Search found 823 matches
- Fri Jun 02, 2023 16:07
- Forum: Problems
- Topic: Failure to Thrive
- Replies: 6
- Views: 706
Failure to Thrive
Minetest has fallen short of the growth expectations curve. It seems that the version number has grown at a faster rate than the game itself. The community has changed a lot. Many of the original crowd are gone for various reasons. Some have remained loyal to the project. However there are those who...
- Fri Jun 02, 2023 14:05
- Forum: Modding Discussion
- Topic: "Dimensions" via Cross Server Hack
- Replies: 4
- Views: 546
Re: "Dimensions" via Cross Server Hack
BungeeCord does not require any change to the client because the interdimensional transport functionality already exists there, that is something Minetest simply don't got. Perhaps the proper way would be to start sending mapblocks from the other server at the same time the player pos is updated to ...
- Thu Jan 12, 2017 22:12
- Forum: WIP Mods
- Topic: [Mod] Pathogen [0.3][pathogen]
- Replies: 30
- Views: 9636
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...
- Sat Dec 03, 2016 01:38
- Forum: Feature Discussion
- Topic: Node Dig Group Levels with Times and Tool Dig Group Levels
- Replies: 2
- Views: 758
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...
- Fri Dec 02, 2016 18:12
- Forum: Modding Discussion
- Topic: Multiple textures for 1 node
- Replies: 5
- Views: 1542
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 ...
- Fri Dec 02, 2016 17:04
- Forum: Feature Discussion
- Topic: Node Dig Group Levels with Times and Tool Dig Group Levels
- Replies: 2
- Views: 758
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...
- Fri Nov 11, 2016 05:09
- Forum: Feature Discussion
- Topic: World-Wrapping
- Replies: 4
- Views: 1321
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?
- Fri Nov 04, 2016 01:45
- Forum: Feature Discussion
- Topic: World-Wrapping
- Replies: 4
- Views: 1321
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 ...
- Fri Nov 04, 2016 01:04
- Forum: Modding Discussion
- Topic: Mob_pack Modding Discussion Thread
- Replies: 2
- 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.
- Fri Nov 04, 2016 00:40
- Forum: Modding Discussion
- Topic: Lua optimization tipps
- Replies: 41
- Views: 5615
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...
- Thu Nov 03, 2016 01:43
- Forum: Modding Discussion
- Topic: Post your mod requests/ideas here
- Replies: 2324
- Views: 441903
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...
- Wed Nov 02, 2016 19:11
- Forum: Feature Discussion
- Topic: Secret features [question]
- Replies: 18
- Views: 2368
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?
- Wed Nov 02, 2016 19:01
- Forum: Modding Discussion
- Topic: Multiple textures for 1 node
- Replies: 5
- Views: 1542
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...
- Wed Nov 02, 2016 18:38
- Forum: Modding Discussion
- Topic: Lua optimization tipps
- Replies: 41
- Views: 5615
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 ...
- Tue Nov 01, 2016 20:33
- Forum: Feature Discussion
- Topic: Secret features [question]
- Replies: 18
- Views: 2368
Re: Secret features [question]
Is it air?cx384 wrote:It is nearly everywhere
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
- Tue Nov 01, 2016 19:16
- Forum: General Discussion
- Topic: How to make ores more abundant?
- Replies: 11
- Views: 2762
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 ...
- Tue Nov 01, 2016 19:05
- Forum: Feature Discussion
- Topic: Should wool become a fuel?
- Replies: 13
- Views: 2138
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...
- Tue Nov 01, 2016 18:08
- Forum: Modding Discussion
- Topic: Checking the Type of many Variables/Parameters all at once
- Replies: 5
- Views: 991
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 == ...
- Tue Nov 01, 2016 06:02
- Forum: Modding Discussion
- Topic: Lua optimization tipps
- Replies: 41
- Views: 5615
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...
- Tue Nov 01, 2016 05:42
- Forum: Problems
- Topic: how do I play MineTest after the download?
- Replies: 16
- Views: 2520
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...
- Mon Oct 31, 2016 22:21
- Forum: General Discussion
- Topic: How to make ores more abundant?
- Replies: 11
- Views: 2762
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?
- Mon Oct 31, 2016 22:19
- Forum: Problems
- Topic: Blob Ore Generation looks "chopped off" or "cubic"
- Replies: 5
- Views: 983
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...
- Mon Oct 31, 2016 21:26
- Forum: Modding Discussion
- Topic: Lua optimization tipps
- Replies: 41
- Views: 5615
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...
- Mon Oct 31, 2016 20:59
- Forum: Modding Discussion
- Topic: Wrapping minetest.register_*() Functions w/ other Functions
- Replies: 2
- Views: 615
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 ...
- Mon Oct 31, 2016 20:19
- Forum: Modding Discussion
- Topic: Checking the Type of many Variables/Parameters all at once
- Replies: 5
- Views: 991
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...