Search found 54 matches
- Fri Jan 31, 2025 02:29
- Forum: Feature Discussion
- Topic: How to make the password remember for multiplayer?
- Replies: 8
- Views: 1949
Re: How to make the password remember for multiplayer?
And I never trusted any of them For those no-trusters it's common to add a checkbox "save password". password manager programs like KeepassXC I personally keep all my passwords in KeepassXC. But also I use browser's builtin password manager, for example, to log in to this forum. Because i...
- Thu Jan 30, 2025 23:51
- Forum: Feature Discussion
- Topic: How to make the password remember for multiplayer?
- Replies: 8
- Views: 1949
Re: How to make the password remember for multiplayer?
Most of applications that connect to some servers with passwords - these applications usually do have some simple builtin password manager. At least, they remember last password. It's a QoL thing. Why Luanti still doesn't have such a small and important feature - is a huge mystery to me.
- Wed Sep 11, 2024 18:46
- Forum: General Discussion
- Topic: Poll: MTG stone digging sound
- Replies: 7
- Views: 2689
Re: Poll: MTG stone digging sound
I prefer the new one, it's more cracky. It feels like breaking something solid. The old one lacks high frequencies, it sounds like inside your head.
- Sun Jun 30, 2024 21:48
- Forum: Mod Releases
- Topic: [Mod] XNether [xnether]
- Replies: 3
- Views: 1452
Re: [Mod] XNether [xnether]
Fixed grow_tree crashes, thanks tanavit.
- Tue May 21, 2024 16:11
- Forum: Mod Releases
- Topic: [Mod] XNether [xnether]
- Replies: 3
- Views: 1452
[Mod] XNether [xnether]
Recently I was surfing on my ssd and found this. It is a year ago made mod, which I then didn't publish somewhy. Maybe I thought, that it was too simple, idr. Well, after adding some necessary things, like translation (only en and ru, other translations are gladly accepted) and fixing minor bugs, I ...
- Fri May 17, 2024 23:30
- Forum: Feature Discussion
- Topic: EFX reverberation
- Replies: 12
- Views: 3778
Re: EFX reverberation
I would say that there are needed not only reverberation, but also all other effects: delay, EQ (highpass, lowpass, highshelf, lowshelf, notch, bell filters), clipping/distortion, chorus/flanger, compressor/limiter. Lots of games use those effects and people don't even notice - it's just a natural t...
- Fri May 17, 2024 19:06
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1948
- Views: 820206
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
CODE Well, that's exactly the complicated way i'm afraid of. What I'm making is a transport card system, that I'm planning to use with hyperloop. And these cards are of two types: with limited number of rides and limited time. And for the second type I needed to somehow show card's's expiration dat...
- Sat May 11, 2024 19:56
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1948
- Views: 820206
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
I currently ran into a very dumb problem. I'm trying to calculate datetimes on luacontroller and... can't. What I'm trying to do is: take a date ( local date = os.datetable() ), add N days to it and show new date on a LCD. Looks simple, but it's not. I can convert datetable into seconds, then add N*...
- Fri May 10, 2024 00:27
- Forum: WIP Mods
- Topic: [Mod] Item acceptor [item_acceptor]
- Replies: 1
- Views: 424
[Mod] Item acceptor [item_acceptor]
Let's imagine - you want to open a door to only those who will give you a diamond. How would you do that? Well, if you have pipeworks, you can use vacuum tube and detecting tube. Your visitor must drop an item and then vacuum tube sucks it in. What if it's not a diamond? Use a sorting tube. And then...
- Thu May 09, 2024 23:08
- Forum: Mod Releases
- Topic: [MOD] Ethereal NG [1.33] [ethereal]
- Replies: 520
- Views: 252524
Re: [MOD] Ethereal NG [1.31] [ethereal]
BUG: you cannot rightclick things (buttons, levers, doors, chests and other) with ethereal saplings in your hand. There is a function prepare_on_place in sapling.lua, it lacks some checks, that exist in MTG default.sapling_on_place in default/trees.lua. Mainly this one: local pos = pointed_thing.und...
- Thu Sep 07, 2023 14:05
- Forum: WIP Mods
- Topic: [mod] Automated Storage & Retrieval System [asrs]
- Replies: 44
- Views: 12712
Re: [mod]Automated Storage & Retrieval System [asrs]
Wow, this looks like a worthy alternative to drawers.
Does it (will it) support pipeworks/tubelib ?
Does it (will it) support pipeworks/tubelib ?
- Thu Sep 07, 2023 13:57
- Forum: WIP Mods
- Topic: [modpack] Automobiles [automobiles_pck]
- Replies: 70
- Views: 27239
Re: [modpack] Automobiles [automobiles_pck]
1 - because in all cars I had in real life I never used the brakes to go reverse. Well, RL cars don't use driver's sneaking to go reverse either. Just swap: back (S) for reverse, sneak (shift) for braking. Most games use this layout. Anyways. We recently discussed in our server chat that we need a ...
- Thu Aug 24, 2023 11:21
- Forum: WIP Mods
- Topic: [modpack] Automobiles [automobiles_pck]
- Replies: 70
- Views: 27239
Re: [modpack] Automobiles [automobiles_pck]
Really nice mod. But why the controls are so weird? 1. Moving backward. Why it's SNEAK instead of BACK ? It's non-intuitive and non-conventional. Parking is damaging my brain: I need to press shift to move back and press back to stop moving back. Most games use crouch key for braking and S (in wasd)...
- Sun Aug 13, 2023 20:25
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1948
- Views: 820206
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Updated blinker. https://github.com/Ghaydn/misc_minetest_scripts/blob/main/blinker_mega.lua This script can now be used in lua tubes and do simple sorting by item names. For more complex sorting you may want to mix it with sorter functions: https://github.com/Ghaydn/misc_minetest_scripts/blob/main/s...
- Sun Aug 13, 2023 19:10
- Forum: Mod Releases
- Topic: [Mod] Tech Age [techage]
- Replies: 521
- Views: 174171
Re: [Mod] Tech Age [techage]
Idk if this is a bug, or if I just don't know how to do this. But how does one remove water from a boiler. You can add water by punching, but if I want to remove the boiler I can't until the water has been used up. Left click with empty bucket on a boiler. About sand. Since the player gets it so mu...
- Sun Aug 13, 2023 18:54
- Forum: WIP Mods
- Topic: [Mod] Plastic block [plastic_block]
- Replies: 5
- Views: 1291
Re: [Mod] Plastic block [plastic_block]
Checked out Technic (from Content DB). Didn't find any plastic blocks there. Tried adding unified dyes, mesecons, digilines - no result.
13.08.2023
FIX: Plastic moreblocks are no longer in "plastic" group, because of which player could craft full-size block using microblock and dye.
13.08.2023
FIX: Plastic moreblocks are no longer in "plastic" group, because of which player could craft full-size block using microblock and dye.
- Sat Aug 12, 2023 21:15
- Forum: WIP Mods
- Topic: [Mod] Plastic block [plastic_block]
- Replies: 5
- Views: 1291
Re: [Mod] Plastic block [plastic_block]
Technic includes plastic blocks that can be painted with its painter tool. Didn't know that. Last time I played with Technic (quite long ago), there were no such blocks. Currently I'm playing on Techage servers, and there are no plastic blocks either. Thanks for the advice, I definitely should add ...
- Sat Aug 12, 2023 13:23
- Forum: WIP Mods
- Topic: [Mod] Plastic block [plastic_block]
- Replies: 5
- Views: 1291
[Mod] Plastic block [plastic_block]
Yet another mod that adds colored plastic blocks. Basic Materials has craftable plastic, but you can't use it for building. This mod fixes such an injustice. If you have an automatic tree farm (which is typical for tech-related gameplay), then you probably have lots, LOTS of leaves that you convert ...
- Sat Sep 03, 2022 02:12
- Forum: Servers
- Topic: [Play Now] THE SAMZ SERVER
- Replies: 152
- Views: 81448
Re: [Play Now] THE SAMZ SERVER
I just got a mini-2b2t experience: 1. Joined the server. Died. Found that spawn was flooded with lava. 2. Made it to escape spawn using a bucket. 3. Found that there's "all-item" chest in my inventory. 4. Cleaned up lava around spawn. Just because I can. 5. Tried to walk around and look fo...
- Sun Aug 21, 2022 07:55
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1948
- Views: 820206
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
SMART BLINKER on luacontroller Sometimes you need to blink with mese signal, but blinking plant is not enough. Then a luacontroller comes to the rescue. What this script can do: 1. Blink. Not just on/off single port. Any reasonable sequence of every unused port is available. 2. Adjust blink rate. 3...
- Mon May 16, 2022 21:16
- Forum: Game Releases
- Topic: [Game] NodeCore
- Replies: 30
- Views: 25918
Re: [Game] NodeCore
Okay then, in nc_woodwork/rake.lua I found a recipe. nodes = { {match = adze, replace = "air"}, {y = -1, match = modname .. ":staff", replace = "air"}, {x = -1, match = adze, replace = "air"}, {x = 1, match = adze, replace = "air"}, }, Tried to make ...
- Mon May 16, 2022 10:01
- Forum: Game Releases
- Topic: [Game] NodeCore
- Replies: 30
- Views: 25918
Re: [Game] NodeCore
Cannot assemble rake and other simiar recipes on current (01845521-98ea7d1c and 01855801-58a046f4) versions of NC. Minetest 5.5.0. On server NodeCore (RUS) it works fine (01483733-7dc18b3e).
- Mon Jan 03, 2022 05:36
- Forum: Modding Discussion
- Topic: Ghaydn's miscellaneous modding questions
- Replies: 20
- Views: 3775
Re: Ghaydn's miscellaneous modding questions
AFAIK there was no way to get collision detection in LUA before it was added in 5.3. That's sad enough. Not too much, but still sad. Another question. MT automatically generates inventory images if those were not specified on node registration. There is a function "inventorycube" to make ...
- Sun Dec 26, 2021 11:33
- Forum: Modding Discussion
- Topic: Ghaydn's miscellaneous modding questions
- Replies: 20
- Views: 3775
Re: Ghaydn's miscellaneous modding questions
Does anybody know how collision detection worked in old MT (at least 5.2)? For entities, i mean. Because currently it's very easy: we have on_step(self, dtime, moveresult) and this moveresult contents all collisions. In 5.2 there was no moveresult.
- Fri Dec 24, 2021 14:06
- Forum: Mod Releases
- Topic: [Mod] i3 [1.16] [i3]
- Replies: 180
- Views: 67485
Re: [Mod] i3 [1.5.2] [i3]
Is it possible to add "i3.clear_craft" function (for custom craft types)? Why is it needed? Well, a) MT has similar function for default craft types, b) an example: 1. Mod_a adds some api and some recipes for it, 2. Mod_b depends on mod_a, but makes it more hardcore, not all players would ...