Search found 469 matches

by FaceDeer
Thu Jul 16, 2020 04:03
Forum: WIP Mods
Topic: [MOD] Commodities markets [commoditymarket] 0.3
Replies: 79
Views: 3844

Re: [MOD] Commodities markets [commoditymarket] 0.3

Just a quick note, I've added Mineclone2 compatibility to this mod (and to commoditymarket_fantasy). As for the touchscreen issues, I'll see if I can take a look at that. Sorry about going silent for a while there, real life threw me some curve balls and I dropped out of my hobbies for a while to de...
by FaceDeer
Thu Jul 16, 2020 03:54
Forum: WIP Mods
Topic: [Mod] Personal logs [0.2][personal_log]
Replies: 19
Views: 799

Re: [Mod] Personal logs [0.2][personal_log]

Just a quick note, I've added basic Mineclone2 compatibility to this mod. It's not integrated into Mineclone's inventory screen but you can use the craftable item to access the personal log interface.
by FaceDeer
Sun Jun 28, 2020 18:08
Forum: WIP Mods
Topic: [mod] Death Compass [death_compass] 0.1
Replies: 8
Views: 909

Re: [mod] Death Compass [death_compass] 0.1

On further testing I'm seeing some tricky behaviour. Both this mod and the bones mod register on_dieplayer callbacks, and the order in which those on_dieplayer callbacks are called may be what's causing this. Since there isn't an explicit dependency on the bones mod the order is undefined. I've just...
by FaceDeer
Sun Jun 28, 2020 16:18
Forum: WIP Mods
Topic: [mod] Named waypoints library [named_waypoints] 0.1
Replies: 5
Views: 620

Re: [mod] Named waypoints library [named_waypoints] 0.1

Were you using this mod all by itself? It's a library mod that's designed for use with other mods, if no other mods are registering waypoint types then there won't be anything for the GUI to display or manage.
by FaceDeer
Tue Mar 24, 2020 01:29
Forum: Mod Releases
Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
Replies: 58
Views: 12669

Re: [Mod] Dwarf Fortress style caverns [dfcaverns]

There is one change I made to subterrane that might account for an across-the-board increase in resource usage. Previously, subterrane would only "carve out" cavern within the boundaries of the map chunk it was currently generating. I updated it so that it would carve out cavern spaces in the edges ...
by FaceDeer
Fri Mar 20, 2020 06:10
Forum: Mod Releases
Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
Replies: 58
Views: 12669

Re: [Mod] Dwarf Fortress style caverns [dfcaverns]

It's as easy as 1, 2, 3. Or rather, as easy as 0, 1, 2, 3, 4, 5, 6, 7.

Count the sparks. The decorative art in the formspec has a clue as to what that means.
by FaceDeer
Sun Mar 08, 2020 06:09
Forum: WIP Mods
Topic: [mod] Torch bombs! [torch_bomb] 0.4
Replies: 19
Views: 1705

Re: [mod] Torch bombs! [torch_bomb] 0.4

Okay, if you're sure you don't want awards for other reasons. But if this bug is the only reason you're removing it, it's a trivial one-line fix to incorporate into your own fork and I'd recommend doing that. I actually have a fork of my own with a branch where I fixed it , I submitted it way back w...
by FaceDeer
Sat Mar 07, 2020 22:48
Forum: WIP Mods
Topic: [mod] Torch bombs! [torch_bomb] 0.4
Replies: 19
Views: 1705

Re: [mod] Torch bombs! [torch_bomb] 0.4

This is a result of a bug in the awards mod, not torch_bomb itself. I've encountered this before with Digtron. The problem is that "place_item" is being called in some circumstances by the bomb itself when placing torches, not by a player directly. I try to preserve the responsibility for the player...
by FaceDeer
Sat Mar 07, 2020 06:08
Forum: WIP Mods
Topic: [mod] Footprints and trails [footprints] 0.4
Replies: 8
Views: 960

Re: [mod] Footprints and trails [footprints] 0.4

Sure, should be pretty easy to add. I just poked around a bit in Nodecore and it looks like you want to add footprints to the nodes in nc_terrain ? Try creating a mod that depends on both nc_terrain and footprints and has the following init.lua: footprints.register_trample_node("nc_terrain:dirt") fo...
by FaceDeer
Mon Mar 02, 2020 21:49
Forum: Modding Discussion
Topic: Translation toolchain
Replies: 13
Views: 921

Re: Translation toolchain

I've transferred my copy of the repository to what will hopefully be its forever-home, https://github.com/minetest-tools/update_translations
by FaceDeer
Mon Mar 02, 2020 02:59
Forum: Mod Releases
Topic: [Mod] Digtron tunnel boring/building machine [digtron]
Replies: 215
Views: 36223

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

Sorry about the hiatus on Digtron 2.0. A real-life situation came up that knocked me off of modding for a bit, and then when I came back to it I wasn't feeling mentally ready to face the beast that is Digtron 2.0 again. I've resumed work on Digron 2.0 now, however, and I think I'm getting back into ...
by FaceDeer
Sun Mar 01, 2020 04:49
Forum: WIP Mods
Topic: [MOD] Commodities markets [commoditymarket] 0.3
Replies: 79
Views: 3844

Re: [MOD] Commodities markets [commoditymarket] 0.3

Thanks! I've added it to the repository.
by FaceDeer
Tue Feb 25, 2020 08:51
Forum: Feature Discussion
Topic: What's Minetest still missing over Minecraft?
Replies: 990
Views: 132497

Re: What's Minetest still missing over Minecraft?

How does it compare to ambience redo ? ambience_redo offloads a lot of complexity into the "sound_check" function that a modder is supposed to write. In theory that lets you do more fancy stuff than what I've currently got in env_sounds, but it requires the modder to write all those conditions and ...
by FaceDeer
Tue Feb 25, 2020 03:59
Forum: Feature Discussion
Topic: What's Minetest still missing over Minecraft?
Replies: 990
Views: 132497

Re: What's Minetest still missing over Minecraft?

I'm all for the purely environmental stuff (lava, beach, snowscape, etc), but if one was also implementing a "critter" mod (i.e. minor non-hostile creatures), wouldn't it make more sense to have the sound emanate from them (e.g. an owl & a bird)? Or could both coexist? (I guess it gets tough becaus...
by FaceDeer
Tue Feb 25, 2020 02:52
Forum: Feature Discussion
Topic: What's Minetest still missing over Minecraft?
Replies: 990
Views: 132497

Re: What's Minetest still missing over Minecraft?

If you want to play around with my efforts at creating an env_sound API, my fork-in-progress is here and the quick-and-dirty test mod I've been testing it with is here, called "ambient_test" . If you try this with the existing minetest_game you'll need to remove its env_sound mod, the names currentl...
by FaceDeer
Mon Feb 24, 2020 20:18
Forum: Feature Discussion
Topic: What's Minetest still missing over Minecraft?
Replies: 990
Views: 132497

Re: What's Minetest still missing over Minecraft?

Graphics are secondary. Sound matters. I was thinking about this the other day, wanting to add some background sounds to a mapgen mod I'm developing, and remembered that the default game has flowing water sounds now. So I went to see how it does that. There's a simple little mod, env_sounds , respo...
by FaceDeer
Mon Feb 24, 2020 00:18
Forum: WIP Mods
Topic: [MOD] Commodities markets [commoditymarket] 0.3
Replies: 79
Views: 3844

Re: [MOD] Commodities markets [commoditymarket] 0.3

Should be fixed now. Looks like the native minetest translation system isn't quite as clever as the old intllib one, it doesn't let you reuse substitution parameters multiple times.
by FaceDeer
Mon Feb 24, 2020 00:10
Forum: WIP Mods
Topic: [mod] Torch bombs! [torch_bomb] 0.4
Replies: 19
Views: 1705

Re: [mod] Torch bombs! [torch_bomb] 0.4

I figured, I've got all the code in here for raycasting and embedding a torch in a spot, why not make that point-and-click? I've added torch crossbows. I know other mods have torch crossbows too, so I put in a setting so you can disable these if they're redundant with existing mods also installed in...
by FaceDeer
Sun Feb 23, 2020 19:09
Forum: WIP Mods
Topic: [Mod]Smoke [WIP]
Replies: 58
Views: 4697

Re: [Mod]Smoke [WIP]

Nice. Lava caverns are still very smokey, but they don't just instantly fill with smoke in a solid block any more - you can still see through them, to some extent.
by FaceDeer
Thu Feb 20, 2020 05:06
Forum: WIP Mods
Topic: [mod] Footprints and trails [footprints] 0.4
Replies: 8
Views: 960

Re: [mod] Footprints and trails [footprints] 0.4

Yes, it's derived from that mod. I mention it in the licenses section. There are several major differences, I've pretty much rewritten the mod from the ground up. paramat's not maintaining his version of the mod so it's not supporting the new soil types that have been added to the default game in re...
by FaceDeer
Thu Feb 20, 2020 03:57
Forum: WIP Mods
Topic: [mod] Footprints and trails [footprints] 0.4
Replies: 8
Views: 960

[mod] Footprints and trails [footprints] 0.4

https://raw.githubusercontent.com/FaceDeer/footprints/master/screenshot.jpg This mod makes soil and soil-like nodes capable of holding temporary "footprint" impressions, and if they're walked on repeatedly turning into hard-packed trails. It also allows players to flatten plants by walking on them....
by FaceDeer
Wed Feb 19, 2020 18:54
Forum: Modding Discussion
Topic: Translation toolchain
Replies: 13
Views: 921

Re: Translation toolchain

Thank you, Louis Royer, for adding a command line interface to this script! I've just done a bit more enhancement to make the formatting of the output files easier to work with, and also added support for preserving comments added to the translation files (so that if you've got a string that's "@1 @...
by FaceDeer
Tue Feb 18, 2020 04:32
Forum: Modding Discussion
Topic: Translation toolchain
Replies: 13
Views: 921

Re: Translation toolchain

And now added a .po file importer. I've only tried it on a few .po files but it seems to be working well enough. I started with LouisRoyer's series of substitutions and then added some more to clean up some leftovers I was seeing. No idea how well it'll work in general, I don't know what the actual ...
by FaceDeer
Mon Feb 17, 2020 16:55
Forum: WIP Mods
Topic: [mod] Torch bombs! [torch_bomb] 0.4
Replies: 19
Views: 1705

Re: [mod] Torch bombs! [torch_bomb] 0.3

Heh. Yeah, I'd noticed that and was thinking I'd have the rocket just predict its detonation point when it unloads and skip ahead to that location. But when I dialed the maximum fuse time down to 14 seconds (limiting the range to <100m) it stopped happening for me and I back-burnered it. I guess I f...
by FaceDeer
Mon Feb 17, 2020 00:19
Forum: Modding Discussion
Topic: Translation toolchain
Replies: 13
Views: 921

Re: Translation toolchain

I just added a step to concatenate strings together. It's a bit basic, I think it'll fail if you have the string ".." in your code (a string delimiter, two dots, and another string delimiter). But this is getting close to being able to handle all the mods I've got available for testing at the moment.