Search found 52 matches
- Mon Feb 11, 2019 04:48
- Forum: Modding Discussion
- Topic: How to find caves deep underground?
- Replies: 5
- Views: 983
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.
- Sat Feb 09, 2019 08:18
- Forum: Modding Discussion
- Topic: Making a pickaxe.
- Replies: 2
- Views: 646
Re: Making a pickaxe.
Here's the relevant part of lua_api.txt: https://rubenwardy.com/minetest_modding ... -specifics
- Fri Feb 08, 2019 21:58
- Forum: Modding Discussion
- Topic: How to find caves deep underground?
- Replies: 5
- Views: 983
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?
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?
- Wed Feb 06, 2019 18:56
- Forum: WIP Mods
- Topic: [Mod] Mese Portals [meseportals]
- Replies: 27
- Views: 7556
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.
- Wed Feb 06, 2019 17:04
- Forum: WIP Mods
- Topic: [Mod] Mese Portals [meseportals]
- Replies: 27
- Views: 7556
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.
- Wed Feb 06, 2019 16:57
- Forum: Feature Discussion
- Topic: Some item/node groups I would like to see made more standard
- Replies: 18
- Views: 3515
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.
- Mon Feb 04, 2019 19:19
- Forum: Modding Discussion
- Topic: How to find caves deep underground?
- Replies: 5
- Views: 983
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...
- Mon Feb 04, 2019 07:22
- Forum: Modding Discussion
- Topic: How to find caves deep underground?
- Replies: 5
- Views: 983
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 ...
- Fri Feb 01, 2019 18:56
- Forum: Mod Releases
- Topic: [Mod] Snow, rain, clouds (with sound) [snowdrift]
- Replies: 162
- Views: 69395
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...
- Fri Feb 01, 2019 01:29
- Forum: Mod Releases
- Topic: [Mod] Cave Realms Lite [caverealms_lite]
- Replies: 47
- Views: 31429
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.
- Thu Jan 31, 2019 22:37
- Forum: Mod Releases
- Topic: [Mod] Cave Realms Lite [caverealms_lite]
- Replies: 47
- Views: 31429
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 diff...
- Thu Jan 31, 2019 20:24
- Forum: Mod Releases
- Topic: [Mod] Cave Realms Lite [caverealms_lite]
- Replies: 47
- Views: 31429
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...
- Thu Jan 31, 2019 07:14
- Forum: Mod Releases
- Topic: [Mod] Basic Materials [git][basic_materials]
- Replies: 35
- Views: 21721
Re: [Mod] Basic Materials [git][basic_materials]
Perhaps the silicon here should aliased to mesecons's silicon, or vice versa, if both are present.
- Thu Jan 31, 2019 07:09
- Forum: Mod Releases
- Topic: [Mod] Snow, rain, clouds (with sound) [snowdrift]
- Replies: 162
- Views: 69395
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?
- Thu Jan 31, 2019 07:03
- Forum: Mod Releases
- Topic: [Mod] Cave Realms Lite [caverealms_lite]
- Replies: 47
- Views: 31429
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...
- Wed Jan 30, 2019 19:43
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644914
Re: [Mod] Technic [0.4.16-dev] [technic]
The battery boxes' upgrades are explained in the manual, under the heading "battery boxes".
- Wed Jan 30, 2019 19:40
- Forum: Mod Releases
- Topic: [Mod] Cave Realms Lite [caverealms_lite]
- Replies: 47
- Views: 31429
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...
- Tue Jan 29, 2019 18:22
- Forum: Mod Releases
- Topic: [Mod] Cave Realms Lite [caverealms_lite]
- Replies: 47
- Views: 31429
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...
- Tue Jan 29, 2019 06:39
- Forum: Mod Releases
- Topic: [Mod] Cave Realms Lite [caverealms_lite]
- Replies: 47
- Views: 31429
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.
- Sat Jan 26, 2019 22:25
- Forum: WIP Mods
- Topic: [Mod] Mese Portals [meseportals]
- Replies: 27
- Views: 7556
Re: [Mod] Mese Portals [meseportals]
Any reason for the auto-closing?
- Fri Jan 25, 2019 19:54
- Forum: WIP Mods
- Topic: [Mod] Beacons [beacons]
- Replies: 8
- Views: 2920
Re: [Mod] Beacons [beacons]
You're welcome!aristotle wrote:Thank you! I like your mod.
Fixed!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.
- Tue Jan 22, 2019 07:04
- Forum: WIP Mods
- Topic: [Mod] Beacons [beacons]
- Replies: 8
- Views: 2920
[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...
- Sun Jan 20, 2019 20:55
- Forum: Mod Releases
- Topic: [Mod] Farming Redo [1.48] [farming]
- Replies: 643
- Views: 286538
Re: [Mod] Farming Redo [1.39] [farming]
I sent a PR adding some more food (pizza and multigrain bread).
- Tue Jan 15, 2019 10:13
- Forum: Mod Releases
- Topic: [Mod] Farming Redo [1.48] [farming]
- Replies: 643
- Views: 286538
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...
- Tue Jan 08, 2019 01:24
- Forum: Mod Releases
- Topic: [Mod] Bonemeal [1.7] [bonemeal]
- Replies: 106
- Views: 44570