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InfinityProject
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by InfinityProject » Thu Nov 15, 2012 22:35

More of a question than an idea: Could a node through a function turn all nodes of a certain type in a set radius into entities and have them move? I'm wondering this because if this could happen you could create a spinning wind mill for mesecons.
 

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Casimir
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by Casimir » Fri Nov 16, 2012 14:20

I think that's what the code for falling nodes actually does.
 

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CaKeSs
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by CaKeSs » Sat Nov 17, 2012 02:05

Time clock =D

It shows the time, like it's time 6000(morning) then it shows like /
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Echo
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by Echo » Sat Nov 17, 2012 07:49

CaKeSs wrote:Time clock =D

It shows the time, like it's time 6000(morning) then it shows like /


Can be done just like my compass-mod (or PilzAdams Version of my mod). Even the textures can be used (if accouracy by the hour is enough)
 

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CaKeSs
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by CaKeSs » Sat Nov 17, 2012 09:34

Thanks Echo.

---

I have a problem
It's from my alchemy mod, It's not crashing it's just when I place my Custom furnace. It won't open the menu to cook the potions.

Here's the code:

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Code: Select all
---Potion Flask mod
---By Michael<JusticeV; CaKeSs> <creslic_123@yahoo.com>
---

---furnace

local flask_inactive_formspec =
    "invsize[8,9;]"..
    "image[2,2;1,1;default_furnace_fire_bg.png]"..
    "list[current_name;fuel;2,3;1,1;]"..
    "list[current_name;src;3,1;1,1;]"..
    "list[current_name;dst;5,1;2,2;]"..
    "list[current_player;main;0,5;8,4;]"

minetest.register_node("alchemy:flask", {
    description = "Flask",
    tiles = {"flask_top.png", "flask_bottom.png", "flask_side.png",
        "flask_side.png", "flask_side.png", "flask_front.png"},
    paramtype2 = "facedir",
    groups = {cracky=2},
    legacy_facedir_simple = true,
    sounds = default.node_sound_stone_defaults(),
    on_construct = function(pos)
        local meta = minetest.env:get_meta(pos)
        meta:set_string("formspec", flask_inactive_formspec)
        meta:set_string("infotext", "Flask")
        local inv = meta:get_inventory()
        inv:set_size("fuel", 1)
        inv:set_size("src", 3)
        inv:set_size("dst", 4)
    end,
    can_dig = function(pos,player)
        local meta = minetest.env:get_meta(pos);
        local inv = meta:get_inventory()
        if not inv:is_empty("fuel") then
            return false
        elseif not inv:is_empty("dst") then
            return false
        elseif not inv:is_empty("src") then
            return false
        end
        return true
    end,
})

minetest.register_node("alchemy:flask_active", {
    description = "Flask",
    tiles = {"flask_top.png", "flask_bottom.png", "flask_side.png",
        "flask_side.png", "flask_side.png", "flask_front.png"},
    paramtype2 = "facedir",
    light_source = 8,
    drop = "alchemy:flask",
    groups = {cracky=2, not_in_creative_inventory=1},
    legacy_facedir_simple = true,
    sounds = default.node_sound_stone_defaults(),
    on_construct = function(pos)
        local meta = minetest.env:get_meta(pos)
        meta:set_string("formspec", flask_inactive_formspec)
        meta:set_string("infotext", "Flask");
        local inv = meta:get_inventory()
        inv:set_size("fuel", 1)
        inv:set_size("src", 3)
        inv:set_size("dst", 4)
    end,
    can_dig = function(pos,player)
        local meta = minetest.env:get_meta(pos);
        local inv = meta:get_inventory()
        if not inv:is_empty("fuel") then
            return false
        elseif not inv:is_empty("dst") then
            return false
        elseif not inv:is_empty("src") then
            return false
        end
        return true
    end,
})

function hacky_swap_node(pos,name)
    local node = minetest.env:get_node(pos)
    local meta = minetest.env:get_meta(pos)
    local meta0 = meta:to_table()
    if node.name == name then
        return
    end
    node.name = name
    local meta0 = meta:to_table()
    minetest.env:set_node(pos,node)
    meta = minetest.env:get_meta(pos)
    meta:from_table(meta0)
end

minetest.register_abm({
    nodenames = {"alchemy:flask","alchemy:flask_active"},
    interval = 1.0,
    chance = 1,
    action = function(pos, node, active_object_count, active_object_count_wider)
        local meta = minetest.env:get_meta(pos)
        for i, name in ipairs({
                "fuel_totaltime",
                "fuel_time",
                "src_totaltime",
                "src_time"
        }) do
            if meta:get_string(name) == "" then
                meta:set_float(name, 0.0)
            end
        end

        local inv = meta:get_inventory()

        local srclist = inv:get_list("src")
        local Alchemized = nil
       
        if srclist then
            Alchemized = minetest.get_craft_result({method = "cooking", width = 1, items = srclist})
        end
       
        local was_active = false
       
        if meta:get_float("fuel_time") < meta:get_float("fuel_totaltime") then
            was_active = true
            meta:set_float("fuel_time", meta:get_float("fuel_time") + 1)
            meta:set_float("src_time", meta:get_float("src_time") + 1)
            if Alchemized and Alchemized.item and meta:get_float("src_time") >= Alchemized.time then
                -- check if there's room for output in "dst" list
                if inv:room_for_item("dst",Alchemized.item) then
                    -- Put result in "dst" list
                    inv:add_item("dst", Alchemized.item)
                    -- take stuff from "src" list
                    srcstack = inv:get_stack("src", 1)
                    srcstack:take_item()
                    inv:set_stack("src", 1, srcstack)
                else
                    --print("Could not insert '"..Alchemized.item.."'")
                end
                meta:set_string("src_time", 0)
            end
        end
       
        if meta:get_float("fuel_time") < meta:get_float("fuel_totaltime") then
            local percent = math.floor(meta:get_float("fuel_time") /
                    meta:get_float("fuel_totaltime") * 100)
            meta:set_string("infotext","Alchemy active: "..percent.."%")
            hacky_swap_node(pos,"alchemy:flask")
            meta:set_string("formspec",
                "invsize[8,9;]"..
                "image[2,2;1,1;alchemycraft1.png^[lowpart:"..
                        (100-percent)..":alchemycraft.png]"..
                "list[current_name;fuel;2,3;1,1;]"..
                "list[current_name;src;2,1;1,1;]"..
                "list[current_name;dst;5,1;2,2;]"..
                "list[current_player;main;0,5;8,4;]")
            return
        end

        local fuel = nil
        local Alchemized = nil
        local fuellist = inv:get_list("fuel")
        local srclist = inv:get_list("src")
       
        if srclist then
            Alchemized = minetest.get_craft_result({method = "cooking", width = 1, items = srclist})
        end
        if fuellist then
            fuel = minetest.get_craft_result({method = "fuel", width = 1, items = fuellist})
        end

        if fuel.time <= 0 then
            meta:set_string("infotext","Alchemy is out of power")
            hacky_swap_node(pos,"alchemy:flask")
            meta:set_string("formspec", oven_inactive_formspec)
            return
        end

        if cooked.item:is_empty() then
            if was_active then
                meta:set_string("infotext","Flask is empty")
                hacky_swap_node(pos,"alchemy:flask")
                meta:set_string("formspec", flask_inactive_formspec)
            end
            return
        end

        meta:set_string("fuel_totaltime", fuel.time)
        meta:set_string("fuel_time", 0)
       
        local stack = inv:get_stack("fuel", 1)
        stack:take_item()
        inv:set_stack("fuel", 1, stack)
    end,
})

---Items

minetest.register_craftitem("alchemy:apple_juice", {
description = "Apple juice",
inventory_image = "full_bottle.png",
on_use = minetest.item_eat(3.5),
})

minetest.register_craftitem("alchemy:potion", {
description = "Health potion",
inventory_image = "full_bottle.png",
on_use = minetest.item_eat(7),
})

minetest.register_craftitem("alchemy:empty_bottle", {
description = "Empty bottle",
inventory_image = "empty_bottle.png",
})

---Craft

minetest.register_craft({
    output = 'alchemy:empty_bottle',
    recipe = {
        {'', '', ''},
        {'', 'default:glass', ''},
        {'', 'default:glass', ''},
    }
})

minetest.register_craft({
    output = 'alchemy:flask',
    recipe = {
        {'default:cobble', 'default:cobble', 'default:cobble'},
        {'default:cobble', 'default:wood', 'default:cobble'},
        {'default:cobble', 'default:cobble', 'default:cobble'},
    }
})


---Alchemy recipes

minetest.register_craft({
    type = "cooking",
    output = "alchemy:potion",
    recipe = "alchemy:empty_bottle","bucket:bucket_lava","default:stick"
})

minetest.register_craft({
    type = "cooking",
    output = "alchemy:apple_juice",
    recipe = "alchemy:empty_bottle","bucket:bucket_water","default:apple"
})
lalalalala, Hit, dig, break, collect! -JusticeV before he fell in lava.
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kaeza
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by kaeza » Tue Nov 20, 2012 13:12

I don't know if this has already been suggested, but could we make an electrified fence?
Maybe two versions: one standalone, and one using mesecons.
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cactuz_pl
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by cactuz_pl » Tue Nov 20, 2012 16:58

kaeza wrote:I don't know if this has already been suggested, but could we make an electrified fence?
Maybe two versions: one standalone, and one using mesecons.


Or just hurt-blocks:

- on touch (like Mintecraft cactuses) taking 1 HP per hit/sec.
- on touch taking 5 HP per hit/sec.
- on touch taking 10 HP per hit/sec.
- on touch taking 20 HP per hit/sec. (instant death)
- in radius 3 units 2 HP per hit/sec.
- in radius 5 units 2 HP per hit/sec.
- in radius 10 units 2 HP per hit/sec.

Is that possible with lua?

EDIT:

Heal-blocks:

- Heal in radius 3 units 2 HP per sec.
- Heal in radius 5 units 2 HP per sec.
- Heal in radius 10 units 2 HP per sec.

EDIT 2:

Hurt block don't hurt player who put it. But everyone could remove this block.
Last edited by cactuz_pl on Tue Nov 20, 2012 17:07, edited 1 time in total.
Nope
 

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InfinityProject
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by InfinityProject » Tue Nov 20, 2012 22:30

cactuz_pl wrote:Or just hurt-blocks

I believe calinou had blocks like this in his maptools mod. But I do not know if they still work.
 

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Casimir
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by Casimir » Fri Nov 30, 2012 11:03

What about 3D Turmites?
 

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cactuz_pl
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by cactuz_pl » Fri Nov 30, 2012 12:12

Achievements

Examples:
- Chop 200 tree blocks.
- Mine 10000 cobblestone.
- Eat 100 apples.
- Reach altitude: 100
- Reach altitude: 500
- Reach altitude: 1000
- Reach altitude: -100
- Reach altitude: -500
- Reach altitude: -1000
- Go 1000 km.
- Reach place where one of cords is higher than 1000.
- Craft 1000 tools.
- Craft 200 mese tools.
- Craft 100 books.
- Put 100000 blocks.

Any player could check their achievements (and achievements in progress) in game or in internet browser.

Existing example, Steam achievements:
Here
This is random profile, it doesn't belongs to me.
Nope
 

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PilzAdam
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by PilzAdam » Fri Nov 30, 2012 12:18

cactuz_pl wrote:Achievements

Examples:
- Chop 200 tree blocks.
- Mine 10000 cobblestone.
- Eat 100 apples.
- Reach altitude: 100
- Reach altitude: 500
- Reach altitude: 1000
- Reach altitude: -100
- Reach altitude: -500
- Reach altitude: -1000
- Go 1000 km.
- Reach place where one of cords is higher than 1000.
- Craft 1000 tools.
- Craft 200 mese tools.
- Craft 100 books.
- Put 100000 blocks.

Any player could check their achievements (and achievements in progress) in game or in internet browser.

Existing example, Steam achievements:
Here
This is random profile, it doesn't belongs to me.

Skyblock has some kind of achievement, IIRC.
 

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neko259
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by neko259 » Sun Dec 02, 2012 19:10

Node can hold text in its metadata. You can show text input dialogs AFAIK. So I assume someone can make a mailbox node that can accept messages from others and show them to its owner on use.

I could do that myself, but don't have time. Please somebody notify me if you're going to implement this :)
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by rubenwardy » Mon Dec 03, 2012 10:59

neko259 wrote:Node can hold text in its metadata. You can show text input dialogs AFAIK. So I assume someone can make a mailbox node that can accept messages from others and show them to its owner on use.

I could do that myself, but don't have time. Please somebody notify me if you're going to implement this :)


Aqua made something similar to this.

You could just use signs
 

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qwrwed
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by qwrwed » Mon Dec 03, 2012 20:19

Aqua's mailbox is a chest that anyone can put something into, but only the owner can take something out of. It can't be used to send messages yet.
 

kylet115
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by kylet115 » Tue Dec 04, 2012 00:51

you should make one with alot of decorative items like beds,sofas,tvs,tables, and alot of stuff in that nature.
 

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by jordan4ibanez » Tue Dec 04, 2012 02:28

kylet115 wrote:you should make one with alot of decorative items like beds,sofas,tvs,tables, and alot of stuff in that nature.

3d fornature
If you can think it, you can make it.
 

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aldobr
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by aldobr » Tue Dec 04, 2012 13:35

Neon lights

Three superglow glass horizontally => Neon tube

On a 8x8 table, form letters by placing neon tubes (I believe 8x8 is the minimium ammount of pixels able to represent each letter in roman alphabet).
 

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Topywo
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by Topywo » Tue Dec 04, 2012 13:41

aldobr wrote:Neon lights

Three superglow glass horizontally => Neon tube

On a 8x8 table, form letters by placing neon tubes (I believe 8x8 is the minimium ammount of pixels able to represent each letter in roman alphabet).


There's a mod that goes a bit into that direction:
http://minetest.net/forum/viewtopic.php?id=3260
 

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Chinchow
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by Chinchow » Wed Dec 05, 2012 07:36

A book you can write in so you can leave longer messages or explain the rates of a shop.
Sometimes, it's harder to think up a mod than it is to create it.
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RAPHAEL
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by RAPHAEL » Wed Dec 05, 2012 16:28

Chinchow wrote:A book you can write in so you can leave longer messages or explain the rates of a shop.

+1 was thinking of this just last night
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by lkjoel » Thu Dec 06, 2012 23:26

mauvebic wrote:Cannibalism - kinda like super-lite farming - though youre harvesting and eating other players. Soylent Greentest :-)

:O
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Chinchow
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by Chinchow » Thu Dec 06, 2012 23:54

How about some one makes 3d entities with api and instead of having villages spawn (at first) we build a village with village and they spawn on it slowly.
Sometimes, it's harder to think up a mod than it is to create it.
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by lkjoel » Fri Dec 07, 2012 00:03

Chinchow wrote:How about some one makes 3d entities with api and instead of having villages spawn (at first) we build a village with village and they spawn on it slowly.

Good idea, but how would they detect a village?
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Chinchow
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by Chinchow » Fri Dec 07, 2012 00:04

They wouldnt in my idea unless a modder could think of a way but that would be interesting wouldnt it? to find villagers a hundred blocks away from a village?
Sometimes, it's harder to think up a mod than it is to create it.
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by lkjoel » Fri Dec 07, 2012 00:05

Chinchow wrote:They wouldnt in my idea unless a modder could think of a way but that would be interesting wouldnt it? to find villagers a hundred blocks away from a village?

yes it would... sort of like human friendly mobs...
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mauvebic
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by mauvebic » Fri Dec 07, 2012 00:13

doable:
either make a list of non-natural nodes and have them spawn on top
or use join_player and minetest.after to sticky to players :-)
Last edited by mauvebic on Fri Dec 07, 2012 00:13, edited 1 time in total.
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markveidemanis
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by markveidemanis » Sat Dec 08, 2012 20:08

hi, can someone make a mod that lets some people on a server be in creative mode, and some in survival mode. possible like a command: /gamemode [creative/survival]
thanks
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Josh
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by Josh » Sun Dec 09, 2012 02:13

What about solar lights, they are obviously possible (Because of solar panels in mesecons)
 

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Casimir
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by Casimir » Sun Dec 09, 2012 12:34

Anti-protector:
You can not place protectors or locked things within a certain radius.

To create some free space instead of locked down private areas.
 

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rubenwardy
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by rubenwardy » Sun Dec 09, 2012 15:45

Josh wrote:What about solar lights, they are obviously possible (Because of solar panels in mesecons)


mesecon light next to a panel?
 

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