 648440

I tried to do something with minetest.register_on_joinplayer:

minetest.register_on_joinplayer(function(player)
print("hello")
minetest.env:place_node(player:getpos(),{name="default:stone"})

end)


is correctly printed "hello",but the node is not placed
What's wrong?
by pandaro
Thu May 02, 2013 17:11
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 648440

Likwid H-Craft wrote:Can you make a door, with a door keycard like Hotels have?


yes i can but...it is sufficient for you to replace the texture of the key with one that looks like a tile, the concept remains the same.
by pandaro
Thu May 02, 2013 16:34
 
Forum: WIP Mods
Topic: [Mod]closed_by_key-first GIT[closed_by_key][0.6]
Replies: 57
Views: 10213

WTF! Whats wrong with Minetest? Nothing is wrong with minetest, but for once the community is involved in a pseudo decision on specific invitation of an influential member (VanessaE ). So even if the question is totally irrelevant each expresses his opinion in a futile attempt to gain importance in...
by pandaro
Wed May 01, 2013 10:46
 
Forum: Minetest General
Topic: Give the Minetest core engine a new name
Replies: 48
Views: 145590

As I have loved "communistcraft", I voted for: openminer, openmine, freemine.

Any name is fine for me, the important thing is that in the end we have a couple of gameplay shared and appreciated.

however revival: COMMUNISTCRAFT, it is a beautiful name
by pandaro
Wed May 01, 2013 08:10
 
Forum: Minetest General
Topic: Give the Minetest core engine a new name
Replies: 48
Views: 145590

rubenwardy wrote:How does this compare to sokomine's mod?

I think my mod and to sokomine are different, you seem to do the same thing?
by pandaro
Tue Apr 30, 2013 22:38
 
Forum: WIP Mods
Topic: [Mod]closed_by_key-first GIT[closed_by_key][0.6]
Replies: 57
Views: 10213

Idanwin wrote:how is progress coming along?


comming soon
by pandaro
Tue Apr 30, 2013 06:50
 
Forum: Mod Releases
Topic: [Mod] Player Radar - hud rehub [player_radar] [0.2]
Replies: 41
Views: 15641

someone is able to create a beautiful antenna for a radar? the antenna will turn on itself!
by pandaro
Sat Apr 27, 2013 14:41
 
Forum: Modding Discussion
Topic: Post your mod texture requests here
Replies: 157
Views: 77302

pushed to GIT. Feel free to put your hands. closed_by_key_v0.6 -rename my mod, now called: "closed by key"; -open door and chest with rightclick; -add disguised chest and door: very mimetic, but destructable; -add mese chest and door: you can not destroy them; -add on explode drop item if the chest ...
by pandaro
Sat Apr 27, 2013 14:17
 
Forum: WIP Mods
Topic: [Mod]closed_by_key-first GIT[closed_by_key][0.6]
Replies: 57
Views: 10213

thanks Adam, I wrote only:

automatic_rotate = true,

now it work!
by pandaro
Thu Apr 25, 2013 15:30
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 648440

Is there a way to automatically rotate an object placed on the ground? In the same way in which a wheel block dropped from the inventory, without using function "on_step".
by pandaro
Thu Apr 25, 2013 10:07
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 648440

Thats right. After reading your post I changed my Doors mod now and it seems to work. as you can see I tried but there are always two doors when I blow with TNT doors:register_door("closed_by_key:door_mese", { description = "Mese Door", drop = "", inventory_image = "door_mese.png", stack_max = 1, g...
by pandaro
Wed Apr 24, 2013 18:31
 
Forum: Old Mods
Topic: [Mod] TNT [tnt]
Replies: 148
Views: 95871

Sorry if I insist but I would try to correct the problem by working on my mod. if I understand correctly how it works TNT:   Function "destroy" removes all blocks that are not air, and replaces them with the object in the definition of the node under the "drop" field. So if I leave the field "drop" ...
by pandaro
Wed Apr 24, 2013 17:54
 
Forum: Old Mods
Topic: [Mod] TNT [tnt]
Replies: 148
Views: 95871

Hello Adam, I would like to know if you're aware of the fact that by blowing up a door with TNT, minetest destroys the door but it does appear 2 door objects.
Do you know how to fix this little problem? thanks
by pandaro
Wed Apr 24, 2013 16:27
 
Forum: Old Mods
Topic: [Mod] TNT [tnt]
Replies: 148
Views: 95871

how to handle collisions between objects?
by pandaro
Sun Apr 07, 2013 09:46
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 648440

your mod is still in development? I wanted you to notice a API introduced.
set_physics_override(speed, jump, gravity).
by pandaro
Fri Apr 05, 2013 08:54
 
Forum: Mod Releases
Topic: [Mod] Player Classes [0.1.3] [classes]
Replies: 43
Views: 14083

good name for our project ...
by pandaro
Thu Apr 04, 2013 20:45
 
Forum: Minetest General
Topic: WTF
Replies: 16
Views: 2801
PreviousNext

Return to advanced search

cron