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Questions: 1: What about other mesecon traps, ones such as pitfalls, changing terrain (pistons pushing up blockages to change the passage ways of the base) 2: If I were to change my Secret Passages mod to fit better with texture packs ect. Would that be used? 3: If yes to 2, would using them for lav...
by Gatharoth
Fri Feb 03, 2012 05:16
 
Forum: Minetest General
Topic: Minetest Warfare (A Server Idea.)
Replies: 34
Views: 6414

Alright, who ever destroyed parts of my tower at -303, 13, 245. You are no longer allowed on my land. Stay the hell away you freaking prick -.-
by Gatharoth
Fri Feb 03, 2012 03:21
 
Forum: Minetest Servers
Topic: Redcrab's server 0.4 dev20120106-1 (git pull 14/01/2012)
Replies: 602
Views: 189431

No by default Minetest is 32bit, but you can compile it as 64bit on a 64bit system as long as you compile the libs as 64bit also, there is only a slight difference in speed to see any more noticeable improvements you will have to do a few code edits. The main reason I compile in 64bit is because VS...
by Gatharoth
Thu Feb 02, 2012 20:59
 
Forum: Minetest General
Topic: Alright, I give up, I'm a failer XP I needs help!
Replies: 8
Views: 1845

Could you double check that all your included libs are pointing to the 32bit versions (as your compiling a 32bit version of minetest) and if not link them with the 32bit versions (in cmake) and that should hopefully fix your problem. I usually compile a 64bit version of Minetest but that meant comp...
by Gatharoth
Thu Feb 02, 2012 19:59
 
Forum: Minetest General
Topic: Alright, I give up, I'm a failer XP I needs help!
Replies: 8
Views: 1845

The folder actually exists, I edited the error to remove information I'd rather not have public. There was no errors when creating the all_build. There is no stack trace errors. Here's the log. 1>------ Rebuild All started: Project: INSTALL, Configuration: Release Win32 ------ 1> Building Custom Rul...
by Gatharoth
Thu Feb 02, 2012 19:38
 
Forum: Minetest General
Topic: Alright, I give up, I'm a failer XP I needs help!
Replies: 8
Views: 1845

There wasn't anything in the readme.txt about it. How do I install them? I have downloaded everything in the readme. I have the zip files for the zlib125/dll, the irrlicht-1.7.2 and the minetest. I also have the unzipped zlib-1.2.5, irrlicht-1.7.2, gettext, minetest. As well as the zlibwapi.dll and ...
by Gatharoth
Thu Feb 02, 2012 06:01
 
Forum: Minetest General
Topic: Alright, I give up, I'm a failer XP I needs help!
Replies: 8
Views: 1845

Alright, I give up, I'm a failer XP I needs help!

Okay, so I've tried doing this a few times, in different ways. But I fail at it. I'm trying to compile the latest version of minetest. I'm running Windows 7 Home Premium, 64-bit. I am using visual Studio 2010 Express. I have followed the instructions on the readme.txt. But cannot compile minetest. I...
by Gatharoth
Thu Feb 02, 2012 05:53
 
Forum: Minetest General
Topic: Alright, I give up, I'm a failer XP I needs help!
Replies: 8
Views: 1845

I like the idea of having vertical movestones would be able to make proper elevators then ^_^ oh actually...movestones only move one way don't they? hmmm ok maybe just leave them then, at least with the piston change will allow people to make piston lifts ^_^ It would be possible to do an elevator ...
by Gatharoth
Fri Jan 27, 2012 18:58
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 546315

Great mod! ^_^ I have got one request though would it be possible to make it so if you have two switches connected to the same circuit (for a piston door for example) that when one switch is turned on the other is also set as powered so that when you press the other switch it will turn the other sw...
by Gatharoth
Thu Jan 19, 2012 09:25
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 546315

neko259 wrote:
sdzen wrote:well animals dm destroys blocks so why not an entity?

But can they gather plants from farms?


Ah, but can they plant the plants from farms? And can they use the hoe to plow the land?
by Gatharoth
Sun Jan 08, 2012 23:42
 
Forum: Minetest General
Topic: Future Mod idea?
Replies: 12
Views: 3070

Well, I'm that 1% of players :P I don't copy existing structures/buildings. I like coming up with new buildings and tweaks to them on how rooms will look, as well as if there's any secret passages, ect. XP

Anyway! Back to topic. Is it currently possible to create the Entity, and have it "dig"?
by Gatharoth
Sun Jan 08, 2012 22:38
 
Forum: Minetest General
Topic: Future Mod idea?
Replies: 12
Views: 3070

Idea! Replace DMs with Gorons! :D Haha
by Gatharoth
Sun Jan 08, 2012 22:30
 
Forum: Minetest Texture Packs
Topic: The Legend of Zelda Texture Pack UPDATED {V.1.1}
Replies: 107
Views: 46221

Create automated farmers, automated builders and automated diggers. WAIT, OH SHI~ who will be playing then? :D Well, automated builders can build only so much, they won't be able to create epic buildings like players can :D Beside players will have new ideas, where as the automated builders, will o...
by Gatharoth
Sun Jan 08, 2012 22:27
 
Forum: Minetest General
Topic: Future Mod idea?
Replies: 12
Views: 3070

Future Mod idea?

Alright, I don't know if this is currently possible. But have any of you thought of creating a NPC that gathers items automatically. So like, say you have a farmer that that will create a farm using the farming mod. For an example of what I'm talking about, here's the minecraft's version. http://www...
by Gatharoth
Sun Jan 08, 2012 22:23
 
Forum: Minetest General
Topic: Future Mod idea?
Replies: 12
Views: 3070

its case sensitive, so the login name has to equal the name in the weperms.txt

so unless your login name for the server (including local) is "John_Lennon". Then idk. (if you're not using local, then you should also put it in the server's bin folder)
by Gatharoth
Sun Jan 08, 2012 07:14
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 287395

IPushButton2653 wrote:I got the "You haven't got the permission for that" error. How do I fix it???


read below

sfan5 wrote:Create a weperms.txt in the bin folder.
Now add {username} to the file, for each user who should be able to use WorldEdit.
by Gatharoth
Sun Jan 08, 2012 06:11
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 287395

This code should work. Just copy it and paste it below the register_node for the component (compoent due to my spelling error that I never fixed). minetest.register_node('secret_passage:sand', { drawtype = 'allfaces', tile_images = {'sp_sandstone.png'}, inventory_image = 'sp_sandstone.png', sunlight...
by Gatharoth
Sun Jan 08, 2012 04:08
 
Forum: WIP Mods
Topic: Secret Passages! :D
Replies: 43
Views: 16798

You need to close the register. So after
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
    selection_box = {
        type = "fixed",
        fixed = {-1/7, -1/2, -1/7, 1/7, 1/2, 1/7},


add 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
    },
    material = minetest.digprop_constanttime(1.0),
    dug_item = 'NodeItem "secret_passage:sand" 1',
})
by Gatharoth
Sat Jan 07, 2012 22:51
 
Forum: WIP Mods
Topic: Secret Passages! :D
Replies: 43
Views: 16798

United States of America: California. :P
by Gatharoth
Sat Jan 07, 2012 18:01
 
Forum: Minetest General
Topic: Where do you live?
Replies: 150
Views: 34772

@Rahonejm Why didn't it work? All you need to do is use this code, and replace the names and image. minetest.register_node('somenode', { drawtype = 'allfaces', tile_images = {'someimage.png'}, inventory_image = 'someimage.png', sunlight_propagates = false, paramtype = 'light', walkable = false, clim...
by Gatharoth
Sat Jan 07, 2012 17:52
 
Forum: WIP Mods
Topic: Secret Passages! :D
Replies: 43
Views: 16798

Alright. But I haven't worked with global timer yet, so I'd pretty but be blind shooting XD
by Gatharoth
Fri Jan 06, 2012 06:08
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 546315

It will be a 2d button. I guess it is better to use a global timer for stuff like this than using an abm, so that the time a button stays pressed is always the same. I wasn't thinking of a timed button, more like a portable version of your switch. So its either on, or its off. Not giving it a short...
by Gatharoth
Fri Jan 06, 2012 05:41
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 546315

Yeah, you should make another rule for that. Let me check that out in a few minutes... You should also use an on-state and an off-state button. Unfortunately the button won't look good :(, there is no special drawtype for it. You could use something like signs for example. There will be an on/off s...
by Gatharoth
Fri Jan 06, 2012 05:28
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 546315

Jeija, in seeing pressure pads, I was thinking of adding a "portable" button. Wall mounted. So would this be the proper code, or would I need to add something else to it? minetest.register_node("jeija:wall_button", { drawtype = "signlike", tile_images = {"jeija_wall_button.png"}, inventory_image = "...
by Gatharoth
Fri Jan 06, 2012 05:19
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 546315

Damns. Well, that ruins some plans for code. Mmm... I guess I could do a work-around using time-of-day, but that could screw things up. Hmmm.... oh wells, thanks :)
by Gatharoth
Fri Jan 06, 2012 03:36
 
Forum: Minetest General
Topic: ABM question.
Replies: 2
Views: 869

ABM question.

Alright, so I'm working on a mod/extension for a mod. Now if I register a ABM, will that apply to all future blocks of the same node? (example) minetest.register_abm({ nodenames = {"somemod:somenode"}, interval = 1, chance = 1, action = function(pos, node, active_object_count, active_object_count_wi...
by Gatharoth
Thu Jan 05, 2012 22:28
 
Forum: Minetest General
Topic: ABM question.
Replies: 2
Views: 869

That works, thanks :D
by Gatharoth
Wed Jan 04, 2012 02:24
 
Forum: Minetest General
Topic: Requesting texture(s)
Replies: 2
Views: 775

Oh also Jeija. when you use two movestones and some random node in the middle, then send them to be moved off a location (trying a workaround for the sticky movestones) the node in the middle gets removed instead of pushed. Any thoughts on why?

And I will need to use piston rules correct?
by Gatharoth
Tue Jan 03, 2012 19:06
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 546315

To force a delay in power transfer.
by Gatharoth
Tue Jan 03, 2012 18:58
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 546315

Alright. But that's kinda the point, delay :D
by Gatharoth
Tue Jan 03, 2012 18:54
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 546315
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