Search found 21 matches
- Wed Dec 28, 2011 21:39
- Forum: WIP Mods
- Topic: Mineral Detector
- Replies: 38
- Views: 17445
- Wed Dec 28, 2011 19:00
- Forum: WIP Mods
- Topic: Mineral Detector
- Replies: 38
- Views: 17445
I've got this message while trying to put detector on the ground. 19:54:34: ACTION[ServerThread]: hurufu places material 2086 at (-14,-4,-72) terminate called after throwing an instance of 'LuaError' what(): LuaError: error: ...test-0.4d/bin/../data/mods/mineral_detector/init.lua:504: attempt to ind...
- Wed Dec 28, 2011 16:06
- Forum: WIP Mods
- Topic: Forgotten Beast
- Replies: 30
- Views: 10115
Dunno how to make random parts automatically merged into one enemy. It is quite simple. Textures may be named as: body_1.png and arms_1.png and head_1.png body_2.png arms_2.png head_2.png ⋮ ⋮ ⋮ body_n.png arms_n.png head_n.png After that, pseudocode may be similar to: a,b,c = math.random(1,n) image...
- Tue Dec 27, 2011 17:47
- Forum: Mod Releases
- Topic: [Mod] More Ores [moreores]
- Replies: 340
- Views: 304090
- Tue Dec 27, 2011 16:47
- Forum: Mod Releases
- Topic: [Mod] More Ores [moreores]
- Replies: 340
- Views: 304090
What do you think about implementing all kinds of stones and ores as in Dwarf Fortress?
http://df.magmawiki.com/index.php/DF2010:Stone
http://df.magmawiki.com/index.php/DF2010:Ore
http://df.magmawiki.com/index.php/DF2010:Stone
http://df.magmawiki.com/index.php/DF2010:Ore
- Tue Dec 27, 2011 15:12
- Forum: WIP Mods
- Topic: [Mod] Hatches [hatches] (missing license)
- Replies: 30
- Views: 17142
- Tue Dec 27, 2011 00:30
- Forum: Mod Releases
- Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
- Replies: 1588
- Views: 763986
- Tue Dec 27, 2011 00:27
- Forum: WIP Mods
- Topic: Forgotten Beast
- Replies: 30
- Views: 10115
have a look at the animals mod (written by me), the movement generator there might be a starting point for adding attack abilitys too. Thanks, I'll look to your code. But by now I miss an algorithm spawning animals on surface, if I got it right you do have sort of it? I am using deprecated method: ...
- Mon Dec 26, 2011 23:28
- Forum: WIP Mods
- Topic: Forgotten Beast
- Replies: 30
- Views: 10115
It was a very quick work, only to show it could be done. They currently don't damage user, spawns at the surface and are quite ugly. If this idea is worth doing (i'm currently thinking about it), i'll continue my work. Also it was written in C++, because I write faster in C++, not in Lua. EDITED: I'...
- Mon Dec 26, 2011 22:28
- Forum: WIP Mods
- Topic: Forgotten Beast
- Replies: 30
- Views: 10115
Forgotten Beast
Inspired by Dwarf Fortress. Random mobs they are made of different body parts merged into one tile. Breaf proof of concept screenshots (sorry, I'm very bad in painting). UPDATE: Changed texture shapes. http://i.piccy.info/i7/a77d6ed31913530a30b224f205605d6d/1-5-3146/20454162/forgottenbeast_dev16_240...
- Mon Dec 26, 2011 13:31
- Forum: Русский
- Topic: Шахтёры всех стран, соединяйтесь
- Replies: 129
- Views: 56231
- Mon Dec 26, 2011 13:20
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1946
- Views: 738296
Could you please give me some more detailed information about it? How are the blocks arranged and so on. I guess it's not fault of your mod too ;) I think that's happen because of absence of entity collision detection , therefore when two or more entities are at the same pos all added nodes have th...
- Mon Dec 26, 2011 11:26
- Forum: Русский
- Topic: Шахтёры всех стран, соединяйтесь
- Replies: 129
- Views: 56231
- Mon Dec 26, 2011 10:22
- Forum: WIP Mods
- Topic: Growing watermelons, cactii et al.
- Replies: 15
- Views: 5877
https://github.com/hurufu/minetest/tree/master/data там файлы: watermelon_*.png
- Sun Dec 25, 2011 22:05
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1946
- Views: 738296
- Sun Dec 25, 2011 15:59
- Forum: WIP Mods
- Topic: Growing watermelons, cactii et al.
- Replies: 15
- Views: 5877
I implemented watermelons earlier. tomorrow new version release. I hardcoded it 4 month ago (proof on github), and that's why I've wrote: Since that time few other mods with the same functionality appeared. Question is: should I rewrite my old one in Lua? If no — I will not rewrite this one but wil...
- Sun Dec 25, 2011 15:10
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1946
- Views: 738296
- Sun Dec 25, 2011 13:35
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1946
- Views: 738296
- Sun Dec 25, 2011 11:50
- Forum: WIP Mods
- Topic: Growing watermelons, cactii et al.
- Replies: 15
- Views: 5877
I’ve captured a short gameplay video showing those watermelons.
- Sat Dec 24, 2011 21:30
- Forum: WIP Mods
- Topic: Growing watermelons, cactii et al.
- Replies: 15
- Views: 5877
- Sat Dec 24, 2011 20:32
- Forum: WIP Mods
- Topic: Growing watermelons, cactii et al.
- Replies: 15
- Views: 5877
Growing watermelons, cactii et al.
Some time ago I've forked main branch to add growing watermelons (and other funny stuff that are not in this repo). Since that time few other mods with the same functionality appeared. Question is: should I rewrite my old one in Lua? Is somebody interested in it? Also I've diversified cactii shapes ...