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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

mase wrote:Isolated vertical mesecons would be fine.

There is insulated mesecon wire.
by DS-minetest
Fri Mar 03, 2017 15:56
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 540687

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

I think, it is sometimes very complicated to make some wire connections. Especially vertical. And it is not possible to draw a wire up a wall. You have to build a stair system to get the wire to upper positions. You have to build heavy workarounds most times. You can use mesecons_extrawires mod in ...
by DS-minetest
Thu Mar 02, 2017 12:48
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 540687

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

Heh, you could make something like a DNA/fingerprint/whatever scanner (or keyhole) mod since it makes no sense that the one person is able to press the button but the other one not
by DS-minetest
Wed Mar 01, 2017 18:36
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 540687

Re: Schatzsuche in Organia

Wuzzy wrote:PS: Ich glaub, ich werd bei der Schatzsuche dabei sein. Falls ich zu diesem Zeitpunkt noch ganz bei Trost bin. xD

Ich versuch, auch dabei zu sein. Aber wieso solltest du dann nicht mehr ganz bei Trost sein¿
by DS-minetest
Wed Mar 01, 2017 18:34
 
Forum: Deutsch
Topic: Schatzsuche in Organia
Replies: 20
Views: 8412

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

fireglow wrote:
DS-minetest wrote:@mase: You can place a steel trapdoor in front of it.

With a bad enough connection you can dig the trap door and operate the switch behind it before the server can replace the trap door.

True.
But you could use a player detector and connect is via an and gate.
by DS-minetest
Wed Mar 01, 2017 16:40
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 540687

Re: Schatzsuche in Organia

Ich wundere mich noch, wie das gehen soll, dass einige Spieler die Suche gleichzeitig durchführen.
by DS-minetest
Wed Mar 01, 2017 15:39
 
Forum: Deutsch
Topic: Schatzsuche in Organia
Replies: 20
Views: 8412

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

@mase: You can place a steel trapdoor in front of it.
by DS-minetest
Wed Mar 01, 2017 15:23
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 540687

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

I consider you should add sounds for opening/closing of doors and also sounds of going advtrains is really missing sounds but the priority for door sounds are relative low I think. More important would be eg. sounds for break and acceleration. You could search for good sounds eg. here: http://www.f...
by DS-minetest
Tue Feb 28, 2017 20:39
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 123433

Re: Search Minetest mods!

Github has now topics, right? So could you make the mod searcher search for mods with a specific topic, like "minetest-mod"? Some mods aren't on forum.
Should I better post this in a new issue?
by DS-minetest
Mon Feb 27, 2017 21:25
 
Forum: Minetest-Related
Topic: Search Minetest mods!
Replies: 55
Views: 20364

Re: [Mod] Military Vehicles [mvehicles]

azekill_DIABLO wrote:there is an error in the 1st post, you've written knowen instead of known

azekill_DIABLO which was just passing by...

I've corrected the mistakes.
by DS-minetest
Mon Feb 27, 2017 21:18
 
Forum: WIP Mods
Topic: [Mod] Military Vehicles [mvehicles]
Replies: 57
Views: 8851

Re: [Mod] Military Vehicles [mvehicles]

update: Explosion radius of tank shoot is smaller. Also mod.conf is added.
by DS-minetest
Mon Feb 27, 2017 14:02
 
Forum: WIP Mods
Topic: [Mod] Military Vehicles [mvehicles]
Replies: 57
Views: 8851

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

ABJ wrote:Saying something while meaning the opposite.

This is irony.
by DS-minetest
Sat Feb 25, 2017 11:29
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 123433

Re: Post your modding questions here

Hey guys, i have a little question: There's a way to get how the node is rotated? What a want to do is basically: ⋅ get node's rotation ⋅ set the pos with air ⋅ placa another node with the same rotation You can easily get param1 and param2 and paramtype1 and paramtype2...
by DS-minetest
Sat Feb 25, 2017 11:23
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 648267

Re: [tech-MOD]New Fireworks[0.0.3-BETA!!!][new_fireworks]

This doesn't look that bad but it lags much.
by DS-minetest
Tue Feb 21, 2017 15:32
 
Forum: WIP Mods
Topic: [tech-MOD]New Fireworks[0.0.3-BETA!!!][new_fireworks]
Replies: 12
Views: 2085

Re: Post your modding questions here

Nyarg wrote:
DS-minetest wrote:You can add a bone to the mesh in blender.

Thank for remind me about bones.
Have minetest default bone (something like "root") if I use visual = "cube" not "mesh" ?

I don't know but I don't think so, I never saw any documentation for this.
by DS-minetest
Mon Feb 20, 2017 15:50
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 648267

Re: Post your modding questions here

There is the function get_yaw() for LuaEntities Yes. But I mean something get_rotate3d() of course. I need rotate entity in xyz, but see not a way for single entity. Now I see only one way it use paired entity invisibleRoot+attachedVisibleWithRotation. You don't need to attach an entity to set a bo...
by DS-minetest
Sun Feb 19, 2017 16:08
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 648267

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

fireglow wrote:DS: Thank you for your help :)

No problem :)
by DS-minetest
Sun Feb 19, 2017 09:24
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 540687

Re: [Mod] Advanced Trains [advtrains] [1.6.4]

In README.txt is written:
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
## Mesecon Switch
The Mesecon switch can be switched using LuaAutomation. Note that this is not possible on levers, only the full-node 'Switch' block.
"on" - the switch is switched on
"off" - the switch is switched off
by DS-minetest
Sun Feb 19, 2017 09:21
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 123433

Re: Should wool become a fuel?

MineYoshi wrote:The most rare item in the normal subgame is one of the most useless things in the game. Even a block of dirt is almost the same.

Irony?

The most valuable things are useless eg.:
  • shiny jewels in real life
  • the dragon egg in minecraft
by DS-minetest
Fri Feb 17, 2017 13:47
 
Forum: Minetest Features
Topic: Should wool become a fuel?
Replies: 13
Views: 2585

Re: [Mod] Tac Nayn [tac_nayn]

Yes, I stole the code from the Nyan Cat and changed a few things here and there. License: WTFPL https://github.com/minetest/minetest_game/blob/master/mods/nyancat/license.txt S̶o̶.̶.̶.̶.̶ ̶s̶h̶a̶l̶l̶ ̶I̶ ̶c̶h̶a̶n̶g̶e̶ ̶i̶t̶ ̶t̶o̶ ̶C̶C̶0̶?̶ ̶O̶r̶ ̶w̶o̶u̶l̶d̶ ̶t̶h̶a̶t̶ ̶n̶o̶t̶ ̶s̶u̶f̶f̶i̶c̶e̶?̶ EDIT:...
by DS-minetest
Tue Feb 14, 2017 15:30
 
Forum: WIP Mods
Topic: [Mod] Tac Nayn [2.0] [tac_nayn]
Replies: 13
Views: 3041

Re: Post your modding questions here

@GreenDimond: Try it like this: get_item = function(pos, node, player) local inv = player:get_inventory() inv:add_item("main", "modname:nodename") end, replace_model = function(pos, node) minetest.set_node(pos, {name = "modname:othernodename", param2 = node.param2}) end...
by DS-minetest
Tue Feb 14, 2017 15:15
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 648267

Re: [Mod] Tac Nayn [tac_nayn]

GreenDimond wrote:Yes, I stole the code from the Nyan Cat and changed a few things here and there.

License: WTFPL

https://github.com/minetest/minetest_game/blob/master/mods/nyancat/license.txt
by DS-minetest
Mon Feb 13, 2017 16:07
 
Forum: WIP Mods
Topic: [Mod] Tac Nayn [2.0] [tac_nayn]
Replies: 13
Views: 3041

Re: [Mod] Advanced Trains [advtrains] [1.6.4]

@Andrey01: Have you tried the gs_tools mod? It could help you to come over the loose of the tunnelborer tool.
by DS-minetest
Sun Feb 12, 2017 15:33
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 123433

Re: absturz, finde fast keine fehlerursachen

oh, ups
by DS-minetest
Sat Feb 11, 2017 22:27
 
Forum: Deutsch
Topic: absturz, finde fast keine fehlerursachen
Replies: 5
Views: 3273

Re: absturz, finde fast keine fehlerursachen

Ich denke, diese apport Nachricht hilft nicht viel bei der Suche des Problems. In home/<deinName>/.minetest (falls du kein .minetest Ordner siehst gehe in der oberen Leiste des Fensters auf Ansicht und aktiviere Versteckte anzeigen) findest du eine Datei mit dem Namen debug.txt. Öffne diese und zeig...
by DS-minetest
Sat Feb 11, 2017 16:14
 
Forum: Deutsch
Topic: absturz, finde fast keine fehlerursachen
Replies: 5
Views: 3273

Re: [Mod]Biplanes![0.0.3][biplane]

There's a problem in line 187:
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
      self.model:set_attach(self.object,"Root", {x=0,y=0,z=5}, {

You attach the self.model to self.object on_step to "Root" bone. Because of this, it's not running fluently. Only attach it once and not to a bone.
by DS-minetest
Sat Feb 11, 2017 15:49
 
Forum: WIP Mods
Topic: [Mod]Biplanes![0.0.3][biplane]
Replies: 14
Views: 7367

Re: [Mod] digiline remote [digiline_remote]

Update:
DS-minetest wrote:Todo:
replace deprecated get-/ set_metadata

Done.
Also I cleaned up code for code style.
by DS-minetest
Sat Feb 11, 2017 14:50
 
Forum: Mod Releases
Topic: [Mod] digiline remote [digiline_remote]
Replies: 2
Views: 855

Re: [Mod] digiline remote [digiline_remote]

Update:
Remote control can now send to both, nodes and entities.

Todo:
replace deprecated get-/ set_metadata


Sadly there's still no feedback.
by DS-minetest
Sat Feb 11, 2017 13:00
 
Forum: Mod Releases
Topic: [Mod] digiline remote [digiline_remote]
Replies: 2
Views: 855

Re: Chat Bell - ring a bell on name's quote in chat

Um, the server can inform them. Having that sound in the sounds folder makes no problem, everyone who wants to and sees this mod topic should add it. You should put here some information about it if you do it. In future I will ask the admins of servers to install this mod to have the feature. Edit: ...
by DS-minetest
Thu Feb 09, 2017 19:20
 
Forum: WIP Mods
Topic: Chat Bell - ring a bell on name's quote in chat
Replies: 10
Views: 2210

Re: Chat Bell - ring a bell on name's quote in chat

As much as I know, if there's no file with the right name found in the sounds folder in the mod folder then the file from the sounds folder in the minetest folder with the right name is taken. => You can delete the sounds folder in the mod folder (and the option commands) but play a sound like "...
by DS-minetest
Thu Feb 09, 2017 18:01
 
Forum: WIP Mods
Topic: Chat Bell - ring a bell on name's quote in chat
Replies: 10
Views: 2210
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