Search found 961 matches

by Nininik
Thu Nov 20, 2025 21:00
Forum: WIP Games
Topic: [Game] MineCloneRE [0.21.1]
Replies: 2
Views: 187

Re: MineCloneRE

Yayyy
by Nininik
Thu Nov 20, 2025 20:57
Forum: WIP Mods
Topic: New, New Factory Mod - Fork or...?
Replies: 2
Views: 143

Re: New, New Factory Mod - Fork or...?

Slide the link fr 🤤
by Nininik
Tue Nov 18, 2025 16:19
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.62] [mobs]
Replies: 2709
Views: 874501

Re: [Mod] Mobs Redo [1.62] [mobs]

Well, the function signature is this: mobs.drive(self, move_animation, stand_animation, can_fly, dtime) ...so I think this should work: mobs.drive(self, "fly", "stand", true, dtime) This should replace the mobs.fly call entirely. It's untested, but let me know if it works out. Y...
by Nininik
Mon Nov 17, 2025 17:55
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.62] [mobs]
Replies: 2709
Views: 874501

Re: Update:

TenPlus1 wrote:
Mon Nov 17, 2025 09:19
- Add Spanish translation to Mob_Horse.
- Set animation to "stand" when dismounting.

@Nininik - If you need further examples to ride a mob check out Mob Horse.

https://codeberg.org/tenplus1/mob_horse ... r/init.lua
Dosent say anything about flying mobs
by Nininik
Mon Nov 17, 2025 06:10
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.62] [mobs]
Replies: 2709
Views: 874501

Re: [Mod] Mobs Redo [1.62] [mobs]

Now that I look at the code more, the part of the API that is about riding mobs is a bit odd. mobs.drive allows the player to use the jump and sneak buttons to change elevation if can_fly is true, but the mob will not be able to shoot anything. mobs.fly seems to make the mob fly upwards when it is ...
by Nininik
Mon Nov 17, 2025 05:20
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.62] [mobs]
Replies: 2709
Views: 874501

Re: [Mod] Mobs Redo [1.62] [mobs]

So that fixed the crashing i replaced true with 27 but now it js goes up when you PRESS w or UP, and it us goes up, when releasing it will go down slowly but it isn't flying back or forth It might not be your fault. I'm bad at 3D math but I took a look here and: if ctrl.up then entity.object:set_ve...
by Nininik
Mon Nov 17, 2025 04:14
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.62] [mobs]
Replies: 2709
Views: 874501

Re: [Mod] Mobs Redo [1.62] [mobs]

On another note, if i use the format you provided I get this error: (I modified the code and replaced the blanks with needed stuff): this is on the line function mobs.fly(self, 27, speed, shoots, arrow) speed = 27 can_shoot = true, arrow_entity = "mobs_monster:arrow" can_fly = true
by Nininik
Mon Nov 17, 2025 04:07
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.62] [mobs]
Replies: 2709
Views: 874501

Re: [Mod] Mobs Redo [1.62] [mobs]

This function call in your do_custom function: mobs.fly(self, fly, true, dtime, can_shoot, arrow_entity, can_fly) ...does not match the function signature in mobs/mount.lua: function mobs.fly(entity, _, speed, shoots, arrow, moving_anim, stand_anim) 'true' is being passed as the speed, which causes...
by Nininik
Sun Nov 16, 2025 19:44
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.62] [mobs]
Replies: 2709
Views: 874501

Re: [Mod] Mobs Redo [1.62] [mobs]

Have an issue, I'm trying to make a flying rideable mob but it keeps giving me this error, and the api isnt really documented for it. Previously I managed to get it to not crash but it would js fly up infinitely when I ride it. My code: do_custom = function(self, dtime) -- set needed values if not a...
by Nininik
Fri Nov 07, 2025 15:51
Forum: Mod Releases
Topic: [Mod] Edit [2.0][edit]
Replies: 23
Views: 6908

Re: [Mod] Edit [2.0][edit]

Issue: placing down a mirror thing and unloading it makes a crash
by Nininik
Wed Oct 08, 2025 17:56
Forum: News
Topic: Luanti 5.14.0
Replies: 13
Views: 2178

Re: Luanti 5.14.0

lemonzest wrote:
Wed Oct 08, 2025 05:16
Anyone know when the flatpak is updated?
Hasn't been since 5.8 so I doubt, js be sigma and compile (i compiled and got 5.15dev lmao)
by Nininik
Fri Aug 29, 2025 17:06
Forum: Feature Discussion
Topic: [FEATURE REQUEST] Hypothetical features to integrate when SSCSM exists
Replies: 1
Views: 913

Re: [FEATURE REQUEST] Hypothetical features to integrate when SSCSM exists

This seems like a very good idea but it would take a lot of work to implement
by Nininik
Fri Aug 22, 2025 17:26
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.49] [farming]
Replies: 732
Views: 367632

Re: [Mod] Farming Redo [1.49] [farming]

I occasionally get a OOM error from farming, what could possibly be the cause and how could it be fixed?
by Nininik
Fri Aug 08, 2025 04:27
Forum: Luanti-related projects
Topic: Luanti Databases
Replies: 9
Views: 7006

Re: Luanti Databases

I don't think you can do that in luanti cuz of how it works IMHO
by Nininik
Sun Jul 13, 2025 16:01
Forum: General Discussion
Topic: [According to Gemini] MultiCraft Malware (disproven by author)
Replies: 8
Views: 4406

Re: [According to Gemini] MultiCraft Malware (disproven by author)

Well obviously 🙄 I remember playing multicraft around 2020 and they had an admin command to get someone's password.
by Nininik
Sat Jun 28, 2025 20:41
Forum: Game Discussion
Topic: I asked ChatGPT to fix our long-lasting conceptual issues
Replies: 8
Views: 3884

Re: I asked ChatGPT to fix our long-lasting conceptual issues

is this gonna be another chatgpt dump similar to what eredberre did or whatever his username was
by Nininik
Sat Jun 21, 2025 04:55
Forum: Mod Releases
Topic: [Mod] Extruder Tool [2.3.0][extruder]
Replies: 15
Views: 5274

Re: [Mod] Extruder Tool [2.2.0][extruder]

There is an issue where the tool can't be used in different air blocks, like my light air block that is filling a building that acts like air but glows with intensity of 14 and not flood able to. When I try to use the extruder when in a building with the special air, it simply dosent extrude. Thank...
by Nininik
Fri Jun 06, 2025 01:35
Forum: WIP Mods
Topic: Giant mod + world: Terras Capixabas
Replies: 26
Views: 11264

Re: Brazilian East Coast Showcase - Terras Capixabas mod!

Oops 2x post bc of the confusing preview thing
by Nininik
Fri Jun 06, 2025 01:35
Forum: WIP Mods
Topic: Giant mod + world: Terras Capixabas
Replies: 26
Views: 11264

Re: Brazilian East Coast Showcase - Terras Capixabas mod!

Are the trains dependency free? I've wanted non laggy trains with no dependencies for a while
by Nininik
Tue Jun 03, 2025 15:20
Forum: Mod Releases
Topic: [Mod] Extruder Tool [2.3.0][extruder]
Replies: 15
Views: 5274

Re: [Mod] Extruder Tool [2.2.0][extruder]

There is an issue where the tool can't be used in different air blocks, like my light air block that is filling a building that acts like air but glows with intensity of 14 and not flood able to. When I try to use the extruder when in a building with the special air, it simply dosent extrude.
by Nininik
Mon May 26, 2025 01:50
Forum: Servers
Topic: [server] UGX REALMS LEGACY
Replies: 110
Views: 22900

Re: [server] UGX REALMS LEGACY

Server adress and port changed to UGX.projectlegacyforge.net port 40008 i havent updated this thread in years we got a lot of new stuff
by Nininik
Sun May 25, 2025 17:53
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.62] [mobs]
Replies: 2709
Views: 874501

Re: [Mod] Mobs Redo [1.62] [mobs]

I have an issue. After migrating my server to a new host it crashes due to the mobs api where the active block range thing is on line 115 is somehow a nil value(this may be due to a different name for the conf file but the file itself functions normal)
by Nininik
Fri May 23, 2025 22:34
Forum: News
Topic: Luanti 5.12.0
Replies: 29
Views: 14489

Re: Luanti 5.12.0

HELLL YEAHHHHHHH!1!1!1!1!1!1!11!!11!1!1!1
Question. Can we still register nodes with the : prefix? Like :ugx:blockfromanothermodbutsamename
by Nininik
Wed May 21, 2025 22:32
Forum: General Discussion
Topic: More contact boxes in forum profile
Replies: 9
Views: 2837

Re: More contact boxes in forum profile

Ye discord is a good idea(and yt?)
by Nininik
Wed May 21, 2025 15:24
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.62] [mobs]
Replies: 2709
Views: 874501

Re: [Mod] Mobs Redo [1.62] [mobs]

@Nininik - That sounds plausible being custom mobs as I cannot recreate that behaviour. The latest updates have non-passive and non-tamed mobs able to attack players using the attack_chance value, unless you specifically set attack_players to false, then they will only attack if provoked. I'll send...