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Re: Items stackable by 100 ?

Put this on the top of init.lua of the default mod: minetest.craftitemdef_default.stack_max=100 minetest.nodedef_default.stack_max=100 minetest.noneitemdef_default.stack_max=100 to set the default stack size to 100 (or any other value you dream of) I agree, 100 is easier to calculate with and is an...
by yyt16384
Thu Jun 23, 2016 05:18
 
Forum: Minetest Features
Topic: Items stackable by 100 ?
Replies: 104
Views: 28255

Re: Allowing to change maximum health/breath for players

The code below runs inside globalstep function. Also... - rpg.HEALTH_HARD_CODED_MAX = 20 // engine's limitation - rpg[pname].health = player's 'real' health, reports to HUD - rpg[pname].player_status = 1 when player 'alive'. When zero, entire code below is skipped at each globalstep -- check if Hea...
by yyt16384
Mon Jun 20, 2016 15:58
 
Forum: Minetest Features
Topic: Allowing to change maximum health/breath for players
Replies: 21
Views: 2805

Re: 2 Different slabs in 1 node space.

I'm pretty sure that there can easily be hundreds of kinds of slabs with mods, which will exceed the node number limit if you want to support every slab. It's better to create a mod that supports some common nodes.
by yyt16384
Mon Jun 20, 2016 15:46
 
Forum: Minetest General
Topic: 2 Different slabs in 1 node space.
Replies: 16
Views: 2315

Re: [Game] Minetest TNG [v16.06]

A quick question: why are you moving all kinds of stuff to default mod? I don't like it to have e.g. books in default, but wool in an other mod! It's not logical. I know ... this breaks mod compatibility. But I have also planned a MTG-Compatibility modpack or something like this... But it also mean...
by yyt16384
Tue Jun 14, 2016 15:07
 
Forum: Subgame Releases
Topic: [Game] Minetest TNG [v16.08] - Free for backporting!
Replies: 99
Views: 39995

Re: [Game] Minetest TNG [v16.06]

A quick question: why are you moving all kinds of stuff to default mod?
by yyt16384
Sun Jun 12, 2016 15:23
 
Forum: Subgame Releases
Topic: [Game] Minetest TNG [v16.08] - Free for backporting!
Replies: 99
Views: 39995

Re: Why the 32768 node limit?

I just checked my world with dreambuilder and some other mods, and it has 17544 nodes. Most of it comes from stairsplus.
by yyt16384
Sat Jun 11, 2016 12:05
 
Forum: Minetest Features
Topic: Why the 32768 node limit?
Replies: 14
Views: 3811

Re: Don't place bones after die

Create a mod called "bones" and put an empty init.lua there.

There is an issue about making it configurable with a setting, but for now it has to be disabled by overriding the mod.
by yyt16384
Sat Jun 11, 2016 11:06
 
Forum: Modding Discussion
Topic: Don't place bones after die
Replies: 3
Views: 655

Re: Permanent Hotbar size

azekill_DIABLO wrote:more than 23 and it leaves the screen.
+ Spoiler


That depends on your screen size... For me there is enough room for 24.

Also, the engine will draw hotbar in two rows if screen is not wide enough. The texture will be broken, though.
by yyt16384
Fri Jun 10, 2016 15:03
 
Forum: Minetest General
Topic: Permanent Hotbar size
Replies: 20
Views: 2114

Re: Permanent Hotbar size

I think there used to be some logic to generate hotbar texture in dreambuilder, but it is not there anymore.

Also, how is the 23 limit chosen? Is there any technical restrictions, or is it just an arbitrary limit?
by yyt16384
Fri Jun 10, 2016 02:59
 
Forum: Minetest General
Topic: Permanent Hotbar size
Replies: 20
Views: 2114

Re: Sewer System on Creative Gardens server (1080 HD pics)

What's the yellow glowing node in the second image?
by yyt16384
Fri Jun 10, 2016 02:56
 
Forum: Minetest General
Topic: Sewer System on Creative Gardens server (1080 HD pics)
Replies: 4
Views: 746

Re: The Ultimate Goal/Challenge in Minetest

Even with a ultimate goal people can still feel boring after finishing it.

Any game with finite content will eventually get boring. You will either need to make goals for yourself, or add procedural generation to the game.
by yyt16384
Sun May 29, 2016 05:55
 
Forum: Minetest General
Topic: The Ultimate Goal/Challenge in Minetest
Replies: 11
Views: 1507

Re: What do you expect from a survival game?

How do you define "survival"? There is no "survival_mode" setting in minetest. Do you mean "creative_mode = false" or "enable_damage = true" or both? As someone who plays with "creative_mode = false" and "enable_damage = false", I guess I p...
by yyt16384
Thu May 26, 2016 14:35
 
Forum: Minetest General
Topic: What do you expect from a survival game?
Replies: 7
Views: 791

Re: Default mod list for worlds will be created ?

The mod loading code supports nested modpacks, but the main menu doesn't work with them. See this issue.
by yyt16384
Tue May 24, 2016 13:53
 
Forum: Minetest Features
Topic: Default mod list for worlds will be created ?
Replies: 3
Views: 744

Re: Items stackable by 100 ?

Just some thoughts: Reducing the default stack size to a value below 99 can be a minor problem because it will not be backwards-compatible with existing worlds. There will be still item stacks of 99 after the update. Increasing the stack size would be unproblematic, of course. Actually both would b...
by yyt16384
Wed May 18, 2016 16:10
 
Forum: Minetest Features
Topic: Items stackable by 100 ?
Replies: 104
Views: 28255

Re: timer with luacontroller

Hi, i need to get a timer with the luacontroller because i need a delay of 120 seconds and i'm afraid it lag with 120 delayer from mesecon mod Try using minetest.after() if (event.type == "on" and event.pin.name == "A") then --if signal at A if not mem.counting then mem.counting...
by yyt16384
Mon May 16, 2016 16:12
 
Forum: Minetest General
Topic: timer with luacontroller
Replies: 7
Views: 1085

Re: generate a "map of the map"

oleastre wrote:@yyt16384: I was not aware of that one, I think I will just add a command to use this in a quick way.


There is also /emergeblocks chat command.
by yyt16384
Wed Apr 13, 2016 03:23
 
Forum: Minetest General
Topic: generate a "map of the map"
Replies: 17
Views: 2995

Re: generate a "map of the map"

You can use minetest.emerge_area to force generate a block.
by yyt16384
Tue Apr 12, 2016 06:09
 
Forum: Minetest General
Topic: generate a "map of the map"
Replies: 17
Views: 2995

Re: What's Minetest still missing over Minecraft?

benrob0329 wrote:I like Mesecons, and the biggest problem with them is the inability to make a piston door that easily recesses into the walls.

Wait...I just had an idea!


If it doesn't have to be a piston door, sticky movestones are perfect for this.
by yyt16384
Thu Feb 18, 2016 07:32
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 135070

Re: What's Minetest still missing over Minecraft?

Minetest is missing redstone, don't say mesecones because there is 100x more to redstone and Minecraft command blocks then any one could know if they don't play MC, Mesecons have luacontrollers, which are more powerful than anything in vanilla MC (not sure about MC mods). The only bad thing about m...
by yyt16384
Thu Feb 18, 2016 02:32
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 135070

Re: What purpose of duplicate items?

You can't have both kinds in one world if you use texture packs.

And hiding some content in singleplayer is not a good idea. Some mods may treat them differently, and players will have to run a server locally to use it.
by yyt16384
Tue Feb 16, 2016 14:51
 
Forum: Minetest General
Topic: What purpose of duplicate items?
Replies: 11
Views: 1615

Re: [Game] Dreambuilder [20160114-2006]

It seems that the infrastructure submodule no longer exists. It is merged into streets now.
by yyt16384
Tue Feb 09, 2016 14:55
 
Forum: Mod Releases
Topic: [Modpack] Dreambuilder [20170402-1958]
Replies: 712
Views: 210100

Re: Error in mod technic

I think you are having an old version of moreblocks.
by yyt16384
Sun Feb 07, 2016 03:43
 
Forum: Minetest Problems
Topic: Error in mod technic
Replies: 1
Views: 556

Re: Allowing to change maximum health/breath for players

Currently you can hack with register_on_player_hpchange, but this is really something that should be in the engine.
by yyt16384
Mon Jan 18, 2016 15:24
 
Forum: Minetest Features
Topic: Allowing to change maximum health/breath for players
Replies: 21
Views: 2805

Re: Node metadata inventory is only updated every 2 seconds

Maybe it's caused by that: https://github.com/minetest/minetest/blob/master/minetest.conf.example#L764 I think it is this one: https://github.com/minetest/minetest/blob/master/src/clientiface.cpp#L358 It is not changed anywhere outside of this method, so once you set it to 2.0 you will not push blo...
by yyt16384
Wed Dec 30, 2015 05:38
 
Forum: Minetest Problems
Topic: Node metadata inventory is only updated every 2 seconds
Replies: 16
Views: 2807

Re: Mapgen as an option

mahmutelmas06 wrote:And there could be a new feature as blacklisted mods.For exp if a game or mod is not compatible some mapgens/mods it wont allow you to choose it.


This pull allows specifying mod conflicts.
by yyt16384
Thu Dec 03, 2015 07:02
 
Forum: Minetest Features
Topic: Mapgen as an option
Replies: 14
Views: 1846

Re: Map Layering feature...

Basically for anything other than map storage you will need the height in the layer instead of the global height. In this way the layers will be mostly independent. Let's just call it "support multiple worlds by reducing map height and storing y coordinate and world id together internally"...
by yyt16384
Tue Dec 01, 2015 16:57
 
Forum: Minetest Features
Topic: Map Layering feature...
Replies: 18
Views: 2912

Re: Map Layering feature...

Basically for anything other than map storage you will need the height in the layer instead of the global height. In this way the layers will be mostly independent. Let's just call it "support multiple worlds by reducing map height and storing y coordinate and world id together internally"...
by yyt16384
Tue Dec 01, 2015 00:30
 
Forum: Minetest Features
Topic: Map Layering feature...
Replies: 18
Views: 2912

Re: Ideas regarding item metadata, and knockback

So we already have item metadata support? I think I missed it when reading lua_api.txt last time.

It's a great feature. I can start to write a nice mod with this. :)
by yyt16384
Mon Nov 23, 2015 13:26
 
Forum: Minetest Features
Topic: Ideas regarding item metadata, and knockback
Replies: 9
Views: 1249

Re: Singlenode?

The name "singlenode" is somewhat confusing. It means "the whole map is filled with one kind of node", which defaults to air.

The origin mod does what you want. It creates a indestructible node, but it is easy to change if you want to remove the node.
by yyt16384
Fri Nov 20, 2015 09:37
 
Forum: Minetest General
Topic: Singlenode?
Replies: 3
Views: 650

Re: Minetest UI en menu look

Personally I don't like pixel fonts very much. But I don't know what most people like, so I'm not going to argue about the default. I'm fine as long as sans-serif fonts are still supported. Why should a player be motivated to do so? Probably only because of a poor default font in the first place. Or...
by yyt16384
Sun Jun 07, 2015 11:52
 
Forum: Minetest General
Topic: Minetest UI en menu look
Replies: 19
Views: 3295
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