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hoodedice wrote:Does this kick player on connect?

No, it uses minetest.register_on_prejoinplayer to disconnect players before they even finish connecting and to give them a proper disconnect reason.
by ShadowNinja
Wed Jan 29, 2014 00:47
 
Forum: Mod Releases
Topic: [Mod] White list [whitelist]
Replies: 8
Views: 3394

[Mod] White list [whitelist]

This is a simple mod that adds a player white list. Commands: ⋅ /whitelist add PlayerName ⋅ /whitelist remove PlayerName You can also edit the "whitelist.txt" file in the world directory. (The format is one player name per line) Supported Minetest versions: 0.4.9+ GitHub: https:/...
by ShadowNinja
Wed Jan 29, 2014 00:29
 
Forum: Mod Releases
Topic: [Mod] White list [whitelist]
Replies: 8
Views: 3394

Minetest development is relatively active. You can see the latest changes, pull requests, issues, and more at GitHub.
You can also see a list of changes planned at the TODO list.
by ShadowNinja
Tue Jan 28, 2014 23:38
 
Forum: Minetest General
Topic: New to Minetest
Replies: 19
Views: 2360

Skins added for Citro, Bearbar123, and Inocudom.
Sorry about the downtime. I plan to move the server to a better host soon...
by ShadowNinja
Tue Jan 28, 2014 18:18
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33839

The download archive has been updated with the latest versions of all mods and some bug fixes.
by ShadowNinja
Sat Jan 25, 2014 21:15
 
Forum: Subgame Releases
Topic: [Game] Technic [technic_game]
Replies: 40
Views: 28681

There's also a few caveats: - Doesn't protect your area from TNT or mesecon pistons (might have to adjust those mods if you use them). - Doesn't protect your area from flowing water or lava placed on some kind of ledge a griefer might decide to build at the border. TNT mods should check for protect...
by ShadowNinja
Wed Jan 22, 2014 03:24
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 58208

Ok it seems there is some lag between the update and the readme. I know it is not config.lau but settings.lau. I need to increase the max area to protect. it says the max is 1024m^2, trying to increase it to 5000 or more. When I do it crashes on boot. Areas has no maximum or minimum size by default...
by ShadowNinja
Tue Jan 14, 2014 18:16
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 58208

Rather than having people modify the code, you should add minetest.conf settings. For example: if minetest.setting_getbool("darkage.enable_mapgen") then dofile(modpath.."/mapgen.lua") end And then you can just set darkage.enable_mapgen in minetest.conf. You should also cache the modpath, just call m...
by ShadowNinja
Fri Jan 10, 2014 20:49
 
Forum: Mod Releases
Topic: [Mod] DarkAge [0.4] [darkage]
Replies: 127
Views: 51842

In the stable build you must set up a reactor like it is in the file of reactor shown: [spoiler] -- The reactor consists of an 11x11x11 cube structure -- A cross section through the middle: -- CCCCC CCCCC -- CCCCC CCCCC -- CCSSS SSSCC -- CCSCC CCSCC -- CCSCWWWCSCC -- CCSCW#WCSCC -- CCSCW|WCSCC -- C...
by ShadowNinja
Wed Jan 08, 2014 03:08
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 531104

Azuna wrote:Can i has interact? name: plum. see you ingame :D

Sure, but you have to connect to the server before I can grant it.
by ShadowNinja
Tue Jan 07, 2014 20:53
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33839

TenPlus1 wrote:It seems that cactus and tree blocks can be placed in a protected areas without any problems, any idea why ??

Yes. minetest.rotate_and_place ignored protection. I've fixed it here.
by ShadowNinja
Tue Jan 07, 2014 02:28
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 58208

You could also try: minetest.register_alias("default:cobble", "default:stonebrick") This might convert items in chests too if you move them, although it will make stone drop stonebrick while it's enabled. Another option is to use WorldEdit and run //replace default:cobble default:stonebrick on all o...
by ShadowNinja
Tue Jan 07, 2014 02:01
 
Forum: Minetest General
Topic: Change a node for another in the whole server
Replies: 12
Views: 1670

Minetest requires that mod folders be named the same as the modname part of items registered in the mod. The internal mod name is included in the title of forum topics and under the mod name on the MMDB. GitHub, which is popularly used by modders, adds a -master suffix to the folder name.
by ShadowNinja
Sun Jan 05, 2014 23:46
 
Forum: WIP Mods
Topic: Do you need to have this?
Replies: 4
Views: 983

This is very nice, and it would be nice if it became the official skins DB for Minetest (Under skins.minetest.net or something like that). However, I think there should be an option for servers to download the whole skins DB and use it for setting skins on their server. That way there could be a cen...
by ShadowNinja
Sun Jan 05, 2014 00:47
 
Forum: Minetest-Related
Topic: open MT-Skin Database
Replies: 206
Views: 77356

Skin added for shadowzone.
by ShadowNinja
Fri Jan 03, 2014 03:36
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33839

What about having the Minetest/Freeminer client send a signal, like "-!- enke joined the game (Freeminer)". We obviously have no control over android/ios apps for Minetest, we would know that those who don't send a signal used those clients. Or they were just using old clients. And why? I see no re...
by ShadowNinja
Mon Dec 30, 2013 16:34
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33839

Would it be possible to detect what client a user connects with? No, at least not without launching a nmap scan on everyone that connects, or something like that(which wouldn't work behind a router with NAT). Doing so has been discussed, particularly to ban clients using BuildCraft or a similar app.
by ShadowNinja
Mon Dec 30, 2013 03:26
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33839

Skins added for HardcoreFox and DaVince.
by ShadowNinja
Sun Dec 29, 2013 05:14
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33839

Is there a list of teleport mods? No, you can use a search engine with "site:forum.minetest.net"(or the equivalent) though. why do we lack tagging/sub-category's Because we use punbb, a dead forum software that doesn't have that feature. We should upgrade to something else (like PHPBB) although we ...
by ShadowNinja
Thu Dec 12, 2013 23:29
 
Forum: WIP Mods
Topic: Teleporting
Replies: 5
Views: 971

Thanks ShadowNinja, Using this mod now to replace node_ownership, it works fine. Thank you! You're welcome, glad you like it. :-) Maybe if you give someone a sub area you should be able to remove it. You can, use /remove_area (or /recursive_remove_areas if they have their own sub-areas that you wan...
by ShadowNinja
Wed Dec 11, 2013 19:16
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 58208

Can i have interact privilages please? My in-game name is HardcoreFox. TELL ME THE FREAKIN PASSWORD TO YOUR SERVER FOR V0.4.8!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! It seems we have a name confl...
by ShadowNinja
Mon Dec 09, 2013 00:49
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33839

Thanks So I'm not in creative mode. But my problem is that I installed the unified inventory mod, and when I play with creative mode off, I have a liste on the right with every objects in the game (which is quite useful for crafting recipes), and when I click on any of these objects I get 99 of it ...
by ShadowNinja
Wed Dec 04, 2013 15:42
 
Forum: Minetest Problems
Topic: 0.4.8 Survival mode
Replies: 6
Views: 1683

Your traceback points to a non-existent line in mapgen.lua. Please update your minetest_game. (Or provide the commit that you are on)
I tested all of the functions that I modified, and they seemed to work properly...
by ShadowNinja
Tue Dec 03, 2013 17:07
 
Forum: Minetest Problems
Topic: 
Replies: 2
Views: 737

CraigyDavi wrote:Is there any plan to support screwdrivers and buckets.

Yes, however this has to be fixed in the buckets and screwdriver mods, not individual protection mods. See minetest_game #221.
by ShadowNinja
Sun Nov 24, 2013 18:46
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 58208

ninjaxx wrote:I can't use the master branch.
It says "Mod error: failed to load and run."

Are you using Minetest 0.4.7-stable? The topic clearly states that you need a recent git build.
If you are using a recent git build then I will need all of the error lines in order to help you.
by ShadowNinja
Fri Nov 22, 2013 19:16
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 531104

cactuz_pl wrote:Who wants to play the game?

I won. :-)
I left 99 MESE and 25 Iron blocks for the next person who wins.
by ShadowNinja
Wed Nov 20, 2013 23:01
 
Forum: Minetest Servers
Topic: Redcrab's server
Replies: 5004
Views: 1016251

There is sapier's mobf and PilzAdam's Simple Mobs.
There are also a few other NPC mods, but those are the main two.
by ShadowNinja
Wed Nov 20, 2013 15:35
 
Forum: Minetest Features
Topic: Where are the NPCS?
Replies: 1
Views: 695

Custom skin added for Sonic.
by ShadowNinja
Wed Nov 20, 2013 15:23
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33839

Skins changed/added for Pikachulover98/Kiara and Rhys.
by ShadowNinja
Wed Nov 13, 2013 20:14
 
Forum: Minetest Servers
Topic: ShadowNinja's building server [git, flat, 24/7, short night]
Replies: 134
Views: 33839

Ah, OK. Would it be impossible for the API to be changed to allow it, or is it a deficiency in Lua itself? That could be done, but I probably wouldn't do that as it means you have to manually select the search field when opening the inventory. ESC is just as easy to use as 'i' once you start using ...
by ShadowNinja
Wed Nov 13, 2013 20:07
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 531104
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