Search found 766 matches

Return to advanced search

Ah, I understood. I had to start it throw ./minetestserver, not ./bin/minetestserver
by neko259
Wed Jan 04, 2012 21:26
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 550360

sapier wrote:Fixing farmland won't be any problem. As I said it's going to be in the next version, athough this will be an abm.

Okay, then I'll wait for the new version.
And yes, could you make a mese hoe too?
by neko259
Wed Jan 04, 2012 21:15
 
Forum: Old Mods
Topic: [Mod] Farming [0.1.8]
Replies: 184
Views: 103765

It's a run-in-place version.
by neko259
Wed Jan 04, 2012 21:11
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 550360

00:49:39: ERROR[main]: Failed to load and run script from /home/minetest/minetest/bin/../data/mods/jeija/init.lua: 00:49:39: ERROR[main]: [LUA] 00:49:39: ERROR[main]: [LUA] cannot open ../data/mods/jeija/movestone.lua: No such file or directory 00:49:39: ERROR[main]: stack traceback: 00:49:39: ERRO...
by neko259
Wed Jan 04, 2012 20:50
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 550360

You already had chosen before asking ;-) No I haven't. I just wanted to fix plant view and make farmland turn into dirt/grass when nothing is planted on it. If you'll fix that I'll use your plugin, because I already have it and don't know what to do with placed farms and gathered crops if I remove ...
by neko259
Wed Jan 04, 2012 20:42
 
Forum: Old Mods
Topic: [Mod] Farming [0.1.8]
Replies: 184
Views: 103765

sapier wrote:neko you don't have to use my mod ;-)

That means you don't want to fix it? Ok, then I don't have any choice than using Hackeridze's variant.
by neko259
Wed Jan 04, 2012 20:32
 
Forum: Old Mods
Topic: [Mod] Farming [0.1.8]
Replies: 184
Views: 103765

Hackeridze wrote:You hurt?

Get lost, please. You're not helping.
by neko259
Wed Jan 04, 2012 20:24
 
Forum: Old Mods
Topic: [Mod] Farming [0.1.8]
Replies: 184
Views: 103765

sapier wrote:I tried to explain why the mod is like it is, I don't think I'll do that again in case of such inapropriate comments (at least to you)

Explain it to me. Why making plants look so strange because of some philosophical causes? I think node+ABM is a great solution.
by neko259
Wed Jan 04, 2012 20:22
 
Forum: Old Mods
Topic: [Mod] Farming [0.1.8]
Replies: 184
Views: 103765

Hackeridze wrote:
sapier wrote:If you can tell me how to determin when time has passed for a specific node I'll gladly add it.

Like that? https://github.com/Hackeridze/ru-true_minetest_mods_pack/blob/master/src/hruschev/init.lua

Too much code. Past here the necessary part of it.
by neko259
Wed Jan 04, 2012 19:46
 
Forum: Old Mods
Topic: [Mod] Farming [0.1.8]
Replies: 184
Views: 103765

What custom data? You just need to change block when the time passes and all the conditions are acceptable.
by neko259
Wed Jan 04, 2012 19:40
 
Forum: Old Mods
Topic: [Mod] Farming [0.1.8]
Replies: 184
Views: 103765

sapier wrote:because entities do have a life on their own thus beeing able to switch to next level on their own after a fixed delay but not only on random chance

Well, why can't you switch a block in some time (or even random time)?
by neko259
Wed Jan 04, 2012 19:36
 
Forum: Old Mods
Topic: [Mod] Farming [0.1.8]
Replies: 184
Views: 103765

Why make them entities, not nodes?
by neko259
Wed Jan 04, 2012 19:21
 
Forum: Old Mods
Topic: [Mod] Farming [0.1.8]
Replies: 184
Views: 103765

Please look at the mod from RTMMP. Your one doesn't work for me, and that one works.

https://github.com/Hackeridze/ru-true_minetest_mods_pack/raw/master/src/leaf_decay/init.lua
by neko259
Wed Jan 04, 2012 18:46
 
Forum: WIP Mods
Topic: Leaf decay mod by MarkTraceur
Replies: 22
Views: 7679

Aaa, the second is straw. How to use it?
by neko259
Wed Jan 04, 2012 18:29
 
Forum: Old Mods
Topic: [Mod] Farming [0.1.8]
Replies: 184
Views: 103765

1. Why not a simple node like grass?
2. I have seeds, corn and this block got from corn. Strange.
3. Then we should have this. It's not very pretty to have farm block from mistakes.
by neko259
Wed Jan 04, 2012 18:27
 
Forum: Old Mods
Topic: [Mod] Farming [0.1.8]
Replies: 184
Views: 103765

1. Why do the crops textures rotate to the player?
2. What are the strange block that look like presents, that are gathered from the plants?
3. Does farmland turn to grass with time if it doesn't have crops on it?
by neko259
Wed Jan 04, 2012 18:24
 
Forum: Old Mods
Topic: [Mod] Farming [0.1.8]
Replies: 184
Views: 103765

Em... this is opensource client, I'm can easel y create a mod that will always tell server that I'm has 8x4x99 blocks of mese in my inventory ;) Well you can always make your own server, use /give command and make 8x44x99 blocks of mese. It's a matter of trust. Maybe the server would have a list of...
by neko259
Wed Jan 04, 2012 16:22
 
Forum: Minetest Engine
Topic: Multiple Worlds
Replies: 23
Views: 5518

Current paste is not only for the freeze moment because I've already played after that moment ^_^
by neko259
Wed Jan 04, 2012 16:20
 
Forum: Minetest Problems
Topic: Game freezes system
Replies: 6
Views: 1669

sfan5 wrote:Pastebin says: "Unknown Paste ID!"

Okay, I'll reupload it.
by neko259
Wed Jan 04, 2012 16:18
 
Forum: Minetest Problems
Topic: Game freezes system
Replies: 6
Views: 1669

dannydark wrote:one thing that would be nice is if we could modify/add gui elements via the modding api ^_^

Just need to add textures to GUI and make it available to be changed by a texturepack.
by neko259
Wed Jan 04, 2012 16:12
 
Forum: Minetest Features
Topic: Player characteristics
Replies: 67
Views: 9530

Just another question what to do if client can reach both servers, but servers can't talk to each other? ;-) In general case they don't need to talk to each other. We just need some way to ask player for a password before entering the server. Then he will tell the server about his inventory and oth...
by neko259
Wed Jan 04, 2012 15:43
 
Forum: Minetest Engine
Topic: Multiple Worlds
Replies: 23
Views: 5518

Game freezes system

I got a system freeze second time for these two days because of my minetest client. I'm using the latest dev version. Here's my debug.txt: http://paste.pocoo.org/show/529884/ I can't see what was in the console that time because I had to reboot my system. Using gentoo amd64 if that matters.
by neko259
Wed Jan 04, 2012 15:42
 
Forum: Minetest Problems
Topic: Game freezes system
Replies: 6
Views: 1669

I've added an interface function to make use of flowers mod growing algorithms from other mods Steps: 1) make your mod dependent of flowers 2) add a texture to YOUR mod named <yourmodname>_<yourflowername>.png 3) flowers_add_sprite_flower(<yourmodname>,<yourflowername>,<your growdelay>, { {name = "...
by neko259
Wed Jan 04, 2012 15:27
 
Forum: Old Mods
Topic: [Mod] Flowers [flowers]
Replies: 48
Views: 27526

xyz wrote:You can implement it through mod api, save player char's info to file and read it on load, maybe to send something to chat when player is hungry...

But you cannot change player's walking or digging speed.
by neko259
Wed Jan 04, 2012 14:43
 
Forum: Minetest Features
Topic: Player characteristics
Replies: 67
Views: 9530

Daraku wrote:Not neccesary. Main server can provide a client with some sort of a session key, that client will present to a new server, and then new server will chek validity of that key on a new server.

You mean the key would be created when the player logins with password from the menu first time, like in web?
by neko259
Wed Jan 04, 2012 13:06
 
Forum: Minetest Engine
Topic: Multiple Worlds
Replies: 23
Views: 5518

Calinou wrote:+1, but only as API stuff - allowing modders to make speed, strength, fire resistance, invisibility or flying/low gravity potions. :D

Well, training can be implemented throw API too. A mod can count player statistics and vary his characteristics from his dig count, distance run etc.
by neko259
Wed Jan 04, 2012 12:57
 
Forum: Minetest Features
Topic: Player characteristics
Replies: 67
Views: 9530

2neko259: So basicly you suggesting next test case: 1. User connect to the main server 2. Then go to the some kind of portal 3. Server send cmd to client to redirect to anouther server 4. Client disconecting from current setver and start conection to anouther server 5. Client say to new server that...
by neko259
Wed Jan 04, 2012 12:56
 
Forum: Minetest Engine
Topic: Multiple Worlds
Replies: 23
Views: 5518

I think beasts should spawn in the dark, not at night. I don't like an idea to have a vampire in my well-lighted tree-house :)
And maybe you can add some anti-vampire block (totem) that protects certain area from vampires spawning? Maybe it could be made from something you get from killing a vampire.
by neko259
Wed Jan 04, 2012 12:10
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 872101

Just need a lua method to connect to certain server and disconnect from current without exiting to the menu. Edit: Mmm, no. It's not that simple. We need to bring the inventory to another server and also set player's position when he arrives. And if servers contain different mods, we can't bring som...
by neko259
Wed Jan 04, 2012 11:59
 
Forum: Minetest Engine
Topic: Multiple Worlds
Replies: 23
Views: 5518

Maybe add an s2s portal? When you use it, you automatically connect to a different server (on the same machine but different port or even different machine). This won't break protocol and will make it possible to make the main server with portals to every other server (lika a serverlist, but in-game).
by neko259
Wed Jan 04, 2012 10:28
 
Forum: Minetest Engine
Topic: Multiple Worlds
Replies: 23
Views: 5518
PreviousNext

Return to advanced search

cron