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You can depend on LuaFileSystem and use the dir iterator. For example: local lfs = require("lfs") local modpath = minetest.get_modpath(minetest.get_current_modname()) print("List of textures in this mod: ") for filename in lfs.dir(modpath .. "/textures") do if filename ~= "." and filename ~= ".." th...
by ShadowNinja
Fri Mar 28, 2014 15:50
 
Forum: WIP Mods
Topic: lua: list files in a directory
Replies: 5
Views: 2512

I have one large area "/set_owner"'ed by "SAFR". Inside that area I have a smaller area "/add-owner"'ed by "SAFR". To that sub-area, I have run the "/area_open" command. Playing in a second window as "ak399", I'm seeing the two areas [19 (SAFR), 20 (SAFR/open)]. I am however unable to do anything i...
by ShadowNinja
Sun Mar 23, 2014 16:51
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 58154

Could you consider changing the function 'areas:canPlayerAddArea' so that a player does not have to remove all sub-areas before being able to create an intersecting area ? Something like: - if area.owner ~= name then + if not area.parent and area.owner ~= name then The following change would be use...
by ShadowNinja
Sun Mar 23, 2014 02:55
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 58154

sawik wrote:I constantly get error like "unable to load and run [...]technic/technic/init.lua"...

We need the full error message to determine what the issue is. Run minetest from a terminal and copy the output, or copy the relevant part of debug.txt.

Unrelated: This is my 100th post! \o/
by ShadowNinja
Wed Mar 19, 2014 18:28
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 530773

I don't know if this bug is already known This bug allows to multiply every block, tool, craftitem, etc... It runs with the sand pneumatic tube segment, when you drop an item in it. Put a sand pneumatic tube segment and drop something in it, then, wait a moment and take the entity which go out. Can...
by ShadowNinja
Sun Mar 16, 2014 18:31
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 246807

phpBB is an older forum software (e.g. it's in it's teens by now). Most of the spammer robots already have figured out how to register and post. You're going to get alot of spammers and some hackings. PunBB is quite old too. We have had our share of spambots on PunBB. We can block these spambots wi...
by ShadowNinja
Sat Mar 15, 2014 23:38
 
Forum: Minetest News
Topic: Forum software switch
Replies: 158
Views: 61200

ak399g wrote:I miss the narrower threads, tbh. Maybe I'm just not to fullwidth forums, but I definitely prefer tall & narrow.

The Minetest themed style has the narrow threads, like the current style. :-)
I like it like it is now. Not full width, but not very thin either.
by ShadowNinja
Fri Mar 14, 2014 03:44
 
Forum: Minetest News
Topic: Forum software switch
Replies: 158
Views: 61200

Inocudom wrote:A griefer tore up the Sonic pixel art at spawn recently.

I've fixed it.
by ShadowNinja
Fri Mar 14, 2014 01:10
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33811

These are the things I don't like: [...] Other than that I think it is alright. Just update the theme and install a few modifications such as spoiler to make it better. Most of these issues are style issues, which the new theme should fix. There actually are spoilers. They aren't as pretty as the o...
by ShadowNinja
Thu Mar 13, 2014 20:55
 
Forum: Minetest News
Topic: Forum software switch
Replies: 158
Views: 61200

Forum software switch

After using PunBB as our forum software for a while we have found it lacking in some needed features. Therefore, we are exploring other forum software. One of them that we are considering is phpBB. We have set up a test forum at [url]phpbb.minetest.net[/url]. This has all users and topics transferre...
by ShadowNinja
Thu Mar 13, 2014 19:40
 
Forum: Minetest News
Topic: Forum software switch
Replies: 158
Views: 61200

What's the difference between /set_owner and /add_owner? For example, I (Admin) wish to grant another player (Moderator) access to the entire city (area ID = 1). It would be a sort of co-ownership. Do I use /set_owner, or /add_owner? What would each command do in this situation? /set_owner creates ...
by ShadowNinja
Thu Mar 13, 2014 16:36
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 58154

Yeah.. when I very first started to play Minetest, Technic was one of the first mods I downloaded.. had no idea that 'stable' did not mean 'use this version unless you want to crash'.. which is what 'stable' normally means. "Stable" refers to what was, at the time, the stable version of Minetest. T...
by ShadowNinja
Sun Mar 09, 2014 17:35
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 530773

UOAbigail wrote:Greetings ;)

I am using the 'stable' version of Technic (the one that does not include windmills) and I, too, had issues [...]

The "stable" version is obsolete, it was meant for 0.4.7 only.
by ShadowNinja
Sun Mar 09, 2014 07:09
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 530773

Inocudom wrote:The server crashed again while I was editing one of my signs.

By now the logs are gone (I should add a error dump to my script...) Were you doing anything special? (Such as using the sign next to an unknown node)
by ShadowNinja
Sat Feb 22, 2014 06:16
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33811

it seems in my single player world the tree tap is un-craftable i had all the nessary mats according to unified inventory but was un able to craft it on minetest version 0.4.9 and using the stable branch from this forum Stable is no longer used (and it's mention should be removed) it is only for 0....
by ShadowNinja
Sat Feb 22, 2014 00:02
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 530773

TenPlus1 wrote:Works ok, am somehow still able to place doors though...

Fixed here.
by ShadowNinja
Mon Feb 17, 2014 04:17
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 58154

At the moment it seems to sometimes show the area owners on the HUD but rarely. It's a race condition I believe, so your client might be ready in time, or might not. So I need to update the minetest version. I use a dev build from January the 26th. Do I need a newer version? It was fixed a few days...
by ShadowNinja
Sun Feb 16, 2014 04:40
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 58154

You might find that the intllib mod is helpfull for this. ( https://forum.minetest.net/viewtopic.php?id=4929 ) I rewrote your mod using it: for name, translation in pairs(intllib.get_strings() or {}) do if minetest.registered_items[name] and translation ~= "" then minetest.override_item(name, {descr...
by ShadowNinja
Wed Feb 12, 2014 22:32
 
Forum: Mod Releases
Topic: [Mod] Translate Item Definitions [vortoj]
Replies: 29
Views: 8138

brunob.santos wrote:I am creating a modpack and want it to be compatible.
How do I hide a recipe?

I don't think there are any clean ways to disable a recipe currently. But you can redefine it.
by ShadowNinja
Wed Feb 12, 2014 21:59
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 530773

I made player names on the server case-insensitive. If the server says that your name collides with another players name, or that your player name is already used, tell me and I can chose your preferred capitalization. This will get rid of players named shadowninja, ShAdOwNiNjA, SHADOWNINJA, etc. Un...
by ShadowNinja
Tue Feb 11, 2014 20:43
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33811

durtective6 wrote:Can i make some textures for technic for my texture pack to release?

Yes, of course you can make your own technic textures. :-)
by ShadowNinja
Sat Feb 08, 2014 06:02
 
Forum: Subgame Releases
Topic: [Game] Technic [technic_game]
Replies: 40
Views: 28535

The area owners on the HUD do not seem to be working. This happened just after I updated server to version 0.4.9. Would anyone know what the problem could be? The hud.lua file is there. 0.4.9 has a bug in client initialization, the TOCLIENT_HUD_ADD command is sent, but it's sent before the client i...
by ShadowNinja
Thu Feb 06, 2014 21:46
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 58154

Inocudom wrote:For nightclub, try the link below:
https://dl.dropboxusercontent.com/u/65428713/nightclub-19.zip
I think you will like what it adds.

Nightclub added and should be available at the next restart.
by ShadowNinja
Thu Feb 06, 2014 01:44
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33811

There are two mods that might be of use to you: https://forum.minetest.net/viewtopic.php?pid=117191#p117191 -Nightclub https://forum.minetest.net/viewtopic.php?pid=124928#p124928 -Hardened Clay You will want to test them out first before adding them to the server, just to be safe. The download link...
by ShadowNinja
Wed Feb 05, 2014 03:29
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33811

Inocudom wrote:It looks like there is an alias error with jungle wood stairs and jungle wood slabs, as the ones that were placed in this server's world are now unknown blocks.

This should be fixed at the next restart, I missed junglewood in the default StairsPlus registration list.
by ShadowNinja
Mon Feb 03, 2014 21:06
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33811

Enke wrote:We have a player by the name of Ramone claiming that he was once a moderator. I do not recall him, so I will not act on this. I'll leave this up to ShadowNinja to figure out.

I didn't make Ramone a moderator.
twoelk wrote:Shire=Ramone

Shire is a moderator with the minimal role (basic_privs only).
by ShadowNinja
Mon Feb 03, 2014 02:15
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33811

Some of the blocks of moreblocks aren't visible in the inventory and it appears that homedecor got removed. I updated the server and all mods. Due to HomeDecor's recent switch to a modpack HomeDecor and signs weren't available for a short period. The server is running a experimental version of More...
by ShadowNinja
Fri Jan 31, 2014 02:16
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33811

Enke wrote:How long have we had this? At least since August, right?

It's been available on my server for a while.
brunob.santos wrote:Download?

There's a download link in the first post.
by ShadowNinja
Wed Jan 29, 2014 15:22
 
Forum: Mod Releases
Topic: [Mod] Send memos for players to receive when they come online [memo]
Replies: 4
Views: 1584

Skins won't work until the next restart, which is done automatically at 12:00 UTC.
by ShadowNinja
Wed Jan 29, 2014 01:32
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33811

[Mod] Send memos for players to receive when they come online [memo]

This is a simple mod that adds memos. Players will see memos after connecting. Commands: ⋅ /memosend <player> <message> -- Send a memo to a player ⋅ /memodel <ID>|all -- Delete one or all memos ⋅ /memolist -- List your memos Supported Minetest versions: 0.4.3+ Download:...
by ShadowNinja
Wed Jan 29, 2014 01:02
 
Forum: Mod Releases
Topic: [Mod] Send memos for players to receive when they come online [memo]
Replies: 4
Views: 1584
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