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After i was finished... http://imgur.com/aV16KEo.png I made it up to level 6 it so very hard to survive i was hiding in the cave Here are a couple of tips to help you survive: 1. Collect apples. 2. Collect sand or dirt to use to quickly build small towers to avoid bombs. (1 block wide, 1 block long...
by Jonathan
Thu Mar 27, 2014 13:45
 
Forum: Mod Releases
Topic: [Mod] Nuke Dropper [nukedropper]
Replies: 13
Views: 6889

Thats cool you like them Jonathan, they would be a little faster as C++ core mapgens but the effort, hassle, complexity and politics involved in dealing with C++ and core Minetest still outweighs the 1-2 second per chunk speed gain for me. I feel my direction is to do what i do best and work on lua...
by Jonathan
Fri Feb 21, 2014 14:20
 
Forum: Minetest Features
Topic: Map Generation Options
Replies: 5
Views: 1570

Map Generation Options

I have seen some of paramat's mods and I would have to say I am very impressed. I would like to see at least some of these incorporated as additional options for map generation in the default game. I am also assuming if they were incorporated into the engine they would be significantly faster. Any t...
by Jonathan
Thu Feb 20, 2014 18:44
 
Forum: Minetest Features
Topic: Map Generation Options
Replies: 5
Views: 1570

rubenwardy wrote:If you do it, do it right.

Don't do a bad job just to save compatibility.


+1. I agree.
by Jonathan
Fri Feb 14, 2014 14:35
 
Forum: Minetest General
Topic: How to handle compatibility issues?
Replies: 23
Views: 3444

Well, I prefer sand instead of gravel because you can pick up sand quicker than gravel (Some of the sand I will reuse after I have gotten rid of some of the lava). Also, I sometimes have more of a demand for gravel than sand for building projects. You get glass from sand. Is that included in that s...
by Jonathan
Tue Feb 11, 2014 17:51
 
Forum: Minetest General
Topic: Question: Infinite Lava
Replies: 8
Views: 2014

https://github.com/minetest/minetest_game/blob/master/mods/default/nodes.lua#L558 Set to true. There was big controversy about this. Yea, I remember there was a big discussion about it. However, I thought they were going to add an option to easily configure it. I personally like having renewable la...
by Jonathan
Tue Feb 11, 2014 15:58
 
Forum: Minetest General
Topic: Question: Infinite Lava
Replies: 8
Views: 2014

https://github.com/minetest/minetest_game/blob/master/mods/default/nodes.lua#L558 Set to true. There was big controversy about this. Yea, I remember there was a big discussion about it. However, I thought they were going to add an option to easily configure it. I personally like having renewable la...
by Jonathan
Mon Feb 10, 2014 18:32
 
Forum: Minetest General
Topic: Question: Infinite Lava
Replies: 8
Views: 2014

Question: Infinite Lava

Lava used to not be a finite source. Is there a line you can use in the minetest.conf file to make it infinite? I tried "liquid_finite = false" but that did not seem to work.
by Jonathan
Mon Feb 10, 2014 16:00
 
Forum: Minetest General
Topic: Question: Infinite Lava
Replies: 8
Views: 2014

Seems more like an adventure map than a mod.. quite interesting though.... It kinda is. It blurs the line between maps and mods (Also, you could possibly even argue that it is a game type :P). What is nice about it though is it can be used with any map. Some maps though will obviously be more fun t...
by Jonathan
Mon Feb 10, 2014 14:24
 
Forum: Mod Releases
Topic: [Mod] Nuke Dropper [nukedropper]
Replies: 13
Views: 6889

This seems like it could be a really neat mod! Especially if it does not "tunnel around obstacles", explodes more realistically than the other explosion mods, and does not lag horribly. FYI, I could not get any of the TNT types to explode for me. I could place them, but I could not find any way to ...
by Jonathan
Sat Feb 08, 2014 18:17
 
Forum: WIP Mods
Topic: Explosives! [explosives] [WIP]
Replies: 16
Views: 4330

This seems like it could be a really neat mod! Especially if it does not "tunnel around obstacles", explodes more realistically than the other explosion mods, and does not lag horribly. FYI, I could not get any of the TNT types to explode for me. I could place them, but I could not find any way to m...
by Jonathan
Fri Feb 07, 2014 20:33
 
Forum: WIP Mods
Topic: Explosives! [explosives] [WIP]
Replies: 16
Views: 4330

FYI, there is a total of 15 levels.

Tip: Collect apples to help you survive.
by Jonathan
Fri Feb 07, 2014 15:43
 
Forum: Mod Releases
Topic: [Mod] Nuke Dropper [nukedropper]
Replies: 13
Views: 6889

Calinou 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
unlimited_player_transfer_distance = false
in minetest.conf.


From what I can remember, you could still see the name if they were close. I would love to have the ability to either configure the distance (so I could set it to 0), or turn it off completely.
by Jonathan
Mon Feb 03, 2014 21:32
 
Forum: Minetest Features
Topic: Hide nicknames
Replies: 17
Views: 3516

yaman wrote:This is the funnest mod I have ever seen. This is the carnage left behind after I was finished with my fun :D http://i.imgur.com/6pmx3m8.png


Glad you enjoyed it :). By the way, what level were you able to make it to?
by Jonathan
Mon Feb 03, 2014 13:31
 
Forum: Mod Releases
Topic: [Mod] Nuke Dropper [nukedropper]
Replies: 13
Views: 6889

rubenwardy wrote:[h]Coming soon[/h]
  • Swearing filter


Nice! Keep up the good work!
by Jonathan
Fri Jan 31, 2014 23:17
 
Forum: Mod Releases
Topic: [Mod] Chat plus [2.3] [chatplus] – Now two mods, bug fixes
Replies: 67
Views: 23391

Known Bugs: ⋅ Turrets and intruder alarms will shoot their owner. I have a solution for your turrets shooting their owners (My comments show the changes I made to the abms): minetest.register_abm({ nodenames = {"camo:player_turret"}, interval = 2, chance = 1, action = function(pos, node) ...
by Jonathan
Fri Jan 31, 2014 23:09
 
Forum: Mod Releases
Topic: [Mod] Camouflage [V16.0] [camo_modpack]
Replies: 35
Views: 15438

Element wrote:does this destroy bedrock


From what I can remember, the only thing bombs do not destroy is obsidian.
by Jonathan
Thu Jan 30, 2014 17:37
 
Forum: Mod Releases
Topic: [Mod] Nuke Dropper [nukedropper]
Replies: 13
Views: 6889

Nice volcano though! :)
paramat wrote:Yes as you can see i have a problem with floating volcanos:


Image
by Jonathan
Mon Jul 15, 2013 19:19
 
Forum: Minetest Features
Topic: Volcano Map Generation
Replies: 27
Views: 7030

Capture the flag game mode , coming soon. http://ubuntuone.com/00ZVxq4gSFurSitmuymBqU Supports capture the flag style games, and City vs City games (Players build fortresses, cities and outposts to combat each other and to get as rich as possible) ⋅ Flags - can be named using GUI, or dele...
by Jonathan
Fri Jun 21, 2013 19:04
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1370840

This is the texture which I was using: Here you could get it. The TNT on the first pictures has an old texture. That was the TNT from "The Great Bombing Run!" this is a different mod that has multiple types of TNT, and is basically a game. You should try it :). You can either create a new map and u...
by Jonathan
Thu Jun 06, 2013 18:36
 
Forum: Mod Releases
Topic: [Mod] Nuke Dropper [nukedropper]
Replies: 13
Views: 6889

A spin off of The Great Bombing Run! has been created.

You can find it here: http://forum.minetest.net/viewtopic.php?id=6178

Note: This spin off does not contain planes, that is coming later. :)
by Jonathan
Tue Jun 04, 2013 13:31
 
Forum: Minetest Maps
Topic: [Map]The Great Bombing Run! (V1.21)
Replies: 26
Views: 7735

[Mod] Nuke Dropper [nukedropper]

WARNING: Do NOT install this mod in maps you do not want destroyed! Finally, it's finished! The nuke dropper is here. Basically it is a game. How many levels can you beat? Can you beat all levels? Note: I would not recommend staying in the water too long. You never know what might happen :D. FYI, I ...
by Jonathan
Tue Jun 04, 2013 13:27
 
Forum: Mod Releases
Topic: [Mod] Nuke Dropper [nukedropper]
Replies: 13
Views: 6889

You cant disable a mod of a game (e.g. you cant use minetest_game without the "wool" mod). Why not allow the same setting for mods in the world's game directory, but default the game mods to "true" if the setting isn't present? This would allow users to add "load_mod_wool = false" to the world.mt f...
by Jonathan
Fri May 31, 2013 16:51
 
Forum: Minetest News
Topic: [0.4.7] Mod System
Replies: 29
Views: 10280

PilzAdam wrote:Already fixed.


Cool! I figured I would mention it since I did not see any reports of it yet.
by Jonathan
Thu May 30, 2013 12:59
 
Forum: Minetest Problems
Topic: Apples multiplying with build ab43377-scriptapi
Replies: 4
Views: 753

Apples multiplying with build ab43377-scriptapi

I am having an issue with PilzAdam's build ab43377-scriptapi. When you have more than 1 apple in a stack in your inventory, and you eat one, it multiplies after removing one apple. Example: 3 apples in stack. Player eats one. Now player has 4 apples. FYI, I am using Windows 7. Does anyone else have ...
by Jonathan
Wed May 29, 2013 19:24
 
Forum: Minetest Problems
Topic: Apples multiplying with build ab43377-scriptapi
Replies: 4
Views: 753

This should do the trick: local add_node = minetest.add_node add_node({x=x,y=y,z=z},{name="default:stone"}) I'm curious, why does this make adding a node faster? In scripting languages practically everything is a hash map (Javascript,Python,Lua,Ruby,etc). This means "minetest.add_node" performs a l...
by Jonathan
Tue May 28, 2013 20:44
 
Forum: Minetest News
Topic: [0.4.7] ScriptAPI separation
Replies: 13
Views: 4743

This should do the trick: local add_node = minetest.add_node add_node({x=x,y=y,z=z},{name="default:stone"}) I'm curious, why does this make adding a node faster? Also, I am assuming that this trick would work for the function set_node as well (what exactly is the difference between add_node and set...
by Jonathan
Tue May 28, 2013 19:40
 
Forum: Minetest News
Topic: [0.4.7] ScriptAPI separation
Replies: 13
Views: 4743

This should do the trick: local add_node = minetest.add_node add_node({x=x,y=y,z=z},{name="default:stone"}) I'm curious, why does this make adding a node faster? Also, I am assuming that this trick would work for the function set_node as well (what exactly is the difference between add_node and set...
by Jonathan
Tue May 28, 2013 19:02
 
Forum: Minetest News
Topic: [0.4.7] ScriptAPI separation
Replies: 13
Views: 4743

This is a great map! :D Still haven't managed to find a bunker though. (even when flying with noclip :P) I only spawned at the first one. I have never been at the second one. You won't spawn in the bunker anymore. The newest version does not spawn you in the bunker, and the bunker locations have be...
by Jonathan
Mon May 27, 2013 18:40
 
Forum: Minetest Maps
Topic: [Map]The Great Bombing Run! (V1.21)
Replies: 26
Views: 7735

Another sneak peek :D

Image Image
Image Image
by Jonathan
Fri May 24, 2013 19:09
 
Forum: Minetest Maps
Topic: [Map]The Great Bombing Run! (V1.21)
Replies: 26
Views: 7735
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