Search found 961 matches
- Thu Nov 20, 2025 21:00
- Forum: WIP Games
- Topic: [Game] MineCloneRE [0.21.1]
- Replies: 2
- Views: 187
Re: MineCloneRE
Yayyy
- 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 🤤
- 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...
- Mon Nov 17, 2025 17:55
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.62] [mobs]
- Replies: 2709
- Views: 874501
Re: Update:
Dosent say anything about flying mobsTenPlus1 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
- 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 ...
- 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...
- 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
- 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...
- 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...
- 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
- Wed Oct 08, 2025 17:56
- Forum: News
- Topic: Luanti 5.14.0
- Replies: 13
- Views: 2178
- 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
- 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?
- 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
- 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.
- 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
- 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...
- 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
- 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
- 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.
- 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
- 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)
- 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
Question. Can we still register nodes with the : prefix? Like :ugx:blockfromanothermodbutsamename
- 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?)
- 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...