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Hmmm... not sure why that would happen. I edited a stock builtin.lua file. I'll add a download for the edited files, it is just that it can be a pain to keep them up-to-date.
by randomproof
Thu Mar 22, 2012 14:31
 
Forum: Old Mods
Topic: [Mod] Node ownership [node_ownership]
Replies: 84
Views: 33197

There is just one file 'init.lua', that I placed in the /mods/beds folder. This mod should work 'as-is'? I only changed the interval from 10 to 1, typed '/giveme beds:bed' placed the bed on the ground, jumped on it, waited 10 seconds, but nothing happened. Technically this needs a texture to go alo...
by randomproof
Wed Mar 21, 2012 23:02
 
Forum: WIP Mods
Topic: [Mod] Quick bed mod
Replies: 68
Views: 17000

Temperest wrote:... I am pretty sure Minecraft does it IIRC, and it doesn't seem to place too great of a strain on the server...

Really, I didn't realize that the source for MineCraft was released.
by randomproof
Wed Mar 21, 2012 22:54
 
Forum: Minetest Features
Topic: Fly mode privilege
Replies: 54
Views: 15134

I think the problem is that the block with the ground is generated before the block of air above is generated. Therefore when the tree is added to the ground there is no memory allocated to put the top of the tree. So to prevent this from happening you would need to make sure that the block above is...
by randomproof
Wed Mar 21, 2012 22:23
 
Forum: Minetest Problems
Topic: Half trees
Replies: 14
Views: 2650

i got a version from xyz that has it disabled completely me and jordach play with it all the time. All that is disabled is in your client there is no button to turn free_move on and off. When you move in the game what is happening is that your client sends to the server your x-y-z coords and the se...
by randomproof
Wed Mar 21, 2012 22:13
 
Forum: Minetest Features
Topic: Fly mode privilege
Replies: 54
Views: 15134

Hate to nitpick but vertical movement is in the Y axis.
by randomproof
Wed Mar 21, 2012 22:02
 
Forum: WIP Mods
Topic: [Mod Request] Elevator or Vertical Air Movement
Replies: 18
Views: 6539

The only thing that should need updating is the two diffs. Shouldn't take too long...Done
by randomproof
Wed Mar 21, 2012 21:43
 
Forum: Old Mods
Topic: [Mod] Node ownership [node_ownership]
Replies: 84
Views: 33197

+1 Could this be leveraged at the point of all of the 'joins\joined' messaging that takes place in server.cpp? Yes. I would want to make sure that the new player is all loaded and in the system. That is that his/her player is registered in minetest.object_refs so that a reference to the player can ...
by randomproof
Wed Mar 21, 2012 21:37
 
Forum: Minetest Engine
Topic: REQUEST: register_on_player_join & register_on_player_quit
Replies: 11
Views: 2147

It may take up to 10 seconds for this mod to register you as on top of a bed. This was done to cut CPU load. If that is not your problem, I will take a look at it.
by randomproof
Tue Mar 20, 2012 20:09
 
Forum: WIP Mods
Topic: [Mod] Quick bed mod
Replies: 68
Views: 17000

REQUEST: register_on_player_join & register_on_player_quit

These would be call backs to LUA for when a player joins and quits a server. It could be used to serve MOTD kind of stuff, server logging, etc. I have no problem doing the coding, but I don't want to waste by time if it won't be merged. So if someone with some authority to merge code says yes, I wil...
by randomproof
Tue Mar 20, 2012 20:07
 
Forum: Minetest Engine
Topic: REQUEST: register_on_player_join & register_on_player_quit
Replies: 11
Views: 2147

THANK YOU! i've been begging everyone to make this :D will you make them into entities instead of those weird "dropped items" ?? Entities? How would I do that? Those "dropped items" are entities. I think you mean LUAentities, but to do what with them? I guess you could use the on_step function to l...
by randomproof
Tue Mar 20, 2012 20:01
 
Forum: Minetest Engine
Topic: Dropping mined blocks to ground
Replies: 22
Views: 4309

Can you post the whole function that code is in and what file it is in?
by randomproof
Tue Mar 20, 2012 19:51
 
Forum: Minetest Problems
Topic: Removing health off player?
Replies: 7
Views: 2490

Here look at this code: minetest.register_on_generated( function(minp, maxp) max_add = 20 for x = minp.x,maxp.x do for y = minp.y,maxp.y do for z = minp.z,maxp.z do pos = {x=x, y=y, z=z} if minetest.env:get_node(pos).name == "default:stone_with_iron" then max_check = 5 while max_check do pos_i = {x=...
by randomproof
Tue Mar 20, 2012 19:46
 
Forum: WIP Mods
Topic: Register_on_generated?
Replies: 2
Views: 1193

I updated my desert mod :) Cacti should be actually be destroyable in default mode with your fists. You can change nodes that have already been defined if you want. First, make sure that 'default' is in your depends.txt file, then you add this to your mod's init.lua file: minetest.registered_nodes[...
by randomproof
Tue Mar 20, 2012 16:39
 
Forum: WIP Mods
Topic: Attn Mod Devs: Please update your mods to work with latest unstable..
Replies: 10
Views: 1633

I think you can make any groups you want. For example you could edit the plant growing mods to have a 'plant' group on their nodes and tools.
by randomproof
Tue Mar 20, 2012 16:17
 
Forum: WIP Mods
Topic: Attn Mod Devs: Please update your mods to work with latest unstable..
Replies: 10
Views: 1633

All the "minetest.digprop_" functions are deprecated and do nothing now. Look at the default init.lua file to see how nodes are now defined. Also look at the tools to see how they are now interacting with the node groups. See this example: minetest.register_tool("default:shovel_steel", { description...
by randomproof
Tue Mar 20, 2012 15:18
 
Forum: WIP Mods
Topic: Attn Mod Devs: Please update your mods to work with latest unstable..
Replies: 10
Views: 1633

I'd like to point out that this code is just proof-of-concept. If someone else wants to use this to make a full mod, I say "go for it." I'm not good at doing graphics and this mod really needs some, that, and I don't really run a server.
by randomproof
Tue Mar 20, 2012 14:40
 
Forum: WIP Mods
Topic: [Mod] Quick bed mod
Replies: 68
Views: 17000

Could you do something like cycling the number each time it is punched? minetest.register_on_punchnode(function(pos, node, puncher) if node.name == "node_name" then -- Check to see if hit by hand (not sure if this works) if puncher:get_wielded_item():get_tool_capabilities().groupcaps[oddly_breakable...
by randomproof
Mon Mar 19, 2012 23:01
 
Forum: WIP Mods
Topic: Sign questions
Replies: 4
Views: 1411

So it seems to me that there are not hardcoded groups, but the ones that are in the default init.lua file are:
fleshy
crumbly
snappy
cracky
choppy
bendy
dig_immediate
oddly_breakable_by_hand
by randomproof
Mon Mar 19, 2012 22:38
 
Forum: WIP Mods
Topic: Attn Mod Devs: Please update your mods to work with latest unstable..
Replies: 10
Views: 1633

only if metadata_name = "sign" in the node def
by randomproof
Mon Mar 19, 2012 22:25
 
Forum: WIP Mods
Topic: Sign questions
Replies: 4
Views: 1411

The time it takes to cook something is dependent on the item being cooked. So for iron it takes 3 seconds for every lump to be cooked. From default/ini.lua: -- Recipe (cooking): -- { -- type = "cooking", -- output = "default:glass", -- recipe = "default:sand", -- cooktime = 3, <---------------------...
by randomproof
Fri Mar 16, 2012 16:31
 
Forum: Minetest Problems
Topic: Furnace always inactive – won't smelt anything
Replies: 10
Views: 3862

do you have write permission for the file?
if the mods are installed in your home folder, then you should, if they are installed in the /usr/ directory, you may not. Try using 'sudo gedit init.lua'
by randomproof
Thu Mar 15, 2012 22:13
 
Forum: Minetest General
Topic: Edit init.lua
Replies: 4
Views: 951

1omar1 wrote:How to create it?

I'm away from my computer right now but if I remember correctly it is steel in the center surrounded by wood. If that doesn't work look in the init.lua file for the recipe definition.
by randomproof
Tue Mar 13, 2012 15:13
 
Forum: Mod Releases
Topic: [Mod] Clock [clock]
Replies: 23
Views: 13775

Here is a quick bit of code that you can add the the default init.lua file to remove footprints minetest.register_abm({ nodenames = { "default:dirt_with_grass_footsteps" }, interval = 10, chance = 100, action = function(pos, node, active_object_count, active_object_count_wider) minetest.env:add_node...
by randomproof
Fri Mar 09, 2012 22:47
 
Forum: Minetest General
Topic: Footprints
Replies: 10
Views: 1816

lalorobot wrote:I have went like -1000 deep and it is very rare to find any iron :/

There's your problem, iron is mostly near the surface, only randomly placed as you get deep.

It looks like just finding iron is the first real challenge to this game.
by randomproof
Fri Mar 09, 2012 22:44
 
Forum: Minetest Problems
Topic: Iron?
Replies: 39
Views: 10593

kahrl wrote:Why does the server.cpp patch modify the punch action (0) and not the dig action (2)? It makes no sense to me.

Your are right. I made the patch origianally and then lost it and had to recreate it and I put it in the wrong place. I have updated the patch.
by randomproof
Fri Mar 09, 2012 14:19
 
Forum: Old Mods
Topic: [Mod] Node ownership [node_ownership]
Replies: 84
Views: 33197

i personally dont like the growing mod, mountains of cactus and vines reaching the cloud in just a couple hours. its kind of iritating The growing Mod is a bit overpowered if it was toned down just a bit on that stuff i would probly actully use it. You can adjust the timings used by the ABMs to fit...
by randomproof
Thu Mar 08, 2012 23:44
 
Forum: Minetest General
Topic: If I join big server, wont there be material shortcomings?
Replies: 10
Views: 1816

jn wrote:Where can I find your solution?

It is used in my mod for node ownership:
http://c55.me/minetest/forum/viewtopic.php?id=846
Look at the patch for server.cpp
by randomproof
Thu Mar 08, 2012 23:42
 
Forum: WIP Mods
Topic: Notice to mod developers: upcoming changes
Replies: 33
Views: 7066

Here, I wrote a version that will save the players position to a file. I also fixed the chat commands a bit. To save a spawn point just got where you ant it and type "/setspawn" that is it. Right now a mod can not set what direction you are looking so you will be looking in whatever direction you we...
by randomproof
Thu Mar 08, 2012 16:38
 
Forum: WIP Mods
Topic: Extra commands(alpha 0.1)
Replies: 41
Views: 13311

Here is a little of what I think about your list. You have some good ideas, but few are anything new. 1.) How would that be better? Provide some proof to back up your argument. 2 & 3.) There are trade offs for caching vs memory usage and celeron has made it very clear that he wants the game to run o...
by randomproof
Thu Mar 08, 2012 00:19
 
Forum: Minetest Features
Topic: Multiple feature request
Replies: 18
Views: 2801
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