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Re: [Mod] Zombies Mashup [zombies]

Everamzah's repos are offline. New links:

viewtopic.php?p=239307#p239307
by taikedz
Tue Mar 28, 2017 15:24
 
Forum: WIP Mods
Topic: [Mod] Zombies Mashup [zombies]
Replies: 9
Views: 2561

Re: [Server] Not So Simple Server

Yes. I think i may need to start Not So Simple Server from the very beginning again....

Fresh server. Bleh.

I will plan this carefully before i release.
by taikedz
Mon Mar 27, 2017 17:33
 
Forum: Minetest Servers
Topic: [Server] Not So Simple Server
Replies: 73
Views: 36613

Re: [Mod] Zombies Mashup [zombies]

Hmmm nah. I'd more likely make them infect players and cause these to leave a zombie version of themselves behind on death.... :-P
by taikedz
Mon Mar 27, 2017 13:16
 
Forum: WIP Mods
Topic: [Mod] Zombies Mashup [zombies]
Replies: 9
Views: 2561

Re: Amhi

Chici - I'd be interested in knowing what bug you are talking about that turned your doors into teleporters ? How would one reproduce this? Bug notwithstanding, it sounds like an excellent way to grief into somebody's house, and needs fixing, which I can offer to try to do. PM me if you prefer.
by taikedz
Fri Mar 24, 2017 12:31
 
Forum: Minetest Servers
Topic: Amhi
Replies: 342
Views: 118691

Re: [mod] Translate chat using commands [babelfish]

Yeah - International servers is the goal for this mod :-)

PS -Et bien sur appelle-moi Tai, c'est encore plus simple qu'un pseudo :-P

PPS - "jab" c'est un poinçon, ou un bonne gauche rapide dans les côtes ;-)
by taikedz
Tue Mar 21, 2017 19:09
 
Forum: WIP Mods
Topic: [mod] Translate chat using commands [babelfish]
Replies: 10
Views: 2323

Re: [mod] Translate chat using commands [babelfish]

I disagree about the client-sidedness of this: For one, the code reaches out to the wider Internet (over HTTP), requiring privileged access. This is not something you want users to go trust blindly, and I doubt we'll be introducing code-signing on mods anytime soon (because a/ it defeats the paradig...
by taikedz
Tue Mar 21, 2017 17:16
 
Forum: WIP Mods
Topic: [mod] Translate chat using commands [babelfish]
Replies: 10
Views: 2323

Re: [Server] Axinite [FR / EN]

Babelfish mod b y yours truly :)

viewtopic.php?f=9&t=16064
by taikedz
Mon Mar 13, 2017 08:33
 
Forum: Minetest Servers
Topic: [Server] Axinite [FR / EN]
Replies: 2
Views: 895

[Server] Axinite [FR / EN]

Placeholder until formal topic | Page temporarie en attendant la page officielle :-) Mainly French-language server for builds, PvP, monster hunting, custom mods, and much, much more! There is an automatic translation mod so even if you do not speak French, you'll be able to talk to anyone! Serveur f...
by taikedz
Sat Mar 11, 2017 18:13
 
Forum: Minetest Servers
Topic: [Server] Axinite [FR / EN]
Replies: 2
Views: 895

Re: [Mod] Sandplus [sandplus] [2.1]

Congrats for being merged into the core game :)
by taikedz
Tue Mar 07, 2017 13:11
 
Forum: WIP Mods
Topic: [Mod] Sandplus [sandplus] [3.0]
Replies: 31
Views: 5333

Re: How can I place a written book in a bookshelf by mapgen?

Not done any proper reasearch or testing, but from the code, it looks like you need to define the book with its metadata in an ItemStack to define the written book https://github.com/minetest/minetest_game/blob/master/mods/default/craftitems.lua#L16-L74 You would then need to add that itemstack to t...
by taikedz
Sun Mar 05, 2017 18:30
 
Forum: Modding Discussion
Topic: How can I place a written book in a bookshelf by mapgen?
Replies: 2
Views: 2144

Re: [mod] Different chat modes (proximity, channels, etc)

This mod is now complete and ready for beta testing :-D
by taikedz
Fri Mar 03, 2017 14:42
 
Forum: WIP Mods
Topic: [mod] Advanced chat modes [chat_modes]
Replies: 2
Views: 848

[mod] Advanced chat modes [chat_modes]

Chat Modes API - Advance features for player chatting License: LGPL 3.0 Github: https://github.com/taikedz/minetest-chat_modes ZIP: https://github.com/taikedz/minetest-chat_modes/archive/master.zip +++ This mod alters the chat behaviour so that player chats don't necessarily get broadcast to all. I...
by taikedz
Tue Feb 28, 2017 21:26
 
Forum: WIP Mods
Topic: [mod] Advanced chat modes [chat_modes]
Replies: 2
Views: 848

Re: [Mod] Run & Fast [runfast]

Correct.

However I would also recommend using tenplus1's hudbars mod - tjis mod and BlockMen's mod are no longer maintained.
by taikedz
Sun Feb 26, 2017 16:56
 
Forum: WIP Mods
Topic: [Mod] Run & Fast [runfast]
Replies: 24
Views: 4977

Re: [Mod] Run & Fast [runfast]

Yes it will conflict.

This mod tries to manage hunger and hp regeneration and so do BlockMen's hunger and tenplus1's hudbars

All 3 allow running

Is there a reason you wanted to use both?
by taikedz
Sun Feb 26, 2017 16:52
 
Forum: WIP Mods
Topic: [Mod] Run & Fast [runfast]
Replies: 24
Views: 4977

Re: ABMs and mob spawning

Hmm.... table is missing headers, what mod is this, what ABR are you using...?
by taikedz
Sun Feb 26, 2017 10:41
 
Forum: Modding Discussion
Topic: ABMs and mob spawning
Replies: 3
Views: 905

Re: [MOD] STuff to make with moreores's tin [tincraft]

Apologies. I had forgot to add handlers for hitting players. This is now done.

Weapons deal damage as per their "fleshy" definitions. Respects armor.
by taikedz
Fri Feb 24, 2017 22:16
 
Forum: WIP Mods
Topic: [MOD] STuff to make with moreores's tin [tincraft]
Replies: 6
Views: 1559

Re: [Mod] Not So Simple Mobs [3.0] [nssm]

echosa - I have never seen that behaviour... is it not sufficient to space out your hits individually per second? mobs_redo does have some code to make sure that a hit's full power is dependent on the time between hits (to prevent spam hitting be ridiculously effective at super-high frequency), and ...
by taikedz
Wed Feb 15, 2017 21:00
 
Forum: Mod Releases
Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
Replies: 298
Views: 79510

Re: Get your own Minetestserver - Hosting by tchncs.de

I guess this thread is nice and dead. Congrats Gundul, you killed it. But for those who might be concerned about Gundul's claims: So you running a profit commercial hosting business without owning a company. That I would call highly illegal in Germany :) Citation needed. In America, France and the U...
by taikedz
Thu Feb 09, 2017 11:09
 
Forum: Minetest Servers
Topic: Get your own Minetestserver - nope - not anymore.
Replies: 28
Views: 5524

Re: Get your own Minetestserver - nope - not anymore.

... I am not sure I correctly read what happened here... Milan, I must say you've handled this conversation well and I'm sorry to see you retiring your offer. You seemed to be the more likely person to be able to run a community-oriented hosting service to success. Apparently, there is still much to...
by taikedz
Thu Feb 09, 2017 10:17
 
Forum: Minetest Servers
Topic: Get your own Minetestserver - nope - not anymore.
Replies: 28
Views: 5524

Re: Post your mapgen questions here (modding or engine)

Does the mod with your mapgen depend on the mod called base? That would be prerequisite... aside from that.... zip file/git url? :-p
by taikedz
Tue Feb 07, 2017 22:27
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 76687

Re: Post your mapgen questions here (modding or engine)

Is it normal to generate map with such explicit straight borders of biomes? http://www.imageup.ru/img173/2676344/valleys_12017-02-08-01-01crop.png I personally would not expect that.... what seed + mapgen are you using? (check in the worlds folder, name of your world, the map_meta.txt file for that...
by taikedz
Tue Feb 07, 2017 22:16
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 76687

Re: Post your mapgen questions here (modding or engine)

Well then, here you are :D minetest.clear_registered_biomes() minetest.clear_registered_decorations() minetest.register_biome({ name = "grassland", --node_dust = "", node_top = "base:dirt_with_grass", depth_top = 1, node_filler = "base:dirt", <snip ...> This ...
by taikedz
Tue Feb 07, 2017 22:14
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 76687

Re: Post your mapgen questions here (modding or engine)

When I saw aspen tree first time, I thought "wow, there are birches in the game!" Again this interesting observation is not mapgen-related :-) Second thought - would it be possible/desirable to split the trees into a "trees" mod within minetest_game, such that tree generation an...
by taikedz
Mon Feb 06, 2017 19:36
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 76687

Re: Post your mapgen questions here (modding or engine)

I really need help with this one :P I tried registering a new biome (using the biome api), but since i'm making a game without starting from the default minetest_game, i have no biomes defined already.So, when i register this new biome (two of them, one for land and one for ocean), i get two biomes...
by taikedz
Mon Feb 06, 2017 19:31
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 76687

Re: Post your mapgen questions here (modding or engine)

I added the birch tree from ethereal (Lua schematic) to my mod base to test new trees. Works fine so far except that the trunk base is often removed by other decoration What can I do about it? https://forum.minetest.net/download/file.php?mode=view&id=8865&sid=d9db448712e8d15c58f8917fd9f91cf...
by taikedz
Mon Feb 06, 2017 17:18
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 76687

Re: Post your mapgen questions here (modding or engine)

When I saw aspen tree first time, I thought "wow, there are birches in the game!" After that, I opened english-russian dictionary and figured out that "aspen" mean this tree . I can't still understand why in-game trees with black-white-spotted thunks are aspen (that really looks...
by taikedz
Mon Feb 06, 2017 17:15
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 76687

Re: Get your own Minetestserver - Hosting by tchncs.de

I need to do some memory recalculations - small servers are still - or again - welcome. . You mean "gratis"? I think that more pointedly, Milan wrote: I am still surprised how less requests i got and how the people tricked me and didn't payd/wrote anymore. So probably not gratis. @Milan -...
by taikedz
Mon Feb 06, 2017 13:19
 
Forum: Minetest Servers
Topic: Get your own Minetestserver - nope - not anymore.
Replies: 28
Views: 5524

Re: Big Thoughts, Dangerous Thoughts

TumeniNodes - ah, then it was my misunderstanding, and I apologise for incorrectly interpreting your intent!
by taikedz
Mon Feb 06, 2017 13:12
 
Forum: Minetest General
Topic: Big Thoughts, Dangerous Thoughts
Replies: 9
Views: 2057

Re: How minetest actually works ("There is no tree, Neo")

burli - hmm not sure I follow you there.... Yes there are more mods focusing on content (nodes, tools, items, entities, added functionality, etc) than actual mapgen (which is what I guess you mean by procedural generation?) But between ethereal, added plant mods, moretrees, farming_redo and crops, e...
by taikedz
Sun Feb 05, 2017 19:05
 
Forum: Modding Discussion
Topic: How minetest actually works ("There is no tree, Neo")
Replies: 28
Views: 4531

Re: Form or Substance

*sigh* well you did put your heart in it, it would be unfortunate not to get any meaningful response. As recommended in exams, and whilst falling short as all humans do, the goal is always compositions which are : 1) Relevant 2) Accurate 3) Complete 4) Clear. Whilst the metaphor of the ''Power Plant...
by taikedz
Sun Feb 05, 2017 18:41
 
Forum: Minetest General
Topic: Big Thoughts, Dangerous Thoughts
Replies: 9
Views: 2057
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