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Re: [mod] Dwarf Fortress style caverns [dfcaverns]

I don't play dwarf fortress - but I took a look around in creative: Great work so far - all of the caves are well designed and look nice. It is also nice to see that they all present differnet challenges / rewards to the player. Leaving mese ore inside the lava tunnels is a nice touch to that effect...
by qwertymine3
Sun Mar 26, 2017 01:56
 
Forum: WIP Mods
Topic: [mod] Dwarf Fortress style caverns [dfcaverns]
Replies: 9
Views: 5552

Re: [Modpack] Mapgen Utils [mgutils]

Large update to mgnm and the test mod.

Now depends on mgbm - new MapGen Buffer Management mod.
https://github.com/Qwertymine/mgbm
OP and API ref is now out of date - will update when I have time.
by qwertymine3
Tue Mar 14, 2017 00:18
 
Forum: WIP Mods
Topic: [Modpack] Mapgen Utils [mgutils]
Replies: 10
Views: 2062

Re: [Mod] Easy crafting table [crafting]

Another idea: How about an option to simply have the mod scanning player inventory directly instead of the player having to place items in the left column? That would essentially be the craftguide with progressive mode but that you may also craft directly in it. There are a few issues with this ide...
by qwertymine3
Sun Mar 05, 2017 20:36
 
Forum: WIP Mods
Topic: [Mod] Easy crafting table [crafting]
Replies: 42
Views: 8679

Re: [Mod] Aquarium_glass [aquarium_glass]

With a Poll result of 4 in favour and 1 against - this mod hash been moved to releases!
by qwertymine3
Sat Mar 04, 2017 19:56
 
Forum: Mod Releases
Topic: [Mod] Aquarium_glass [aquarium_glass]
Replies: 10
Views: 2740

Re: I want to modify a tool but I can't

Quick reply - you may want to look at: * `minetest.handle_node_drops(pos, drops, digger)` * `drops`: list of itemstrings * Handles drops from nodes after digging: Default action is to put them into digger's inventory * Can be overridden to get different functionality (e.g. dropping items on ground) ...
by qwertymine3
Thu Mar 02, 2017 18:08
 
Forum: Modding Discussion
Topic: I want to modify a tool but I can't
Replies: 2
Views: 2292

Re: Post your screenshots!

Image
8-bit ripple carry adder
by qwertymine3
Wed Mar 01, 2017 17:43
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1362737

Re: [Mod] Circuits - Mesecons alternative [circuits]

2017-03-01 12:08:10: ACTION[Server]: singleplayer places node circuits:button_on at (346,20,-3) 2017-03-01 12:08:14: ACTION[Server]: singleplayer digs circuits:button_on at (346,20,-3) 2017-03-01 12:08:14: WARNING[Server]: Undeclared global variable "bit" accessed at /.../.minetest/mods/c...
by qwertymine3
Wed Mar 01, 2017 15:41
 
Forum: WIP Mods
Topic: [Mod] Circuits - Mesecons alternative [circuits]
Replies: 14
Views: 6830

[Mod] Circuits - Mesecons alternative [circuits]

An alternative circuitry mod to mesecons. I am looking for constructive feedback on what should be added to or changed in this mod. Please keep in mind the style of this mod - I am not looking to re-make mesecons with lua-controllers and logic gates as basic nodes - logic should be build from primat...
by qwertymine3
Tue Feb 28, 2017 21:49
 
Forum: WIP Mods
Topic: [Mod] Circuits - Mesecons alternative [circuits]
Replies: 14
Views: 6830

Re: Post your screenshots!

That looks interesting. What mod is that and what does it do? It is a mod I am currently working on (but haven't yet released). If you hadn't guessed - the mod itself is a mesecons replacement, and this circuit is a t-flip flop. It takes a pulse and turns it into a toggle for on/off - e.g. use a bu...
by qwertymine3
Tue Feb 28, 2017 16:33
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1362737

Re: Post your screenshots!

Image
Image
T-Flipflop
by qwertymine3
Mon Feb 27, 2017 22:01
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1362737

Re: Post your videos!

Quick mod teaser (and first youtube video):

https://www.youtube.com/watch?v=PHkUNjs9jsw
by qwertymine3
Sat Feb 25, 2017 21:10
 
Forum: Minetest General
Topic: Post your videos!
Replies: 421
Views: 147977

Re: [image viewer][ingame]Hello![hello]

You can't sell an image viewer without any screenshots
Let me help you:
Image
by qwertymine3
Sat Feb 25, 2017 20:42
 
Forum: WIP Mods
Topic: [image viewer][ingame]Hello![hello]
Replies: 5
Views: 1303

Re: [Mod] Aquarium_glass [aquarium_glass] [Poll]

Due to the rendering issues of transparent liquids, I did not move this mod to mod releases on completion.

However, it has not been WIP for quite a while, so I have put up a poll to see what people think about moving it to releases.
by qwertymine3
Sat Feb 25, 2017 20:12
 
Forum: Mod Releases
Topic: [Mod] Aquarium_glass [aquarium_glass]
Replies: 10
Views: 2740

Re: How to get the *exact* liquid flowing direction?

Some comments about flowlib itself: Please document the API functions (a short explanation of purpose, return value and parameters is enough). Tell me from 2 years ago that API documentaion is a good idea ; ). I'll probably do so if I get around to re-working my boat_test mod. Works quite well sing...
by qwertymine3
Sun Feb 19, 2017 23:18
 
Forum: Modding Discussion
Topic: How to get the *exact* liquid flowing direction?
Replies: 6
Views: 1717

Re: How to get the *exact* liquid flowing direction?

It is almost accurate, but not completely. There are some parts of the rendering which are directional behaviours, and make no sense as the actual direction of the liquid flow - e.g. S - source X - flowing SXS The engine will always render the flowing liquid as flowing towards +X (as it doesn't have...
by qwertymine3
Sun Feb 19, 2017 20:28
 
Forum: Modding Discussion
Topic: How to get the *exact* liquid flowing direction?
Replies: 6
Views: 1717

Re: How to get the *exact* liquid flowing direction?

I am not sure if this will help but it's the closest thing i've seen. Unfortunately the videos are no longer available. https://forum.minetest.net/viewtopic.php?f=9&t=12442 I made improvements to that mod to make my first mod - in the process I re-wrote the flow direction code to be clearer and...
by qwertymine3
Sun Feb 19, 2017 15:04
 
Forum: Modding Discussion
Topic: How to get the *exact* liquid flowing direction?
Replies: 6
Views: 1717

Re: [Mod] Planetoids [planetoids]

Update!

Nothing much, just added a mod.conf and made the mapgen automatically set the mapgen to singlenode.
Not yet added the new minetest 0.4.15 content, but will do at some point.
by qwertymine3
Sat Feb 18, 2017 22:21
 
Forum: Mod Releases
Topic: [Mod] Planetoids [planetoids]
Replies: 26
Views: 7296

Re: [Mod] Easy crafting table [crafting]

Sorry, of course. Here you go. 2017-02-17 19:23:58: ERROR[Main]: ServerError: Lua: Runtime error from mod 'crafting' in callback nodemeta_inventory_OnMove(): ...ary/Application Support/minetest/mods/crafting/table.lua:361: bad argument #1 to 'chat_send_all' (string expec...
by qwertymine3
Fri Feb 17, 2017 22:02
 
Forum: WIP Mods
Topic: [Mod] Easy crafting table [crafting]
Replies: 42
Views: 8679

Re: [Mod] Easy crafting table [crafting]

Thank you for finding that bug - made a simplfication error with one of my bug-fixes previously. It is now fixed! Now what happens for me is that the whole client window turns gray and becomes unresponsive instead. macOS, MT 0.4.15. Can you please post the contents of your log file when this happen...
by qwertymine3
Fri Feb 17, 2017 18:13
 
Forum: WIP Mods
Topic: [Mod] Easy crafting table [crafting]
Replies: 42
Views: 8679

Re: [Mod] Easy crafting table [crafting]

IKRadulov wrote:Hmm this does the same as minecraft xbox / pocket edition crafting ?

Yes - but the crafting table uses it's own inventory rather than the player inventory.
by qwertymine3
Thu Feb 16, 2017 08:52
 
Forum: WIP Mods
Topic: [Mod] Easy crafting table [crafting]
Replies: 42
Views: 8679

Re: [Mod] Easy crafting table [crafting]

You're right, the grid suggests recipes still. This is what I would do then. http://i.imgur.com/hHYfSaN.png That's pretty much the one I just changed from -_- (with the exception that the fields were obnoxiously large in mine). http://i.imgur.com/KlM2ANc.png That said I may change back, as I'm not ...
by qwertymine3
Wed Feb 15, 2017 21:00
 
Forum: WIP Mods
Topic: [Mod] Easy crafting table [crafting]
Replies: 42
Views: 8679

Re: [Mod] Easy crafting table [crafting]

This is cool! Caught a bug though. I can double my amount of mese crystals by dropping back the craft output of fragments onto the source crystal… Like so . Thank you for finding that bug - made a simplfication error with one of my bug-fixes previously. It is now fixed! Update! Item duplication fix...
by qwertymine3
Wed Feb 15, 2017 20:35
 
Forum: WIP Mods
Topic: [Mod] Easy crafting table [crafting]
Replies: 42
Views: 8679

Re: [Mod] Easy crafting table [crafting]

This is cool! Caught a bug though. I can double my amount of mese crystals by dropping back the craft output of fragments onto the source crystal… Like so . Thank you for finding that bug - made a simplfication error with one of my bug-fixes previously. It is now fixed! Had an idea about making the...
by qwertymine3
Wed Feb 15, 2017 20:33
 
Forum: WIP Mods
Topic: [Mod] Easy crafting table [crafting]
Replies: 42
Views: 8679

Re: [Modpack] Mapgen Utils [mgutils]

I quickly added the annotation system I'm talking about (not yet released), and it improved the output quite a bit:
Image
by qwertymine3
Tue Feb 14, 2017 08:10
 
Forum: WIP Mods
Topic: [Modpack] Mapgen Utils [mgutils]
Replies: 10
Views: 2062

Re: [Modpack] Mapgen Utils [mgutils]

This sounds super interesting. Do you happen to have any screenshots? Here is a comparison for mgmini - Not particuarly good looking, but I had to remove the 3d noise (manually) used in the red hills, due to it being used with a 2d noise. (There is no way to detect this - I need to add a way for th...
by qwertymine3
Tue Feb 14, 2017 01:05
 
Forum: WIP Mods
Topic: [Modpack] Mapgen Utils [mgutils]
Replies: 10
Views: 2062

Re: [Mod] Easy crafting table [crafting]

Update!

New UI - smaller and more fitting with the other UI elements of minetest.
Image

Also an attempt at getting replacements to work for legacy recipes.
by qwertymine3
Mon Feb 13, 2017 21:27
 
Forum: WIP Mods
Topic: [Mod] Easy crafting table [crafting]
Replies: 42
Views: 8679

Re: [Modpack] Mapgen Utils [mgutils]

Update!

Finally wrote an API reference for mgnm. Please suggest improvements for it.
by qwertymine3
Sun Feb 12, 2017 23:20
 
Forum: WIP Mods
Topic: [Modpack] Mapgen Utils [mgutils]
Replies: 10
Views: 2062

Re: [Mod] Easy crafting table [crafting]

This is an awsome mod ! Howevery, it doesn't produce colored dyes, such as flowers-->dye. But coal-->black dye works. Also, when crafting the table (or looking thru all that creative stuff), the icon for the craftingtable has no name or tooltip, so it might be overlooked. Thanks for the comment, I ...
by qwertymine3
Thu Feb 09, 2017 22:50
 
Forum: WIP Mods
Topic: [Mod] Easy crafting table [crafting]
Replies: 42
Views: 8679

Re: [Mod] Easy crafting table [crafting]

I've had quite a long break from minetest, so I've taken a while to get back to: The implementation still seems a bit experimental to me. This mod was made was made for my own personal use (in a subgame that I was making) and then ported to minetest game for others to use as a POC - so yes it is qui...
by qwertymine3
Thu Feb 09, 2017 22:49
 
Forum: WIP Mods
Topic: [Mod] Easy crafting table [crafting]
Replies: 42
Views: 8679

Re: [Mod] Simple teleporters [easyporter]

Interesting idea. Would it be possible to add bidirectional teleporters, so it's not required to set up two teleporter stations on each side? It is indeed helpful to teleport to common places by creating an in-portal in front of your house to get easily to the wanted destination, but backwards isn'...
by qwertymine3
Tue Nov 08, 2016 19:55
 
Forum: Mod Releases
Topic: [Mod] Simple teleporters [easyporter]
Replies: 5
Views: 1329
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