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Re: [Mod] Commands (based on Minecraft) [commands]

See this to register aliases without spamming /help: viewtopic.php?t=13191
by rubenwardy
Thu Jan 12, 2017 15:38
 
Forum: WIP Mods
Topic: [Mod] Commands (based on Minecraft) [commands]
Replies: 11
Views: 2465

Re: command to clear chat

You can use F2 (?) to hide the chat
by rubenwardy
Thu Jan 12, 2017 14:13
 
Forum: Minetest Features
Topic: command to clear chat
Replies: 2
Views: 656

Re: I’M BEING HACKED WHEN I ENABLE MINETEST ON PUBLIC

Pfft. You're definitely not being hacked. Your router or computer isn't good enough to handle the number of incoming connections, so it becoming unresponsive. This is unlikely to be intentional/malicious
by rubenwardy
Tue Jan 10, 2017 16:56
 
Forum: Minetest Problems
Topic: I’M BEING HACKED WHEN I ENABLE MINETEST ON PUBLIC
Replies: 5
Views: 1219

Re: Is there something like an player metadata ?

Player meta data does not currently exist, although it's hopefully going to soon

You should save player metadata into a new file in the world using io.open and minetest.serialize
by rubenwardy
Mon Jan 09, 2017 17:54
 
Forum: Modding Discussion
Topic: Is there something like an player metadata ?
Replies: 2
Views: 755

Re: [Mod] TurtleMiner ... programmable turtles in Minetest

Because the/my point is to teach children how a computer executes commands one after the other (which isn't obvious to children), not to teach them coding a real language yet. Syntax adds complexity. They can, ofc, progress onto lua later
by rubenwardy
Mon Jan 09, 2017 02:28
 
Forum: WIP Mods
Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
Replies: 107
Views: 19832

Re: What subgames are there that are not only modded Minetes

It's a multiplayer only subgame, yeah
by rubenwardy
Mon Jan 09, 2017 00:22
 
Forum: Subgame Discussion
Topic: What subgames are there that are not only modded Minetest?
Replies: 5
Views: 2210

Re: What subgames are there that are not only modded Minetes

Capture the flag counts for this, I feel
by rubenwardy
Sun Jan 08, 2017 16:33
 
Forum: Subgame Discussion
Topic: What subgames are there that are not only modded Minetest?
Replies: 5
Views: 2210

Re: Porting my MC mod to Minetest

All of those in that list are possible I'd be very interested in such a collection of mods Have you played RimWorld? It has a very impressive health simulation Check out my modding book to learn the basics of modding To make blocks harder to dig, you'll need to edit the tools and the hand Changing m...
by rubenwardy
Sun Jan 08, 2017 16:19
 
Forum: Modding Discussion
Topic: Porting my MC mod to Minetest
Replies: 4
Views: 1309

Re: Minetest - Education Version

Try rounding coordinates in static_spawnpoint? It may not support floating point
by rubenwardy
Sun Jan 08, 2017 11:35
 
Forum: Minetest General
Topic: Minetest - Education Version
Replies: 49
Views: 13605

Re: 0.4.15 Freezing on logs

Sirvoid wrote: but I needed to run it in administrator mode.


Don't do that - it doesn't fix the problem, just hides it. You should never give admin rights to a program that shouldn't need if, even if you trust it's non-malicious - a buggy program can cause system corruptions (overwriting other program's memory)
by rubenwardy
Fri Jan 06, 2017 18:21
 
Forum: Minetest Problems
Topic: 0.4.15 Freezing on logs
Replies: 4
Views: 899

Re: 0.4.15 inventory

You need to update unified_inventory

Didn't realise people still used inventory plus? The fix is as simple as adding sfinv to the dependencies and then doing

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
if minetest.global_exists("sfinv") then
    sfinv.enabled = false
end
by rubenwardy
Fri Jan 06, 2017 18:09
 
Forum: Minetest Problems
Topic: 0.4.15 inventory
Replies: 10
Views: 5003

Re: really frustrated with doors

By centered, do you mean in the center of the node rather than at the edge? ie: Closed Open current: |_ || centered: |-- || Where there is a wall to the left and a door to the right Does it have to have a middle split? (Btw: it would be beneficial when you write lots of text to split it into paragra...
by rubenwardy
Fri Jan 06, 2017 16:10
 
Forum: Modding Discussion
Topic: really frustrated with doors
Replies: 14
Views: 1941

Re: Minetest - Education Version

Have you definitely set static_spawnpoint correctly?

If you type /set static_spawnpoint in game, what does it say?
by rubenwardy
Thu Jan 05, 2017 21:54
 
Forum: Minetest General
Topic: Minetest - Education Version
Replies: 49
Views: 13605

Re: [Modpack] Maidroid [0.1.0]

Please may you explain what this mod does in the topic? I don't like having to google for the MC version. Something like "adds robots that do tasks such as farming and cutting trees, autonomously" and then a list of possible tasks. And also say whether one robot is generic - like, it choos...
by rubenwardy
Thu Jan 05, 2017 16:25
 
Forum: Mod Releases
Topic: [Modpack] Maidroid [0.1.0]
Replies: 39
Views: 7694

Re: [Mod] Delete Player buildings [rollback]

Rollback exists as an engine feature, btw
by rubenwardy
Thu Jan 05, 2017 12:03
 
Forum: WIP Mods
Topic: [Mod] Delete Player buildings [rollback]
Replies: 2
Views: 426

Re: Poll: Growing crops and/or saplings underground?

hajo wrote:At least mushrooms should grow well underground.


iirc, mushrooms grow in the dark anyway (not the light)
by rubenwardy
Wed Jan 04, 2017 22:29
 
Forum: Minetest General
Topic: Poll: Growing crops and/or saplings underground?
Replies: 52
Views: 9557

Re: Poll: Growing crops and/or saplings underground?

But decision about "whether you allow underground farming or deny it" is up to server owners. Default minetest game have no farming at all. It does - farming is in MTG, as well as saplings, grass, cactus, and papyrus. This poll is about default behaviour - mods and maybe settings will be ...
by rubenwardy
Wed Jan 04, 2017 22:00
 
Forum: Minetest General
Topic: Poll: Growing crops and/or saplings underground?
Replies: 52
Views: 9557

Re: [0.4.13-dev] Capture the Flag Server (Guns!)

ABJ wrote:Has this server been shut down?


yes
by rubenwardy
Wed Jan 04, 2017 18:26
 
Forum: Minetest Servers
Topic: [DOWN] Capture the Flag Server (Guns!)
Replies: 217
Views: 32568

Re: Mods for PvP server?

Laser0073 wrote:In particular, how would I be able to save/reset the map?


See ctf_match in capturetheflag. minetest.deleteblocks
Also see worldedit for saving things

Laser0073 wrote:Also, can I set up chests to randomly spawn, with items (a sword, for example.) Thanks! :)


See treasurer
by rubenwardy
Wed Jan 04, 2017 18:06
 
Forum: Minetest Servers
Topic: Mods for PvP server?
Replies: 7
Views: 1519

Re: Disabling conversion of cobble -> mossycobble

How about only growing mossy if there's mossy near? Similar to grass spreading
by rubenwardy
Wed Jan 04, 2017 16:37
 
Forum: Minetest Features
Topic: Disabling conversion of cobble -> mossycobble
Replies: 5
Views: 1022

Re: Minetest 0.4.15

I moved my world from 04.14 on which it was created to 04.15 then found out the wheat and cotton didn't grow to fix the problem I moved the world back from 15 to 14 which I re-downloaded and I run minetest from windows 10 and I am not that technical about program management Were the plants planted ...
by rubenwardy
Tue Jan 03, 2017 21:21
 
Forum: Minetest News
Topic: Minetest 0.4.15
Replies: 136
Views: 52767

Re: The sun is going crazy!!

Joseph13 wrote:The time_speed is at 2304. Is that normal? What is normal?


The default value is 72

This is not a bug, you've changed the speed of time passing
by rubenwardy
Tue Jan 03, 2017 16:13
 
Forum: Minetest General
Topic: The sun is going crazy!!
Replies: 7
Views: 2191

Re: [Mod] TurtleMiner ... programmable turtles in Minetest

Maybe save the def?

turtleneck.registered_turtles[turtletype] = def
by rubenwardy
Tue Jan 03, 2017 12:25
 
Forum: WIP Mods
Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
Replies: 107
Views: 19832

Re: [Mod] Must Have Mod [Mod]

I suggest renaming this mod to "Players Must Have Item", as "must have mod" sounds like you must have the mod

The title would then be "[Mod] Player Must Have Item [player_must_have_item]"
by rubenwardy
Mon Jan 02, 2017 18:13
 
Forum: WIP Mods
Topic: [Mod] Player Must Have Item [mod]
Replies: 7
Views: 1208

Re: [S] Transform Global Directions to Player Local directio

IKRadulov wrote:Is lookdir for get_look_dir() function?


yes

IKRadulov wrote:wouldnt it move the player on same axis if I was to look away from x axis


It moves in the direction the player is facing. So if they're facing north west, they'll move north west
by rubenwardy
Mon Jan 02, 2017 16:59
 
Forum: Modding Discussion
Topic: [S] Transform Global Directions to Player Local directions ?
Replies: 6
Views: 1337

Re: The sun is going crazy!!

if this is singleplayer or you host the server, check the time_speed setting
by rubenwardy
Mon Jan 02, 2017 16:46
 
Forum: Minetest General
Topic: The sun is going crazy!!
Replies: 7
Views: 2191

Re: [Game] CaptureTheFlag [WIP-0.1][capturetheflag] - Kill h

You're using the wrong seed.
You need to get the mapgen seed from the minetest.conf in the game's root, and put it in the main minetest.conf
by rubenwardy
Mon Jan 02, 2017 14:53
 
Forum: WIP Subgames
Topic: [Game] CaptureTheFlag [WIP-0.1][capturetheflag] - Kill hist
Replies: 39
Views: 42431

Re: [S] Transform Global Directions to Player Local directio

You should normalise the vector then times it by the speed / distance local v = vector.new(lookdirection) v = vector.normalize(v) v = vector.mul(v, 1.23) player:moveto({x = player_pos.x + v.x, y = player_pos.y + v.y, z = player_pos.z + v.z }) If you don't want the player to move upwards, place v.y =...
by rubenwardy
Mon Jan 02, 2017 14:49
 
Forum: Modding Discussion
Topic: [S] Transform Global Directions to Player Local directions ?
Replies: 6
Views: 1337

Re: Writing modules in Rust?

by rubenwardy
Mon Jan 02, 2017 13:26
 
Forum: Minetest Engine
Topic: Writing modules in Rust?
Replies: 8
Views: 4020
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