Search found 34 matches
- Sat Nov 22, 2025 04:20
- Forum: Modding Discussion
- Topic: Mod removal safety
- Replies: 2
- Views: 113
Re: Mod removal safety
Alright, that's about what I was expecting. Thanks for pointing me to Cleaner, that looks interesting.
- Fri Nov 21, 2025 23:30
- Forum: Modding Discussion
- Topic: Mod removal safety
- Replies: 2
- Views: 113
Mod removal safety
Is there a solution I can pre-emptively implement in a mod, where if the mod is removed, the nodes left behind turn into something other than 'unknown' blocks? An example: I create a mod that has a new type of dirt block populated in the world, then if the mod is removed, it somehow just becomes a d...
- Fri Nov 14, 2025 07:03
- Forum: Mod Releases
- Topic: [Mod] Lava Particles [lava_particles]
- Replies: 2
- Views: 124
Re: [Mod] Lava Particles [lava_particles]
Oh very cool! I always try to look for similar mods when I'm making one, but I missed yours.
I like the addition of the sound effect.
I like the addition of the sound effect.
- Thu Nov 13, 2025 06:34
- Forum: Mod Releases
- Topic: [Mod] Leaf Particles [leaf_particles]
- Replies: 0
- Views: 149
[Mod] Leaf Particles [leaf_particles]
Leaf Particles This mod adds some random little leaf particles that float down from leaf blocks. Nothing groundbreaking, but it's nice to have for the added atmosphere. GitHub Repo: https://github.com/karlexceed/leaf_particles ContentDB Link: https://content.luanti.org/packages/karlexceed/leaf_part...
- Thu Nov 13, 2025 06:33
- Forum: Mod Releases
- Topic: [Mod] Lava Particles [lava_particles]
- Replies: 2
- Views: 124
[Mod] Lava Particles [lava_particles]
Lava Particles This mod adds some random little sparks or embers that float up from lava_source blocks. Nothing groundbreaking, but it's nice to have for the added atmosphere. GitHub Repo: https://github.com/karlexceed/lava_particles ContentDB Link: https://content.luanti.org/packages/karlexceed/la...
- Thu Nov 13, 2025 06:22
- Forum: Modding Discussion
- Topic: Question about particle spawners
- Replies: 5
- Views: 223
Re: Question about particle spawners
I'm not having a lot of luck finding good documentation, and there are wildly different implementations in the different mods I've checked. The official API documentation: https://github.com/luanti-org/luanti/blob/master/doc/lua_api.md If you can't find it there, it is not part of the API. i.e. see...
- Wed Nov 12, 2025 04:13
- Forum: Modding Discussion
- Topic: Question about particle spawners
- Replies: 5
- Views: 223
Re: Question about particle spawners
My use case is similar to leaf particles falling from a tree - I don't expect most (if any) of the blocks corresponding to my spawners to ever be removed. Also, what are the differences between assigning a spawner to a player versus not? My understanding is that spawners assigned to players would on...
- Tue Nov 11, 2025 08:58
- Forum: Modding Discussion
- Topic: Question about particle spawners
- Replies: 5
- Views: 223
Question about particle spawners
Do particle spawners remove themselves once their timer runs out?
I'm not having a lot of luck finding good documentation, and there are wildly different implementations in the different mods I've checked.
I'm not having a lot of luck finding good documentation, and there are wildly different implementations in the different mods I've checked.
- Fri Feb 14, 2025 00:33
- Forum: Mod Releases
- Topic: [Mod] Living Grass [living_grass]
- Replies: 2
- Views: 535
Re: [Mod] Living Grass [living_grass]
I have not tested it on a multiplayer server, so I can't speak to that. I haven't changed or modified the default grass spawning, so new grass should continue to spawn just like it always has. I was also very careful to make sure that the grass death chance is quite rare and should not kill faster t...
- Mon Feb 10, 2025 08:30
- Forum: Mod Releases
- Topic: [Mod] Living Grass [living_grass]
- Replies: 2
- Views: 535
[Mod] Living Grass [living_grass]
Living Grass The default grass will spread, but once it's spawned into the world, will never change. This mod makes grass grow, dry out, regrow, and die. Demo video: https://youtu.be/grDVyLcfgjU GitHub Repo: https://github.com/karlexceed/living_grass ContentDB Link: https://content.luanti.org/packa...
- Tue Jan 14, 2025 03:48
- Forum: Mod Releases
- Topic: [Mod] Ancient Bones [ancient_bones]
- Replies: 4
- Views: 1044
Re: [Mod] Ancient Bones [ancient_bones]
Well, I got curious and it turned out to be easier than I thought. If you update to the latest version of the mod, you should find some settings that you can configure via the Settings menu.
- Tue Jan 14, 2025 02:22
- Forum: Mod Releases
- Topic: [Mod] Ancient Bones [ancient_bones]
- Replies: 4
- Views: 1044
Re: [Mod] Ancient Bones [ancient_bones]
Yes, they are fairly rare, though I believe the spawn rate is the same as the chests in the default dungeon_loot mod. That said, there are BONES_MIN and BONES_MAX variables in the init.lua file that you can increase to affect the number of bones that show up, if you're willing to edit the mod files ...
- Wed Dec 18, 2024 07:49
- Forum: WIP Mods
- Topic: [Mod] Miner Charms [miner_charms]
- Replies: 3
- Views: 2232
Re: [Mod] Miner Charms [miner_charms]
I've decided to rename this mod from Miner Runes to Miner Charms.
- Mon Dec 16, 2024 20:42
- Forum: Mod Releases
- Topic: [Mod] Sapling Spawn [sapling_spawn]
- Replies: 2
- Views: 587
- Fri Dec 13, 2024 07:48
- Forum: Mod Releases
- Topic: [Mod] Ancient Bones [ancient_bones]
- Replies: 4
- Views: 1044
[Mod] Ancient Bones [ancient_bones]
Ancient Bones Adds randomly generated bones with some loot to generated dungeons. It's amazing how much more 'inhabited' this makes the world feel when you're mining and come across one. Mod dependencies: bones, default Content DB link: https://content.luanti.org/packages/karlexceed/ancient_bones/ ...
- Fri Dec 13, 2024 07:37
- Forum: Mod Releases
- Topic: [Mod] Sapling Spawn [sapling_spawn]
- Replies: 2
- Views: 587
[Mod] Sapling Spawn [sapling_spawn]
Sapling Spawn A mod that makes trees spread out and become dense forests over time. Saplings will only spawn on well-lit soil blocks with trees close by. The sapling will be the same species as a random nearby tree. Since this mod uses an ABM, the sapling spawning will only happen in map chunks tha...
- Tue Dec 19, 2023 10:36
- Forum: WIP Mods
- Topic: [Mod] Miner Charms [miner_charms]
- Replies: 3
- Views: 2232
Re: [Mod] Miner Charms [miner_charms]
Great ideas!
And yeah I agree that the current sound effect definitely needs tweaking.
RE caching whether a player is holding the rune - is there a built in function for that?
And yeah I agree that the current sound effect definitely needs tweaking.
RE caching whether a player is holding the rune - is there a built in function for that?
- Mon Dec 18, 2023 19:43
- Forum: WIP Mods
- Topic: [Mod] Miner Charms [miner_charms]
- Replies: 3
- Views: 2232
[Mod] Miner Charms [miner_charms]
Miner Charms Handy things to hold on to if you've advanced to the point where you're mining hundreds or thousands of blocks at a time. Item: Stone Repel Charm Keep this in your inventory while mining and you won't fill up on stone blocks. Item: Crumbly Repel Charm Keep this in your inventory while ...
- Mon Dec 18, 2023 19:19
- Forum: Modding Discussion
- Topic: Intercept a node from being dug
- Replies: 2
- Views: 759
Re: Intercept a node from being dug
Great, that did exactly what I was looking for.
I did look at the API doc as well as several forum posts and other mod's source, which is how I ended up where I was. It's a little hard to know what a function does if everything you're reading is telling you to look at a different function.
I did look at the API doc as well as several forum posts and other mod's source, which is how I ended up where I was. It's a little hard to know what a function does if everything you're reading is telling you to look at a different function.
- Mon Dec 18, 2023 19:00
- Forum: Modding Discussion
- Topic: Static Animation
- Replies: 5
- Views: 2072
Re: Static Animation
Would it work for your case to do it in the same way that the flames on the front of a furnace animate when it's active?
- Mon Dec 18, 2023 07:35
- Forum: Modding Discussion
- Topic: Intercept a node from being dug
- Replies: 2
- Views: 759
Intercept a node from being dug
I'm hoping to use register_on_dignode to prevent the player from acquiring stone nodes if they are holding a certain item in their inventory (not the active tool). But I guess I'm not sure how I intercept oldnode or do anything different with it. Here's what I've got so far: minetest.register_on_dig...
- Mon Dec 11, 2023 08:46
- Forum: Modding Discussion
- Topic: Questions RE flowing liquids
- Replies: 9
- Views: 2225
Re: Questions RE flowing liquids
Additional info: It seems that the light transmission works exactly like water, which is unsurprising. More layers means a greater reduction in brightness. 14 layers of mercury is basically pitch black, which is the same as water, and tracks with the information from this page: https://wiki.minetest...
- Mon Dec 11, 2023 08:26
- Forum: Modding Discussion
- Topic: Questions RE flowing liquids
- Replies: 9
- Views: 2225
Re: Questions RE flowing liquids
I had thought that you were also asking that the liquids be opaque to light at the engine level, such that if you were trapped in a hole under a layer of mercury between layers of glass, it would block light out. I don't think that's possible. That does seem to be the case, at least to some extent....
- Mon Dec 11, 2023 03:25
- Forum: Modding Discussion
- Topic: Questions RE flowing liquids
- Replies: 9
- Views: 2225
Re: Questions RE flowing liquids
That's funny - I had assumed that the alpha value was inverse of that. Sure enough, setting that to 255 solved for the view from underneath the liquid.
And adding paramtype = "light" back looks correct now as well with the correct alpha set. Now if only there was reflectivity/albedo...
And adding paramtype = "light" back looks correct now as well with the correct alpha set. Now if only there was reflectivity/albedo...
- Sun Dec 10, 2023 05:59
- Forum: Modding Discussion
- Topic: Questions RE flowing liquids
- Replies: 9
- Views: 2225
Questions RE flowing liquids
I decided to try creating a mod that adds liquid mercury. It was mostly straightforward, but there are a few things that I have questions about. You can check out the WIP mod here: https://github.com/karlexceed/liquid_mercury/tree/main First, am I correct that setting drowning above 1 will have no e...