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Re: Experiment to create air bubbles.

Seems minetest has a few display glitches like this, especially when using node transparency in certain cases.
by TenPlus1
Thu Feb 02, 2017 08:49
 
Forum: Modding Discussion
Topic: Experiment to create air bubbles.
Replies: 7
Views: 1285

Re: Experiment to create air bubbles.

Maybe this will help, place bubblesand node underwater around 5 deep and watch :) minetest.register_node("bubble_sand:bubblesand", { description = "Bubble Sand", tiles = {"default_sand.png"}, groups = {crumbly = 3, falling_node = 1, sand = 1}, sounds = default.node_soun...
by TenPlus1
Wed Feb 01, 2017 19:55
 
Forum: Modding Discussion
Topic: Experiment to create air bubbles.
Replies: 7
Views: 1285

Re: 32x John Smith Texture Pack - 0.4.15

Seems that way... Maybe it was done for a little randomness :P
by TenPlus1
Wed Feb 01, 2017 18:15
 
Forum: Minetest Texture Packs
Topic: 32x John Smith Texture Pack - 0.4.15
Replies: 86
Views: 111277

Re: [Mod] Protector Redo [2.0] [protector]

We already have a setting for protection radius which the server/client can reduce to 3 if needed for intricate build protection, failing that a specialised node just for your road with a mini protection routine build in :)
by TenPlus1
Wed Feb 01, 2017 18:13
 
Forum: Mod Releases
Topic: [Mod] Protector Redo [2.0] [protector]
Replies: 174
Views: 38192

Re: [Mod] Protector Redo [2.0] [protector]

Updated:

- Protectors can no longer be moved by mesecon pistons.
by TenPlus1
Wed Feb 01, 2017 14:15
 
Forum: Mod Releases
Topic: [Mod] Protector Redo [2.0] [protector]
Replies: 174
Views: 38192

Re: What I am dreaming about, for MineTest...

Ethereal has a few of these, namely the Crystal Gilly Staff, Staff of Light and Mobs Redo has the Lava Pick :)
by TenPlus1
Wed Feb 01, 2017 13:19
 
Forum: Modding Discussion
Topic: What I am dreaming about, for MineTest...
Replies: 4
Views: 1083

Re: 32x John Smith Texture Pack - 0.4.15

burli: look to the default textures for real sizes.
by TenPlus1
Wed Feb 01, 2017 13:17
 
Forum: Minetest Texture Packs
Topic: 32x John Smith Texture Pack - 0.4.15
Replies: 86
Views: 111277

Re: What can you do with Mob API's

Pack hunting could be achieved by using the do_custom function in mobs redo, a quick search surrounding the mob (say a wolf) to find other wolves and set the self.following to that entity so it will be followed around.
by TenPlus1
Wed Feb 01, 2017 12:01
 
Forum: Modding Discussion
Topic: What can you do with Mob API's
Replies: 9
Views: 2160

Re: 32x John Smith Texture Pack - 0.4.15

burli: default_grass_1 is typically the same image as grass_3 as this places a random grass 2-5... it ranges smallest to biggest grass_2 to grass_5
by TenPlus1
Wed Feb 01, 2017 11:13
 
Forum: Minetest Texture Packs
Topic: 32x John Smith Texture Pack - 0.4.15
Replies: 86
Views: 111277

Re: [help needed]M.I.L.A. 0.7 !UPDATE! [community][mod][api]

Sadly nothing in the code for climbing ladders, mila is a very simple movement api at the moment.
by TenPlus1
Wed Feb 01, 2017 10:59
 
Forum: WIP Mods
Topic: [help needed]M.I.L.A. 0.7 !UPDATE! [community][mod][api]
Replies: 87
Views: 9525

Re: [Mod] Mobs Redo [1.33] [mobs]

Kewl NathanS, love the walrus btw :)
by TenPlus1
Tue Jan 31, 2017 20:24
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 244181

Re: [Mod] Mobs Redo [1.33] [mobs]

Mobs Redo API updated:

- New 'fly' animation added for when mobs are flying or swimming inside their preferred node.

Mobs Animal Updated:

- Penguins added to glacier biomes which can walk on land or swim in water (Thanks D00Med :)
by TenPlus1
Tue Jan 31, 2017 14:42
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 244181

Re: [Mod] Mobs Redo [1.33] [mobs]

Lol, NathanS has already beaten me to it with his Artic Life mod which adds penguins and walrus to snow/glacier biomes: https://github.com/NathanSalapat/arctic_life
by TenPlus1
Mon Jan 30, 2017 20:20
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 244181

Re: [Mod] Backpacks [backpacks]

I would remove the 'mobs' dependency from the depends.txt file and use something like this instead:

if minetest.get_modpath("mobs") then
-- add recipe here
end
by TenPlus1
Mon Jan 30, 2017 20:18
 
Forum: WIP Mods
Topic: [Mod] Backpacks [backpacks]
Replies: 11
Views: 2371

Re: [Mod] Air Sword [airsword]

Visit Xanadu to see air sword in action.
by TenPlus1
Sun Jan 29, 2017 20:26
 
Forum: Mod Releases
Topic: [Mod] Air Sword [airsword]
Replies: 123
Views: 28529

Re: [Mod] Mobs Redo [1.33] [mobs]

I was thinking of adding a swim animation to mobs that could be called when in water, would be useful :)
by TenPlus1
Sun Jan 29, 2017 20:25
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 244181

Re: [Mod] Hoppers

Initially there was three different api examples and I've settled for the simplest to implement and fastest to use. It's finished and on my git page listed in this thread.
by TenPlus1
Sat Jan 28, 2017 13:56
 
Forum: Mod Releases
Topic: [Mod] Hoppers
Replies: 77
Views: 32450

Re: How to craft TNT?

wood, gunpowder, wood
gunpowder, gunpowder, gunpowder
wood, gunpowder, wood
by TenPlus1
Fri Jan 27, 2017 21:18
 
Forum: Minetest General
Topic: How to craft TNT?
Replies: 3
Views: 1042

Re: [Mod] Hoppers

It seems that FaceDeer and myself have both been working on our own API's for the Hopper mod :)
by TenPlus1
Fri Jan 27, 2017 13:33
 
Forum: Mod Releases
Topic: [Mod] Hoppers
Replies: 77
Views: 32450

Re: [mod-pack] sky critters (for mobs_redo) [mobs_sky]

Tested... flying critters work with latest api and face the right direction.
by TenPlus1
Fri Jan 27, 2017 10:09
 
Forum: WIP Mods
Topic: [mod-pack] sky critters (for mobs_redo) [mobs_sky]
Replies: 19
Views: 5427

Re: [Mod] Mobs Redo [1.33] [mobs]

Do you have the mod security on ? if so add this line to minetest.conf :

secure.enable_security = false
by TenPlus1
Tue Jan 24, 2017 20:24
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 244181

Re: [Mod] Mobs Redo [1.33] [mobs]

I just updated Mobs Redo API so that arrow definition has a 'rotate' setting so you can rotate arrows e.g. mobs:register_arrow("mc_mobs:arrow", { visual = "wielditem", visual_size = {x=0.2, y=0.1}, velocity = 9, textures = {"throwing:arrow_box"}, tail = 1, tail_texture ...
by TenPlus1
Sat Jan 21, 2017 19:26
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 244181

Re: [MOD] Bonemeal [0.3] [bonemeal]

Updated to 0.3

- Added Mulch (tree surrounded by leaves) and Fertiliser (bonemeal + mulch) items
- Added growth strength (mulch = 1, bonemeal = 2, fertiliser = 3) higher the faster things grow in lower light.
by TenPlus1
Wed Jan 18, 2017 15:56
 
Forum: Mod Releases
Topic: [Mod] Bonemeal [0.3] [bonemeal]
Replies: 7
Views: 1474

Re: [MOD] Bonemeal [0.2] [bonemeal]

Updated to 0.2:

- sand, desert_sand and silver_sand will only spawn the odd dry_shrub instead of grass and flowers :)
- added global bonemeal:on_use(pos) function for other mods to use
- added flowers from bakedclay mod as decoration
by TenPlus1
Wed Jan 18, 2017 09:45
 
Forum: Mod Releases
Topic: [Mod] Bonemeal [0.3] [bonemeal]
Replies: 7
Views: 1474

Re: [MOD] Bonemeal [0.1] [bonemeal]

By default any group:soil will have grass and flowers growing on it, but since default farming mod classifies desert sand as soil then it's a problem, so I'll put a specific entry for desert sand and upload today... ... as for sapling light checks, yes, it's meant to override them :) Many players in...
by TenPlus1
Wed Jan 18, 2017 08:22
 
Forum: Mod Releases
Topic: [Mod] Bonemeal [0.3] [bonemeal]
Replies: 7
Views: 1474

Re: Remove Torches, I'm Serious

Would this help: viewtopic.php?f=9&t=15721
by TenPlus1
Wed Jan 18, 2017 08:18
 
Forum: Minetest Features
Topic: Remove Torches, I'm Serious
Replies: 26
Views: 6189

[Mod] Bonemeal [0.3] [bonemeal]

Bonemeal is crushed from bones found in dirt or by using player bones, Mulch is made from a tree trunk surrounded by leaves and Fertiliser is a mix of both, each of which can be used to quickly grow saplings, crops and grass/decoration on top of dirt. Support for ethereal saplings/crops, farming red...
by TenPlus1
Tue Jan 17, 2017 21:16
 
Forum: Mod Releases
Topic: [Mod] Bonemeal [0.3] [bonemeal]
Replies: 7
Views: 1474

Re: [Mod] Quartz [0.1] [quartz]

Screenshots please :)
by TenPlus1
Sat Jan 14, 2017 20:29
 
Forum: WIP Mods
Topic: [Mod] Quartz [0.1] [quartz]
Replies: 7
Views: 1453

Re: Xanadu Server

Wow, nicely done :)
by TenPlus1
Fri Jan 13, 2017 19:43
 
Forum: Minetest Servers
Topic: Xanadu Server
Replies: 2713
Views: 556821
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