Newbie wrote:the server is too laggy there are like everytime 5 people afk at spawn doing nothing
I asked the others, they arent lagging. What version do you use?
Newbie wrote:the server is too laggy there are like everytime 5 people afk at spawn doing nothing
nolan wrote:King of Doom wrote:I'm getting really fed up with the griefers... grief, you'll find yourself in jail or banned anyways. So don't do it.
I've never griefed rancons servers, but i have been griefed by rancon, and others like 4-5 times.
nolan wrote:Rancon, why don't we both go back and delete our arguementing, or we will look stupid. (i already did delete most of mine)
nolan wrote:Rancon wrote:nolan wrote:Rancon, why don't we both go back and delete our arguementing, or we will look stupid. (i already did delete most of mine)
Good idea. I was reading it and I wanted to barf.. We were good allies on ray's server at first. Why can't we do it again? :)
Because the way you run your server irritates me
Newbie wrote:so.... i saw this cave from -25 to -125 and floating lavas,random dirt floating blocks,floating water and ummm yeah its pretty big
and its at -30,-50,-32 where the middle of it is at
Rancon wrote:Keep an eye out for connor or ANY griefers. He destroyed krist's mall, griefed minetestian's arena, destroyed the farms, and committed suicide to lose all the items. I can't find his bones and he left before I could ban him. And there are pits in the platform. You griefers will lose this battle! D:<
King of Doom wrote:The server with the indev mapgen on port 30000 is missing, it changed backed into the skyblock map.
King of Doom wrote:Here's the "KOD"pack i've made for the server Rancon and I were talking about yesterday: https://www.dropbox.com/s/emi1tly4975qpzt/kod_pack.rar
(what a pun)
Newbie wrote:what's in it exactly????King of Doom wrote:Here's the "KOD"pack i've made for the server Rancon and I were talking about yesterday: https://www.dropbox.com/s/emi1tly4975qpzt/kod_pack.rar
(what a pun)
King of Doom wrote:Newbie wrote:what's in it exactly????King of Doom wrote:Here's the "KOD"pack i've made for the server Rancon and I were talking about yesterday: https://www.dropbox.com/s/emi1tly4975qpzt/kod_pack.rar
(what a pun)
I thought I told you online already? It's some simple mods created my myself.
You'll find out later when Rancon installs on the server or just download it now.
Rancon wrote:How do you change all unknown nodes to stone?
local old_nodes = {"mod:a", "mod:b"}
local old_entities = {}
for _,node_name in ipairs(old_nodes) do
minetest.register_node(":"..node_name, {
groups = {old=1},
})
end
minetest.register_abm({
nodenames = {"group:old"},
interval = 1,
chance = 1,
action = function(pos, node)
minetest.env:remove_node(pos)
end,
})
for _,entity_name in ipairs(old_entities) do
minetest.register_entity(":"..entity_name, {
on_activate = function(self, staticdata)
self.object:remove()
end,
})
end
CalumMc wrote:Rancon wrote:How do you change all unknown nodes to stone?
You could use the code from https://forum.minetest.net/viewtopic.php?id=2777 which removes unknown nodes, but modify it to set the node instead.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
local old_nodes = {"mod:a", "mod:b"}
local old_entities = {}
for _,node_name in ipairs(old_nodes) do
minetest.register_node(":"..node_name, {
groups = {old=1},
})
end
minetest.register_abm({
nodenames = {"group:old"},
interval = 1,
chance = 1,
action = function(pos, node)
minetest.env:remove_node(pos)
end,
})
for _,entity_name in ipairs(old_entities) do
minetest.register_entity(":"..entity_name, {
on_activate = function(self, staticdata)
self.object:remove()
end,
})
end
Rancon wrote:CalumMc wrote:Rancon wrote:How do you change all unknown nodes to stone?
You could use the code from https://forum.minetest.net/viewtopic.php?id=2777 which removes unknown nodes, but modify it to set the node instead.
soo.... add the modnames in, then change remove to stone?
local old_nodes = {"mod:a", "mod:b"} # <-- Put the unknown node names there
local old_entities = {}
for _,node_name in ipairs(old_nodes) do
minetest.register_node(":"..node_name, {
groups = {old=1},
})
end
minetest.register_abm({
nodenames = {"group:old"},
interval = 1,
chance = 1,
action = function(pos, node)
minetest.env:set_node(pos, "default:stone")
end,
})
for _,entity_name in ipairs(old_entities) do
minetest.register_entity(":"..entity_name, {
on_activate = function(self, staticdata)
self.object:remove()
end,
})
end
CalumMc wrote:Rancon wrote:CalumMc wrote:
You could use the code from https://forum.minetest.net/viewtopic.php?id=2777 which removes unknown nodes, but modify it to set the node instead.
soo.... add the modnames in, then change remove to stone?
I think 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
local old_nodes = {"mod:a", "mod:b"} # <-- Put the unknown node names there
local old_entities = {}
for _,node_name in ipairs(old_nodes) do
minetest.register_node(":"..node_name, {
groups = {old=1},
})
end
minetest.register_abm({
nodenames = {"group:old"},
interval = 1,
chance = 1,
action = function(pos, node)
minetest.env:set_node(pos, "default:stone")
end,
})
for _,entity_name in ipairs(old_entities) do
minetest.register_entity(":"..entity_name, {
on_activate = function(self, staticdata)
self.object:remove()
end,
})
end
Rancon wrote:Okay, thanks. How do I know the unknown nodes? Wouldn't the mod depend on the unknown nodes?
King of Doom wrote:i'm afraid that you don't need to go through the trouble replacing the unknown nodes, because i've updated my mod and it can break the unbreakable stuff.
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