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

All mods have been updated, along with the server.
Minetest_NeXt has been merged into minetest_game and updated.
by ShadowNinja
Mon Jul 07, 2014 00:58
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33803

Re: Forum Registration - GitHub username

Fixed, dashes should now be allowed.
by ShadowNinja
Wed Jul 02, 2014 17:37
 
Forum: Minetest Problems
Topic: Forum Registration - GitHub username
Replies: 3
Views: 1093

Re: [Mod] Advanced area protection [areas]

Is it possible to have areas where PvP is enabled or disabled? [Edited for clarity and brevity] No. The PvP setting is server-wide, and clients might cache it. However it's probably possible to fake it by overriding on_punch or a similar callback in all entities to make it check where it is before ...
by ShadowNinja
Wed Jun 25, 2014 00:55
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 58148

Re: [Mod] Advanced area protection [areas]

Could you make areas hurt players who try to violate the areas? Yes, but: ⋅  This can be done much more generically with a separate mod using register_on_protection_violation ⋅  I don't like these deterrents because they hurt legitimate players and do nothing if the player messe...
by ShadowNinja
Wed Jun 25, 2014 00:49
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 58148

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

Inocudom wrote:I noticed that nightclub was removed from this server recently. What went wrong with it?

Some of the nodes it added ignored protection.
by ShadowNinja
Wed Jun 18, 2014 23:36
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33803

Re: Public Server List Reform!

Uptime should not be used, as good servers restart frequently for backups. There are servers that should be banned for good reason, and the current serverlist has support for a ban list ( util/master/master.cgi line 84 ). Votes may be a good idea, but require more persistence. Servers have to be sav...
by ShadowNinja
Wed Jun 18, 2014 14:57
 
Forum: Minetest General
Topic: Public Server List Reform!
Replies: 32
Views: 7156

Re: [Mod] Hardened Clay [1.0] [hardenedclay]

The color machine should not depend on texture names, it should use the texture from minetest.registered_nodes[node_name].tiles[1]. That said, I've changed the texture names to match the mod. You may have trouble with hardenedclay:hardened_clay using the hardenedclay_regular.png texture file though....
by ShadowNinja
Thu Jun 12, 2014 00:33
 
Forum: WIP Mods
Topic: [Mod] Hardened Clay [1.0] [hardenedclay]
Replies: 14
Views: 5691

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

Skin for player "PeterPanda" added.
by ShadowNinja
Wed Jun 11, 2014 20:11
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33803

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

golthem wrote:Could someone post their pictures of a nuclear power plant? I'm having difficulties with mine.

Here you go:
screenshot_2177799031.png
Screenshot of a nuclear reactor
screenshot_2177799031.png (500.17 KiB) Viewed 3946 times
by ShadowNinja
Mon Jun 09, 2014 18:08
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 530663

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

Alt. Tester wrote:Can I build please on here. my name in the server is WidDos.

Interact granted for WidDos.
by ShadowNinja
Sat Jun 07, 2014 14:56
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33803

Re: [Mod] Compass GPS [compassgps]

local player_privs if core then player_privs = core.get_player_privs(name) else player_privs = minetest.get_player_privs(name) end At this time the "core" namespace is only an implementation detail. It should ONLY be used by the Minetest core, including builtin. Mods should only use the &...
by ShadowNinja
Thu Jun 05, 2014 01:28
 
Forum: Mod Releases
Topic: [Mod] Compass GPS [compassgps]
Replies: 124
Views: 53086

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

Tedypig wrote:Is there a way to remove certain parts of the mod? I want to (temporarily) remove lasers and drills.

Yes, create a file called technic.conf in the world directory and fill it with 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
enable_mining_drill = false
enable_mining_laser = false

See config.lua for more options.
by ShadowNinja
Mon Jun 02, 2014 05:01
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 530663

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

Johnyknowhow wrote:I just noticed, like half of the stuff in technic isn't showing up in the unified inventory thing.
Fine copper wire, Copper coils, motors, etc. are not listed.

Works fine for me: (search for copper_[wc][io] )

Image
by ShadowNinja
Sat May 10, 2014 16:54
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 530663

Re: Google no longer indexing forum topics

It seems like bots aren't counted as guests, and bots didn't have permissions to read the forum.
I've given them the appropriate permissions.
by ShadowNinja
Tue May 06, 2014 20:01
 
Forum: Minetest General
Topic: Google no longer indexing forum topics
Replies: 5
Views: 1018

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

I´ve got a problem with unified Inventory and creative_mode. Make sure you're running the latest version of unified_inventory and describe exactly how it isn't working (default creative inventory shows up? UI shows up but buttons don't work? The normal inventory shows up? UI shows up but thinks you...
by ShadowNinja
Tue Apr 29, 2014 15:46
 
Forum: Old Mods
Topic: [Mod] Unified Inventory [1.0] [unified_inventory]
Replies: 161
Views: 109019

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

Looking through the modpack, I noticed a stargate mod. Does it still work, and if so, how do you generate/craft one? You're using a old version of Technic, StarGate is now packaged separately. However, the StarGate mod in old versions of Technic should work (although I wouldn't recommend it on a mu...
by ShadowNinja
Tue Apr 29, 2014 15:42
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 530663

Re: Modders: Give feedback to the core developers

AFAIK ABMs keep going once put on. If that's really true (not my lack of knowledge), I would like to see the possibilities to shut them off and on later in the game, after meeting a condition, paired with the computers internal clock or connected with the Minetest time. ABMs are designed to run on ...
by ShadowNinja
Tue Apr 29, 2014 02:26
 
Forum: Minetest General
Topic: Modders: Give feedback to the core developers
Replies: 75
Views: 9279

Re: [Editor] Node Box Editor [0.6.3 -!- multiple nodes]

I had this issue a while back too. I added this to CMakeLists.txt: @@ -11,16 +11,21 @@ find_package(OpenGL REQUIRED) find_package(JPEG REQUIRED) find_package(BZip2 REQUIRED) find_package(PNG REQUIRED) +find_library(XXF86VM_LIBRARY Xxf86vm) @@ -45,12 +50,11 @@ target_link_libraries( ${JPEG_LIBRARIES}...
by ShadowNinja
Fri Apr 25, 2014 15:39
 
Forum: Minetest-Related
Topic: NodeBoxEditor [0.9.0] - Zooming, dynamic snap res
Replies: 390
Views: 75106

Re: What's Minetest still missing over Minecraft?

Jordach wrote:We're not missing anything, apart from the 12 year olds that need silver spoon feeding.

We're not missing those... Perhaps we don't have the same quantity of them though.
by ShadowNinja
Fri Apr 25, 2014 15:10
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 134873

Re: How do I /giveme a command block in mesecons?

Post updated with the right nodename.
Also, for future reference: reading the code is helpfull, I found the answer here: https://github.com/Jeija/minetest-mod-m ... k/init.lua
by ShadowNinja
Fri Apr 25, 2014 02:30
 
Forum: Minetest General
Topic: How do I /giveme a command block in mesecons?
Replies: 5
Views: 1081

Re: How do I /giveme a command block in mesecons?

The command block is fixed now.
And use /giveme mesecons_commandblock:commandblock_off
by ShadowNinja
Fri Apr 25, 2014 02:19
 
Forum: Minetest General
Topic: How do I /giveme a command block in mesecons?
Replies: 5
Views: 1081

Re: Development Test Curtain Mod Problem

You have to restore the param2 (and param1) value when you use set_node. You can get your current param1 and param2 values with get_node. You should NOT use a hardcoded param2 value. So, for example. local node = minetest.get_node(pos) node.name = "curtains:red_closed" minetest.set_node(po...
by ShadowNinja
Wed Apr 23, 2014 02:21
 
Forum: Minetest Problems
Topic: Development Test Curtain Mod Problem
Replies: 11
Views: 1226

Re: Forum software switch

Morn76 wrote:Can we get a higher attachment size limit as with the old software?

I've raised the attachment size limit.
by ShadowNinja
Wed Apr 23, 2014 02:03
 
Forum: Minetest News
Topic: Forum software switch
Replies: 158
Views: 61169

Re: Forum software switch

Are spoilers going to be fixed soon? Spoilers and headers work, but old ones weren't converted. Colo u r tags also weren't converted to color tags. I'm working on a Python script to fix this but it isn't quite finished yet. Until then, editing a post will update it (except that it won't fix colour ...
by ShadowNinja
Tue Apr 22, 2014 00:37
 
Forum: Minetest News
Topic: Forum software switch
Replies: 158
Views: 61169

Re: Forum software switch

The forum is now converted to phpBB with a theme by BlockMen.
by ShadowNinja
Sat Apr 19, 2014 21:35
 
Forum: Minetest News
Topic: Forum software switch
Replies: 158
Views: 61169

sawik wrote:I have a request: auto farming. For example a machine which would "dig" plants like player does and another which would plant the seeds.

Try using the node breaker and deployer from pipeworks.
by ShadowNinja
Thu Apr 10, 2014 15:50
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 530663

Can somebody make a video tutorial? I can't understand how to use this. I have very tall building and I want to protect it, but I can only place 2 nodes. I want to cover the whole area of the building. [Edited for clarity] There isn't a video tutorial currently that I am aware of. However, protecti...
by ShadowNinja
Mon Apr 07, 2014 03:42
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 58148

Also note that this always enables Technic oregen. This will double the amount of uranium in worlds that have Technic enabled.
You should add something like 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
if minetest.get_modpath("technic_worldgen") then
        technic_uranium_new_ore_gen = false
end
by ShadowNinja
Thu Apr 03, 2014 15:51
 
Forum: Mod Releases
Topic: [Mod] Display Blocks [2.0] [display_blocks]
Replies: 27
Views: 13469

CWz wrote:Can you add an option to toggle whitelist mode?

The whitelist can be enabled and disabled by simply enabling or disabling the mod.
by ShadowNinja
Thu Apr 03, 2014 15:39
 
Forum: Mod Releases
Topic: [Mod] White list [whitelist]
Replies: 8
Views: 3392

I saw that lfs was a solution, but I thought it wouldn't be usable in the context of minetest. Would anyone who installed the mod need to also download and install lfs or can I include it somehow? You can pre-compile it and include it by adding: package.cpath = package.cpath .. ";" .. modpath .. "/...
by ShadowNinja
Fri Mar 28, 2014 22:12
 
Forum: WIP Mods
Topic: lua: list files in a directory
Replies: 5
Views: 2512
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