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I think drowning mod is a good example for add the synced and non-synced search:

http://minetest.net/forum/viewtopic.php?id=1402
by lord_james
Mon Nov 12, 2012 00:14
 
Forum: Mod Releases
Topic: [Mod] Search the creative inventory [creative]
Replies: 13
Views: 6110

Models or that change the node with position?
by lord_james
Thu Nov 08, 2012 22:56
 
Forum: WIP Mods
Topic: Sign-like nodebox for 3D torch
Replies: 2
Views: 816

These doors are cool but I don't like placing a door while I'm pointing the side of a block. I tweaked the code. Now, a door only is placed if you point ON a block: minetest.register_node("xdoors2:door", { description = "Wooden Door", node_placement_prediction = "", inventory_image = 'xdoors2_door.p...
by lord_james
Thu Oct 04, 2012 23:41
 
Forum: Old Mods
Topic: [Mod] xDoors² [1] [xdoors2]
Replies: 17
Views: 12489

Ingame map generation control. Much like how other games let the player move sliders and bars to control map generations, the future of maps also needs to allow the players this ability. Sliders: Smooth------------Rough Low Mountains--------------------Ridiculous Mountains (Altitude) Something here...
by lord_james
Thu Oct 04, 2012 00:01
 
Forum: Minetest Features
Topic: fractal/multi-scale mapgernator
Replies: 21
Views: 5432

Cool!!! But... Could it be possible add custom object's movement for mods? For Example, It isn't the same use a bow that eat a cookie
by lord_james
Wed Oct 03, 2012 23:55
 
Forum: Minetest Features
Topic: Better digging animation
Replies: 12
Views: 3175

I think the only blocks available are glowstone and netherack... And bedrock, because it's in the bottom. Soulblock isn't right now (if celeron adds features to edit entities/players movement, maybe).
by lord_james
Sun Apr 15, 2012 00:54
 
Forum: WIP Mods
Topic: [WIP] Nether mod
Replies: 77
Views: 11131

is better copy leaves?
by lord_james
Sat Apr 14, 2012 16:20
 
Forum: WIP Mods
Topic: [MOD REQUEST] Eather or Nether
Replies: 21
Views: 6147

sky world = no, will cause perma shadow. nether = yes, only if -1000 or less. Are you sure about this? minetest.register_node("default:glass", { description = "Glass", drawtype = "glasslike", tile_images = {"default_glass.png"}, inventory_image = minetest.inventorycube("default_glass.png"), paramty...
by lord_james
Sat Apr 14, 2012 15:10
 
Forum: WIP Mods
Topic: [MOD REQUEST] Eather or Nether
Replies: 21
Views: 6147

Uhm... Maybe it's another topic, but maybe Minecraft works with more blocks that we think. Minecraft has two classes of blocks: "User's blocks" [I'll call them U-Blocks] and "System Block" [S-Blocks]. U-blocks are a space of 512 S-Blocks and the "units of measurement" for players. Really, propeties ...
by lord_james
Thu Apr 12, 2012 23:36
 
Forum: WIP Mods
Topic: I there any way minetest could support something like this??
Replies: 10
Views: 1874

Great job! Now, it's only necessary that API allows a custom HUD (for example, bubbles). no..sand and gravel can fall on you Well... I still think a falling solid node must kill you rather drowning haha. But this feature is for another topic: http://c55.me/minetest/forum/viewtopic.php?id=1303
by lord_james
Sun Mar 25, 2012 22:51
 
Forum: Old Mods
Topic: [Mod] Drowning [drowning]
Replies: 64
Views: 24356

sdzen wrote:yes that may work but it should kill you must faster than water


:S Work on the box. Add in my suggestion 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
default.register_drowning_node("default:sand")


But I think be inside a solid node is a bug.
by lord_james
Sun Mar 25, 2012 19:21
 
Forum: Old Mods
Topic: [Mod] Drowning [drowning]
Replies: 64
Views: 24356

Ok, good. I have to go out shopping with the wife right now, but later I'm going to make a small change so you can set how long you can be underwater before damage starts. So say you want it so that you can be underwater for 60 seconds and then every 10 seconds you get 1 point of damage. Work on th...
by lord_james
Sun Mar 25, 2012 17:39
 
Forum: Old Mods
Topic: [Mod] Drowning [drowning]
Replies: 64
Views: 24356

EDIT: Example - [1] = function (0.2) PS.: The code you posted is wrong it must be: [1] = function() return 0.2 end Yeah, it's wrong. I wanted to say "name of function". It's not possible No, I'm not so sure about that. Now, I have tested it. For example, replace this in "default": -- The hand minet...
by lord_james
Sat Mar 24, 2012 14:24
 
Forum: WIP Mods
Topic: [Modding Tutorial]New node groups
Replies: 18
Views: 3385

Nice documentation!

Could it be posible replace the number for a function that return a number? For example, the hand can't broke obsidian in normal mode, but yes in creative mode

EDIT: Example - [1] = function(0.2)
by lord_james
Fri Mar 23, 2012 21:35
 
Forum: WIP Mods
Topic: [Modding Tutorial]New node groups
Replies: 18
Views: 3385

I think this feature (also fast move and teleport) must be regulate in the default's script.

This lua file should set basic rules in minetest games:
-Basic nodes for world
-basic features
-rules for world generation

(It's a opinion)
by lord_james
Tue Mar 20, 2012 22:44
 
Forum: Minetest Features
Topic: Fly mode privilege
Replies: 54
Views: 15147

If anyone provides graphics for animation I'll gladly add it in near future. I'm just not that talented in drawing to produce reasonable good graphics by myself. Transformation on attack will be possible by using the on attack callback I'm going to add in next version. documentation uhhh ... I know...
by lord_james
Tue Mar 20, 2012 22:16
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 830549

I think it's only a good idea in "Creative Mode". I added in "default": -- -- Creative Mode -- minetest.register_on_punchnode(function(pos, node, puncher) if minetest.setting_getbool("creative_mode") then minetest.env:remove_node(pos) end end) minetest.add_to_creative_inventory('default:torch') -- (...
by lord_james
Sun Mar 18, 2012 17:54
 
Forum: Mod Releases
Topic: [Mod] Oneclick block destroy [1.0] [oneclick]
Replies: 18
Views: 10101

[REQUEST] Fix and add features in falling stuff (default)

1º While I was testing MT when I watched that grave and sand don't fall in the water. I have found in the code that only works with the node "air": -- -- Some common functions -- default.falling_node_names = {} function nodeupdate_single(p) n = minetest.env:get_node(p) if default.falling_node_names...
by lord_james
Sun Mar 18, 2012 03:25
 
Forum: WIP Mods
Topic: [REQUEST] Fix and add features in falling stuff (default)
Replies: 2
Views: 1240

Could it be posible transform this proyect in a framework to add easily plants (trees, flowers, whatever) in MINETEST? Yeah, replace original trees to a nature system based in LUA

Edit: Spanish say "Quien tiene boca, se equivoca" (Everyone who has mouth, makes mistakes)
by lord_james
Thu Mar 15, 2012 14:06
 
Forum: Old Mods
Topic: [Mod] Nature Pack [1.0.4]
Replies: 223
Views: 127061

Invalid or deleted file?
by lord_james
Tue Mar 13, 2012 22:32
 
Forum: WIP Mods
Topic: [Testing] Seasons
Replies: 11
Views: 3976

Great mod, but I want suggest these topics: -Could it be possible add animations like old DM? -Could it be possible add new params in transformation? (Example: If I attack "the wrong rat", It'll transform in a monster. Or, a human transforms in wolf) -Could be posible add documentation for add anima...
by lord_james
Sun Mar 11, 2012 23:28
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 830549
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