Search found 494 matches

by FaceDeer
Fri Jan 08, 2021 06:29
Forum: WIP Mods
Topic: Beanstalks (giant beanstalks thousands of nodes high)
Replies: 31
Views: 2119

Re: Beanstalks (giant beanstalks thousands of nodes high)

Will do! <emoticon of someone saluting>
by FaceDeer
Fri Jan 08, 2021 01:27
Forum: WIP Mods
Topic: Beanstalks (giant beanstalks thousands of nodes high)
Replies: 31
Views: 2119

Re: Beanstalks (giant beanstalks thousands of nodes high)

Oh, this is rather neat. I had been pondering creating a mod vaguely along these lines, creating ultra-massive "Yggdrasil" trees that the player could climb into the cloudlands, but a magic beanstalk is much easier and more traditional now that I see this. :) This mod could also be useful ...
by FaceDeer
Thu Jan 07, 2021 08:15
Forum: WIP Mods
Topic: [Mod] Pocket dimensions [0.1][pocket_dimensions]
Replies: 8
Views: 345

Re: [Mod] Pocket dimensions [0.1][pocket_dimensions]

I just added a "/pocket_destroy [pocketname]" command to completely destroy a pocket, with no way to undelete it. And just for fun, I made it dramatic. It causes the boundary of the pocket dimension to slowly collapse inward, destroying everything as it goes, and killing players who allow ...
by FaceDeer
Thu Jan 07, 2021 01:22
Forum: WIP Mods
Topic: [Mod] Pocket dimensions [0.1][pocket_dimensions]
Replies: 8
Views: 345

Re: [Mod] Pocket dimensions [0.1][pocket_dimensions]

Yeah, I just had a quick look at those issues you reported, and can confirm things are pretty broken here and there. Not entirely surprising, I just did a big refactor of the code to pull it apart into a more compartmentalized API. I just did a quick fix that I think may fix them, but I don't have t...
by FaceDeer
Wed Jan 06, 2021 02:06
Forum: WIP Mods
Topic: [Mod] Pocket dimensions [0.1][pocket_dimensions]
Replies: 8
Views: 345

Re: [Mod] Pocket dimensions [0.1][pocket_dimensions]

Well, semi-bad news on the respawn front. Minetest_game has respawn-handling code in it that stomps on other mods' attempts to reposition the player after death. There's a bit of code in the "spawn" mod that explicitly checks whether the bed mod is installed and allows beds to override it,...
by FaceDeer
Tue Jan 05, 2021 22:26
Forum: WIP Mods
Topic: [Mod] Pocket dimensions [0.1][pocket_dimensions]
Replies: 8
Views: 345

Re: [Mod] Pocket dimensions [0.1][pocket_dimensions]

The first time you used /pocket_personal, did you give a name to your pocket dimension as a parameter to the command? Every pocket dimension needs a unique name. Though now that I think of it, I've added the ability to rename personal pockets so I should be able to just give the pocket a default nam...
by FaceDeer
Tue Jan 05, 2021 21:01
Forum: WIP Mods
Topic: [Mod] Pocket dimensions [0.1][pocket_dimensions]
Replies: 8
Views: 345

Re: [Mod] Pocket dimensions [0.1][pocket_dimensions]

No biomes, I just whipped up a quick and dirty custom mapgen to fill the pocket dimensions with some basic ground. My assumption is that the initial landscape isn't going to be all that important because a pocket dimension will usually get rebuilt to the owner's or server admin's taste to fulfill a ...
by FaceDeer
Tue Jan 05, 2021 01:28
Forum: WIP Mods
Topic: [Mod] Pocket dimensions [0.1][pocket_dimensions]
Replies: 8
Views: 345

[Mod] Pocket dimensions [0.1][pocket_dimensions]

A pocket dimension is an independent section of space-time that can only be accessed through a restricted pathway, but which is still nevertheless a part of the same universe you're accessing it from. It is quite small compared to the rest of the universe, a restricted "bubble" with impene...
by FaceDeer
Mon Jan 04, 2021 03:45
Forum: Mod Releases
Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
Replies: 79
Views: 15040

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

Heh, I do rather compulsively add a lot of settings to my mods. It's my way of passing the buck on some of the balance issues, I guess. :) Let me know if there's any variables you find yourself needing to hack around with in the code, I can always add more settings. I'd love to have a set of "s...
by FaceDeer
Mon Jan 04, 2021 01:09
Forum: WIP Mods
Topic: [mod] Anchorstone teleportation [1.0][anchorstone]
Replies: 6
Views: 535

Re: [mod] Anchorstone teleportation [1.0][anchorstone]

Hope to see your new mod soon You can find the work-in-progress in this github repository. It's a mod to allow the creation of "pocket dimensions", isolated map blocks that players can teleport into and back out of again to return to their original location in-world. As of writing this po...
by FaceDeer
Sat Jan 02, 2021 08:17
Forum: WIP Mods
Topic: [mod] Anchorstone teleportation [1.0][anchorstone]
Replies: 6
Views: 535

Re: [mod] Anchorstone teleportation [1.0][anchorstone]

Meseport is actually what inspired me to produce a couple of teleport mods of my own, including this one. I've never been fond of the "teleport booth" style teleporters, IMO they remove the sense of geography from a world and turn it into just a list of addresses. i feel the trigger recipe...
by FaceDeer
Wed Dec 09, 2020 17:26
Forum: Mod Releases
Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
Replies: 79
Views: 15040

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

Have you got dynamic_liquids installed, then? I just did a really quick peek at the profile of my test world last night and as I expected dynamic_liquids is very costly in terms of CPU cycles. dynamic_liquid is already as optimized as I know how (I'll take another look anyway though), it's just a si...
by FaceDeer
Wed Dec 09, 2020 08:57
Forum: Mod Releases
Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
Replies: 79
Views: 15040

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

Thanks, though I'm not sure it should be considered masterful yet if it's got performance issues that prevent it from actually being used in populous servers. I've got vacation time coming up over Christmas that I don't have any real plans for, I was hoping to work on some other mods for a bit but i...
by FaceDeer
Sat Dec 05, 2020 23:39
Forum: Mod Releases
Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
Replies: 79
Views: 15040

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

Okay, I've merged the ground_cover branch and updated contentDB to the latest version. hunger_ng should be supported once your server updates. I'll probably take a little break from DFCaverns now, unless some amazing idea grips me, and work on some of my other more neglected mods. Next time I come b...
by FaceDeer
Mon Nov 30, 2020 22:46
Forum: Mod Releases
Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
Replies: 79
Views: 15040

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

I did some experimentation with a branch of wielded_light to try to make it work underwater, but it's been a little too unreliable and flickery to offer a pull request yet. I'm thinking of trying to come up with a way to place spindlestem vial light sources underwater more nicely, they're easy to cr...
by FaceDeer
Mon Nov 30, 2020 17:18
Forum: Mod Releases
Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
Replies: 79
Views: 15040

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

I haven't put in any specific way to dig the glowstone without it exploding, much like Slade it was intended as a mysterious fixture of the lost places of the world rather than as an exploitable resource. Though you could build a farm around them in-place, perhaps, without disturbing them. If you co...
by FaceDeer
Mon Nov 30, 2020 08:27
Forum: WIP Mods
Topic: [mod] Landmarks using named waypoints [1.0][landmarks]
Replies: 0
Views: 233

[mod] Landmarks using named waypoints [1.0][landmarks]

https://raw.githubusercontent.com/FaceDeer/landmarks/main/screenshot.jpg This mod provides a player-facing interface for the named_waypoints mod, allowing players to construct "landmark" nodes that they can place in world and use to create their own named waypoints for navigational purpos...
by FaceDeer
Mon Nov 30, 2020 08:22
Forum: WIP Mods
Topic: [mod] Warpfield teleportation [1.0][warpfield]
Replies: 0
Views: 241

[mod] Warpfield teleportation [1.0][warpfield]

The Warp Field and You The world you can see with normal vision is a straightforward Euclidian grid. All angles are right angles, and all distances match up nicely - travel ten meters north, ten meters east, ten meters south, and then ten meters west and you will always wind up exactly where you st...
by FaceDeer
Mon Nov 30, 2020 08:19
Forum: WIP Mods
Topic: [mod] Anchorstone teleportation [1.0][anchorstone]
Replies: 6
Views: 535

[mod] Anchorstone teleportation [1.0][anchorstone]

Primaeval rocks form the road’s steep border, And much have they faced there, first and last, Of the transitory in Earth’s long order; But what they record in colour and cast Is—that we two passed. - At Castle Boterel, by Thomas Hardy Anchorstone Native Anchorstone is a strange and magical "or...
by FaceDeer
Mon Nov 23, 2020 03:05
Forum: WIP Mods
Topic: [Mod] Personal logs [1.2][personal_log]
Replies: 24
Views: 1304

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

I haven't looked at smart_inventory before, I don't know how easy it'll be. I'll put that on my to-do list, hopefully it'll be straightforward. In the meantime I've added a "/log" chat command and a "personal_log" privilege to allow this mod to be used without needing to craft an...
by FaceDeer
Mon Nov 23, 2020 02:25
Forum: Mod Releases
Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
Replies: 79
Views: 15040

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

It's been - to put it mildly - a rather rough year in my real-life life. I'm hoping that's past me now, and part of getting it past me is returning to old hobbies like Minetest. So I'm looking forward to new versions too. :) The branch I'm doing my work in is https://github.com/FaceDeer/dfcaverns/tr...
by FaceDeer
Fri Nov 20, 2020 16:14
Forum: Mod Releases
Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
Replies: 79
Views: 15040

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

Peculiar errors. I'm not seeing them, obviously, since I work directly with the version in Git rather than the one downloaded from CDB. But by happy coincidence I'm gearing up to do a minor release in a matter of days (no major changes to DFCavern's overall nature, just added a few new decorative fe...
by FaceDeer
Tue Nov 03, 2020 21:18
Forum: Modding Discussion
Topic: Translation toolchain
Replies: 16
Views: 1204

Re: Translation toolchain

Take care to manually check the results, though - I was testing it out on some larger translation files last night and it was mysteriously leaving some lines untranslated seemingly at random. In addition, of course, to messing up some of the escape codes. So clearly I need to do more work on this - ...
by FaceDeer
Tue Nov 03, 2020 04:45
Forum: WIP Mods
Topic: [mod] Footprints and trails [0.4] [footprints]
Replies: 10
Views: 1310

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

MasterPeak wrote:
Sat Oct 24, 2020 15:23
Well, it's been a month since I applied the change to the code, many players have joined the server and it has worked fine, so I guess that fixed it.
Yeah, that was a bit boneheaded of me, sorry about that. I'll fix that in the repository. Thanks!
by FaceDeer
Mon Nov 02, 2020 21:38
Forum: Modding Discussion
Topic: Translation toolchain
Replies: 16
Views: 1204

Re: Translation toolchain

So I'm sure this is going to make some people recoil in horror, but I've written a little python script that automatically fills in missing translations for an existing .tr language file using the Google Translate api. https://github.com/minetest-tools/update_translations/tree/autotranslate is the b...