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Re: ShadowNinja's building server [git, flat, 24/7, short ni

12Me21, What specifically is greifed? The area around spawn looks O.K. I have backups going back years, but I'd rather fix the current map.
by ShadowNinja
Fri Mar 13, 2015 02:43
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33796

Re: ShadowNinja's building server [git, flat, 24/7, short ni

pgrytdal wrote:Now, it will let me log in, but nothing will load. =(

Check your position ;-). Use /spawn to get back inside the map.
by ShadowNinja
Thu Feb 12, 2015 22:02
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33796

Re: ShadowNinja's building server [git, flat, 24/7, short ni

[I] tried logging into your server. It said something about my name not being pronounceable. I had OldCoder check the configuration, but pronouncesbility checking didn't seem to be enabled. He's added you to the exemptions anyway though. How long ago was this? I remember you having issues a while a...
by ShadowNinja
Wed Feb 11, 2015 02:54
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33796

Re: [Mod] Unified Inventory [1.0] [unified_inventory]

By table I mean an actual Lua table. There are flags to disable drawing of the inventory and buttons. For example: get_formspec = function(player) return {formspec=generateMapStrings(), draw_inventory=false, draw_item_list=false} end I don't know exactly what you mean by a button function, but you c...
by ShadowNinja
Tue Feb 10, 2015 04:58
 
Forum: Old Mods
Topic: [Mod] Unified Inventory [1.0] [unified_inventory]
Replies: 161
Views: 108976

Re: [Mod] Unified Inventory [1.0] [unified_inventory]

[My code] fails with "attempt to index global 'unified_inventory' (a nil value)". generateMapStrings() returns the formspec string. I would have thought unified inventory would have to be loaded before you can reference it, but not sure how to ensure this (if it's even needed). Also not s...
by ShadowNinja
Sat Feb 07, 2015 00:15
 
Forum: Old Mods
Topic: [Mod] Unified Inventory [1.0] [unified_inventory]
Replies: 161
Views: 108976

Re: [Mod] Advanced area protection [areas]

You can't have a protected area within an open one. Can this be changed? I don't know how to do this well without breaking "open areas inside protected areas are open." You could do something like "if the size of the protected area is smaller than the open area then it's protected, o...
by ShadowNinja
Wed Jan 28, 2015 00:03
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 58146

Re: Release Engineering

Change to 1.0.0 with the next “feels stable enough” release and use SemVer from that point on. Minetest isn't going to "feel stable enough" for a while. We can switch to SemVer now,without any version jumps or other changes. Just continue with 0.5, 0.6, etc. This doesn't involve any versi...
by ShadowNinja
Fri Jan 16, 2015 20:09
 
Forum: Minetest General
Topic: Release Engineering
Replies: 40
Views: 7536

Re: [Mod] Advanced area protection [areas]

Hi, chickens from mod simple_mobs lay eggs in a protected area and only the owner can remove them. This is an issue with simple_mobs. If eggs are entities, areas doesn't do any protection handling for entities and simple_mobs is doing this. If eggs are nodes, simple_mobs is missing a protection che...
by ShadowNinja
Tue Jan 13, 2015 20:14
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 58146

Re: [Mod] Advanced area protection [areas]

I've had a server owner come to me with a similar complaint. The problem was that they had areas (the administration privilege) granted by default to all players. It's quite likely that the server is mis-configured or you're misusing the mod. If most things are protected but one or two things aren't...
by ShadowNinja
Thu Jan 08, 2015 16:52
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 58146

Re: Minetest 0.4.11

attempt to index global 'debug' (a boolean value) This happens when I enable all of my mods. One of your mods is nuking the Lua debug library. Look for a line like "debug = false" or "debug = true" in one of your mods and notify the mod maker of the issue. They should be using l...
by ShadowNinja
Mon Jan 05, 2015 01:38
 
Forum: Minetest News
Topic: Minetest 0.4.11
Replies: 67
Views: 17703

Re: Release Engineering

Versioning This has been discussed before and everyone agrees to it (AFAIK), there's just some controversy about exactly how the new versioning should work. I think that the starting version for this should be 0.5.0 if there's no major compatibility-breaking change from the 0.4 series since that's ...
by ShadowNinja
Sat Jan 03, 2015 05:29
 
Forum: Minetest General
Topic: Release Engineering
Replies: 40
Views: 7536

Re: [Mod] Technic [0.4.10] [technic]

With the latest version from GitHub I always get a Lua error in .../technic/machines/register/recipes.lua line 30. It seems like another mod is using the technic registration API in an invalid way (input isn't a table). Your code won't actually work because it clears the input before reading it. Ch...
by ShadowNinja
Fri Dec 26, 2014 04:03
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 530411

Re: [Mod] Technic [0.4.10] [technic]

Is there a way to integrate a switch into the cable to turn on the forcefield from the outside? Yes (just dig/place a cable node), but you probably don't want to do this. The forcefield and it's power source has to be self-contained or anyone can get through your field by disabling your power sourc...
by ShadowNinja
Mon Dec 15, 2014 22:26
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 530411

Re: [Mod] Technic [0.4.10] [technic]

I made the forcefield replace all buildable_to nodes (except ignore).
I also found the bottleneck in the forcefield updater and improved the update speed by about 20x (about 0.5s -> 0.02s).
by ShadowNinja
Thu Nov 13, 2014 17:32
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 530411

Re: ShadowNinja's creative server [git, flat, 24/7, always d

Interact granted to dicucitor.
by ShadowNinja
Tue Nov 04, 2014 19:59
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33796

Re: [Mod] Advanced area protection [areas]

Idea : Area staring. This seems like more of a "cool" feature than a "useful" one, so I think it would be better implemented with a separate mod using the Areas API. It wouldn't be as simple as your mockup though because you can be standing in multiple areas at a time and you'd ...
by ShadowNinja
Fri Oct 31, 2014 01:24
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 58146

Re: ShadowNinja's creative server [git, flat, 24/7, always d

Enke wrote:What are the new mods?

+ New mods
by ShadowNinja
Thu Oct 30, 2014 19:15
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33796

Re: ShadowNinja's creative server [git, flat, 24/7, always d

I took the server down for maintenance for a few days, but it's back now! OldCoder is now generously hosting the server for me. The server's port is now 30008, but the old address still works. The server should have better uptime now, and there are a few new mods. Also, we're specializing a little: ...
by ShadowNinja
Wed Oct 29, 2014 22:50
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33796

Re: Request a subforum

Serbian and Arabic sub-forums added.
by ShadowNinja
Mon Oct 13, 2014 22:11
 
Forum: Minetest Other Languages
Topic: Request a subforum
Replies: 9
Views: 23081

Re: [Mod] Advanced area protection [areas]

I have created a tool but the tool can be used in protected areas [whereas it shouldn't]. Any chance you could help me out? Yes, Areas supports Minetest's built-in protection API. Use minetest.is_protected(pos, player_name) to check if an area is protected from a player. If the area is protected yo...
by ShadowNinja
Mon Sep 29, 2014 00:52
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 58146

Re: ShadowNinja's creative server [git, flat, always day]

The mods on this server appear to be old, so you might want to update them. I've updated all of the mods on the server that use Git. Also, would you please add VanessaE's plantlife modpack? It really adds life to worlds. I think that that mod's rather slow and might slow down the server. Also, it's...
by ShadowNinja
Wed Sep 24, 2014 18:54
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33796

Re: [Mod] Fast, powerful explosives [git] [nuke]

Missiles need to have a clearance 100 nodes into the air. Hitting anything before that will cause them to explode, although not as powerfully as if they had hit their target. They also need to stay loaded, which is hard unless you're using creative, I plan to fix this with force loading. They should...
by ShadowNinja
Sat Aug 09, 2014 00:17
 
Forum: Mod Releases
Topic: [Mod] Fast, powerful explosives [git] [nuke]
Replies: 23
Views: 5907

Re: [Mod] Technic [0.4.7] [technic]

pmpeetamellark wrote:What is this mod's folder supposed to be renamed to?

It should be named technic. You can find out what the name should be by looking at the name in brackets at the end of any mod topic.
by ShadowNinja
Mon Jul 21, 2014 16:39
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 530411

Re: [Mod] Unified Inventory [1.0] [unified_inventory]

Marshall_maz wrote:I can't figure out how to make waypoints work.

You need a recent version of the datastorage mod for waypoints to work. The datastorage repo is in the minetest-technic GitHub organization.
by ShadowNinja
Mon Jul 21, 2014 16:35
 
Forum: Old Mods
Topic: [Mod] Unified Inventory [1.0] [unified_inventory]
Replies: 161
Views: 108976

Re: [Mod] Advanced area protection [areas]

how could I achieve that this mod (or another) also prevent users from digging through walls and to creep into "protected" buildings? This is impossible. Clients will always be able to go into protected buildings, even if it takes a modified client or disconnecting a network cable to do i...
by ShadowNinja
Sat Jul 19, 2014 23:18
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 58146

Re: [Mod] Technic [0.4.7] [technic]

pheonixfire wrote:I have setup a LV grinder, solar array and battery box with a switching station but it tells me
it's got no network

The switching station must connect to a cable underneath it. What version of Technic are you using latest from git master, or a download from elsewhere?
by ShadowNinja
Sat Jul 19, 2014 23:12
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 530411

Re: [Mod] Fast, powerful explosives [git] [nuke]

Do I have to create my own nuke.conf file? Yes, at one point it created the file with the default configuration if it didn't exist, but I decided to remove that because if I changed the defaults they wouldn't update in any running installation becuase the mod would treat the settings in nuke.conf a...
by ShadowNinja
Sun Jul 13, 2014 00:29
 
Forum: Mod Releases
Topic: [Mod] Fast, powerful explosives [git] [nuke]
Replies: 23
Views: 5907

Re: [Mod] Fast, powerful explosives [git] [nuke]

Protection support added: 67760f82 I also added sounds, entity physics, effects, and other things to the missile that I missed before. Missiles get unloaded too easily. When I first created missiles the force-loading API wasn't available, and a VM hack (like WorldEdit uses) didn't work. I'll try to ...
by ShadowNinja
Sun Jul 13, 2014 00:07
 
Forum: Mod Releases
Topic: [Mod] Fast, powerful explosives [git] [nuke]
Replies: 23
Views: 5907

Re: [Mod] Fast, powerful explosives [git] [nuke]

This doesn't honor protection yet. If it did it would have to use the API of supported protection mods directly, since is_protected doesn't support checking areas because some mods can't check areas for protection efficiently (mods that store the protection in nodes or their meta for example), and i...
by ShadowNinja
Sat Jul 12, 2014 19:40
 
Forum: Mod Releases
Topic: [Mod] Fast, powerful explosives [git] [nuke]
Replies: 23
Views: 5907

[Mod] Fast, powerful explosives [git] [nuke]

This mod adds some powerful explosives, including iron and mese TNT and a missile. It is highly optimized and uses the LuaVoxelManipulator. It also has some effects, including randomness and particles, and is easily configurable. The mese nuke has a range of 24 by default, and takes approximately 0....
by ShadowNinja
Sat Jul 12, 2014 18:10
 
Forum: Mod Releases
Topic: [Mod] Fast, powerful explosives [git] [nuke]
Replies: 23
Views: 5907
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