Search found 108 matches

by AlexYst
Sat Mar 27, 2021 07:41
Forum: General Discussion
Topic: Retrieving the tool repair bonus?
Replies: 2
Views: 576

Re: Retrieving the tool repair bonus?

That's too bad. Well, I guess I'll keep the messy workaround I was working with yesterday then.

Thank you!
by AlexYst
Fri Mar 26, 2021 08:35
Forum: General Discussion
Topic: Retrieving the tool repair bonus?
Replies: 2
Views: 576

Retrieving the tool repair bonus?

In a few of the mods I've been working with, I make the assumption that the tool repair bonus is 1311 points, which is true when using the 0.02 recipe set in the default mod. However, I'm now trying to generalise that part of the code in one of the mods, and I can't figure out how to retrieve the cu...
by AlexYst
Thu Jan 28, 2021 00:51
Forum: General Discussion
Topic: Post your screenshots!
Replies: 11113
Views: 2064157

Re: Post your screenshots!

duane wrote:
Thu Jan 28, 2021 00:26
Dangerous intersection...

Image
An intersection of a cave and what? Some sort of underground city? Or with that grid-like door placement, an apartment complex?
by AlexYst
Thu Jan 28, 2021 00:19
Forum: General Discussion
Topic: Post your screenshots!
Replies: 11113
Views: 2064157

Re: Post your screenshots!

I was going to build the walls of my mine out of stone blocks, but that wasn't expensive enough. Mining is just netting me too much stone. So I went with furnaces instead, using the square textures of their underside texture, which look more like the tiled look I wanted anyway and save me a bunch of...
by AlexYst
Sat Jan 16, 2021 03:17
Forum: WIP Games
Topic: [Game] Minetest Game: Mushroom Fork
Replies: 6
Views: 1450

Re: [Game] Minetest Game: Mushroom Fork

The tool buff system is now complete enough that it's presentable. If I come up with any more buff ideas, there's definitely room to add more, but the minimum target number has been hit. Specifically, it's now not possible to get all buffs on any tool without interacting with the tool repair system,...
by AlexYst
Wed Dec 23, 2020 06:56
Forum: Mod Releases
Topic: [Mod] Realistic player names [1.0.3] [real_names]
Replies: 29
Views: 4638

Re: [Mod] Realistic player names [1.0.3] [real_names]

AlexYst, I stand corrected and ashamed of my comments. I do apologize and hope that you can forgive me. Shad No worries. I tried to reply to your PMed apology too, but it seems you have incoming PMs disabled, so I couldn't. We all make mistakes, and I think with times being as stressful as they've ...
by AlexYst
Fri Dec 18, 2020 19:30
Forum: WIP Games
Topic: [Game] Minetest Game: Mushroom Fork
Replies: 6
Views: 1450

Re: [Game] Minetest Game: Mushroom Fork

Sounds nice! I'll test it out later Really looking forward to a good tool customization system The big food stuff reminded me of this great mod from a few years ago! it's lovely: Food Blocks That looks really cool! I started out trying to do a similar thing with the mushrooms, but ended up giving u...
by AlexYst
Thu Dec 17, 2020 09:49
Forum: WIP Games
Topic: [Game] Minetest Game: Mushroom Fork
Replies: 6
Views: 1450

[Game] Minetest Game: Mushroom Fork

Minetest Game's development is directionless, according to its own developers, and as such, keeps ending up on ice, not really being developed much for stretches of time. At the time of releasing the initial (incomplete) version of this fork, such a freeze has recently occurred. I totally get why th...
by AlexYst
Thu Dec 17, 2020 06:46
Forum: Mod Releases
Topic: [Mod] Realistic player names [1.0.3] [real_names]
Replies: 29
Views: 4638

Re: [Mod] Realistic player names [1.0.3] [real_names]

RANT: Quite frankly, @AlexYst, this is NOT about your disagreements about gender or sex. This forum is NOT the place for these discussions. This forum is to speak about all things MT. Disagreements about word choices or "gender" choices are irrelevant, inappropriate, and just otherwise, a...
by AlexYst
Fri Dec 11, 2020 02:20
Forum: Mod Releases
Topic: [Mod] Realistic player names [1.0.3] [real_names]
Replies: 29
Views: 4638

Re: [Mod] Realistic player names [real_names] [1.0.3]

Sex refers to one's genitals, while gender describes who one is on the inside. I have checked multiple dictionaries and they all say that sex is a synonym of gender... It might help to check a more medically-oriented resource, rather than a dictionary. Dictionaries report on common usage of words, ...
by AlexYst
Sun Dec 06, 2020 19:40
Forum: Mod Releases
Topic: [Mod] Realistic player names [1.0.3] [real_names]
Replies: 29
Views: 4638

Re: [Mod] Realistic player names [real_names] [1.0.3]

There’s something outdated with the binary choice between boy and girl. It doesn’t necessarily reflect the setting of the server’s world build (who knows what genders exist therein). But if only sticking to the context of stock MTG, only one gender exists (the one people call Sam). Maybe just remov...
by AlexYst
Sun Dec 06, 2020 11:03
Forum: Mod Releases
Topic: [Mod] Realistic player names [1.0.3] [real_names]
Replies: 29
Views: 4638

Re: [Mod] Realistic player names [1.0.3] [real_names]

Is there any chance you might add an enby option, for those of us that are neither boy nor girl? There's actually a wide variety of unisex names available, such as the ones found here: <https://wehavekids.com/baby-names/gender-neutral-names>.
by AlexYst
Wed Dec 02, 2020 09:42
Forum: Mod Releases
Topic: [Mod] Unified Dyes [20170620][unifieddyes]
Replies: 146
Views: 85450

Re: [Mod] Unified Dyes [20170620][unifieddyes]

I was working with palettes today for one of my own mods, and I set the palette metadata of my items as I usually do. I noticed though that my white ones that I hadn't placed into the world weren't stacking like they should with the same nodes that had been placed and dug back up, so I took a look a...
by AlexYst
Sun Aug 30, 2020 10:33
Forum: General Discussion
Topic: Too many 0.4.17 servers
Replies: 17
Views: 1882

Re: Too many 0.4.17 servers

I don't know of any game servers that does that because ... It's negatively affect networking performance. I'm not saying we should care about security for a silly game people play to keep themselves entertained. Like you said, Minetest isn't exactly a banking website. I'm just saying we shouldn't ...
by AlexYst
Sat Aug 29, 2020 06:55
Forum: General Discussion
Topic: Too many 0.4.17 servers
Replies: 17
Views: 1882

Re: Too many 0.4.17 servers

Goodness knows what's security holes may reside as a result! If Minetest truly prioritised security, it'd use an encrypted connection for multiplayer play. Full stop. This is a known security hazard present in all versions of Minetest to date, not just a theoretical one. Until encrypted connections...
by AlexYst
Thu Aug 20, 2020 22:57
Forum: Partly official engine development
Topic: Custom API function causing segfaults ... Please help?
Replies: 8
Views: 2074

Re: Custom API function causing segfaults ... Please help?

Wow. I had no idea how easy it is to accidentally introduce segfaults and memory leaks. I have a lot to learn before I can do anything useful for the Minetest project. I'm still not ready to take on any large projects, especially while I'm still in school and have coursework to do, but this has been...
by AlexYst
Thu Aug 20, 2020 11:47
Forum: Partly official engine development
Topic: Custom API function causing segfaults ... Please help?
Replies: 8
Views: 2074

Re: Custom API function causing segfaults ... Please help?

It looks like I was a bit too late to edit my post. That does look a lot cleaner than what I just wrote though, and much closer semantically in my intent, so I'll exchange that in my code. Thank you Rubenwardy!
by AlexYst
Thu Aug 20, 2020 11:09
Forum: Partly official engine development
Topic: Custom API function causing segfaults ... Please help?
Replies: 8
Views: 2074

Re: Custom API function causing segfaults ... Please help?

If you want to have the string representation of your u64 (ie "123456789" for example), you should use sprintf function to do that. I just looked up the sprintf(), and it seems to write to a buffer of some sort. That sounds like outputting to the console or something, unless I'm misunders...
by AlexYst
Thu Aug 20, 2020 03:40
Forum: Partly official engine development
Topic: Custom API function causing segfaults ... Please help?
Replies: 8
Views: 2074

Custom API function causing segfaults ... Please help?

For a personal project of mine, it'd be very helpful to have access to the C++ read_seed() function from the Lua API. Today, I finally sat down to try to make that happen. I think I got rather close, but whenever this API function is called, it causes a segmentation fault. I'm sure it's some really ...
by AlexYst
Tue Aug 14, 2018 16:51
Forum: Mod Releases
Topic: [Mod] BlockProtectNodes [2020-03-30][blockprotectnodes]
Replies: 59
Views: 8195

Re: [Mod] BlockProtectNodes [2018-07-12][blockprotectnodes]

I'm not understanding your final note. Are you wanting the protection node to be invisible? If so, that's not this mod. You may be wanting something more similar to Landrush instead. I mean something like claim tool from simple_protection (https://forum.minetest.net/viewtopic.php?f=11&t=9035) o...
by AlexYst
Thu Aug 02, 2018 18:53
Forum: Mod Releases
Topic: [Mod] BlockProtectNodes [2020-03-30][blockprotectnodes]
Replies: 59
Views: 8195

Re: [Mod] BlockProtectNodes [2018-07-12][blockprotectnodes]

If you'd like, I could build that for you. I'd need a bit of clarification though. My understanding is that you'd want this mod to cause wooden doors and unlocked chests to only allow people with protection rights in the area to use them? Yes, but not need do this only for me, i can do it by myself...
by AlexYst
Tue Jul 31, 2018 22:09
Forum: Mod Releases
Topic: [Mod] BlockProtectNodes [2020-03-30][blockprotectnodes]
Replies: 59
Views: 8195

Re: [Mod] BlockProtectNodes [2018-07-12][blockprotectnodes]

If you want steel doors, wooden doors, locked chests, or unlocked chests to be protected, that's a change that needs to be made in Minetest Game's default and doors mods. We have minetest.override_item https://dev.minetest.net/minetest.override_item Sure, we have minetest.override_item(). Am I supp...
by AlexYst
Tue Jul 31, 2018 06:33
Forum: Mod Releases
Topic: [Mod] BlockProtectNodes [2020-03-30][blockprotectnodes]
Replies: 59
Views: 8195

Re: [Mod] BlockProtectNodes [2018-07-12][blockprotectnodes]

No, this mod isn't the same as that other one. Based on the fact that that other mod's claim areas are larger, I'm going to say it likely doesn't store the protection data in the map like this one does, but instead stores it in a separate database. If you want protected doors and chests, use steel ...
by AlexYst
Sun Jul 29, 2018 17:12
Forum: Mod Releases
Topic: [Mod] BlockProtectNodes [2020-03-30][blockprotectnodes]
Replies: 59
Views: 8195

Re: [Mod] BlockProtectNodes [2018-07-12][blockprotectnodes]

Is that mod the same https://forum.minetest.net/viewtopic.php?f=11&t=9035 ? Still no one protection mod which protect default minetest chest and doors. No, this mod isn't the same as that other one. Based on the fact that that other mod's claim areas are larger, I'm going to say it likely doesn...
by AlexYst
Fri Jul 20, 2018 20:43
Forum: Mod Releases
Topic: [Mod] BlockProtectNodes [2020-03-30][blockprotectnodes]
Replies: 59
Views: 8195

Re: [Mod] BlockProtectNodes [2018-07-12][blockprotectnodes]

No, the HUD would work like the current one in the Areas mod, but with added computer-generated id's. Also if i understand you then it already uses a landrush type protctection: no matter where you stake your claim within a cube area it protects that area only. *EDIT: wait i thought this mod alread...