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Re: [Server] Xanadu

@TenPlus1, Eye height was reduced 10% in 5.0 game (https://github.com/minetest/minetest_game/commit/d4e1bd053ed572573aeca2ec0e89f4c208a5b5f1#diff-ece8211128358d4199cb4742778d85a7). The new eye height is that of a 5'2" person while the old was a 5'9" person. Could you please change eye_heig...
by auouymous
Tue Mar 19, 2019 03:32
 
Forum: Servers
Topic: [Server] Xanadu
Replies: 3552
Views: 287686

Re: [Server] Xanadu

I realise that this could force another map wipe (I don't know if the v5.x servers can still use the v4.x database code) I hope that isn't true. I put so much time into my monstrosity recently and it is no where near complete. :( guess i will be absent until the upgrade. my dayly ppa updated to 5.0...
by auouymous
Sat Mar 09, 2019 23:10
 
Forum: Servers
Topic: [Server] Xanadu
Replies: 3552
Views: 287686

Re: [Server] Xanadu

I joined server tonight and Zlo tried to get me drunk but it wouldn't work (I drank a ton). He then left and I immediately became drunk. The drunk code might have issues if multiple players are online. Edit: Each time he rejoined I would stop being drunk and not be able to become drunk. It seemed li...
by auouymous
Thu Feb 28, 2019 09:05
 
Forum: Servers
Topic: [Server] Xanadu
Replies: 3552
Views: 287686

Re: [Server] Xanadu

Anyone know if plants will grow underground if it's well lit like.. Mese lamps? Glo stone? In the past, a thick glowlight was required next to or above each plant to grow underground. Putting the light at same level as the dirt wouldn't work. So you could have 4 plants around each glowlight. It sto...
by auouymous
Tue Feb 26, 2019 00:31
 
Forum: Servers
Topic: [Server] Xanadu
Replies: 3552
Views: 287686

Re: [Server] Xanadu

firefox wrote:i finished the public farm in the Hidden Ninja Village.


Very nice!
by auouymous
Thu Jan 17, 2019 14:38
 
Forum: Servers
Topic: [Server] Xanadu
Replies: 3552
Views: 287686

Re: [Server] Xanadu

NetYard5 wrote:How can I get fern tubers?


From digging ferns?

And the oats, rye and rice is either extremely rare and requires more than a stack of each grass type, or doesn't actually drop yet.
by auouymous
Fri Jan 11, 2019 06:55
 
Forum: Servers
Topic: [Server] Xanadu
Replies: 3552
Views: 287686

Re: [Server] Xanadu

@teneighty, you can spiral the autocrafters to reduce vertical space

Image
by auouymous
Tue Dec 25, 2018 22:13
 
Forum: Servers
Topic: [Server] Xanadu
Replies: 3552
Views: 287686

Re: [Server] Xanadu

I've got a question, the auto-crafters you can craft look different than the previous ones, how do they work? I just jumped on and tested them, and they are awesome! The pattern goes in top left, ingredients go in bottom, and the result is placed in top right. You can feed the ingredients from a to...
by auouymous
Tue Dec 18, 2018 04:51
 
Forum: Servers
Topic: [Server] Xanadu
Replies: 3552
Views: 287686

Re: [Server] Xanadu

some items are quite difficult to find You shouldn't be using tools you can't afford until you have the means to easily find their materials. please add a mode where we can repair our belongings. Tools can be repaired by crafting them with another identical tool. Put the damaged tool on the left si...
by auouymous
Fri Dec 07, 2018 23:46
 
Forum: Servers
Topic: [Server] Xanadu
Replies: 3552
Views: 287686

Re: [Server] Xanadu

Kelena wrote:Xanadu has now a public "Post Office" located next to the Lucky Blocks Arena #2


:)

Image
by auouymous
Wed Dec 05, 2018 12:20
 
Forum: Servers
Topic: [Server] Xanadu
Replies: 3552
Views: 287686

Re: [Server] Xanadu

IAmMainSupport wrote:why am I unable to find the server in the server list ; - ;? can I get the adress :x, thank u


It might be down right now, as I am unable to connect to it.
by auouymous
Sat Nov 24, 2018 11:35
 
Forum: Servers
Topic: [Server] Xanadu
Replies: 3552
Views: 287686

Re: [Mod] Mobs Redo [1.47] [mobs]

Another thing to do in order to make mobs behave smarter is to tie the attack state (and shooting) to the line of sight. If they lose visual contact, just return them to the "walk" state... The mob shouldn't immediately lose interest in the target when it is no longer in line of sight, ot...
by auouymous
Thu Nov 01, 2018 22:10
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.49] [mobs]
Replies: 1718
Views: 267208

Re: [Mod] Mobs Redo [1.47] [mobs]

is there any advantage to using a known standard such as UUID for longer term consistency and maintenance? A standard UUID format is needed if there will be multiple implementations of the UUID generating code (every language might need its own and people like reinventing wheels). Standard UUIDs in...
by auouymous
Mon Oct 15, 2018 23:41
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.49] [mobs]
Replies: 1718
Views: 267208

Re: [Mod] Mobs Redo [1.47] [mobs]

Less chance of duplicate id's getting generated. Not really. Random numbers shouldn't be used at all in a UUID. self.id = (math.random(1, 1000) * math.random(1, 10000)) .. self.name .. (math.random(1, 1000) ^ 2) That ^2 is wasted cycles and does nothing to reduce collisions. If random() produces th...
by auouymous
Mon Oct 15, 2018 10:21
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.49] [mobs]
Replies: 1718
Views: 267208

Re: [Mod] Mobs Redo [1.47] [mobs]

If alpha use isn't an option (and that PR may or may not make it to live), how about either using scaling (scale in/scale out) Seeing a mob grow into and shrink out of existence would be cool. or alternatively resetting the "kill timer" for as long as the NPC is in view of the player? Thi...
by auouymous
Mon Oct 01, 2018 11:43
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.49] [mobs]
Replies: 1718
Views: 267208

Re: [Mod] Mobs Redo [1.47] [mobs]

texmex wrote:Instead of fading entities, how about checking for angles where players aren’t looking at the moment and spawn mobs there?


You'd never encounter mobs when only moving forward, which happens while exploring.
by auouymous
Mon Oct 01, 2018 07:59
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.49] [mobs]
Replies: 1718
Views: 267208

Re: [Mod] Node-IO API [node_io] WIP

But can_put_item(side) won't work because it needs pos and node before side. I was being lazy when I wrote "(side)". The pos and node parameters are always required. But shouldn't it be get_inv_size instead of get_item_size? It doesn't give the size of any item. Item API uses "item&q...
by auouymous
Sun Sep 30, 2018 04:29
 
Forum: WIP Mods
Topic: [Mod] Node-IO API [node_io] WIP
Replies: 28
Views: 1473

Re: [Mod] Node-IO API [node_io] WIP

Itemstacks already have count, I don't see a reason to add count as an extra parameter. Performance and querying. Say you have queried an itemstack from the inventory but only want one, so you clone the itemstack and set count to one. The count parameter avoids the need to clone the itemstack. You ...
by auouymous
Fri Sep 28, 2018 22:56
 
Forum: WIP Mods
Topic: [Mod] Node-IO API [node_io] WIP
Replies: 28
Views: 1473

Re: [Mod] Node-IO API [node_io] WIP

Forgot to answer these in my wall of text. In this case it is independent on the rotation of the node. A transfer node only knows about NESWDU and only the inventory node can translate NESWDU to FBLRDU because it might not use a standard facedir. I'll be adding a helper function so an inventory node...
by auouymous
Thu Sep 27, 2018 09:21
 
Forum: WIP Mods
Topic: [Mod] Node-IO API [node_io] WIP
Replies: 28
Views: 1473

Re: [Mod] Node-IO API [node_io] WIP

Thank you! I was already looking into the first two and your feedback has reinforced my decision. The side is a string (NESWDU). Is this more useful than a vector? Should there be a side string or vector that respects the rotation of the node? I don't know. Are there helper functions to make a side ...
by auouymous
Thu Sep 27, 2018 05:57
 
Forum: WIP Mods
Topic: [Mod] Node-IO API [node_io] WIP
Replies: 28
Views: 1473

Re: [Mod] Node-IO API [node_io] WIP

I don't think, this would be a significant slowdown. By the way, is it slower to access from the not array part of a big table compared to of a small one? Does it even make sense adding such convenience functions to call the callbacks? The main table and sub-tables are both hash tables, they only s...
by auouymous
Tue Sep 25, 2018 23:38
 
Forum: WIP Mods
Topic: [Mod] Node-IO API [node_io] WIP
Replies: 28
Views: 1473

Re: [Mod] Node-IO API [node_io] WIP

I've seen an issue with your mod and reported it on github, otherwise I really like the idea. The helper functions now support detached inventories. Have you thought of using one `node_io` table containing all the callbacks in node definition? Do you mean grouping the callbacks in a table instead o...
by auouymous
Tue Sep 25, 2018 01:12
 
Forum: WIP Mods
Topic: [Mod] Node-IO API [node_io] WIP
Replies: 28
Views: 1473

Re: [Server] Xanadu

SwordOfDark wrote:
binshaden wrote:I like that fountain SwordOfDark. Where is it?

-24000, 5, -21647. Enjoy :)


Do any spawn portals get close to that?
by auouymous
Mon Sep 24, 2018 05:45
 
Forum: Servers
Topic: [Server] Xanadu
Replies: 3552
Views: 287686

Re: [Server] Xanadu

she spawns dungeon master inside my home and let that thing kills my npc That is why teleport pads should require destination pads like the teleport_sd mod, or at least check if destination is protected by the same person who placed the teleport pad or owns the protection at teleport pad. Also, are...
by auouymous
Thu Sep 13, 2018 00:57
 
Forum: Servers
Topic: [Server] Xanadu
Replies: 3552
Views: 287686

Re: [Mod] Elepower - A new powerful modpack [elepower]

Though uncontained gas replacing air nodes may highly alter gameplay… It wouldn't replicate like water source nodes. But you might walk into a dark cave full of gas pockets that hurt you. And placing a torch in or adjacent to a gas node might cause it to explode. But I'm not sure if minetest has an...
by auouymous
Fri Aug 31, 2018 22:14
 
Forum: WIP Mods
Topic: [Mod] Elepower - A new powerful modpack [elepower]
Replies: 157
Views: 8434
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