Search found 160 matches
- Sun Aug 06, 2017 19:27
- Forum: WIP Mods
- Topic: [Mod] Telemosaic [telemosaic] (WIP)
- Replies: 29
- Views: 8967
Re: [Mod] Telemosaic [telemosaic] (WIP)
Hello everyone, really sorry I haven't been active lately – I had some other issues besides Minetest, and then I got more into the C++ side of things, so any mod work ground to a halt… But yes, I'd like to pick up work on this mod again, and definitely check out your fork, @texmex! Thanks for workin...
- Sun Aug 06, 2017 19:24
- Forum: WIP Mods
- Topic: [Mod] Thirsty [thirsty] (WIP)
- Replies: 114
- Views: 29669
Re: [Mod] Thirsty [thirsty] (WIP)
Hello everyone, really sorry I haven't been active lately – I had some other issues besides Minetest, and then I got more into the C++ side of things, so any mod work ground to a halt… Thirsty is one of my oldest mods, and my most complex by far. Too complex, actually. It will take me a while to get...
- Thu Aug 03, 2017 21:00
- Forum: Mod Releases
- Topic: [Mod] Cloud Control [cloudcontrol]
- Replies: 3
- Views: 1511
[Mod] Cloud Control [cloudcontrol]
Cloud control [cloudcontrol] This mod aims to replace the current cloud_height client configuration setting. Since the introduction of the Lua API for clouds, the only use case of this setting is when the player cares about their clouds, but the server does not. This mod aims to cover this use case...
- Sat Jul 02, 2016 13:28
- Forum: Feature Discussion
- Topic: Animation on eating
- Replies: 8
- Views: 1628
Re: Animation on eating
Well, one quick solution which would not copy from Minecraft is to trigger the eating action via the "use" key, which Minecraft does not have ;-) . Unfortunately, I think Minetest Game and just about all food mods eat via the left mouse button. That's a lot of changing ahead.
- Sat Jul 02, 2016 06:27
- Forum: Feature Discussion
- Topic: Animation on eating
- Replies: 8
- Views: 1628
Re: Animation on eating
If you're talking about the first-person animation, then I'm annoyed with it too; but it cannot be fixed with mods.
On the other hand, I'm secretly working on a patch / pull request to the core engine that would allow for different wield item animations. But that's still a long way to go…
On the other hand, I'm secretly working on a patch / pull request to the core engine that would allow for different wield item animations. But that's still a long way to go…
- Thu Jun 30, 2016 18:12
- Forum: WIP Mods
- Topic: [Mod] Thirsty [thirsty] (WIP)
- Replies: 114
- Views: 29669
Re: [Mod] Thirsty [thirsty] (WIP)
Knowing the different biomes is something I would love to be able to do. I know there was some talk about it. Lets hope it does happen. I check the nodes to get the biome but it is far from perfect. I think part of the problem is that there is only a vague notion of "biomes", or whether b...
- Sat Jun 25, 2016 19:02
- Forum: WIP Mods
- Topic: [Mod] Thirsty [thirsty] (WIP)
- Replies: 114
- Views: 29669
Re: [Mod] Thirsty [thirsty] (WIP)
Version 0.10.2 released
Contains the bug fix by Echoes91, detailed above. Better late than never :-/
Contains the bug fix by Echoes91, detailed above. Better late than never :-/
- Sat Jun 25, 2016 18:45
- Forum: WIP Mods
- Topic: [Mod] Thirsty [thirsty] (WIP)
- Replies: 114
- Views: 29669
Re: [Mod] Thirsty [thirsty] (WIP)
You could make a companion mod that sets the thirst_factor (see above) according to the biome, but yes, this sounds like something that makes sense "by default".
I've been occasionally reading something about biomes and temperature maps – does anyone know how "official" this is?
I've been occasionally reading something about biomes and temperature maps – does anyone know how "official" this is?
- Sun Jun 19, 2016 13:29
- Forum: WIP Mods
- Topic: [Mod] Thirsty [thirsty] (WIP)
- Replies: 114
- Views: 29669
Re: [Mod] Thirsty [thirsty] (WIP)
Neat!Echoes91 wrote:I've included your mod within my new Minesim subgame
Oops! Thanks for catching that, merged (also sorry for the delay).Echoes91 wrote:and corrected a typo that prevented the bar to be displayed with the correct size.
- Wed Feb 03, 2016 20:52
- Forum: Modding Discussion
- Topic: A taxonomy of food sources
- Replies: 1
- Views: 851
A taxonomy of food sources
I've been thinking a lot about various food sources, and would like to share my views and get some feedback. As food (and hunger) are currently the realm of mods, I'm posting this to the "Modding Discussion" forum. This is specifically a ludic view, i.e. focussing on game mechanics as oppo...
- Sun Jan 31, 2016 15:28
- Forum: General Discussion
- Topic: I have a question about game modes.
- Replies: 11
- Views: 1237
Re: I have a question about game modes.
It seems you are the server admin. Like rubenwardy said, the admin has all privileges and most of them can NOT be revoked. I was about to write that I think they should all be revokable except for the "privs" privilege itself – then an admin would always be able to re-grant themselves eve...
- Tue Jan 19, 2016 19:49
- Forum: WIP Mods
- Topic: [Mod] Thirsty [thirsty] (WIP)
- Replies: 114
- Views: 29669
Re: [Mod] Thirsty [thirsty] (WIP)
So I'm integrating this mod with the mymonths mod, integrating is probably the wrong word, anyway, I'm wondering does thirsty.set_thirst_factor 2 mean you get thirsty twice as fast or half as fast, I couldn't find anything that said. Good point, the docs are probably too thin on this. A factor of 2...
- Tue Jan 05, 2016 22:13
- Forum: Mod Releases
- Topic: [Mod] Beware the Dark [bewarethedark]
- Replies: 87
- Views: 25752
Re: [Mod] Beware the Dark [bewarethedark]
Version 0.4.0 released Well, that was fast :-P The configuration now also defines a table "insane_damage_for_light". This can be used to adjust the (HP) damage when a player's sanity is completely gone. Missing values default to the original "damage_for_light" values. For exampl...
- Tue Jan 05, 2016 21:17
- Forum: Mod Releases
- Topic: [Mod] Beware the Dark [bewarethedark]
- Replies: 87
- Views: 25752
Re: [Mod] Beware the Dark [bewarethedark]
Version 0.3.6 released Another bugfix: the sanity loss / damage had not been scaled by the tick time (default 0.5 seconds) as it should. I've fixed this, meaning the damage per second should not change if the tick time changes. However, I did not adjust the damage values in the default configuratio...
- Wed Dec 30, 2015 21:10
- Forum: Mod Releases
- Topic: [Mod] Beware the Dark [bewarethedark]
- Replies: 87
- Views: 25752
Re: [Mod] Beware the Dark [bewarethedark]
Version 0.3.5 released
Just confirmed: sanity did indeed not reset on respawn. Fixed, and thanks Gerald!
Just confirmed: sanity did indeed not reset on respawn. Fixed, and thanks Gerald!
- Wed Dec 30, 2015 19:38
- Forum: Mod Releases
- Topic: [Mod] Beware the Dark [bewarethedark]
- Replies: 87
- Views: 25752
Re: [Mod] Beware the Dark [bewarethedark]
I like the idea and the implementation seems good. Thanks! I noticed the sanity changes quick, while i think of insanity as an slowly increasing problem, which is hardly cured, so i changed the damage in the config (nice feature!). The problem is that the "real damage" is as bad as the &q...
- Sun Dec 06, 2015 22:14
- Forum: Feature Discussion
- Topic: Map Layering feature...
- Replies: 18
- Views: 3134
Re: Map Layering feature...
Yay! I've been thinking about something like this too, for a while. It does make a lot of sense, given the vertical space available. Nice to know that the shadow issue is being tackled – there's not much more that needs to be done from the engine, is there? (Originally, I had assumed that sunshadows...
- Sun Dec 06, 2015 21:56
- Forum: WIP Mods
- Topic: [Mod] Thirsty [thirsty] (WIP)
- Replies: 114
- Views: 29669
Re: [Mod] Thirsty [thirsty] (WIP)
Wow, looks very good! Nice :-D
- Thu Nov 26, 2015 21:41
- Forum: WIP Mods
- Topic: [Mod] Telemosaic [telemosaic] (WIP)
- Replies: 29
- Views: 8967
Re: [Mod] Telemosaic [telemosaic] (WIP)
Small note: in your README.md file, the installation instructions tells the user to rename the extracted folder "bewarethedark" ... I suppose it should be "telemosaic" :) Argh, thanks. I guess you can tell a lot of this is copy & paste :-P I'll fix it when I get around to it.
- Thu Nov 26, 2015 21:22
- Forum: Feature Discussion
- Topic: Hunger
- Replies: 30
- Views: 5029
Re: Hunger
My take on this: I was hesitant to vote "core, do include", because it seems like a slightly arbitrary thing for the engine/core. I would rather see a "general attribute system", like some commenters on the pull request (PilzAdam, I think?) said. Then again: eating is in the core...
- Sun Nov 08, 2015 20:15
- Forum: Servers
- Topic: Scheduled shutdown
- Replies: 16
- Views: 2966
Re: Scheduled shutdown
Quick sidenote: I recommend running the MineTest server under supervisord . I haven't used it for MineTest itself, but various other programs. There are several benefits: the server is restarted automatically if it crashes, you gain a shell command to restart the server (basically "supervisorct...
- Sun Nov 01, 2015 21:56
- Forum: WIP Mods
- Topic: [Mod] Thirsty [thirsty] (WIP)
- Replies: 114
- Views: 29669
Re: [Mod] Thirsty [thirsty] (WIP)
Version 0.10.1 released No new functionality. There were two points I had wanted to refactor before declaring this mod ready to release: A player's hydration level is saved by my attempt at a "shareable mixin" , which I've since concluded is not worth it. It won't have any outward effect,...
- Sat Oct 31, 2015 20:45
- Forum: Mod Releases
- Topic: [Mod] Rainbow Ore [1.2.1] [rainbow_ore]
- Replies: 21
- Views: 13175
Re: [Mod] Rainbow Ore [1.0] [rainbowore]
The screenshot does not seem to work – calling the URL directly gives something of an "invalid cookie" error. Did you maybe link to a version that requires you to be logged in?
- Fri Oct 23, 2015 20:51
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572971
Re: Post your modding questions here
About the distance calculation, perhaps the best is to use vector.distance(p1, p2) I just looked up vector.distance: it's still implemented in Lua, and calls math.hypot twice. I've got a mind to make a pull request for vector.distance2 or similar. But that would be premature optimization ;-P in my ...
- Fri Oct 23, 2015 20:09
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572971
Re: Post your modding questions here
It's faster because it uses globalstep. But that's also very hacky, and it doesn't look like he ever removes the node from the maze_closer table.. and you still have both an ABM and a globalstep handler running. I'm guessing you could use an on_destruct handler (or whatever it's called) to remove n...