Search found 52 matches

by SpaghettiToastBook
Mon Feb 11, 2019 04:48
Forum: Modding Discussion
Topic: How to find caves deep underground?
Replies: 5
Views: 399

Re: How to find caves deep underground?

Thanks again. I've changed minp and maxp to be the search position ±40, for a total volume of 80×80×80 nodes, instead of ±100.
by SpaghettiToastBook
Sat Feb 09, 2019 08:18
Forum: Modding Discussion
Topic: Making a pickaxe.
Replies: 2
Views: 245

Re: Making a pickaxe.

Here's the relevant part of lua_api.txt: https://rubenwardy.com/minetest_modding ... -specifics
by SpaghettiToastBook
Fri Feb 08, 2019 21:58
Forum: Modding Discussion
Topic: How to find caves deep underground?
Replies: 5
Views: 399

Re: How to find caves deep underground?

Thanks for the advice!

Here's a quick question about minetest.emerge_area. lua_api.txt says that the positions passed to the callback are block coordinates. Does that mean the actual coordinates are just emin plus the passed-in position?
by SpaghettiToastBook
Wed Feb 06, 2019 18:56
Forum: WIP Mods
Topic: [Mod] Mese Portals [meseportals]
Replies: 26
Views: 3156

Re: [Mod] Mese Portals [meseportals]

I suppose you can add something like meseportals.can_connect(from, to) and let mods override it. I can try to write that and send a PR if you'd be interested.
by SpaghettiToastBook
Wed Feb 06, 2019 17:04
Forum: WIP Mods
Topic: [Mod] Mese Portals [meseportals]
Replies: 26
Views: 3156

Re: [Mod] Mese Portals [meseportals]

Is there a way to restrict which portals a portal can connect to? I want to disallow portals from connecting over a particular plane.
by SpaghettiToastBook
Wed Feb 06, 2019 16:57
Forum: Feature Discussion
Topic: Some item/node groups I would like to see made more standard
Replies: 17
Views: 1381

Re: Some item/node groups I would like to see made more stan

The tool type groups are especially needed. Although they could probably just be group:pick, group:shovel, and so on.
by SpaghettiToastBook
Mon Feb 04, 2019 19:19
Forum: Modding Discussion
Topic: How to find caves deep underground?
Replies: 5
Views: 399

Re: How to find caves deep underground?

Since writing the above post, I've managed to write something that works: local portal_vm_data = {} minetest.register_node("underworld:disconnected_portal", { description = "Underworld Portal (Disconnected)", -- irrelevant details omitted on_construct = function(pos) minetest.get_node_timer(pos):sta...
by SpaghettiToastBook
Mon Feb 04, 2019 07:22
Forum: Modding Discussion
Topic: How to find caves deep underground?
Replies: 5
Views: 399

How to find caves deep underground?

I'm making a mod that makes an underworld deep underground, using the caves generated by the mapgen. I want to make a portal that, when placed, finds a teleportation target down there (a walkable node with two air nodes above it) that has close x and z coordinates to the portal. What's the best way ...
by SpaghettiToastBook
Fri Feb 01, 2019 18:56
Forum: Mod Releases
Topic: [Mod] Snow, rain, clouds (with sound) [snowdrift]
Replies: 161
Views: 54307

Re: [Mod] Snow, rain, clouds (with sound) [snowdrift]

Paramat, Sofar's lightning mod has an issue in this context: it picks a player at random for the lightning strike, without regard to the local weather conditions. You'll have to modify it so that the strike() function takes a position parameter (around where to strike). The strike function does tak...
by SpaghettiToastBook
Fri Feb 01, 2019 01:29
Forum: Mod Releases
Topic: [Mod] Cave Realms Lite [caverealms_lite]
Replies: 44
Views: 21021

Re: [Mod] Cave Realms Lite [caverealms_lite]

Yeah, it just comes down to how detailed one prefers node descriptions to be. In this case, I want them to be more detailed than you want them to be. It's a matter of personal taste.
by SpaghettiToastBook
Thu Jan 31, 2019 22:37
Forum: Mod Releases
Topic: [Mod] Cave Realms Lite [caverealms_lite]
Replies: 44
Views: 21021

Re: [Mod] Cave Realms Lite [caverealms_lite]

It breaks the immersion into the game world a bit. This makes no sense to me. There's plenty of things in the real world I'd call "bricks" for example. But that doesn't mean they all look identical or are the same size or could be used for the same thing. True, but if two bricks look different and ...
by SpaghettiToastBook
Thu Jan 31, 2019 20:24
Forum: Mod Releases
Topic: [Mod] Cave Realms Lite [caverealms_lite]
Replies: 44
Views: 21021

Re: [Mod] Cave Realms Lite [caverealms_lite]

Well, I definitely had a problem with it Then chance it in the version you use, or if you play on a server, ask the owner of that server to change it. Yeah, I'll do that. One of the two mods should drop their registration and use aliases, or force register an alias. I have no particular opinions on...
by SpaghettiToastBook
Thu Jan 31, 2019 07:14
Forum: Mod Releases
Topic: [Mod] Basic Materials [git][basic_materials]
Replies: 18
Views: 10046

Re: [Mod] Basic Materials [git][basic_materials]

Perhaps the silicon here should aliased to mesecons's silicon, or vice versa, if both are present.
by SpaghettiToastBook
Thu Jan 31, 2019 07:09
Forum: Mod Releases
Topic: [Mod] Snow, rain, clouds (with sound) [snowdrift]
Replies: 161
Views: 54307

Re: [Mod] Snow, rain, clouds (with sound) [snowdrift]

Could you make it so that lightning only strikes while it's raining if sofar's lightning mod is present?
by SpaghettiToastBook
Thu Jan 31, 2019 07:03
Forum: Mod Releases
Topic: [Mod] Cave Realms Lite [caverealms_lite]
Replies: 44
Views: 21021

Re: [Mod] Cave Realms Lite [caverealms_lite]

Cave Realms has existed since 2014 and I have never heard of any other player having an issue with descriptions. Well, I definitely had a problem with it when I was playing in 2015. (Not that I'd expect anyone to know, since I didn't post about it.) Anyway, it does seem like no one but me cares abo...
by SpaghettiToastBook
Wed Jan 30, 2019 19:43
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1550
Views: 518970

Re: [Mod] Technic [0.4.16-dev] [technic]

The battery boxes' upgrades are explained in the manual, under the heading "battery boxes".
by SpaghettiToastBook
Wed Jan 30, 2019 19:40
Forum: Mod Releases
Topic: [Mod] Cave Realms Lite [caverealms_lite]
Replies: 44
Views: 21021

Re: [Mod] Cave Realms Lite [caverealms_lite]

It's called coal dust because it is coal dust. It's simply a block of it, and you can turn nine of them into a coal block. I don't see what advantage changing the description brings, and it would put the name and description at odds with each other, which isn't something I want to do without good r...
by SpaghettiToastBook
Tue Jan 29, 2019 18:22
Forum: Mod Releases
Topic: [Mod] Cave Realms Lite [caverealms_lite]
Replies: 44
Views: 21021

Re: [Mod] Cave Realms Lite [caverealms_lite]

Coal dust in CRL comes from the node in the original Cave Realms, which is also a very old mod and is used on many servers. If I change the name, it will leave worlds filled with unknown nodes or I'll need to rely on aliases, which it is much better to avoid. There are servers using both Technic an...
by SpaghettiToastBook
Tue Jan 29, 2019 06:39
Forum: Mod Releases
Topic: [Mod] Cave Realms Lite [caverealms_lite]
Replies: 44
Views: 21021

Re: [Mod] Cave Realms Lite [caverealms_lite]

Is there any chance coal dust could be renamed? There's an item in technic called coal dust.
by SpaghettiToastBook
Sat Jan 26, 2019 22:25
Forum: WIP Mods
Topic: [Mod] Mese Portals [meseportals]
Replies: 26
Views: 3156

Re: [Mod] Mese Portals [meseportals]

Any reason for the auto-closing?
by SpaghettiToastBook
Fri Jan 25, 2019 19:54
Forum: WIP Mods
Topic: [Mod] Beacons [beacons]
Replies: 8
Views: 1195

Re: [Mod] Beacons [beacons]

aristotle wrote:Thank you! I like your mod.
You're welcome!
aristotle wrote:I appreciate you can set the beacon height to whatever you like, thus I set it to 1000 but this generates an error.
Fixed!
by SpaghettiToastBook
Tue Jan 22, 2019 07:04
Forum: WIP Mods
Topic: [Mod] Beacons [beacons]
Replies: 8
Views: 1195

[Mod] Beacons [beacons]

This mod adds beacons in several different colors: https://notabug.org/SpaghettiToastBook/beacons/raw/master/screenshot.png You can craft beacons with steel ingots, a mese lamp, and dye like this: https://notabug.org/SpaghettiToastBook/beacons/raw/master/craft_image.png You can also mix a beacon and...
by SpaghettiToastBook
Sun Jan 20, 2019 20:55
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.45] [farming]
Replies: 489
Views: 192150

Re: [Mod] Farming Redo [1.39] [farming]

I sent a PR adding some more food (pizza and multigrain bread).
by SpaghettiToastBook
Tue Jan 15, 2019 10:13
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.45] [farming]
Replies: 489
Views: 192150

Re: [Mod] Farming Redo [1.39] [farming]

Melons have no digging groups, so they take a while to dig. Is this intentional? Nevermind; they have snappy = 1. Why are peppercorns crafted from pepper? (I assume the latter is a bell pepper or something in the same genus.) They're botanically unrelated. I might try to make some pasta or pizza if...
by SpaghettiToastBook
Tue Jan 08, 2019 01:24
Forum: Mod Releases
Topic: [Mod] Bonemeal [1.1] [bonemeal]
Replies: 69
Views: 16778

Re: [Mod] Bonemeal [1.0] [bonemeal]

Thanks!