That's too bad. Well, I guess I'll keep the messy workaround I was working with yesterday then.
Thank you!
Search found 108 matches
- Sat Mar 27, 2021 07:41
- Forum: General Discussion
- Topic: Retrieving the tool repair bonus?
- Replies: 2
- Views: 575
- Fri Mar 26, 2021 08:35
- Forum: General Discussion
- Topic: Retrieving the tool repair bonus?
- Replies: 2
- Views: 575
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...
- Thu Jan 28, 2021 00:51
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11113
- Views: 2064071
- Thu Jan 28, 2021 00:19
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11113
- Views: 2064071
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...
- 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,...
- 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 ...
- 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...
- 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...
- 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...
- 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, ...
- 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...
- 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>.
- Wed Dec 02, 2020 09:42
- Forum: Mod Releases
- Topic: [Mod] Unified Dyes [20170620][unifieddyes]
- Replies: 146
- Views: 85445
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...
- 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 ...
- 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...
- 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...
- 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!
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...