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Re: [MOD]Flags[1.2][flags]

TumeniNodes, I'm sure you'll figure it out :). Don't forget to add your name to the README.md.
by Bas080
Sat Jun 18, 2016 22:52
 
Forum: WIP Mods
Topic: [MOD]Flags[1.3][flags]
Replies: 12
Views: 1622

Re: [MOD]Flags[1.2][flags]

I would appreciate it if you fork and request a pull request.
by Bas080
Sat Jun 18, 2016 22:25
 
Forum: WIP Mods
Topic: [MOD]Flags[1.3][flags]
Replies: 12
Views: 1622

Re: [Mod] Vignette - Surprisingly good for immersion [vignet

I made a pull request which creates an api for the vignette mod. This allows for other mods to increase or decrease the darkness effect.

https://github.com/TriBlade9/minetest_vignette/pull/1
by Bas080
Sat Jun 18, 2016 21:58
 
Forum: Mod Releases
Topic: [Mod] Vignette - Surprisingly good for immersion [vignette]
Replies: 25
Views: 6177

Re: [Mod] Vines and Rope [2.3] [vines]

Currently ropes are not minable. This creates HUGE problems... Removing the rope box removes the rope only a small distance down, any further and the rope is stuck there permanently. If rope could be mined by shears that would help... or if it could be mined in general... just a thought. That sound...
by Bas080
Sat May 07, 2016 10:46
 
Forum: Mod Releases
Topic: [Mod] Vines and Rope [2.3] [vines]
Replies: 50
Views: 32328

Re: [Mod] Pathogen [0.3][pathogen]

I can't seem to get sick, I've got this code, which should, I think trigger Influencia. local chance_level = math.random(0,10) print ('chance is '..chance_level) if chance_level < chance then print ('should get sick') pathogen.infect = function(Influencia, player_name) end I don't get any errors, a...
by Bas080
Fri Sep 04, 2015 15:25
 
Forum: WIP Mods
Topic: [Mod] Pathogen [0.3][pathogen]
Replies: 30
Views: 9628

Re: [Mod] Pathogen [0.3][pathogen]

I thought mod names had to be unique for every mod. So modpath should work if everyone follows the rules. I assume rawget checks if the variable exists. That is not a foolproof check either.
by Bas080
Sat Jul 18, 2015 10:59
 
Forum: WIP Mods
Topic: [Mod] Pathogen [0.3][pathogen]
Replies: 30
Views: 9628

Re: [Mod] Pathogen [0.3][pathogen]

I got some ideas : at these days people are worrying about Ebola you could add that the symptoms are bleeding trough eyes and mouth and after some time it insta kills the infected one . Also you should add cold: well everyone knows the symptoms player should be slower when infected and the last one...
by Bas080
Tue Mar 24, 2015 16:37
 
Forum: WIP Mods
Topic: [Mod] Pathogen [0.3][pathogen]
Replies: 30
Views: 9628

Re: [MOD] Mobs: Bee (.x from KPGMobs) [0.1] [mobs_bee]

This is a perfect cricket locomotion. I really like your idea though. The bee is really cute.
by Bas080
Mon Mar 16, 2015 01:39
 
Forum: WIP Mods
Topic: [MOD] Mobs: Bee (.x from KPGMobs) [0.1] [mobs_bee]
Replies: 3
Views: 888

Re: [Mod] Throwing enhanced (bows and arrows) [0.9.3] [throw

I changed the textures for the simple game. Would you consider using the "improved" textures? Tell me if you'd like them. I'll send a pull request. https://raw.githubusercontent.com/bas080/simple/master/mods/throwing/textures/throwing_bow_wood.png https://github.com/bas080/simple/tree/mast...
by Bas080
Thu Mar 12, 2015 03:35
 
Forum: Mod Releases
Topic: [Mod] Throwing enhanced [maint.] [throwing]
Replies: 84
Views: 19013

Re: [Mod] TBM Reloaded! [0.5][tbm]

I love how this mod has been redone by different people several times. Look foward to see your changes.
by Bas080
Mon Feb 23, 2015 03:25
 
Forum: Mod Releases
Topic: [Mod] TBM Reloaded! [0.5][tbm]
Replies: 66
Views: 17759

Re: How can I list or place all installed nodes?

I could use this when working on my OCD texture/nodebox-pack. Could you place the node in a slanted/diagonal fassion. The same way you often see when texture packs are presented? Or was that not your intention for this mod?
by Bas080
Sun Feb 22, 2015 16:54
 
Forum: WIP Mods
Topic: [mod] Display All Installed Nodes (for design and building)
Replies: 9
Views: 1724

Re: [Mod] Say Goodbye To Dirt Scaffolding [scaffolding]

+1, it looks really neat and is practicle. I can imagine someone making a concert podium using this.
by Bas080
Sat Feb 21, 2015 18:01
 
Forum: Mod Releases
Topic: [Mod] Say Goodbye To Dirt Scaffolding 2.0 [scaffolding]
Replies: 11
Views: 3791

Re: Problemas con los mods

Debes recordar cambiar el nombre del directorio. Busca en el init.lua para la siguente.

minetest.register_node( '<nombre>:....

Usa el nombre para el nombre de tu directorio. Perdoname para mi espanol horrible.
by Bas080
Sat Feb 21, 2015 01:16
 
Forum: Español
Topic: Problemas con los mods
Replies: 16
Views: 4520

Re: [Mod] Pathogen [0.3][pathogen]

Pathogens aren't always a menace.

Gravititus
Occurs when ascending too quickly. Symptons include hiccups and random sense of gravity. There is no known cure yet. ( any suggestions? stone soup anyone? )
by Bas080
Fri Feb 20, 2015 16:59
 
Forum: WIP Mods
Topic: [Mod] Pathogen [0.3][pathogen]
Replies: 30
Views: 9628

OCD [5x5...16x16]

https://dl.dropboxusercontent.com/u/419967/minetest/OCD/header.png O bsessive C onsistent D esign Did you like the OCD game texture but not the gameplay. Now you can just enjoy the minimal revamped textures. More consistent then ever. Consistency [*]All nodes in the world are 5x5 in the world [*]Th...
by Bas080
Thu Feb 19, 2015 21:12
 
Forum: Minetest Texture Packs
Topic: OCD [5x5...16x16]
Replies: 7
Views: 3576

Re: [mod] Remove unknown nodes [remove_unknown]

Would like to see this mod working correctly. Should be in default as it is really annoying having all these undefined nodes and nothing to do about it except define 'air' aliases for them.
by Bas080
Thu Feb 19, 2015 19:56
 
Forum: WIP Mods
Topic: [mod] Remove unknown nodes [remove_unknown]
Replies: 5
Views: 924

Re: [MOD] Aligned Bricks [alignedbricks]

Wouldn't it be nice if you could make an alligned brick out of other textures. Maybe make a transparent texture that have the aligned brick pattern and then draw that over the node you want to brickify. You won't get the custom style but you could make brick out of anthing fast! Btw, to avoid the er...
by Bas080
Sun Feb 15, 2015 09:10
 
Forum: Mod Releases
Topic: [MOD] Aligned Bricks [alignedbricks]
Replies: 21
Views: 4615

Re: [Mod] Vines and Rope [2.3] [vines]

Performance increased immensly. Also has jungle vines that spawn on tree trunks of the jungletrees. You are welcome.

VanessaE, I am still alive thank you very much. I'll make sure to send a pull request to your plants_lib. Still making minor fixes to the recipes and maybe add another feature or two.
by Bas080
Fri Feb 13, 2015 01:43
 
Forum: Mod Releases
Topic: [Mod] Vines and Rope [2.3] [vines]
Replies: 50
Views: 32328

Re: [Mod] Plants [3.5][plants]

Argos, I would be very much interested. Even if I don't use this mod myself atm, please do share. Your changes might inspire me to develop this mod further.
by Bas080
Mon Feb 09, 2015 00:22
 
Forum: Mod Releases
Topic: [Mod] Plants [3.5][plants]
Replies: 46
Views: 21380

Re: [Mod] LuaCmd [luacmd]

Just wanted to let you know that I use this tool with much pleasure. This makes my testing experience much more awesome. <3
by Bas080
Sat Feb 07, 2015 02:29
 
Forum: Mod Releases
Topic: [Mod] LuaCmd [luacmd]
Replies: 13
Views: 3277

Re: [Mod] Pathogen [0.2][pathogen]

I have written a simple test function and tests for this mode. If you are interested take a look here: The test function(library): https://github.com/bas080/pathogen/tree/development/lunit and the tests: https://github.com/bas080/pathogen/tree/development/pathogen_tests Inspired by qunit for javascr...
by Bas080
Thu Feb 05, 2015 02:01
 
Forum: WIP Mods
Topic: [Mod] Pathogen [0.3][pathogen]
Replies: 30
Views: 9628

Re: [Mod] Pathogen [0.2][pathogen]

Whoa. That's a great idea. I hope you can add more diseases :) The pathogens I'm adding are there to test and demo the functionalities of the pathogen API. It should be easy to add a new disease. This project might be my first minetest project that is descently documented. For those willing to cont...
by Bas080
Tue Feb 03, 2015 15:34
 
Forum: WIP Mods
Topic: [Mod] Pathogen [0.3][pathogen]
Replies: 30
Views: 9628

[Mod] Pathogen [0.3][pathogen]

PATHOGEN A minetest mod that enables users to get a pathogen. This mod is in testing faze. Let me know if you bump into something irregular. I will fix it asap. https://github.com/bas080/pathogen/raw/forum/pathogen_screenshot.png To get it to work simply make sure you have the "pathogen" ...
by Bas080
Tue Feb 03, 2015 05:32
 
Forum: WIP Mods
Topic: [Mod] Pathogen [0.3][pathogen]
Replies: 30
Views: 9628

Re: [Mod] Teleports [0.1] [teleports]

Lol, random teleporter. Quantum mechanics can be weird like that I guess. I wouldn't know really. I like your idea for creating(building) a teleporter. I would however make it less random by allowing the player to place a self chosen block in the middle of the 8 blocks. This block connects with an o...
by Bas080
Sun Aug 03, 2014 00:11
 
Forum: Mod Releases
Topic: [Mod] Teleports [0.1] [teleports]
Replies: 9
Views: 3797

Re: Post your modding questions here

addi, that's because the formspec is defined with a string. The api documentation helped me. Also looking at mods that alter the player formspec should give you the solution.

https://github.com/minetest/minetest/bl ... i.txt#L922
by Bas080
Fri Aug 01, 2014 12:29
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 626545

Re: [Mod] Forest

Inocudom, where did you get the map in your top right corner?

Nice screenshots btw.
by Bas080
Mon Jul 21, 2014 22:08
 
Forum: WIP Mods
Topic: [Mod] Forest
Replies: 84
Views: 16369

Re: Teleportation Mod?

Maybe dualport can help you.
viewtopic.php?pid=76281
by Bas080
Sun Jul 20, 2014 23:22
 
Forum: WIP Mods
Topic: Teleportation Mod?
Replies: 3
Views: 1304

Re: [Mod] Bees and beekeeper [2.0] [bees]

VanessaE, Implemented the fix partially. The if statement on line 596 is not complete. It forgets about other 2 hive type nodes.

Hives
- Wild
- Artificial
- Industrial

Cheapie, It might be better to use groups for this.
by Bas080
Thu Jul 10, 2014 11:02
 
Forum: Mod Releases
Topic: [Mod] Bees and beekeeper [2.0] [bees]
Replies: 55
Views: 22973

Re: [Mod] LuaCmd [luacmd]

Handy tool! Keeping this one!

Edit: For debugging some builtin commands might be handy. Printing out tables f.e.
by Bas080
Fri Jul 04, 2014 15:15
 
Forum: Mod Releases
Topic: [Mod] LuaCmd [luacmd]
Replies: 13
Views: 3277

Re: [Mod] Point Teleporter [0.2] [teletool]

I sometimes wonder why some people don't just try it before they ask questions. Btw, does the tool wear down?

I gues it does not. Neither does it have a craft. Will it have these features in future? And if so, when/how do you think is the best time to implement such a thing?
by Bas080
Wed Jul 02, 2014 00:12
 
Forum: Mod Releases
Topic: [Mod] Point Teleporter [1.3] [teletool]
Replies: 13
Views: 4647
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