Search found 214 matches

Return to advanced search

@celeron55: I think you should move all the game features to default mod, so that it could be replaced by other one, making the game completely different. Different map generator, different recipes, mods, physics. You will still maintain the default mod, but it will be only one way of all existing ...
by randomproof
Sun Feb 05, 2012 00:41
 
Forum: Minetest General
Topic: What's in store?
Replies: 6
Views: 1744

'furnace_burntime = 5,' is deprecated: minetest.register_craft({ type = "fuel", recipe = "ropes:rope", burntime = 5, }) And you don't need the extra quotes in the output: minetest.register_craft({ output = 'ropes:rope 9', recipe = { {'', 'tree', ''}, {'', 'tree', ''}, {'', 'tree', ''}, } }) Also, I ...
by randomproof
Tue Jan 31, 2012 23:09
 
Forum: WIP Mods
Topic: Issues with Porting Rope Mod
Replies: 9
Views: 2289

It seems to me that there is a lot of coal compared to iron. Looking at the code in mapgen.cpp around line 2217 I'd suggest trying to flip the if ... then .. else part. This would give iron presidence over coal when the map is generated. /* Add others */ { u16 a = mineralrandom.range(0,15); a = a*a*...
by randomproof
Tue Jan 31, 2012 16:20
 
Forum: Minetest Problems
Topic: Iron?
Replies: 39
Views: 10562

Scott wrote:if this were to take place then i would need a fix to my individual problem. when ever i log in, i spawn about 3 blocks below where i logged out, so online, i use flying to free myself

That server must be using version 0.3. That problem has been fix in version 0.4
by randomproof
Tue Jan 31, 2012 00:13
 
Forum: Minetest Features
Topic: Fly mode privilege
Replies: 54
Views: 15114

randomproof , Also, register_globalstep calls every 0.03-0.05 seconds, so your AllPlayersInBed check should be called rarely. And you can make this check faster if you'll check only count of players. I agree. I will add something so it only checks every 10-30 seconds. I would love to check just pla...
by randomproof
Wed Jan 25, 2012 16:18
 
Forum: WIP Mods
Topic: [Mod] Quick bed mod
Replies: 68
Views: 16919

I don't know if anyone has suggested this yet or not, but it would be nice if the different animals or groups of animals were in mods or even just separate files so that there was an easy way to have some but not all. For example, say I just wanted farm animals and not fish.
by randomproof
Wed Jan 25, 2012 05:14
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 823134

rinoux wrote:Image

Is that correct ?

No, generally textures are square. Look in data/default/textures for examples.
by randomproof
Wed Jan 25, 2012 05:07
 
Forum: WIP Mods
Topic: [Mod] Quick bed mod
Replies: 68
Views: 16919

rinoux wrote:quick bed texture... same size as mincraft one.

Image

If you could convert that in to the format used by minetest for textures, that would be great.
by randomproof
Wed Jan 25, 2012 01:37
 
Forum: WIP Mods
Topic: [Mod] Quick bed mod
Replies: 68
Views: 16919

rinoux wrote:what about this recipe:

wool,wool,wool
wood,wood,wood
wood,nothing,wood

Where do you get wool?
by randomproof
Wed Jan 25, 2012 01:35
 
Forum: WIP Mods
Topic: [Mod] Quick bed mod
Replies: 68
Views: 16919

kahrl wrote:I see in the diff that you use dug_item, which doesn't work anymore (I think?). The field is now called drop, e.g.
drop = 'mineral_detector:detector 1'
and so on.

Thank you. Now fixed.
by randomproof
Wed Jan 25, 2012 01:12
 
Forum: WIP Mods
Topic: Mineral Detector
Replies: 38
Views: 15206

16:59:23: ERROR[ServerThread]: ERROR: An unhandled exception occurred: LuaError: error: ....dev-20120122-1-win32\bin\..\data\mods\beds\init.lua:34: attempt to call method 'set_timeofday' (a nil value) 16:59:23: ERROR[ServerThread]: stack traceback: In thread 16f4: C:\tmp\minetest\src\server.cpp:113...
by randomproof
Wed Jan 25, 2012 01:04
 
Forum: WIP Mods
Topic: [Mod] Quick bed mod
Replies: 68
Views: 16919

rinoux wrote:texture dimension ?

It is a standard node cube, so whatever.
by randomproof
Tue Jan 24, 2012 22:53
 
Forum: WIP Mods
Topic: [Mod] Quick bed mod
Replies: 68
Views: 16919

[Mod] Quick bed mod

Quick bed mod Here is my quickly done beds mod. It needs someone to made a texture for the bed. There is also no crafting recipe as I couldn't think of a good one for this. It works by having players standing on top of the bed and the system will count you as being "in bed". Every globalstep the mo...
by randomproof
Tue Jan 24, 2012 22:26
 
Forum: WIP Mods
Topic: [Mod] Quick bed mod
Replies: 68
Views: 16919

You would need to turn off free_move before you could seriously think about doing this.
by randomproof
Tue Jan 24, 2012 21:52
 
Forum: Minetest General
Topic: Minetest Warfare (A Server Idea.)
Replies: 34
Views: 6277

I noticed that chests with stuff in them disappear in the client if they are dug. They stay in the server but not in the client.
by randomproof
Tue Jan 24, 2012 21:45
 
Forum: WIP Mods
Topic: Notice to mod developers: upcoming changes
Replies: 33
Views: 7057

Won't that break a number of mods, for example mesecons? Okay, they've been broken by itemdef, fair enough :) This is my patch, BTW: http://paste.pocoo.org/show/540203/ You are right. I noticed that my doors mod needs the node placed by the time that function is called so it can get the metadata. I...
by randomproof
Tue Jan 24, 2012 21:43
 
Forum: WIP Mods
Topic: Mod update status (0.4.dev-20120122-1)
Replies: 31
Views: 8556

Won't that break a number of mods, for example mesecons? Okay, they've been broken by itemdef, fair enough :) This is my patch, BTW: http://paste.pocoo.org/show/540203/ You are right. I noticed that my doors mod needs the node placed by the time that function is called so it can get the metadata. I...
by randomproof
Tue Jan 24, 2012 21:22
 
Forum: WIP Mods
Topic: Mod update status (0.4.dev-20120122-1)
Replies: 31
Views: 8556

@randomproof: Oops, shut off my brain there. Of course what I wrote won't work, for the reasons you point out. I'll make a patch so minetest.node_dig can be overridden by mods. I changed the node_ownership mod to include a change to builtin.lua so that the functions minetest.item_place_node and min...
by randomproof
Tue Jan 24, 2012 21:18
 
Forum: WIP Mods
Topic: Mod update status (0.4.dev-20120122-1)
Replies: 31
Views: 8556

Figured it out. What I am doing here is overwritten in builtin.lua minetest.item_place_node.
by randomproof
Tue Jan 24, 2012 21:03
 
Forum: WIP Mods
Topic: Add item to player's inventory?
Replies: 6
Views: 2547

for some reason i this in not working for me: minetest.register_on_placenode(function(pos, newnode, placer) if not IsPlayerNodeOwner(pos, placer:get_player_name()) then minetest.chat_send_player(placer:get_player_name(), "You can not place nodes here.") --add node back into placer's inv leftover = p...
by randomproof
Tue Jan 24, 2012 20:46
 
Forum: WIP Mods
Topic: Add item to player's inventory?
Replies: 6
Views: 2547

@randomproof Updated the list. About node ownership, the new version allows something like that (it might be a little bit of a hack though). local old_node_dig = minetest.node_dig function minetest.node_dig(pos, node, digger) if (digger is allowed to dig at pos) then old_node_dig(pos, node, digger)...
by randomproof
Tue Jan 24, 2012 20:04
 
Forum: WIP Mods
Topic: Mod update status (0.4.dev-20120122-1)
Replies: 31
Views: 8556

I've updated a few of my mods: Clock Mod Mineral Detector Simple Doors 'baking' is abandoned (There is a better mod available) 'growing' needs no change and i think, like with baking, there is a different, more up-to-date, version available 'node ownership' is on hold until there are native function...
by randomproof
Tue Jan 24, 2012 16:49
 
Forum: WIP Mods
Topic: Mod update status (0.4.dev-20120122-1)
Replies: 31
Views: 8556

Just pushed the update for the new code changes.
by randomproof
Tue Jan 24, 2012 16:40
 
Forum: WIP Mods
Topic: Mineral Detector
Replies: 38
Views: 15206

Do you get something like this when you run the server: steven@debian:~/working/minetest/bin$ ./minetestserver signal_handler_init() Using relative paths (RUN_IN_PLACE) path_data = /home/steven/working/minetest/bin/../data path_userdata = /home/steven/working/minetest/bin/.. Debug streams initialize...
by randomproof
Sat Jan 21, 2012 01:20
 
Forum: Minetest Problems
Topic: Compiled to run in place on linux, minetestserver doesnt?
Replies: 12
Views: 2512

Have you tried running the server on the command line? You can then run the client any way you want and set the server address as localhost. Or you can just run the client with a blank server address and the server will be started in the background.
by randomproof
Fri Jan 20, 2012 23:12
 
Forum: Minetest Problems
Topic: Compiled to run in place on linux, minetestserver doesnt?
Replies: 12
Views: 2512

Hmm, noticed that my changes are causing you to be "respawned" when you login instead of being placed where you were when you logout.

EDIT: Ok, fixed it.
by randomproof
Fri Jan 20, 2012 20:20
 
Forum: Minetest Engine
Topic: Lua API: on_respawnplayer doesn't work
Replies: 11
Views: 3144

Most of the mod functions are done in callbacks from the server, so running each mod in a separate thread really doesn't make sense. You would also have problems with two or more threads reading/writing the map at once. It would be a locking nightmare (only one thread could read or write to the map ...
by randomproof
Fri Jan 20, 2012 17:15
 
Forum: Minetest Problems
Topic: extreme cpu usage
Replies: 9
Views: 1629

My guess is that line 204: "local l_above = minetest.env:get_node_light({x = pos.x,y=pos.y+2,z=pos.z}, nil)" is returning nil because that pos wasn't generated or loaded from disk yet. It should be noted that any of the minetest.env functions could return nil for unloaded mapblocks. For most mods yo...
by randomproof
Thu Jan 19, 2012 22:48
 
Forum: WIP Mods
Topic: Mushroom mod bug...
Replies: 3
Views: 1514

I'd like to add saving of custom defined parameters to luaentities. I've thought about multiple options: A) The "full" solution means include support for nested tables. Easyest way to support it would be using xml. This most likely would add a library depencence. But it would preserve world compati...
by randomproof
Thu Jan 19, 2012 22:28
 
Forum: Minetest Features
Topic: Saving custom defined parameters for luaentities.
Replies: 4
Views: 1075

Great idea, but i personally would like to see that with a cornerstone-block and a sign instead of the commands. I don't like the idea of an actual cornerstone-block. You need to points to define a 3d area so you would need two blocks and one would be floating in the air. I wanted a 3d area because...
by randomproof
Thu Jan 19, 2012 22:22
 
Forum: Old Mods
Topic: [Mod] Node ownership [node_ownership]
Replies: 84
Views: 32990
PreviousNext

Return to advanced search

cron