Search found 815 matches
- Sat Feb 26, 2022 08:37
- Forum: Feature Discussion
- Topic: minetest needs an RPC api
- Replies: 21
- Views: 4954
Re: minetest needs an RPC api
folding@home works because the folding solutions are verifiable / scorable without having to find the solution again. It would be difficult to verify something like a weather simulation without running it yourself.
- Sat Feb 26, 2022 07:28
- Forum: Feature Discussion
- Topic: What features do you most associate with Minetest?
- Replies: 34
- Views: 8584
Re: What features do you most associate with Minetest?
Mods on the server don't need to already be installed client-side
- Fri Dec 14, 2018 21:31
- Forum: General Discussion
- Topic: How to pick a license (in under 5 minutes time!)
- Replies: 46
- Views: 8749
Re: How to pick a license (in under 5 minutes time!)
Maybe soneone mentioned this, but cc-by-sa wpuld apppy to modifications on the server since it getsbsent to the cliiemt. No, this is likely incorrect and not a proper understanding of the difference between "distributing" and "showing". All images on e.g. any website are copyrig...
- Wed Dec 12, 2018 09:48
- Forum: General Discussion
- Topic: How to pick a license (in under 5 minutes time!)
- Replies: 46
- Views: 8749
Re: How to pick a license (in under 5 minutes time!)
Maybe soneone mentioned this, but cc-by-sa wpuld apppy to modifications on the server since it getsbsent to the cliiemt.
- Tue Dec 11, 2018 21:33
- Forum: General Discussion
- Topic: Why Your Server is Messed Up ;) part 1, Spawn
- Replies: 10
- Views: 2468
Re: Why Your Server is Messed Up ;) part 1, Spawn
I think some headings would have given me more motivation to read that wall of text.
- Thu Nov 29, 2018 00:42
- Forum: WIP Mods
- Topic: [mod] Minetest Systemd (API) [minetest_systemd]
- Replies: 38
- Views: 7952
Re: [mod] Minetest Systemd (VERY EARLY WIP) [minetest_system
I think another criterion should be added: the functionality should be something that doesn't belong in the engine.
- Fri Nov 02, 2018 22:19
- Forum: Modding Discussion
- Topic: Player left click handler
- Replies: 1
- Views: 595
Re: Player left click handler
No, I don't think so. At least without override on_use in the hand item definition, which would break digging.
- Fri Nov 02, 2018 01:46
- Forum: WIP Mods
- Topic: [Mod] agriculture
- Replies: 30
- Views: 11231
Re: [Mod] agriculture
I can eat tomato seeds in real life
- Tue Oct 30, 2018 01:19
- Forum: WIP Mods
- Topic: [MOD]shield_potion(shield potions to protect your HP)[V0.1]
- Replies: 8
- Views: 1724
Re: [MOD]shield_potion(shield potions to protect your HP)[V0
If I drink 3 small potions do I get 30 shield points?
- Sat Oct 13, 2018 07:25
- Forum: Mod Releases
- Topic: [Mod] Car that drifts and skids [driftcar]
- Replies: 7
- Views: 3930
Re: [Mod] Car that drifts and skids [driftcar]
Sorry, I meant physics modeling.
- Tue Oct 09, 2018 21:58
- Forum: Mod Releases
- Topic: [Mod] Car that drifts and skids [driftcar]
- Replies: 7
- Views: 3930
Re: [Mod] Car that drifts and skids [driftcar]
Are the front and rear tires modelled separately?
- Tue Oct 09, 2018 21:55
- Forum: Mod Releases
- Topic: [Mod] Raycasted Explosions API/library [explosions]
- Replies: 31
- Views: 7734
Re: [Mod] Ray-traced explosion library/API [explosions]
What if you used perlin noise to assign varying strengths to each direction? Probably 3D noise since that may be the easiest way to make the strength continuous.
- Sun Oct 07, 2018 00:53
- Forum: General Discussion
- Topic: [Request] Minecraft to Minetest mod converter
- Replies: 25
- Views: 4659
Re: [Request] Minecraft to Minetest mod converter
Mining horizontally for more ores is easier than mining down. Of course this depends on the mods installed.
- Thu Oct 04, 2018 15:48
- Forum: General Discussion
- Topic: [Request] Minecraft to Minetest mod converter
- Replies: 25
- Views: 4659
Re: [Request] Minecraft to Minetest mod converter
While we're discussing Minecraft mods, what about thaumcraft 6, rotarycraft, and terrafirmacraft?
- Thu Oct 04, 2018 01:32
- Forum: Mod Releases
- Topic: [Mod] Raycasted Explosions API/library [explosions]
- Replies: 31
- Views: 7734
Re: [Mod] Ray-traced explosion library/API [explosions]
For entity damage couldn't you calculate a non-sampled approximation based on entity size and distance from the explosion? Then you wouldn:'t have to add more rays, most of which won't be hitting any entities.
- Tue Oct 02, 2018 22:35
- Forum: General Discussion
- Topic: [Request] Minecraft to Minetest mod converter
- Replies: 25
- Views: 4659
Re: [Request] Minecraft to Minetest mod converter
Just invent general ai
- Wed Sep 26, 2018 20:27
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2502
- Views: 640746
Re: [Mod] Mobs Redo [1.47] [mobs]
Heat until an internal temperature of 135FDarkwar wrote:ok is there any away make rats medium rare
- Wed Sep 26, 2018 20:23
- Forum: Modding Discussion
- Topic: Post your mod requests/ideas here
- Replies: 2324
- Views: 443266
Re: Post your mod requests/ideas here
Voxel games don't need to have static sizes for players and entities, in fact you can change the size of non-player entities. You can't do it with players, but that's just because such a feature is not implemented in Minetest, not because it's a voxelgame.
- Sat Sep 15, 2018 17:47
- Forum: WIP Mods
- Topic: [Mod] Elepower - Machines/Power/Fluids/Nuclear [elepower]
- Replies: 278
- Views: 49018
Re: [Mod] Elepower - A new powerful modpack [elepower]
You could make batteries be more expensive and degrade, like in real life. This would make the solar generator's intermittent power generation a bigger disadvantage (also like real life). Not specifically asking for a realistic mod, just noting that making storage more expensive might be a good way ...
- Wed Sep 12, 2018 17:30
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2303
- Views: 495134
Re: [Mod] Advanced Trains [advtrains] [1.13]
A simple hack would be to place invisible light-emitting nodes that decay when there's no train on top of them. Though that could be expensive due to modifying the world and triggering lighting calculations.
- Wed Sep 12, 2018 17:29
- Forum: WIP Mods
- Topic: [Mod] bank_sell_protector -- Sell your protectors
- Replies: 10
- Views: 2054
Re: [Mod] bank_sell_protector -- Sell your protectors
IMO the mod should just have a different name with different nodes. It's not really the same thing as protector. (Assuming the thing that changed is you can right click on a protector to buy its space, it's not clear from the OP)
- Wed Sep 12, 2018 17:18
- Forum: Modding Discussion
- Topic: Python as a modding language
- Replies: 109
- Views: 14256
Re: The Real Issues
It's not that we can't work with Lua, but we prefer to work with the more powerful and better Python. I could do so many more things with Python that I couldn't (at least not with more effort that it's worth) in Lua. The above is one of only two real issues here. The main issue is how much effort w...
- Sun Sep 09, 2018 18:20
- Forum: Modding Discussion
- Topic: Python as a modding language
- Replies: 109
- Views: 14256
Re: Python as a modding language
Note the use of local. Defining classes as global variable has the same problems as any other global variable and should be avoided in mods.
- Sun Sep 09, 2018 17:19
- Forum: WIP Mods
- Topic: [Mod] bank_sell_protector -- Sell your protectors
- Replies: 10
- Views: 2054
Re: [Mod] bank_sell_protector -- Sell your protectors
gpcf: you cannot fork someone else's mod and change the license... Who said that? It depends on the license whether it can or can't be changed to something else. According to this , MIT license doesn't require the people to use the same license for derivatives. Correct me if I'm not right. Also goo...
- Sun Sep 09, 2018 01:55
- Forum: WIP Mods
- Topic: [Mod] bank_sell_protector -- Sell your protectors
- Replies: 10
- Views: 2054
Re: [Mod] bank_sell_protector -- Sell your protectors
Why does this need to be a fork as opposed to a separate mod that lets you sell protectors?