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What if the slimes were attracted to something besides just players, say, mese?
then we could build slime traps (a puddle of water with mese in the middle) to keep the population in check.
they'd also make good 'mese sniffers' that way. :D
by aximx51v
Sun Apr 14, 2013 22:20
 
Forum: WIP Mods
Topic: .
Replies: 66
Views: 12884

aximx, this is the wrong thread to be mentioning that. :-) In current git, swords have a different craft recipe than either of the common screwdrivers: Moreblocks Default Sword Screwdriver Screwdriver - S - - - - - - - - S - s S S s S - - s - - - - - - - (where lower 's' is a stick and capital 'S' ...
by aximx51v
Fri Apr 12, 2013 22:02
 
Forum: WIP Mods
Topic: [Mod] circular saw for easier handling of stairsplus-nodes
Replies: 22
Views: 8792

I just noticed when i tried to make a steel sword, that the screwdriver overrides the steel sword's recipe.
you might want to change the recipe..
by aximx51v
Thu Apr 11, 2013 21:35
 
Forum: WIP Mods
Topic: [Mod] circular saw for easier handling of stairsplus-nodes
Replies: 22
Views: 8792

I discovered that the shadows problem goes away when smooth lighting is checked. good enough for me
by aximx51v
Sun Mar 17, 2013 21:27
 
Forum: Mod Releases
Topic: [Mod] Elevator shafts [elevator]
Replies: 51
Views: 21658

paramat wrote:Hmm no idea at the moment. I use it in 0.4.4 stable. Perhaps finite water causes problems?


I don't use finite water. no idea what it could be. probably one of the 40+ mods i run, lol
by aximx51v
Sun Mar 17, 2013 14:54
 
Forum: Mod Releases
Topic: [Mod] Canyon river systems [0.4.2] [canyon]
Replies: 79
Views: 27472

I haven't been able to get this mod to work, the replacing of nodes is FAST for the first 3 seconds, but it slows down fast, and continues to slow, until it's only replacing one node every second. any idea what this could be about?

Canyon 0.30
minetest 0.4.4-d1
by aximx51v
Sat Mar 16, 2013 16:19
 
Forum: Mod Releases
Topic: [Mod] Canyon river systems [0.4.2] [canyon]
Replies: 79
Views: 27472

interesting ideas, I'll have to play around with this
by aximx51v
Fri Mar 08, 2013 13:33
 
Forum: Mod Releases
Topic: [Mod] Sponges [sponge]
Replies: 22
Views: 13886

PilzAdam wrote:Use
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
visual = "upright_sprite",

instead of
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
visual = "sprite",


well, i still have the same image(all 6 faces smushed in to one image), but it's not self aligning to my view angle anymore.
how many faces does an upright sprite support? can it have 6 sides?
by aximx51v
Fri Mar 08, 2013 13:30
 
Forum: WIP Mods
Topic: how do i get a sprite to display properly?
Replies: 6
Views: 1398

i tried
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
some_entity.on_activate = function(self, staticdata)
    self.object:setsprite({x=0,y=0}, 1, 1, true)
end

but no luck..
by aximx51v
Thu Mar 07, 2013 13:29
 
Forum: WIP Mods
Topic: how do i get a sprite to display properly?
Replies: 6
Views: 1398

how do i get a sprite to display properly?

I can't seem to get a sprite image to display like i want (i want it to display the way 2d mobs do in sapiers animals mod) i have: entity={ physical = false, timer=0, physical = true, visual = "sprite", visual_size = {x=4,y=4}, textures = {"image.png^[makealpha:128,0,0^[makealpha:128,128,0"}, sprite...
by aximx51v
Wed Mar 06, 2013 23:40
 
Forum: WIP Mods
Topic: how do i get a sprite to display properly?
Replies: 6
Views: 1398

Calinou wrote:Set "sunlight_propagates = true" to the anti-gravity blocks.


it's already set that way. strange...
maybe i should reload the mod (remove it, run the game, and reinstall it) to see if that changes anything.
is there anybody else who's installed this and noticed this 'shadow'?
by aximx51v
Tue Mar 05, 2013 00:05
 
Forum: Mod Releases
Topic: [Mod] Elevator shafts [elevator]
Replies: 51
Views: 21658

what's your nodebox definitions for the door open/closed?
by aximx51v
Sun Mar 03, 2013 21:47
 
Forum: WIP Mods
Topic: Where is the mistake?
Replies: 7
Views: 1446

take a look at my main post i changed the pics.
in the first picture you can see how the anit-grav field casts a shadow?
what causes that?
anybody know how to get rid of that?
by aximx51v
Sun Mar 03, 2013 21:45
 
Forum: Mod Releases
Topic: [Mod] Elevator shafts [elevator]
Replies: 51
Views: 21658

now with latest minetest build liquid_finite = true liquid_relax = 0 liquid_fast_flood = 0 water/lava can be replaced with default "air" in this mod, and sponge will destroy all water around are you talking about the current dev, or stable release? I can update this mod if it'll still work in the s...
by aximx51v
Sun Mar 03, 2013 18:27
 
Forum: Mod Releases
Topic: [Mod] Sponges [sponge]
Replies: 22
Views: 13886

Hey guys, the development is finished!!!

I just need some people to test it to make sure the bugs are worked out.

let me know what you think :)
by aximx51v
Thu Feb 28, 2013 16:02
 
Forum: Mod Releases
Topic: [Mod] Elevator shafts [elevator]
Replies: 51
Views: 21658

it's only halfway done, but i figured i'd share it anyway.
i posted an updated version in my first post. check it out!
by aximx51v
Wed Feb 27, 2013 02:27
 
Forum: Mod Releases
Topic: [Mod] Elevator shafts [elevator]
Replies: 51
Views: 21658

got it. i call:
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
noise = minetest.sound_play("grav_gen",{pos = pos, gain = 0.5, loop = true, max_hear_distance = 15})

to start the sound, and then i call
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.sound_stop(noise)

to stop it.
i'm using a mono channel ogg file, btw..
thanks for the input guys, it's working!
by aximx51v
Thu Feb 21, 2013 04:25
 
Forum: WIP Mods
Topic: how do i create a looping sound that is only played locally?
Replies: 7
Views: 1270

anybody know is the abm interval setting set in seconds, or can it be variable?
i could make my sound life play at a pos (non looped) and have the sound length so it ends just when the abm starts it again...
by aximx51v
Thu Feb 21, 2013 03:42
 
Forum: WIP Mods
Topic: how do i create a looping sound that is only played locally?
Replies: 7
Views: 1270

well, the noise.object is not the player, that'd be a funny conundrum though. lol my ogg file wasn't mono, but converting it to mono didn't change anything.. :P i just found out though, it has something to do with it being played in association with an object. if i play the sound at a position (with...
by aximx51v
Thu Feb 21, 2013 03:34
 
Forum: WIP Mods
Topic: how do i create a looping sound that is only played locally?
Replies: 7
Views: 1270

how do i create a looping sound that is only played locally?

ok, the title says it all. I've tried
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.sound_play("grav_gen",{object = noise.object, gain = 0.3, max_hear_distance = 1, loop = true})

and it plays the sound. but i can hear it no matter where i go!
what's the proper way to do this? anybody know?
thanks in advance.
by aximx51v
Thu Feb 21, 2013 01:18
 
Forum: WIP Mods
Topic: how do i create a looping sound that is only played locally?
Replies: 7
Views: 1270

ok, I've made a texture I like for the field: http://www.zimg.eu/i/3851431151 this thing is like 4 MB in size when it's a .PNG though lol. it crashes the game after the game loads the new texture, but when you open the game again everything is fine. maybe it should be a bit smaller...? so, if i coul...
by aximx51v
Tue Feb 19, 2013 23:41
 
Forum: Mod Releases
Topic: [Mod] Elevator shafts [elevator]
Replies: 51
Views: 21658

guys this is what i was thinking as far as animation: use this picture: http://www.zimg.eu/i/999970211 and change the animation length to "length=0.5" the animation should probably be more fluid, i only made it 4 frames. by the way, does anybody know how to attach a looped track to a node? I haven't...
by aximx51v
Tue Feb 19, 2013 01:22
 
Forum: Mod Releases
Topic: [Mod] Elevator shafts [elevator]
Replies: 51
Views: 21658

thanks for including the chimney code.
Um, i should mention, you don't include a smoke texture in your current mod download...
might want to fix that :)
by aximx51v
Tue Feb 19, 2013 01:14
 
Forum: Mod Releases
Topic: [Mod] Fireplace and Chimney [v1.1.7][firestone]
Replies: 34
Views: 12256

Casimir wrote:
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
    tiles ={"default_cobble.png"},

He's got it. Replace:
tiles ={"chimney.png", "chimney.png", "chimney_side.png"},
with that, and you're good to go.
by aximx51v
Fri Feb 15, 2013 04:55
 
Forum: Mod Releases
Topic: [Mod] Fireplace and Chimney [v1.1.7][firestone]
Replies: 34
Views: 12256

BZab wrote:Nice, but will cobble texture change on my texture pack's texture? :D


not the way it's set up currently. the chimney uses custom images. it can be changed though :)
by aximx51v
Wed Feb 13, 2013 20:55
 
Forum: Mod Releases
Topic: [Mod] Fireplace and Chimney [v1.1.7][firestone]
Replies: 34
Views: 12256

Hey I really like this mod! I just thought of something to make it better: A working chimney for the fireplace! http://www.zimg.eu/i/2562539721 It's got animated smoke, and the chimney is hollow. You can even fall down inside it, if you get yourself aligned perfectly. http://www.zimg.eu/i/2596490195...
by aximx51v
Wed Feb 13, 2013 20:17
 
Forum: Mod Releases
Topic: [Mod] Fireplace and Chimney [v1.1.7][firestone]
Replies: 34
Views: 12256

ok, how do i attach the sound to the generator node? In papyrus_bed mod I've done this that way: minetest.sound_play("papyrus_bed_snoring",{"papyrus_bed:bed", gain = 0.9, max_hear_distance = 10,}) so I suppose this will be correct: minetest.sound_play("antigravitational_elevator",{"elevator:grav_su...
by aximx51v
Sat Feb 09, 2013 15:19
 
Forum: Mod Releases
Topic: [Mod] Elevator shafts [elevator]
Replies: 51
Views: 21658

@aximx51v I've just made hum sound for elevator. If you like it, I'll be glad when you'll using it in elevator mod =) Sound is normalized to -0.3dB so use GAIN parameter in mod to decrease sound level (if will be too high). Sound: http://db.tt/OXdDkY89 License: CC BY-SA 3.0 Unported ok, how do i at...
by aximx51v
Sat Feb 09, 2013 05:11
 
Forum: Mod Releases
Topic: [Mod] Elevator shafts [elevator]
Replies: 51
Views: 21658

Ragnarok wrote:Something like that but with many dots starts moving from different parts of the image:

http://db.tt/9V5unITB

Similar to smooth flame, sparkles.


but a whole bunch all at once, i get it now. yeah that'd be cool.
play around with it guys, let's see what looks best!
by aximx51v
Sat Feb 09, 2013 04:03
 
Forum: Mod Releases
Topic: [Mod] Elevator shafts [elevator]
Replies: 51
Views: 21658

awesome! :D
now, who's up for making a sonic screwdriver?
make it rotate nodes, invert mesecon signals, open locked doors and chests, (but not wooden ones) and what else?
and how 'bout some new mobs? weeping angel mob would be epic. xD

+10000
by aximx51v
Sat Feb 09, 2013 00:34
 
Forum: WIP Mods
Topic: TARDIS Mod (WIP)
Replies: 21
Views: 4084
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