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Re: Different soils for forests

I like that one npx :)
by TenPlus1
Wed Mar 01, 2017 19:54
 
Forum: Minetest Features
Topic: Different soils for forests
Replies: 42
Views: 10355

Re: [Mod] Mobs Redo [1.34] [mobs]

mase - setting 'mobs_animal:cow = 1000,5' has a spawn chance of 1000 with 5 cows per map block and setting 'mobs_animal:cow = 5000' only sets the spawn chance.

Andrey01 - PilzAdam added Oerkki way back in Simple Mobs, am not sure but I think it was a japanese spirit.
by TenPlus1
Sat Feb 25, 2017 15:00
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 242199

Re: [Mod] Mobs Redo [1.34] [mobs]

Updated to 1.34 - New flying mode added to ride api which follows player look direction and can fire arrows. Wuzzy - Thanks for the in-depth review, I have saved it locally so I can go through each point and see what can be done to make things better :) I do agree however that documentation is lack...
by TenPlus1
Sat Feb 25, 2017 09:58
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 242199

Re: knockback

Knockback is in some of the mobs mods but to have it work with players the devs would need to add a missing player:set_velocity() function into the game itself.
by TenPlus1
Fri Feb 24, 2017 07:46
 
Forum: Minetest Features
Topic: knockback
Replies: 33
Views: 14560

Re: [Engine Suggestion] C++ Add-on/Mod API

Many of the mob api's rely on c++ code already in the engine for entity control, path finding, entity detection and falling etc. The core devs leave the rest up to modders so we have the freedom to add our own mobs and have them work the way we want instead of including a default mob system.
by TenPlus1
Fri Feb 24, 2017 07:44
 
Forum: Minetest Features
Topic: [Engine Suggestion] C++ Add-on/Mod API
Replies: 2
Views: 878

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

We already have a /protector_remove command to handle removal of player protectors.
by TenPlus1
Thu Feb 23, 2017 16:08
 
Forum: Mod Releases
Topic: [Mod] Protector Redo [2.0] [protector]
Replies: 174
Views: 37635

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

poikilos: Player check added with some changes... I would recommend joining github so you can post issues and pull requests there :)
by TenPlus1
Thu Feb 23, 2017 10:06
 
Forum: Mod Releases
Topic: [Mod] Protector Redo [2.0] [protector]
Replies: 174
Views: 37635

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

Thanks poikilos, change has been applied to git code.
by TenPlus1
Wed Feb 22, 2017 21:13
 
Forum: Mod Releases
Topic: [Mod] Protector Redo [2.0] [protector]
Replies: 174
Views: 37635

Re: Falling blocks collapse as dropped items

Falling nodes work well but aren't perfect, they can fall and one of them doesn't find an empty space to land which results in a dropped item so that the node isn't lost.
by TenPlus1
Tue Feb 21, 2017 08:42
 
Forum: Minetest Problems
Topic: Falling blocks collapse as dropped items
Replies: 5
Views: 1689

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

I could but checks like that would slow things down... Protector Redo does have a setting for the minetest.conf file however to set protected area size: protector_radius = 5

To protect specific areas of different sizes you could always try the Areas mod.
by TenPlus1
Sat Feb 18, 2017 20:21
 
Forum: Mod Releases
Topic: [Mod] Protector Redo [2.0] [protector]
Replies: 174
Views: 37635

Re: Quick move of items in inventory?

Protector Redo gives you protected chests which have buttons to quickly transfer ALL items to and from player inventory.

viewtopic.php?t=9376
by TenPlus1
Wed Feb 15, 2017 20:23
 
Forum: Minetest General
Topic: Quick move of items in inventory?
Replies: 10
Views: 1617

Re: [Modpack] 3D Armor [0.4.7] [minetest-3d_armor]

Minetest 0.4.15 now uses sfinv for it's inventory and creative menu's which thankfully can be fixed by adding an armor tab into the mix someplace.
by TenPlus1
Wed Feb 15, 2017 08:42
 
Forum: Mod Releases
Topic: [Modpack] 3D Armor [0.4.8] [minetest-3d_armor]
Replies: 594
Views: 262010

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

redblade7 - remember that 'creative' mode is for players to build without having to collect items at all, so placing any item and having it still remain in their inventory is normal... If this is not the intended use then I'd recommend disabling creative and moving to survival instead where you can ...
by TenPlus1
Wed Feb 15, 2017 08:40
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 242199

Re: The world Stops? Falls off like the old days?

You are either at the map limits of 31,000 in all directions or the pre-defined map size in the .conf file.
by TenPlus1
Wed Feb 15, 2017 08:37
 
Forum: Minetest Problems
Topic: The world Stops? Falls off like the old days?
Replies: 3
Views: 1072

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

redblade7 - are you in creative mode ? if so then you will have unlimited items and they remain in your inventory, but... I've just added a change where tamed eggs will be removed even in creative so please update mobs redo api.
by TenPlus1
Tue Feb 14, 2017 08:57
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 242199

Re: Xanadu Server

We have a huge rule board at spawn area written in different languages, but usually breaking any of the rules will result in the account being limited (privs removed), in which case you have three chances (accounts) before the final ban.
by TenPlus1
Mon Feb 13, 2017 17:03
 
Forum: Minetest Servers
Topic: Xanadu Server
Replies: 2713
Views: 543901

Re: Players disconnected if max_objects_per_block exceeded?!

Entities like dropped items, mobs, sign text and itemframes add up and sometimes can exceed the default limit of 49 entities per block which can cause issue... Lately signs_lib mod has been changed so that empty signs do not add an entity, also TPS_signs mod (a fork) counts how many items are inside...
by TenPlus1
Mon Feb 13, 2017 08:37
 
Forum: Minetest Problems
Topic: Players disconnected if max_objects_per_block exceeded?!
Replies: 7
Views: 1286

Re: Post your screenshots!

How much fun would that be :)
by TenPlus1
Sun Feb 12, 2017 16:24
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1380454

Re: [Mod] Item Frames [itemframes]

We could easily add the following code to the on_rightclick for each item that doesn't work for itemframes so that they do (like I did with Farming Redo crop/seed): local def = minetest.registered_nodes[under.name] if def and def.on_rightclick then return def.on_rightclick(pt.under, under, placer, i...
by TenPlus1
Sat Feb 11, 2017 13:40
 
Forum: Mod Releases
Topic: [Mod] Item Frames [itemframes]
Replies: 9
Views: 3198

Re: [MOD] Ethereal NG [1.22] [ethereal]

Update:

- Added settings.conf file example so that server owners can change ethereal settings without editing the mod itself.
by TenPlus1
Fri Feb 10, 2017 18:38
 
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.22] [ethereal]
Replies: 64
Views: 37174

Re: invisible mobs??

Mobs API has a line_of_sight check so that it doesnt attack you through walls, but I was wondering which mods were active as some of the older mobs have model changes, and if a model isn't found then it will appear invisible but still walk around the world.
by TenPlus1
Fri Feb 10, 2017 09:38
 
Forum: Minetest General
Topic: invisible mobs??
Replies: 13
Views: 2517

Re: Nore's personal TODO list

A 60,000 high world could indeed host many realms of say -500 to 500 and be under mod control, but we would need a mapgen feature to be able to generate such realms.
by TenPlus1
Fri Feb 10, 2017 09:33
 
Forum: Minetest Engine
Topic: Nore's personal TODO list
Replies: 28
Views: 13746

Re: invisible mobs??

List what mods are running on server please ?!?!
by TenPlus1
Thu Feb 09, 2017 12:57
 
Forum: Minetest General
Topic: invisible mobs??
Replies: 13
Views: 2517

Re: invisible mobs??

Question: are you using 3d_armor and ethereal mods ? if so then torches burn player and can cause damage.
by TenPlus1
Thu Feb 09, 2017 08:55
 
Forum: Minetest General
Topic: invisible mobs??
Replies: 13
Views: 2517

Re: Aqualung

When creating 3d_armor items,add the group {armor_water=1} to allow player to breathe underwater :)
by TenPlus1
Sun Feb 05, 2017 15:28
 
Forum: Minetest Features
Topic: Aqualung
Replies: 7
Views: 1195

Re: [mod] Smart Inventory [smart_inventory]

Was this mod built from xdecor's crafting guide ?
by TenPlus1
Sun Feb 05, 2017 15:19
 
Forum: Mod Releases
Topic: [Mod] Smart Inventory [smart_inventory]
Replies: 25
Views: 8307

Re: [Mod]Flowerpot[flowerpot]

Since it's a flowerpot you could use the 'dig_immediate = 3' group to pick up the node without cracks appearing.
by TenPlus1
Sun Feb 05, 2017 09:31
 
Forum: WIP Mods
Topic: [Mod]Flowerpot[flowerpot]
Replies: 31
Views: 7213

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

I could look into that as a future feature maybe.
by TenPlus1
Thu Feb 02, 2017 21:12
 
Forum: Mod Releases
Topic: [Mod] Protector Redo [2.0] [protector]
Replies: 174
Views: 37635

Re: [Mod] Hoppers

Thanks for your ideas FaceDeer but for now I'm going to keep hoppers simple and fast... Updated to 1.3 : - Tweaked code to use single abm, performance increase. - Added intllib support, german language conversion by Xanthin - Side-hopper inventory items can be crafted back into standard hoppers Down...
by TenPlus1
Thu Feb 02, 2017 09:13
 
Forum: Mod Releases
Topic: [Mod] Hoppers
Replies: 77
Views: 31589

Re: What can you do with Mob API's

That's exctly what I said above, the do_custom in mobs redo can make mobs follow one another in packs.
by TenPlus1
Thu Feb 02, 2017 08:55
 
Forum: Modding Discussion
Topic: What can you do with Mob API's
Replies: 9
Views: 2151
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