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The ore generation:
Image
by Nore
Wed Mar 05, 2014 14:00
 
Forum: Mod Releases
Topic: [Mod] River / mountain range mapgen [0.7.1] [watershed]
Replies: 155
Views: 45613

Perhaps ... Options for additional mod ores would be easy to do, i guess moreores would be the one to support, seems popular. What about doing like mg does? It adds a mg.register_ore function, and the supported mods like moreores or technic call this function. By the way, what about changing the or...
by Nore
Sat Mar 01, 2014 06:21
 
Forum: Mod Releases
Topic: [Mod] River / mountain range mapgen [0.7.1] [watershed]
Replies: 155
Views: 45613

Perhaps ... Options for additional mod ores would be easy to do, i guess moreores would be the one to support, seems popular. What about doing like mg does? It adds a mg.register_ore function, and the supported mods like moreores or technic call this function. By the way, what about changing the or...
by Nore
Sat Mar 01, 2014 06:19
 
Forum: Mod Releases
Topic: [Mod] River / mountain range mapgen [0.7.1] [watershed]
Replies: 155
Views: 45613

You can't do "if old_craft_grid = ", it will never work. What you need to do is to test each of the items in the craft grid to check it has the correct name. See an example about how to use it here: https://gist.github.com/Novatux/7179966
by Nore
Sun Feb 23, 2014 06:57
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 593103

I had made a mod like that, but not finished it: https://github.com/Novatux/turtle. However, in that one the turtle in programmed in Forth, and there are a few commands still missing, but globally it works... feel free to use it.
by Nore
Sat Jan 25, 2014 15:59
 
Forum: WIP Mods
Topic: [Mod] ComputerTest
Replies: 22
Views: 7688

That means you are using an old version of mesecons.
by Nore
Thu Jan 16, 2014 05:49
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 236836

freejack, no, the village is not recreated... I know the messages are a bit misleading, but what happens when the message appears is just that is asked if there was a village to spawn here to check if terrain should be flattened, so nothing to worry about...
by Nore
Thu Jan 16, 2014 05:49
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 142
Views: 45807

It could perhaps use the IRC mod, which allows most of these things, and change actions done by the user to a command to the server sent with IRC...
by Nore
Sun Jan 12, 2014 13:11
 
Forum: Minetest General
Topic: [Request] Minetest Web Control Panel
Replies: 8
Views: 1836

Upon request, I've added support for pipeworks . Tubes from that mod can be used with the shared locked chest and furnace like with a normal chest and furnace (i.e. tubes can connect to them). There's also a command /pipeworks which you can enter into the command window of shared locked chests/furn...
by Nore
Sat Jan 11, 2014 06:59
 
Forum: Mod Releases
Topic: [Mod] locks [locks]
Replies: 48
Views: 25226

However, a servers' configuration would be dominant over clientside configuration, because the collision-planes would be different for the two options. Perhaps it could be a good idea, however I reckon that if ever it is merged, client-side configuration would have to be dominant over server-side o...
by Nore
Sun Jan 05, 2014 09:03
 
Forum: Minetest Features
Topic: Terrain smoothing (configurable)
Replies: 24
Views: 9426

That's not quite what I meant. I know how to do so, but I need to be able to set the facing position inside the callback after_place_node. I believe you'll need to call minetest.set_node() to change the 'param2' attribute while preserving 'name' and 'param1'. You may also need to preserve the metad...
by Nore
Fri Jan 03, 2014 20:07
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 593103

You can always know if the player is above or below the level of ground (except lakebeds) by looking at the sunlight. So: if the player is somewhere where there is no sunlight, you know he is below ground level, etc.
by Nore
Fri Jan 03, 2014 13:41
 
Forum: WIP Mods
Topic: How can I find the height of the ground in Lua?
Replies: 7
Views: 1610

There was a pull request about that, but it was not merged: https://github.com/minetest/minetest/pull/640 The other possibility is to start somewhere in the ground (like y = -100), and while the light is less than 15 (sunlight), increase y. You then have ground level... (however, you need to wait th...
by Nore
Fri Jan 03, 2014 09:00
 
Forum: WIP Mods
Topic: How can I find the height of the ground in Lua?
Replies: 7
Views: 1610

LuxAtheris wrote:Just a few ideas:
[Privilege Area]
-Depends = Worldedit
-Players inside that area can interact but when they are out of that area they lose that privilege

sorry for my bad english

rubenwardy made a mod that does this exactly...
by Nore
Fri Jan 03, 2014 07:57
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 359401

how would I add an extra function to a special pick axe? like if I mine something from pos then do function? Oddly, there's not a lot of customization you can do for the behavior from the tool's end. You can either completely override what it does by adding an on_use() callback (same for tools as f...
by Nore
Thu Jan 02, 2014 07:32
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 593103

/revoke <playername> creative
by Nore
Tue Dec 31, 2013 09:50
 
Forum: Old Mods
Topic: [Mod] Unified Inventory [1.0] [unified_inventory]
Replies: 161
Views: 104400

Do you have the creative privilege? Because if you do, you have creative mode regardless of creative_mode.
by Nore
Tue Dec 31, 2013 09:36
 
Forum: Old Mods
Topic: [Mod] Unified Inventory [1.0] [unified_inventory]
Replies: 161
Views: 104400

by Nore
Tue Dec 31, 2013 08:10
 
Forum: Old Mods
Topic: [Mod] Unified Inventory [1.0] [unified_inventory]
Replies: 161
Views: 104400

Here... However, how old is your version of UI?
by Nore
Tue Dec 31, 2013 07:27
 
Forum: Old Mods
Topic: [Mod] Unified Inventory [1.0] [unified_inventory]
Replies: 161
Views: 104400

markbe: this button is disabled outside creative mode to prevent those kind of accidents... you have to use the trash slot to trash your inventory in survival mode.
by Nore
Tue Dec 31, 2013 06:58
 
Forum: Old Mods
Topic: [Mod] Unified Inventory [1.0] [unified_inventory]
Replies: 161
Views: 104400

Use on_rightclick... (IIRC, same arguments as on_use, you can also search lua_api.txt for "rightclick")
by Nore
Tue Dec 24, 2013 15:48
 
Forum: WIP Mods
Topic: Making a tool do something on rightclick
Replies: 8
Views: 1287

D0431791: To disable villages, change the village_at_point function in villages.lua to:
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
function village_at_point(minp, noise1)
    return 0,0,0,0
end


paramat: maybe we could work together on a new mapgen some day?
by Nore
Wed Dec 11, 2013 07:23
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 142
Views: 45807

You need to connect a switching station to the circuit to make it work... As for a tutorial, I don't know if there are any for now...
by Nore
Sun Nov 24, 2013 15:19
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 516838

What I meant was that both mods could perhaps be merged together, to get the best of each one...
by Nore
Sat Nov 23, 2013 20:43
 
Forum: Mod Releases
Topic: [Mod] BuildTest - Buildcraft for Minetest [0.2] [buildtest]
Replies: 31
Views: 18100

It looks pretty much like pipeworks (https://forum.minetest.net/viewtopic.php?id=2155). Maybe the two mods could be merged together?
by Nore
Sat Nov 23, 2013 13:29
 
Forum: Mod Releases
Topic: [Mod] BuildTest - Buildcraft for Minetest [0.2] [buildtest]
Replies: 31
Views: 18100

jojoa1997 wrote:Another thing is hoppers. Hoppers are more simpler than pipeworks when it comes to moving materials and can work well to make automated things.

Then pipeworks will soon have something even easier than hoppers...
But I thought it was a mesecons vs redstone topic, not pipeworks... ;)
by Nore
Fri Nov 22, 2013 16:36
 
Forum: Minetest Features
Topic: Mesecons vs Redstone
Replies: 25
Views: 5932

Regarding redstone chests, I reckon something like that is in digilines now (or in a fork of it) About forth programmable computers, there are some in technic_game, so they are not only for mc. About complicated machines that could be controlled by mesecons, idem... And redstone has no insulated cab...
by Nore
Fri Nov 22, 2013 16:24
 
Forum: Minetest Features
Topic: Mesecons vs Redstone
Replies: 25
Views: 5932

Dan, the tubes do not work like that for now... the place where an item will go depends only of the tube it is in, and not its surroundings. Therefore, the restriction tube would not do anything. About retrievers, it is quite the same, though there could be special tubes for all of that which could ...
by Nore
Wed Nov 20, 2013 18:50
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 236836

Well, thinking to that again, an inventory to the craft table may not be needed. However, it will not lag more than the player inventory, since craftpreview things are done server-side. However, if you do not want to drop items left in craft table, then this is the only way to keep items separate fr...
by Nore
Sun Nov 17, 2013 12:52
 
Forum: Mod Releases
Topic: [Mod] Crafting [2.0.1] [crafting]
Replies: 172
Views: 91080

BlockMen, I made an example crafting table (with item dropping, etc) that works well (but requires a recent version), feel free to use it: https://gist.github.com/Novatux/7172171
by Nore
Sun Nov 17, 2013 10:23
 
Forum: Mod Releases
Topic: [Mod] Crafting [2.0.1] [crafting]
Replies: 172
Views: 91080
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