Search found 174 matches

by isaiah658
Sun Apr 07, 2024 20:29
Forum: WIP Mods
Topic: [Mod] Zoonami [1.2.1] [zoonami]
Replies: 102
Views: 31180

Re: [Mod] Zoonami [1.2.1] [zoonami]

Zoonami version 1.2.1 has been released. This is a small update with a few fixes. The main purpose of this update was change mobs to use the initial_properties table. Defining these initial properties outside of the table was deprecated 12 years ago but there wasn't warning until recently. That's ho...
by isaiah658
Fri Apr 05, 2024 12:58
Forum: WIP Mods
Topic: [Mod] Zoonami [1.2.1] [zoonami]
Replies: 102
Views: 31180

Re: [Mod] Zoonami [1.2.0] [zoonami]

np. Good to hear you found a solution. I just made a new texture to replace my placeholder after cutting out that bit of code. Hasn't broken anything yet, and I don't plan on using the mod with any other games so I think it's okay... ? Anyway yeah. Having a lot of fun with it in general. Maybe it s...
by isaiah658
Fri Apr 05, 2024 01:27
Forum: WIP Mods
Topic: [Mod] Zoonami [1.2.1] [zoonami]
Replies: 102
Views: 31180

Re: [Mod] Zoonami [1.2.0] [zoonami]

I'm using this alongside Mineclonia and it seems to be working perfectly, except that I can't seem to mine zeenite ore. Love it otherwise though. Been playing it with my kid who also loves it. edit: dug around in the nodes.lua and stripped out the chunk of code that looks for a stone texture to ove...
by isaiah658
Sun Mar 24, 2024 18:00
Forum: Modding Discussion
Topic: [SOLVED] Need help understanding object initial_properties
Replies: 2
Views: 101

Re: Need help understanding object initial_properties

Thank you! That really cleared things up.
by isaiah658
Sun Mar 24, 2024 17:24
Forum: Modding Discussion
Topic: [SOLVED] Need help understanding object initial_properties
Replies: 2
Views: 101

[SOLVED] Need help understanding object initial_properties

I've apparently been out of the loop for how to properly define initial object properties. It's been deprecated for a very long time to define initial properties outside of the initial_properties table. https://github.com/minetest/minetest/pull/9650 My first question is why does the initial_properti...
by isaiah658
Sat Mar 02, 2024 19:58
Forum: WIP Mods
Topic: [Mod] Zoonami [1.2.1] [zoonami]
Replies: 102
Views: 31180

Re: [Mod] Zoonami [1.2.0] [zoonami]

Zoonami 1.2.0 is now released! Unlike other updates, this update focused on only one thing. The move stats. The combat in Zoonami has been functional, but it didn't have as much variety as I hoped for. Additionally, move categories were sort of abused as a way to add in more unique features, such as...
by isaiah658
Tue Feb 13, 2024 02:39
Forum: WIP Mods
Topic: [Mod] Zoonami [1.2.1] [zoonami]
Replies: 102
Views: 31180

Re: [Mod] Zoonami [1.1.0] [zoonami]

There's a mod for that, modgen. Dunno if it saves entities, but if not you can always add in an entity spawn node, and have an LBM spawn the entity there on first load. Yes, modgen is a mod I'm considering for making a game. Unfortunately, I don't think modgen save entities. It does save node metad...
by isaiah658
Sun Feb 11, 2024 04:02
Forum: WIP Mods
Topic: [Mod] Zoonami [1.2.1] [zoonami]
Replies: 102
Views: 31180

Re: [Mod] Zoonami [1.1.0] [zoonami]

This is really neat! Have you considered making this a standalone "game" for Minetest instead of a mod? Yes, and no. I would never make Zoonami just a game instead of a mod. That wouldn't make sense. A game in Minetest is comprised of mods. Thus, Zoonami can be included in any game. This ...
by isaiah658
Fri Feb 09, 2024 01:38
Forum: WIP Mods
Topic: [Mod] Talk to NPC like in RPGs/point&click-adventures [yl_speak_up]
Replies: 13
Views: 1149

Re: [Mod] Talk to NPC like in RPGs/point&click-adventures [yl_speak_up]

Given that MT devs think that games are the greatest thing in the world and that there seems to be no way to release worlds on ContentDB (unless I missed something? There's just a place on the forum for them?), there ought to be easier ways for creators of adventures to release their games. Perhaps...
by isaiah658
Tue Feb 06, 2024 02:25
Forum: WIP Mods
Topic: [Mod] Talk to NPC like in RPGs/point&click-adventures [yl_speak_up]
Replies: 13
Views: 1149

Re: [Mod] Talk to NPC like in RPGs/point&click-adventures [yl_speak_up]

A very interesting mod. I am curious though if and how this mod approaches the problem of adding mobs to games with prebuilt maps? For example, let's says I want to make and RPG. This genre usually involves large prebuilt maps for the player to explore. However, Minetest provides very little to acco...
by isaiah658
Sat Jan 27, 2024 20:44
Forum: WIP Mods
Topic: [Mod] Zoonami [1.2.1] [zoonami]
Replies: 102
Views: 31180

Re: [Mod] Zoonami [1.1.0] [zoonami]

Zoonami version 1.1.0 and Zoonami 3D mobs version 1.1.0 have been released. There isn't as much content as updates in the past, but I was able to address some of the bigger gameplay concerns I had on my todo list. There are 3 new monsters. This brings the total number of monsters up from 50 to 53. O...
by isaiah658
Sat Dec 30, 2023 19:37
Forum: Mod Releases
Topic: [Mod] FSC [fsc] Secure Formspec Context
Replies: 22
Views: 4482

Re: [Mod] FSC [fsc] Secure Formspec Context

AS that mod is uses as depends off Zoonami I wanna know if I should be worried, as player very often, some near with wanted ... ACTION[Server]: 'player' submitted formspec ('fsc:code') but the name of the formspec doesn't match the expected name ('fsc:code'), possible exploitation attempt and that ...
by isaiah658
Thu Dec 28, 2023 02:50
Forum: WIP Mods
Topic: [Mod] Zoonami [1.2.1] [zoonami]
Replies: 102
Views: 31180

Re: [Mod] Zoonami [1.0.3] [zoonami]

Zoonami version 1.0.3 fixes more bugs found. I removed a test node that wasn't actually meant to be included in the mod. This node was used for temporarily testing random level 100 monster battles to ensure that monster stats felt balanced before releasing 1.0.0. Player crafted vending machines now ...
by isaiah658
Tue Dec 05, 2023 02:31
Forum: WIP Mods
Topic: [Mod] Zoonami [1.2.1] [zoonami]
Replies: 102
Views: 31180

Re: [Mod] Zoonami [1.0.2] [zoonami]

Another bug fix was released. Zoonami version 1.0.2 fixes missing crafting recipes for candy and fixes old guide book information in the training and creative sections.
by isaiah658
Sun Nov 26, 2023 01:51
Forum: WIP Mods
Topic: [Mod] Zoonami [1.2.1] [zoonami]
Replies: 102
Views: 31180

Re: [Mod] Zoonami [1.0.1] [zoonami]

Zoonami version 1.0.1 has been released. This fixes a bug with itemstacks that could result in duplicating or deleting certain items. It also rewords the guide book introduction section to try making it clearer that some important starter items are only given after reading the section. Now that vers...
by isaiah658
Sun Nov 26, 2023 01:14
Forum: Problems
Topic: Spoilers are not working on the forums
Replies: 4
Views: 842

Spoilers are not working on the forums

It seems that any new posts or modifying an existing post results in the spoiler tags no longer working.

[spoiler]
This is supposed to be a hidden spoiler.
[/spoiler]

[tspoiler=Titled Spoiler]
Titled spoilers aren't working either.
[/tspoiler]
by isaiah658
Sat Nov 25, 2023 21:42
Forum: Mod Releases
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 175
Views: 75914

Re: [Mod] Villages for Minetest [mg_villages]

Hello Sokomine. I had sent you a message about two bugs in your villages mod, but I didn't get a response. Since I don't have a GitHub account to submit a bug report, I'm going to submit them here. The first bug is in the plotmarker_formspec.lua file on line 408: fields.plot_nr = tonumber( fields.pl...
by isaiah658
Wed Nov 22, 2023 00:37
Forum: General Discussion
Topic: Poll: GUI API design
Replies: 5
Views: 1059

Re: Poll: GUI API design

Unless if I'm misunderstanding, it seems the second option would only help GUIs that mostly stay the same and only update small pieces? If the majority of a formspec changes, for example navigating between different menus/pages, you're probably just going to rebuild it. Also, wouldn't the second opt...
by isaiah658
Mon Oct 09, 2023 22:31
Forum: Modding Discussion
Topic: How should mods handle updates that are incompatible with existing worlds?
Replies: 11
Views: 1254

Re: How should mods handle updates that are incompatible with existing worlds?

An alternative to error I've used sometimes is minetest.request_shutdown , which also takes a message parameter, but cleanly shuts down the server, with no stack trace to confuse users. I was wondering if something like that existed, but I didn't find it. I think I searched the lua api for "cl...
by isaiah658
Sun Oct 08, 2023 21:28
Forum: Modding Discussion
Topic: How should mods handle updates that are incompatible with existing worlds?
Replies: 11
Views: 1254

Re: How should mods handle updates that are incompatible with existing worlds?

Using the error function works, but it will still have lines of text that are irrelevant to the message. Unfortunately, I think abusing the error message box is the only real option. Using some newline characters can help make the error message easy to distinguish from the surrounding text. Newer ve...
by isaiah658
Sat Oct 07, 2023 23:04
Forum: Modding Discussion
Topic: How should mods handle updates that are incompatible with existing worlds?
Replies: 11
Views: 1254

Re: How should mods handle updates that are incompatible with existing worlds?

Hmm, I just realized a problem with solution. Minetest doesn't give much control over the error message formspec. Even most of the text can't be replaced. This means trying to use that a way to display a message rather than debug info won't work.
by isaiah658
Sat Oct 07, 2023 19:15
Forum: Modding Discussion
Topic: How should mods handle updates that are incompatible with existing worlds?
Replies: 11
Views: 1254

Re: How should mods handle updates that are incompatible with existing worlds?

Thank you for the responses! These were the random thoughts that I was looking for. After thinking things over for my mod, this is what I came up with. Including a version number in the mod storage makes sense. Even if I never need to use it, the option is available. As for updates, there's really o...
by isaiah658
Mon Oct 02, 2023 22:20
Forum: Modding Discussion
Topic: How should mods handle updates that are incompatible with existing worlds?
Replies: 11
Views: 1254

Re: How should mods handle updates that are incompatible with existing worlds?

Thanks, but that doesn't really answer the question. Most updates will be compatible, but it's not always possible to have every update compatible with every update before it. For example, someone might try to update from a very old version to the latest version skipping all of the releases in betwe...
by isaiah658
Sun Oct 01, 2023 01:25
Forum: Modding Discussion
Topic: How should mods handle updates that are incompatible with existing worlds?
Replies: 11
Views: 1254

How should mods handle updates that are incompatible with existing worlds?

Let's say I've made a mod. I've decided to make a major change to the mod. This major change will make updating the mod on existing worlds not possible. This will result in crashing or worse, altering existing data in a way that it won't work with the old version either. How should I handle this? Ob...
by isaiah658
Sun Oct 01, 2023 00:46
Forum: WIP Mods
Topic: [Mod] Zoonami [1.2.1] [zoonami]
Replies: 102
Views: 31180

Re: [Mod] Zoonami [1.0.0] [zoonami]

Excellent! Congrats. Those are some really great additions and changes, especially like the addition of berry juices for on-the-go healing and the fact that it will encourage players to engage in the economy. Looking forward to seeing how the new mechanics with the initial player items work out. Al...