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Re: [Mod] Digtron tunnel boring/building machine [digtron]

Well, at its core I'd say you're not moving nodes either - you're reading the source nodes' state, writing that state to the destination nodes, and then deleting the source nodes. It's the old "does a teleporter just kill you and spawn a clone at the destination?" philosophical issue. :) D...
by FaceDeer
Tue Aug 20, 2019 23:41
 
Forum: Mod Releases
Topic: [Mod] Digtron tunnel boring/building machine [digtron]
Replies: 203
Views: 23765

Re: [Mod] Digtron tunnel boring/building machine [digtron]

I've found a bug that crashed our server (Tunnelers' Abyss) 5 times. The ERROR was this, and maybe this is already reported, but here goes: ERROR[Main]: stack traceback: .../mods/digtron/util.lua:315: in function "update_builder_item" .../mods/digtron/nodes/node_builders.lua:131: in funct...
by FaceDeer
Sun Aug 18, 2019 20:39
 
Forum: Mod Releases
Topic: [Mod] Digtron tunnel boring/building machine [digtron]
Replies: 203
Views: 23765

Re: [Mod] Digtron tunnel boring/building machine [digtron]

Ok sorry about the overenthusiasm. Digtron is my favorite mod so far and the one that got me hooked into minetest. That's fine, I just want to aim for feature parity with Digtron 1.0 first. The goal is to reduce bugs, not introduce new ones. :) The one thing I wanted to explore was what would happe...
by FaceDeer
Fri Aug 16, 2019 08:50
 
Forum: Mod Releases
Topic: [Mod] Digtron tunnel boring/building machine [digtron]
Replies: 203
Views: 23765

Re: [Mod] Digtron tunnel boring/building machine [digtron]

I've already sent you the bug report in PM, I see it in my sent messages :) Huh, I didn't get an alert. I see it too, though. DIGTRON 2.0 Transportable factories? Attachable mesecons, digilines, pipes and fabbers? Ability to access the inventories while moving? That can be wild! Er... I was mainly ...
by FaceDeer
Fri Aug 16, 2019 03:27
 
Forum: Mod Releases
Topic: [Mod] Digtron tunnel boring/building machine [digtron]
Replies: 203
Views: 23765

Re: [Mod] Digtron tunnel boring/building machine [digtron]

I know exactly how this bug happens, but I don't want to say it publically. I will PM you instead. I have a guess based on the callstack, but I'll wait for you to PM me the specifics. If I'm guessing right I think this might not be too hard to fix. And I will fix it. However, at this point I've bec...
by FaceDeer
Fri Aug 16, 2019 00:06
 
Forum: Mod Releases
Topic: [Mod] Digtron tunnel boring/building machine [digtron]
Replies: 203
Views: 23765

Re: [Mod] Dynamic liquids [dynamic_liquid]

If you're in a tinkering mood, I made waterworks primarily with this mod in mind. I want to do more polish on waterworks before calling it "done", generalizing it to function with other liquids and adding some better pressure control systems, but right now it actually can do the U-bend thi...
by FaceDeer
Thu Aug 15, 2019 04:58
 
Forum: Mod Releases
Topic: [Mod] Dynamic liquids [dynamic_liquid]
Replies: 52
Views: 6945

Re: [Mod] Radiant damage [0.4]

Okay, I've added armor support. Turns out I didn't need to deal with monoids directly, but I *did* need to deal with the idiosyncratic way that 3d_armor implements fire protection. Turns out it doesn't use the default armor system implemented for Minetest for that, instead it uses custom handling wh...
by FaceDeer
Wed Aug 14, 2019 04:08
 
Forum: WIP Mods
Topic: [Mod] Radiant damage [0.5]
Replies: 19
Views: 1437

Re: [Mod] Radiant damage [0.4]

Is it possible for mods to add ways to block/prevent the radiant damage (for example, a hazmat suit prevent the player from taking radiation damage)? Just took a look through how 3d_armor handles fire protection and it should be possible. It involves player monoids though and I've never worked with...
by FaceDeer
Wed Aug 14, 2019 00:37
 
Forum: WIP Mods
Topic: [Mod] Radiant damage [0.5]
Replies: 19
Views: 1437

Re: [Mod] Digtron tunnel boring/building machine [digtron]

I've submitted a pull request to awards, in the meantime you can use my fork of awards that removes the crash bug that Digtron's been triggering.
by FaceDeer
Mon Aug 05, 2019 15:14
 
Forum: Mod Releases
Topic: [Mod] Digtron tunnel boring/building machine [digtron]
Replies: 203
Views: 23765

Re: [MOD] Commodities markets [commoditymarket] 0.1

You were right, this seems to be a minetest version problem. With Minetest5.0.1 from ubuntu ppa stable I still get this error message, even with your newly updated code Would you like me to file an issue with whoever's maintaining that build of Minetest? You'll have to direct me to them, I'm a Wind...
by FaceDeer
Sat Aug 03, 2019 14:52
 
Forum: WIP Mods
Topic: [MOD] Commodities markets [commoditymarket] 0.2
Replies: 36
Views: 710

Re: [MOD] Commodities markets [commoditymarket] 0.1

I tried running commoditymarkets in an old install of Minetest 0.4.16 and it worked fine, so unfortunately I'm at a bit of a loss, Gundul. I notice that you're German-localized from that snippet of log you pasted, maybe your version of Minetest was compiled with different unicode support? Anyway, I'...
by FaceDeer
Fri Aug 02, 2019 02:27
 
Forum: WIP Mods
Topic: [MOD] Commodities markets [commoditymarket] 0.2
Replies: 36
Views: 710

Re: [MOD] Commodities markets [commoditymarket] 0.1

I get this after enabling the mod: 2019-08-01 20:39:37: ERROR[Main]:.minetest/mods/commoditymarket/market.lua:422: invalid escape sequence near '"' Hm, I was afraid of something like this. It looks like this error is caused by your build of Minetest choking on one of the Unicode currency symbo...
by FaceDeer
Thu Aug 01, 2019 21:11
 
Forum: WIP Mods
Topic: [MOD] Commodities markets [commoditymarket] 0.2
Replies: 36
Views: 710

Re: [MOD] Commodities markets [commoditymarket] 0.1

I've now made a full mesh version of the trade caravan that looks like a proper wagon. This thing is starting to feel a bit less prototypey and a bit more "actual alpha release". Is anyone other than FreeGamers currently playing with this mod, and have you seen any crashes or other bugs? I...
by FaceDeer
Thu Aug 01, 2019 07:27
 
Forum: WIP Mods
Topic: [MOD] Commodities markets [commoditymarket] 0.2
Replies: 36
Views: 710

Re: [MOD] Commodities markets [commoditymarket] 0.1

Made a change to how the caravan trader works, physically. Now instead of actually crafting and placing a caravan in-world, a player crafts a trading caravan signpost . Upon placing the signpost on the ground, the signpost will check the terrain in front of it to determine if there's a good space fo...
by FaceDeer
Wed Jul 31, 2019 01:36
 
Forum: WIP Mods
Topic: [MOD] Commodities markets [commoditymarket] 0.2
Replies: 36
Views: 710

Re: [MOD] Commodities markets [commoditymarket] 0.1

Do you think the trader's caravan will make the other shops not commonly used? Its open 24/7 and accessible anywhere. What is the benefit of using the King's or Night shop instead? I know they are configurable and just simply meant to be templates to have other options, but could you share some tho...
by FaceDeer
Mon Jul 29, 2019 17:12
 
Forum: WIP Mods
Topic: [MOD] Commodities markets [commoditymarket] 0.2
Replies: 36
Views: 710

Re: [MOD] Commodities markets [commoditymarket] 0.1

So far noticed right off the bat, tool-ranks / description fields may be wrapping or toolranks is adding too many lines (see attached). Perhaps take just the first line? Also, how would worn tools be handled? Odd, I haven't seen that even for very long descriptions. I take it your tools have a hard...
by FaceDeer
Mon Jul 29, 2019 15:50
 
Forum: WIP Mods
Topic: [MOD] Commodities markets [commoditymarket] 0.2
Replies: 36
Views: 710

Re: [MOD] Commodities markets [commoditymarket] 0.1

How will caravans manage buyer inventory? If a buyer adds an ingot and gets 1000 gold coin in the caravan inventory, but the seller's caravan moves, will the inventory coin for the player be accessible at other caravans? Can buyers add their own items to sell at other player's caravans? I would ima...
by FaceDeer
Mon Jul 29, 2019 15:11
 
Forum: WIP Mods
Topic: [MOD] Commodities markets [commoditymarket] 0.2
Replies: 36
Views: 710

Re: [MOD] Commodities markets [commoditymarket] 0.1

Ah, that explains it. Switching to forward-slashes, hopefully that fixes the mod security problem. I was thinking of having both a "currency_symbol" and "currency_name" on the market definition. Currently there's just the symbol, which fills the role of "$" and so in En...
by FaceDeer
Mon Jul 29, 2019 14:19
 
Forum: WIP Mods
Topic: [MOD] Commodities markets [commoditymarket] 0.2
Replies: 36
Views: 710

Re: [MOD] Commodities markets [commoditymarket] 0.1

I just did a whole bunch of work on the interface. ⋅  Whether the itemname is displayed or not is now a setting that players can configure on the info tab of their market. It's not shared across markets, unfortunately - player accounts in each market are isolated from each other to make st...
by FaceDeer
Mon Jul 29, 2019 02:18
 
Forum: WIP Mods
Topic: [MOD] Commodities markets [commoditymarket] 0.2
Replies: 36
Views: 710

Re: [MOD] Commodities markets [commoditymarket] 0.1

*groans*... Options! All just options! :) Lots of scope creep potential with this mod! Maybe stick to the core first? Its a cool idea for sure though. Indeed. I'll see if I can get the UI cleaned up a bit more later today, first. Make it so players actually like using the mod before presenting them...
by FaceDeer
Sun Jul 28, 2019 19:29
 
Forum: WIP Mods
Topic: [MOD] Commodities markets [commoditymarket] 0.2
Replies: 36
Views: 710

Re: [MOD] Commodities markets [commoditymarket] 0.1

inb4 Federal Reserve Bank of Minetest, someone else was working on a cross-server currency system before. Also, someone was pitching to me the (bad) idea of selling in-game homes for some sort of real digital currency before too. "What hath God wrought!" Soon we'll have tax/vat collectors...
by FaceDeer
Sun Jul 28, 2019 18:44
 
Forum: WIP Mods
Topic: [MOD] Commodities markets [commoditymarket] 0.2
Replies: 36
Views: 710

Re: [MOD] Commodities markets [commoditymarket] 0.1

This sounds pretty close to CDA. CDAs aren't like normal auctions. https://en.wikipedia.org/wiki/Double_auction Sounds like commoditymarket would behave like a "double auction" if a buyer and a seller happened to simultaneously submit their buy and sell orders near-simultaneously, without...
by FaceDeer
Sun Jul 28, 2019 18:09
 
Forum: WIP Mods
Topic: [MOD] Commodities markets [commoditymarket] 0.2
Replies: 36
Views: 710

Re: [MOD] Commodities markets [commoditymarket] 0.1

I also didn't mean to imply you should include auctions by referencing eBay, I use eBay for "Buy It Now" stuff a lot, and don't really consider it just for auctions anymore. I'm quite happy with setting static prices and buy orders. Markets should eventually just sort of settle on a fair ...
by FaceDeer
Sun Jul 28, 2019 17:59
 
Forum: WIP Mods
Topic: [MOD] Commodities markets [commoditymarket] 0.2
Replies: 36
Views: 710

Re: [Mod] Laptop (WIP) (V. 0.39)

Hi, I just posted an initial alpha version of a new mod called commoditiesmarket and I'm told it might serve as a useful component for this mod to incorporate or call upon so I figured I should comment here. Currently there's just a simple "show_market" API to pop open a formspec for a giv...
by FaceDeer
Sun Jul 28, 2019 17:43
 
Forum: WIP Mods
Topic: [Mod] Laptop (WIP) (V. 0.39)
Replies: 233
Views: 15762

Re: What's the best way to persist some Lua tables?

Looks like some version of my existing approach is actually the preferred one in my case, then. I don't imagine mod_storage's metadata will appreciate potentially having a blob of hundreds of kilobytes of serialized table data dumped into it? I've been running into metadata size limitations in the D...
by FaceDeer
Sun Jul 28, 2019 17:36
 
Forum: Modding Discussion
Topic: What's the best way to persist some Lua tables?
Replies: 7
Views: 215
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