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Cool, this is a great mod.

Could the blocks be oriented so that you don't see the letters on the lateral side? or is this too hard and/or not your project?
by Belgac
Tue Oct 02, 2012 14:01
 
Forum: Old Mods
Topic: [Mod] Glowing letters A-Z + 0-9 FINAL VERSION[1.0] [neon]
Replies: 32
Views: 13011

oh ok

thank you alot for the piece of info.
by Belgac
Mon Sep 17, 2012 23:31
 
Forum: WIP Mods
Topic: [discussion] armor rating system
Replies: 6
Views: 1722

I wanted to start a thread so we can discuss this in more detail from here: http://minetest.net/forum/viewtopic.php?pid=42931#p42931 I was thinking something like this: 4 = lowest -> no armor 3 = low -> wood <--- if we can't have 4 levels then we will drop wood armor 2 = middle -> steel 1 = highest...
by Belgac
Mon Sep 17, 2012 20:04
 
Forum: WIP Mods
Topic: [discussion] armor rating system
Replies: 6
Views: 1722

What's the problem with my version? did you download it from here or from my official post

Nice improvements
by Belgac
Sun Sep 16, 2012 14:21
 
Forum: WIP Mods
Topic: Mod: Growing
Replies: 18
Views: 9827

I think boats will be as bug-prone as the carts because of the way minetest is coded. WHen vehicules will be bugfree i may try to code a boat.
by Belgac
Thu Sep 13, 2012 17:06
 
Forum: WIP Mods
Topic: Boats?
Replies: 3
Views: 1485

Could you maybe explain the purpose of your mod a little bit more? I looked at it and there seem to be the beginning of a plant (thorn?) and nothing else.
Tell me what you want to do and i'll be happy to help.
by Belgac
Thu Sep 13, 2012 17:05
 
Forum: WIP Mods
Topic: Growth WIP needs debugging link in topic
Replies: 5
Views: 1496

The stairs mod is really usefull thank you very much :)
by Belgac
Wed Sep 12, 2012 09:18
 
Forum: WIP Mods
Topic: [Modpack] General Utilities and Stairs
Replies: 2
Views: 2248

Huge mod :) I love it.

I'm already a big fan of terra firma craft and seeing something as good coming to minetest is great :)
by Belgac
Mon Sep 10, 2012 16:53
 
Forum: WIP Subgames
Topic: [Game] The RealTest Game [realtest]
Replies: 183
Views: 90980

It's not working yet apart for the placement part.
by Belgac
Mon Sep 03, 2012 11:10
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 305295

aww i didn't know that, seems a bad solution indeed.
by Belgac
Sun Sep 02, 2012 20:08
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 305295

Just EPIC!!!!11 Please give us more than two types of basic tubes(like stone/cobblestone in IC2),which don't connect if they are near! It will be very helpful for big schemes building It would be even better if instead of having different basic tubes, we could die tubes with the colors of unified d...
by Belgac
Sun Sep 02, 2012 18:19
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 305295

The base idea of this mod was to make a simple to use library that could manage all plants in the minetest world and that was easy to use for other modders (ie: no need to use all capacities for each plant). I know the scope of this mod is large but i think i'm commited enough :). You're right about...
by Belgac
Thu Aug 30, 2012 15:10
 
Forum: Mod Releases
Topic: [mod] plant aging library [0.1b] [plantaging]
Replies: 19
Views: 9113

rubenwardy wrote:
xyz wrote:Have you already explored all 62000³ blocks?


That is 64 km


Uh??? I think that with the exponent you can't get a km value you should have a km³ value. But I understand what you mean you mean the lenght in one direction is 64 km (also according to my math it's more like 62 km)
by Belgac
Thu Aug 23, 2012 22:45
 
Forum: Minetest General
Topic: When the map will be infinite?
Replies: 7
Views: 1728

or you could use carts by pilzadam, they transport objects.

http://minetest.net/forum/viewtopic.php?id=2451
by Belgac
Thu Aug 23, 2012 22:39
 
Forum: Old Mods
Topic: [Mod] Vehicles: Cart
Replies: 52
Views: 40646

You can use a microcontroler to do this:
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
off(B) if (!A) on  (B);
by Belgac
Thu Aug 23, 2012 18:05
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 667287

I have been lobbying for working farming mod for a while. Now it's here 4 realz:) I find it a pity that there are no wild versions of the crops spawned in the level. My plants mod can help you spawn these plants in the map. That way you can gain seeds from wild versions of the plant. Which is much ...
by Belgac
Thu Aug 23, 2012 17:38
 
Forum: Mod Releases
Topic: [Mod] Farming Plus [farming_plus]
Replies: 316
Views: 232700

PilzAdam wrote:
Bas080 wrote:Maybe you can support my plants mod too.

I would like to see some plants grow to a tree. Or flowers blossoming at a certain time.

I will add a function to my mod that adds tree growing.


I love how you hunt for ideas for your mod on my topic ;)
by Belgac
Thu Aug 23, 2012 17:29
 
Forum: Mod Releases
Topic: [mod] plant aging library [0.1b] [plantaging]
Replies: 19
Views: 9113

Maybe you can support my plants mod too. I would like to see some plants grow to a tree. Or flowers blossoming at a certain time. Yes sure. (the library is quite easy to use) I'm a little busy with my exams right now but i will rework this in september. The trees are planned, but i'm thinking of a ...
by Belgac
Thu Aug 23, 2012 17:26
 
Forum: Mod Releases
Topic: [mod] plant aging library [0.1b] [plantaging]
Replies: 19
Views: 9113

OK so in fact you made your own function as i sugested in your thread. Nice work. I will still integrate this kind of stuff to my library so it is able to do it if someone needs it in another mod.

And by the way what's the advantage of making inverted if conditions with return???
by Belgac
Sat Aug 18, 2012 21:42
 
Forum: Mod Releases
Topic: [mod] plant aging library [0.1b] [plantaging]
Replies: 19
Views: 9113

step by step directions for re-compiling the whole game!!! oh my...

this is kind of really hard.

First of all, what OS are you on?
by Belgac
Sat Aug 18, 2012 18:00
 
Forum: Minetest Engine
Topic: 3D-Player
Replies: 152
Views: 71922

oh ok didn't think of that. I will add this to future improvements. Thank you very much for your constructive criticism :)
by Belgac
Sat Aug 18, 2012 17:57
 
Forum: Mod Releases
Topic: [mod] plant aging library [0.1b] [plantaging]
Replies: 19
Views: 9113

yes indeed. I'm kind of new to programming. why is that a problem?
by Belgac
Sat Aug 18, 2012 17:55
 
Forum: Mod Releases
Topic: [mod] plant aging library [0.1b] [plantaging]
Replies: 19
Views: 9113

on the first page there are two links, one if you are in a precise version of linux, the other to compile it for yourself on other operating systems
by Belgac
Sat Aug 18, 2012 17:50
 
Forum: Minetest Engine
Topic: 3D-Player
Replies: 152
Views: 71922

@rubenwardy: Maybe "make one please" would be more appropriated don't you think?
by Belgac
Sat Aug 18, 2012 16:52
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 667287

This cannot replace my mod because your mod just add new nodes at the top of other nodes. My mod is real growing where the nodes are replaced by a new node. I'm not sure I really understand what you mean. I think this is covered by the maturing part. You just have to declare the new node in matured...
by Belgac
Sat Aug 18, 2012 16:15
 
Forum: Mod Releases
Topic: [mod] plant aging library [0.1b] [plantaging]
Replies: 19
Views: 9113

[mod] plant aging library [0.1b] [plantaging]

Description: This is a plant aging library to make plants grow and mature. This could be used and included in a lot of mods It's a modified version of randomproof 's growing with improvements of ironzorg The mod was then updated by Casimir (official maintainer) to 0.4.2 I separated the growing syst...
by Belgac
Sat Aug 18, 2012 16:07
 
Forum: Mod Releases
Topic: [mod] plant aging library [0.1b] [plantaging]
Replies: 19
Views: 9113

Oh i love the idea of the teleport arrow :)
by Belgac
Fri Aug 17, 2012 16:00
 
Forum: Mod Releases
Topic: [Mod] Throwing, PilzAdam version [throwing]
Replies: 86
Views: 52670

I think that object movement will be handeled by tubes or pipes or the advanced chest linking technology. I personnaly think electrical lamps are already all over the place and not really a priority. I know i rant a lot about mesecon but i don't think they are "magic", i think they just represent lo...
by Belgac
Fri Aug 17, 2012 11:19
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 651382

b)

And what would be really cool with guard mobs is to not only have a player defined path to protect but also things to protect. ie: you could say to a mob to protect a wall or a chest, if a player or mob tries to detroy it or check the inventory then guard enter in action.
by Belgac
Fri Aug 17, 2012 10:36
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 1313632

Great mod idea. I really like it. I would suggest that you change the actual wood crafting with the tree to a new recipe: When you put leaves in the crafting grid you get 1 stick Then you can create basic pickaxe and axe by putting sticks this way SSS XSX = basic pickaxe XSX XSS XSS = basic axe XSX ...
by Belgac
Thu Aug 16, 2012 15:32
 
Forum: Mod Releases
Topic: [Mod] Skyblock [skyblock]
Replies: 184
Views: 69342
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