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Re: [Mod] torches [torches]

Awesome that this is merged with minetest_game. These are the kinds of things Minetest needs be default. Sofar, at least some portions of your crops mod should also be added to farming ... in my honest opinion.
by AnxiousInfusion
Thu Dec 08, 2016 05:54
 
Forum: Mod Releases
Topic: [Mod] torches [torches]
Replies: 31
Views: 7703

Re: Vote: TOP 5 Minetest Mods!

I know, I check the 0.4.15 milestones every day on Github. But that shouldn't detract from what a streamlined and elegant solution his torches mod is.
by AnxiousInfusion
Tue Dec 06, 2016 00:47
 
Forum: Minetest General
Topic: Vote: TOP 5 Minetest Mods!
Replies: 28
Views: 4193

Re: Vote: TOP 5 Minetest Mods!

torches (by Sofar)
simple_protection (Krock)
wardrobe (indriApollo, presdigitator)
vehicles (D00Med)
mobs_goblins (FreeLikeGNU)
by AnxiousInfusion
Mon Dec 05, 2016 06:13
 
Forum: Minetest General
Topic: Vote: TOP 5 Minetest Mods!
Replies: 28
Views: 4193

Re: [Mod] Simple protection [simple_protection]

16 bit style image for the claim stick if anybody wants:
by AnxiousInfusion
Mon Dec 05, 2016 06:03
 
Forum: Mod Releases
Topic: [Mod] Simple protection [simple_protection]
Replies: 31
Views: 8063

Re: Minetest Admin Association (MTAA)

Why does this seem to me like a thinly veiled attempt to create a super secret club? Generally, when I fix a bug in a mod or improve some functionality on my server I will share it here, in the appropriate forums.
by AnxiousInfusion
Fri Dec 02, 2016 05:48
 
Forum: Minetest General
Topic: Minetest Admin Association (MTAA)
Replies: 18
Views: 2958

Re: [mod] Vehicles [vehicles]

I really like the headlights on/off concept on the Fewawi. Maybe that effect could be used for all cars as lights on when a vehicle is occupied and lights off when parked?
by AnxiousInfusion
Wed Nov 30, 2016 05:17
 
Forum: WIP Mods
Topic: [mod] Vehicles [vehicles]
Replies: 152
Views: 33643

Re: [mod] Vehicles [vehicles]

Andrey01 wrote:Hello, DOOMed, have you made new version of mod?You promised what you will add ambulance, fire car, police and other vehicles from my list above


Same, I have been F5'ing the Git page since early November. I cannot wait to deploy a more finished version to my server.
by AnxiousInfusion
Mon Nov 28, 2016 00:44
 
Forum: WIP Mods
Topic: [mod] Vehicles [vehicles]
Replies: 152
Views: 33643

Re: Remove saplings, water, and buckets?

Buckets exist as their own mod in the default Minetest Game. Just edit ~/minetest/mods/bucket/init.lua and comment out the minetest.register_craft for buckets by surrounding it with braces
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by AnxiousInfusion
Thu Nov 17, 2016 05:16
 
Forum: Minetest Features
Topic: Remove saplings, water, and buckets?
Replies: 3
Views: 1131

Re: [Mod] Get Comfortable [cozy]

You have it in your ~/minetest/mods directory? It is enabled in minetest.mt or by mods menu? Sitting and laying work by issuing commands in chat.
by AnxiousInfusion
Thu Nov 17, 2016 05:00
 
Forum: Mod Releases
Topic: [Mod] Get Comfortable [cozy]
Replies: 15
Views: 4030

Re: Advanced And Or New Particles.

Particles are getting at least some attention: https://github.com/minetest/minetest/co ... 9c3e0e49ef
by AnxiousInfusion
Wed Nov 16, 2016 13:22
 
Forum: Minetest Features
Topic: Advanced And Or New Particles.
Replies: 5
Views: 1306

Re: [Mod] Chat Bubbles [chat_bubbles]

Does this disable normal chat or run along side of it?
by AnxiousInfusion
Wed Nov 16, 2016 13:18
 
Forum: WIP Mods
Topic: [Mod] Chat Bubbles [chat_bubbles]
Replies: 15
Views: 2610

Re: [Mod] Wardrobe [wardrobe]

I had been using indriApollo's version of wardrobe but wanted to share a simple customization I made in case anyone finds it useful: The skins are displayed next to their respective buttons. Not pretty but it works. Change the "5" to a "7" in line 17: local fs = "size[7,10]&...
by AnxiousInfusion
Mon Nov 14, 2016 00:05
 
Forum: WIP Mods
Topic: [Mod] Wardrobe [wardrobe]
Replies: 46
Views: 11590

Re: [Mod] locks [locks]

Moderators here take issue to using common shortnames so I renamed to padlocks to differentiate from existing locks. My "fork" derives from my customized version found earlier in this thread. Just want to avoid conflict... If these are problems, I can try importing locks from Github to Git...
by AnxiousInfusion
Thu Nov 10, 2016 13:32
 
Forum: Mod Releases
Topic: [Mod] locks [locks]
Replies: 48
Views: 25477

Re: [Mod] locks [locks]

addi, that is fantastic! Thank you. Not only does it clean up the discordant "command line" placement but it also resolves the issue that kahnack was talking about. I applied another update which fixes an issue where players would need to enter a password every time they used a password pr...
by AnxiousInfusion
Thu Nov 10, 2016 05:34
 
Forum: Mod Releases
Topic: [Mod] locks [locks]
Replies: 48
Views: 25477

Re: [WIP] Legendary Items ($ drain)[0.0] [legendary_items] [

Right, it is easy to forget that the purpose isn't immediately obvious. Thanks, Nathan, I have updated the post to be more descriptive. Basically, these are for server admin/spawn shops.
by AnxiousInfusion
Thu Nov 10, 2016 03:18
 
Forum: WIP Mods
Topic: [WIP] Legendary Items ($ drain)[0.0] [legendary_items] [Git]
Replies: 5
Views: 905

Re: [Mod] locks [locks]

kahnack, in my time giving locks mod a "face lift", I discovered the same issue you encountered. Right now, only passwords can be used to share locked objects with other players. Locks mod is in some serious need of love and I think Sokomine is gone. The forum doesn't even show his last lo...
by AnxiousInfusion
Tue Nov 08, 2016 05:01
 
Forum: Mod Releases
Topic: [Mod] locks [locks]
Replies: 48
Views: 25477

Re: [Mod] bring the joy of xmas to minetest. [christmas_craf

This might be a dumb question but are the gift boxes functional or just decoration?
by AnxiousInfusion
Tue Nov 08, 2016 01:42
 
Forum: Mod Releases
Topic: [Mod] bring the joy of xmas to minetest. [christmas_craft]
Replies: 33
Views: 10092

[WIP] Legendary Items ($ drain)[0.0] [legendary_items] [Git]

AnxiousInfusion's Legendary Items / Economy Drain Mod Version 0.0 Code: LGPL 2.1 Assets: CC BY-SA 3.0 MT Version: 0.4.14+ Dependencies: default In this mod: - High endurance tool set - Other vanity items including a Pimp Cane Roadmap: - Add "Book of the Dead" https://i.imgur.com/ApuLMPi.p...
by AnxiousInfusion
Tue Nov 08, 2016 01:22
 
Forum: WIP Mods
Topic: [WIP] Legendary Items ($ drain)[0.0] [legendary_items] [Git]
Replies: 5
Views: 905

Re: [mod] Vehicles [vehicles]

Better, maybe placebo. I do realize that it does allow one to drive slowly by tapping 'W'. Going over the code, I found that nodes registered through vehicles.register_simplenode function have no sound because " sounds = " is missing in front of " default.node_sound_dirt_defaults() &q...
by AnxiousInfusion
Tue Nov 08, 2016 00:31
 
Forum: WIP Mods
Topic: [mod] Vehicles [vehicles]
Replies: 152
Views: 33643

Re: [mod] Vehicles [vehicles]

Okay I didn't know the Ute already had a passanger example. I know I'm probably being really overbearing here but I really like your mod and just want help polish it. I've made an adjustment that makes cars feel more natural and also provides a GTA/Saint's Row style orbit cam effect i.e. cars only t...
by AnxiousInfusion
Sun Nov 06, 2016 13:22
 
Forum: WIP Mods
Topic: [mod] Vehicles [vehicles]
Replies: 152
Views: 33643

Re: [mod] Vehicles [vehicles]

So last wrinkles: - Right now, acceleration feels linear. It seems to behave like this: http://s3.amazonaws.com/answer-board-image/2009916203216338872992195312505198.jpg when it should probably really behave more like this: http://images.tutorcircle.com/cms/images/95/acceleration-graph-example1.PNG ...
by AnxiousInfusion
Sun Nov 06, 2016 02:04
 
Forum: WIP Mods
Topic: [mod] Vehicles [vehicles]
Replies: 152
Views: 33643

Re: Multiplayer-safe TNT

Game crashes when TNT explodes at -600 Y in single player. 2016-11-03 23:33:50: ACTION[Server]: LuaEntitySAO at (-1.15,-593.5,-23.1137) punched by LuaEntitySAO at (-1.15,-593.5,-23.1137), damage 12 hp, health now 0 hp 2016-11-03 23:33:50: ACTION[Server]: LuaEntitySAO at (-1.22515,-593.5,-27.85) punc...
by AnxiousInfusion
Fri Nov 04, 2016 03:37
 
Forum: WIP Mods
Topic: Multiplayer-safe TNT
Replies: 7
Views: 1042

Re: [mod] Vehicles [vehicles]

Bug: Breaking a vehicle from within while in third person perspective causes player model to disappear. Only in-game fix I have found has been to get back in a vehicle and break it while in first person perspective. On that note, third person perspective feels really natural for cars. Maybe there is...
by AnxiousInfusion
Thu Nov 03, 2016 03:13
 
Forum: WIP Mods
Topic: [mod] Vehicles [vehicles]
Replies: 152
Views: 33643

Re: [Mod] Bows V3r2 [bows]

I just tested it and, yes, arrows will only load into the bow by being in the slot left of the bow in your hot bar.
by AnxiousInfusion
Thu Nov 03, 2016 02:54
 
Forum: Mod Releases
Topic: [Mod] Bows with arrows V7 [bows]
Replies: 66
Views: 17478

Re: [Mod] Simple protection [simple_protection]

Thanks for the link, it helped me figure out the problem.

So I don't know if I grabbed an outdated build or if I accidentally hit a key while tinkering but a stray "s" found its way behind the local "priv" variable in line 231. Deleted it and all is working now.
by AnxiousInfusion
Tue Nov 01, 2016 19:03
 
Forum: Mod Releases
Topic: [Mod] Simple protection [simple_protection]
Replies: 31
Views: 8063

Re: [Mod] Skin Craftitems [dresser]

I think this needs a description. I recognize the dresser used in the Wardrobe mod. This differs in that you carry the outfit around in your inventory?
by AnxiousInfusion
Tue Nov 01, 2016 14:56
 
Forum: WIP Mods
Topic: [Mod] Skin Craftitems [dresser]
Replies: 7
Views: 1301

Re: [Mod] Bows V3r2 [bows]

Andrey01 wrote:When i am going to shoot left click, for some reason don`t i get to shoot.Is this error?


Just to be sure, you have your arrow in the adjacent slot to the left of your bow?

UjEdwin, do you plan to upload this on a git host?
by AnxiousInfusion
Tue Nov 01, 2016 14:08
 
Forum: Mod Releases
Topic: [Mod] Bows with arrows V7 [bows]
Replies: 66
Views: 17478

Re: [mod] Vehicles [vehicles]

The minimum functionality is great as is so the only thing that really struck me as "off" when driving a vehicle is the ominous silence. The sounds do not need to be anything fancy, just something to suggest that the player is moving... quickly. Bonus points for embarking/disembarking soun...
by AnxiousInfusion
Tue Nov 01, 2016 13:31
 
Forum: WIP Mods
Topic: [mod] Vehicles [vehicles]
Replies: 152
Views: 33643

Re: [Mod] Simple protection [simple_protection]

Uncomment the two lines in init.lua#L37-L38 to take one HP from the player each time he tries to dig into a protected area. The area owners can not change this behaviour individually - it is handled the same way for all areas. Feel free to change the damage value of 1 to smoething higher if necessa...
by AnxiousInfusion
Tue Nov 01, 2016 00:50
 
Forum: Mod Releases
Topic: [Mod] Simple protection [simple_protection]
Replies: 31
Views: 8063
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