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Re: Textures Issue

Often already existing textures from an other loaded mod are re-used for new nodes. So no textures folder is needed in this case.
by bell07
Sun Apr 02, 2017 22:13
 
Forum: Modding Discussion
Topic: Textures Issue
Replies: 4
Views: 3809

Re: [Mod] Subspace Walker Tool (subspacewalker)

A gameplay related update: Added wear to the subspacewalker tool depending on transformation count. Now the tool transforms only 65535 nodes. On default size that are ~ 1000 steps (which have gone faster than you think). So the tool does not give persistent capability to the player in survival.
by bell07
Sun Apr 02, 2017 10:12
 
Forum: Mod Releases
Topic: [Mod] Subspace Walker Tool (subspacewalker)
Replies: 16
Views: 8428

Re: Textures Issue

You need to create a "textures" folder in the mod folder and add your texture file to this folder. See http://rubenwardy.com/minetest_modding_book/chapters/folders.html To avoid conflicts to the other mods please rename your "texture.png" to "prc_texture.png" or somethi...
by bell07
Thu Mar 30, 2017 07:27
 
Forum: Modding Discussion
Topic: Textures Issue
Replies: 4
Views: 3809

Re: Client-sided modding: Good or bad?

Could you please: A) Demonstrate that mod message channels are significantly more dangerous than formspecs B) Separately, give an example of an exploit enabled by message channels (or formspecs) that does not rely on the server-side mod using loadstring or similar functions, and A) No, it is not mo...
by bell07
Thu Mar 23, 2017 11:14
 
Forum: Modding Discussion
Topic: Client-sided modding: Good or bad?
Replies: 34
Views: 17257

Re: Client-sided modding: Good or bad?

I don't see any issue with gameplay-relevant client<->server messaging since players can already send bad formspec submissions A client<->server / mod <-> mod messaging presupposes a mod at the server site provide an additional sender/receiver. Such sender/receiver is always an additional risk like...
by bell07
Thu Mar 23, 2017 08:07
 
Forum: Modding Discussion
Topic: Client-sided modding: Good or bad?
Replies: 34
Views: 17257

Re: Client-sided modding: Good or bad?

I readed the client_lua_api.md, some brainstorming for it minetest.register_alias() Really? Could client site aliases be useful? Oj, I need just to set an alias for dirt to mese ! formspec list[context;main;0,0;8,4;] The context could be other players inventory, locked chests and so one. Is this fea...
by bell07
Wed Mar 22, 2017 22:42
 
Forum: Modding Discussion
Topic: Client-sided modding: Good or bad?
Replies: 34
Views: 17257

Re: Client-sided modding: Good or bad?

It IS already implemented I seen it, and I seen the first cheater-mod [oredetect] is already developed. It is just I like to talk in general and/or abstract. ;) About the "Good" or "Bad" poll, I do not have an answer. In general: yes, In fact: I do'nt know. I have doubts about t...
by bell07
Wed Mar 22, 2017 15:46
 
Forum: Modding Discussion
Topic: Client-sided modding: Good or bad?
Replies: 34
Views: 17257

Re: Client-sided modding: Good or bad?

when false client is prevented from running its own scripts, only those provided by server are allowed. The server cannot prevent anything on the client. This fact is independent if client sided mods are implemented or not. In the past it was possible to run own code on client using patched clients...
by bell07
Wed Mar 22, 2017 12:56
 
Forum: Modding Discussion
Topic: Client-sided modding: Good or bad?
Replies: 34
Views: 17257

Re: Client-sided modding: Good or bad?

I am not long at Minetest, and I do not know the client/server concept in detail, but I do not see any reason to fear the client sided modding, even not in security point of view. Minetest server and client are both Open Source. That means any "Hacker" was able to hack and cheat the game i...
by bell07
Tue Mar 21, 2017 17:02
 
Forum: Modding Discussion
Topic: Client-sided modding: Good or bad?
Replies: 34
Views: 17257

Re: Decreasing load times

A newbie question/idea at this point: Are texture-packs client site or server site? If client site: will the client download textures even the pack contains them? Maybe that is a way to reduce the downloads. Could ogg-files be included to texture pack for delay reductions?
by bell07
Tue Mar 21, 2017 16:35
 
Forum: Modding Discussion
Topic: Decreasing load times
Replies: 8
Views: 4011

Re: [Mod] April Fools [WIP] [git] [april_fools]

Next idea (not checked if possible): If mobs_redo mod is installed, pick randomly a monster model+skin, apply them to a player and disable the nametag for ~2 minutes gameplay. Should be funny in multiplayer if anyone transforms to monster and you cannot see the difference.
by bell07
Tue Mar 21, 2017 16:27
 
Forum: WIP Mods
Topic: [Mod] April Fools [WIP] [git] [april_fools]
Replies: 16
Views: 3655

Re: Idea for a universal node/item creator

The "Free stuff generator" does nearly the same: https://forum.minetest.net/viewtopic.php?f=11&t=13801 It is a cool idea and I tried it in a game. At the end of the day I gived up the search for new diamonds, mese blocks and obsidian since I was able to clone them. The game balance was...
by bell07
Sun Mar 19, 2017 09:45
 
Forum: Modding Discussion
Topic: Idea for a universal node/item creator
Replies: 5
Views: 3316

Re: [Mod] Smart Inventory [smart_inventory]

I am happy to announce the smart_inventory' first release! All things I need are implemented, so I am playing the game again, there are a lot of items to be unlocked in my survival world trough doc's reveal system ;-) Of course I will do adjustments or bugfixes if I find something. As well accept f...
by bell07
Sat Mar 18, 2017 04:38
 
Forum: Mod Releases
Topic: [Mod] Smart Inventory [smart_inventory]
Replies: 25
Views: 8294

Re: [Mod] Vote Block [vote]

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
minetest.formspec_escape(text)
by bell07
Thu Mar 16, 2017 15:41
 
Forum: Mod Releases
Topic: [Mod] Vote Block [vote]
Replies: 23
Views: 7791

Re: [Mod] stone [stone]

Nice mod! A small feature request: may you can take the sones throwable?
by bell07
Thu Mar 16, 2017 08:41
 
Forum: Mod Releases
Topic: [Mod] stone [stone]
Replies: 12
Views: 3761

Re: [Mod] Advanced (yet simple) HUD Library [0.1] [hudlib]

Of course it is beter to improve the base API. But the base API is mostly very generic to give the modders all possibilities he needs. In some cases it is legitim to get an additional abstraction layer API that allow easier implement specific tasks. The best sample is lua integration itself. Why we ...
by bell07
Wed Mar 15, 2017 14:06
 
Forum: WIP Mods
Topic: [Mod] Advanced (yet simple) HUD Library [0.1] [hudlib]
Replies: 6
Views: 1593

Re: simple abm profiling (needs rebuild server)

Is this patch still applicable to current minetest stable 0.4.15?
Does something exists in similar for globalsteps and/or entity's on_step?
by bell07
Wed Mar 15, 2017 10:42
 
Forum: WIP Mods
Topic: simple abm profiling (needs rebuild server)
Replies: 6
Views: 2707

Re: function return after(some time)

You need to do the "steps to do after delay" that needs the result inside the after function. Example from trash in smart_inventory (delete item after 1 second delay): on_put = function(inv, listname, index, stack, player) minetest.after(1, function(stack) inv:set_stack(listname, index, ni...
by bell07
Wed Mar 15, 2017 10:36
 
Forum: Modding Discussion
Topic: function return after(some time)
Replies: 9
Views: 4924

Re: Looking for mods which add Minecraft features

The geomoria ( https://forum.minetest.net/viewtopic.php?f=9&t=16769 ) mod did remembered me to "Netherfestung" ( http://minecraft-de.gamepedia.com/Netherfestung ) Maybe you can customize this mod for rare spawning in in Nether? Maybe the better mod for nether is Underworlds https://for...
by bell07
Mon Mar 13, 2017 22:41
 
Forum: Modding Discussion
Topic: Looking for mods which add Minecraft features
Replies: 16
Views: 6999

Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]

Is usage of external frameworks allowed? (like smartfs, mobs_redo, npcf)?
by bell07
Mon Mar 13, 2017 22:35
 
Forum: Modding Discussion
Topic: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Replies: 28
Views: 14439

Re: [Mod] HUD Plus [hudplus]

I would like my HUD to display the ingame-time, Sounds like a great idea Please keep in mind the orienteering mod https://forum.minetest.net/viewtopic.php?t=15247 does integrate this feature to the gameplay, reachable by crafting and usage of the "clock" item. So take this feature optiona...
by bell07
Mon Mar 13, 2017 15:41
 
Forum: WIP Mods
Topic: [Mod] HUD Plus [hudplus]
Replies: 16
Views: 4405

Re: [Mod] HUD Plus [hudplus]

IMO a mod should do ONE thing, but it should do it right. +1! Sometimes I forgot about this Unix base philosophy too Yes, I've changed my mind about doing a sprint bar: not a chance! (Though I might provide it in a separate mod for those who must have it.) The sprint bar should be provided ("r...
by bell07
Mon Mar 13, 2017 10:52
 
Forum: WIP Mods
Topic: [Mod] HUD Plus [hudplus]
Replies: 16
Views: 4405

Re: Showing wear on formspec's item_image_button[]

I don't understand why one would need to do this I need it on players page of smart_inventory https://forum.minetest.net/viewtopic.php?f=9&t=16597 (see 3rd screenshot) to display wear status of used armor. I like to change (add or replace) armor by click instead of 2x drag&drop, But a inven...
by bell07
Sun Mar 12, 2017 19:16
 
Forum: Modding Discussion
Topic: Showing wear on formspec's item_image_button[]
Replies: 2
Views: 2331

Showing wear on formspec's item_image_button[]

As described in subject, is there a way implemented to show tool wear on formspec / item_image_button[]? (for armor in smart_inventory). I know, using list[] it works out of the box, but I like to see it on a button. In doc/lua_api.txt there is a "serialized itemstring" described with samp...
by bell07
Sat Mar 11, 2017 23:19
 
Forum: Modding Discussion
Topic: Showing wear on formspec's item_image_button[]
Replies: 2
Views: 2331

Re: [Mod] QA-Block [qa_block]

Small update, both on globals explorer page: - form will not be closed on enter in search field. Take the filter instead - If the qa_block node is used, the path to the selected variable is saved to the nodemeta. So it is possible to come back to specific variable even after restart the game. Just c...
by bell07
Fri Mar 10, 2017 22:51
 
Forum: Mod Releases
Topic: [Mod] QA-Block [qa_block]
Replies: 20
Views: 5158

Re: Modifying and using schematics

handle_schematics does have working mts parser written in lua. https://github.com/Sokomine/handle_schematics/blob/master/analyze_mts_file.lua . In the file you find a store_mts_file function to save mts files too, I did not tried it. A slightly modified version (parser only) you can find in my schem...
by bell07
Thu Mar 09, 2017 16:18
 
Forum: Modding Discussion
Topic: Modifying and using schematics
Replies: 6
Views: 3283

Re: [Mod] Alive AI V3.941 [aliveai]

Seems to be beter. I started the game early in the moring, logged in and spawned some NPC's. No crash since 3 hours. But I suspect something is wrong because no NPC did anything usefull. The most time they just stay at the same place. Sometimes place a glass node to the ground, sometimes get a sand ...
by bell07
Thu Mar 09, 2017 10:08
 
Forum: Mod Releases
Topic: [Mod] Alive AI V4.8 [aliveai]
Replies: 148
Views: 66629

Re: [Mod] lib_node_shapes [lib_node_shapes]

Forgotten to say, I am unhappy to shape_type = "basic". Maybe you can change it to something more specific like"bed", "stair", "wall"? nightly EDIT : can you please have a look to my copy (fork) on github and test the changes in branch "pr_modutils" ...
by bell07
Wed Mar 08, 2017 20:47
 
Forum: WIP Mods
Topic: [Mod] lib_node_shapes [lib_node_shapes]
Replies: 14
Views: 2880

Re: [Mod] lib_node_shapes [lib_node_shapes]

Oh, I see you used already shape_type in the mod before my proposal. With the same name oO. That can be used and generate beter classification. Please apply in addition the next patch to get the shape_type used ;-) diff --git a/mods/modpack_lib_shapes/lib_node_shapes/init.lua b/mods/modpack_lib_shap...
by bell07
Wed Mar 08, 2017 19:44
 
Forum: WIP Mods
Topic: [Mod] lib_node_shapes [lib_node_shapes]
Replies: 14
Views: 2880

Re: [Mod] Alive AI V3.935 [aliveai]

Nope. The issue seems to be with the second value is lower or equal the first one. I changed your code to if r1==0 then r2=-0.3 end if r2==0 then r2=0.3 end to if r2 <= r1 then r2=r1+0.1 end And it seems to work now. I take more test evening
by bell07
Tue Mar 07, 2017 11:35
 
Forum: Mod Releases
Topic: [Mod] Alive AI V4.8 [aliveai]
Replies: 148
Views: 66629
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