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Re: [Mod] Pathogen [0.3][pathogen]

Silver is a very good antimicrobial agent, and it even destroys viruses. You know MoreOres adds silver, but there aren't many uses for it other than money at this point. It would be cool to make silver medicine a feature of this mod - so that silver can have a good use, and so that players can preve...
by SegFault22
Thu Jan 12, 2017 22:12
 
Forum: WIP Mods
Topic: [Mod] Pathogen [0.3][pathogen]
Replies: 30
Views: 4904

Re: Node Dig Group Levels with Times and Tool Dig Group Leve

The tools' ability to mine a node would depend on its dig level number for that group - for example, cracky 3 is stuff like stone and cobble, and all tools which can mine one of them can also mine the other. The mining speed would be independent of the dig level. If for example you make a coarse gra...
by SegFault22
Sat Dec 03, 2016 01:38
 
Forum: Feature Discussion
Topic: Node Dig Group Levels with Times and Tool Dig Group Levels
Replies: 2
Views: 292

Re: Multiple textures for 1 node

If I want to make a mod with a special machine that processes materials into a liquid form, mixes said materials in any arbitrary ratio, and produces items or nodes that retain that same ratio of materials, they would all have to have the same texture and dig groups. If I wanted each possible ratio ...
by SegFault22
Fri Dec 02, 2016 18:12
 
Forum: Modding Discussion
Topic: Multiple textures for 1 node
Replies: 5
Views: 590

Node Dig Group Levels with Times and Tool Dig Group Levels

I've thought for quite some time that it would be useful to set the dig group level time of a node by its own properties, instead of the tool being used to dig it. This would be particularly useful if for example you want a tool to be able to dig two different nodes which are at the same dig group l...
by SegFault22
Fri Dec 02, 2016 17:04
 
Forum: Feature Discussion
Topic: Node Dig Group Levels with Times and Tool Dig Group Levels
Replies: 2
Views: 292

Re: World-Wrapping

Nevermind the flat wrapped world idea, spheretest is much better and accomplishes this perfectly. If I set the radius to a large enough value, it will be too difficult to see the spherical distortion, right?
by SegFault22
Fri Nov 11, 2016 05:09
 
Forum: Feature Discussion
Topic: World-Wrapping
Replies: 4
Views: 697

World-Wrapping

Many games including some of the earlier Final Fantasy games implement a world where every edge is connected seamlessly to the opposite edge, so you can go to the other side of the world by traveling in a straight line past an edge. I was thinking about that and I figured that it would be nice if a ...
by SegFault22
Fri Nov 04, 2016 01:45
 
Forum: Feature Discussion
Topic: World-Wrapping
Replies: 4
Views: 697

Re: Mob_pack Modding Discussion Thread

Under the full editor window when you go to post a topic (also maybe when you edit one; not sure) there are three tabs, for "Options", "Upload Attachment" and "Poll Creation". The third one is what you are looking for.
by SegFault22
Fri Nov 04, 2016 01:04
 
Forum: Modding Discussion
Topic: Mob_pack Modding Discussion Thread
Replies: 2
Views: 208

Re: Lua optimization tipps

I intend that the system will be efficient; if its efficiency is anything of or less than that of technic, people wouldn't be able to use it without having lots of lag for just a few players. It will have to run smoothly on systems that aren't fastest. It is a misconception that the system I propose...
by SegFault22
Fri Nov 04, 2016 00:40
 
Forum: Modding Discussion
Topic: Lua optimization tipps
Replies: 41
Views: 2426

Re: Post your mod requests/ideas here

I tried to do a search for a monster called "op ness monster" and found no results! You can guess by the name of such a monster that it would be heavily overpowered, possibly being able to one-hit-kill a player wearing full diamond armor. It would be nice if a mod were made to add such a h...
by SegFault22
Thu Nov 03, 2016 01:43
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2004
Views: 250252

Re: Secret features [question]

It would take a normal human a long time to read all of the minetest code and understand what everything does. Who would do that instead of working on a mod or something else that is more useful than reading all of that stuff?
by SegFault22
Wed Nov 02, 2016 19:11
 
Forum: Feature Discussion
Topic: Secret features [question]
Replies: 18
Views: 1281

Re: Multiple textures for 1 node

It would be nice if textures for nodes and items were controlled by metadata fields, but that would necessitate some radical changes, such as itemstacks having a metadata key-value store rather than just a single string. If this were implemented, you could change the metadata table entry for the tex...
by SegFault22
Wed Nov 02, 2016 19:01
 
Forum: Modding Discussion
Topic: Multiple textures for 1 node
Replies: 5
Views: 590

Re: Lua optimization tipps

I thought I said that my network would only update when the nodes connected to it are changed, for example being broken or exploded. Instead of using a switching node as the center, any node which can be a producer is the center, so it would have some of the benefits of the Technic system. It would ...
by SegFault22
Wed Nov 02, 2016 18:38
 
Forum: Modding Discussion
Topic: Lua optimization tipps
Replies: 41
Views: 2426

Re: Secret features [question]

cx384 wrote:It is nearly everywhere

Is it air?
If you go really high up into the sky, you can get an "air" item
Don't spread this too much, its supposed to be secret
by SegFault22
Tue Nov 01, 2016 20:33
 
Forum: Feature Discussion
Topic: Secret features [question]
Replies: 18
Views: 1281

Re: How to make ores more abundant?

If you're using the PPA to install Minetest, then it would probably be less work, because you wouldn't have to edit any files in the game directory, as long as the software update scripts don't overwrite your mods folder as well; but if you install the game the old way, you have to copy all of your ...
by SegFault22
Tue Nov 01, 2016 19:16
 
Forum: General Discussion
Topic: How to make ores more abundant?
Replies: 11
Views: 848

Re: Should wool become a fuel?

Wool is difficult to burn, even though it is flammable. It generally doesn't burn hot enough to keep the reaction going (it is not a sustained chain reaction). Cotton however, which is actually the fabric made from plants, is very flammable and burns quickly. Silk burns even faster than cotton. This...
by SegFault22
Tue Nov 01, 2016 19:05
 
Forum: Feature Discussion
Topic: Should wool become a fuel?
Replies: 13
Views: 1017

Re: Checking the Type of many Variables/Parameters all at on

You should not worry about the performance of those checks. It's highly unlikely you will get any meaningful performance improvement. That said, I suggest something like this: local function do_something_fast(x, y) return x+y end local function typecheck(t, v) local vt = type(v) return assert(t == ...
by SegFault22
Tue Nov 01, 2016 18:08
 
Forum: Modding Discussion
Topic: Checking the Type of many Variables/Parameters all at once
Replies: 5
Views: 337

Re: Lua optimization tipps

The system I was describing would have a controlling node, but it is not limited to one per network. All provider nodes are controlling nodes, and only control whatever is on the output side. If it has an input side (as would a power storage device) then it can also partially be controlled by anothe...
by SegFault22
Tue Nov 01, 2016 06:02
 
Forum: Modding Discussion
Topic: Lua optimization tipps
Replies: 41
Views: 2426

Re: how do I play MineTest after the download?

Try a linux-based OS; Windows is very insecure, and as a result there are many viruses made for it; Linux is a lot more difficult to infect, unless you do something wrong and create a vulnerability. Of course, there are some viruses for Linux systems, but they generally require that the user gives p...
by SegFault22
Tue Nov 01, 2016 05:42
 
Forum: Problems
Topic: how do I play MineTest after the download?
Replies: 16
Views: 1479

Re: How to make ores more abundant?

Why would you have to edit the subgame every release, instead of just copying the subgame's folder from the older version?
by SegFault22
Mon Oct 31, 2016 22:21
 
Forum: General Discussion
Topic: How to make ores more abundant?
Replies: 11
Views: 848

Re: Blob Ore Generation looks "chopped off" or "cubic"

The noise is there to produce distorted spheres. Your 'spread' is 128 nodes, if noise is varying on a scale of 128 nodes it won't be varying much over the small scale of a single blob, try a 'spread' similar to blob size, then readjust 'scale' and 'offset'. For performance you only need 1 octave of...
by SegFault22
Mon Oct 31, 2016 22:19
 
Forum: Problems
Topic: Blob Ore Generation looks "chopped off" or "cubic"
Replies: 5
Views: 532

Re: Lua optimization tipps

Some of these optimizations will be very useful for a mod I will be making soon. This mod won't just iterate through a table each time a new chunk is generated. It will be iterating every tenth of a second orso. And it won't just be iterating through one table - it will have to iterate through sever...
by SegFault22
Mon Oct 31, 2016 21:26
 
Forum: Modding Discussion
Topic: Lua optimization tipps
Replies: 41
Views: 2426

Re: Wrapping minetest.register_*() Functions w/ other Functi

I won't be changing the interface significantly, ever; the parameters of my functions are tangible things that anyone can understand (like "id", "strength", "density", and so on), and if anything changes it will be for making the system more efficient, and not what the ...
by SegFault22
Mon Oct 31, 2016 20:59
 
Forum: Modding Discussion
Topic: Wrapping minetest.register_*() Functions w/ other Functions
Replies: 2
Views: 243

Re: Checking the Type of many Variables/Parameters all at on

Tip: assert(cond, msg) Works like if not cond then error(msg) end Should make your code nicer. You could define a like: local function a(name, var, type) assert(type(var) == type, "incorrect parameter type: " .. name .. " should be " .. type) end Used like: a("foo", fo...
by SegFault22
Mon Oct 31, 2016 20:19
 
Forum: Modding Discussion
Topic: Checking the Type of many Variables/Parameters all at once
Replies: 5
Views: 337

Re: [Mod] Technic [0.4.11] [technic]

minetest.get_current_modname is a thing too That may also be useful, in the event that a developer wants to be able to change their mod's folder name without causing any errors within. However, it is much longer than simply doing modname = <mod name>, unless your mod's name is more than 17 characte...
by SegFault22
Mon Oct 31, 2016 08:55
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1496
Views: 472822

Re: [Mod] Technic [0.4.10] [technic]

I've noticed this is still the case, any suggestions on a workaround to rather having to modify any updates everytime! Hi had a bit of a problem trying to register an mv machine to be used in another mod, and found the following code changed fixed the naming convention error I kept getting in /tech...
by SegFault22
Mon Oct 31, 2016 08:35
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1496
Views: 472822
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