Search found 162 matches

by xeranas
Fri Jul 31, 2020 08:51
Forum: WIP Mods
Topic: [Mod] Skylayer [0.5]
Replies: 27
Views: 8439

Re: [Mod] Skylayer [0.5]

Hi Grigor, If you want default sky probably it's best is to define callback when a player joins the server (minetest.register_on_joinplayer). You can check callback and combine skylayer API add layer call (skylayer.add_layer). Here minimalistic sample which sets default sky for the server (with chan...
by xeranas
Sat Jun 06, 2020 20:34
Forum: WIP Mods
Topic: [Mod] Skylayer [0.5]
Replies: 27
Views: 8439

Re: [Mod] Skylayer [0.5]

Initial purpose for this mod is to manage multiple skies for player in cross mod way. One mod sets weather sky and few moments later different mod adds some temporal effect and after some time it removes effect and weather sky re-aplies without weather mod knowing. I'm not sure what now best practic...
by xeranas
Sun May 03, 2020 19:17
Forum: WIP Mods
Topic: [Mod] Skylayer [0.5]
Replies: 27
Views: 8439

Re: [Mod] Skylayer [0.5]

Thanks for reporting. I push some fixes to address the mentioned issues (didn't spend much on testing, so let me know if there still something off). Not sure about the ambient format, but if gradient version works it must be a formatting issue, as in the end, gradient value is converted and used int...
by xeranas
Sun Apr 26, 2020 09:15
Forum: WIP Mods
Topic: [Mod] Skylayer [0.5]
Replies: 27
Views: 8439

Re: [Mod] Skylayer [0.5]

Nathan.S wrote:It looks like the clouds may be broken. If I turn on the demo without clouds, and then go back to the one with clouds, they never appear.
Thanks for the report, this bug should be fixed by now.
by xeranas
Wed Apr 22, 2020 15:55
Forum: WIP Mods
Topic: [Mod] Skylayer [0.5]
Replies: 27
Views: 8439

Re: [Mod] Skylayer [0.5]

I'm probably just missing something obvious, but is it possible to turn off the sunrise and sunset gradients. I have some space layers in my game and don't want to have those showing. I can't seem to find an option for it in the readme or demos. Thanks Yes, the sunrise without sun was a strange eff...
by xeranas
Sun Mar 22, 2020 15:08
Forum: WIP Mods
Topic: [Mod] Skylayer [0.5]
Replies: 27
Views: 8439

Re: [Mod] Skylayer [0.5]

Mod was updated to support new Minetest sky API capabilities (sky_color, moon, sun and etc.).
by xeranas
Fri Mar 13, 2020 19:00
Forum: WIP Mods
Topic: [Mod] Skylayer [0.5]
Replies: 27
Views: 8439

Re: [Mod] Skylayer [0.4]

texmex wrote:Can we expect support for sky gradients in the future? :)
Hi, thanks for interest :)
I was unaware of new set sky API changes which expands capabilities. Yes, I will test new capabilities and update mod accordingly :)
by xeranas
Fri Jul 19, 2019 17:11
Forum: WIP Mods
Topic: [Mod] weather_pack 0.3
Replies: 58
Views: 18298

Re: [Mod] weather_pack 0.3

Thank you again for testing and reporting! MT 0.4.16 version compatibility fixes added so it should no longer crash. However, this mod uses new Minetest biome API and thus it should be used with 0.5.0+ version. Consider updating Minetest otherwise, some weathers (in this case snow and snowstorm) wil...
by xeranas
Thu Jul 11, 2019 03:52
Forum: WIP Mods
Topic: [Mod] weather_pack 0.3
Replies: 58
Views: 18298

Re: [Mod] weather_pack 0.3

piet wrote:i have 1 problem

i am waiting so long but there is no weather comming
Thank you for the report, the issue should be fixed by now (please update mod).
by xeranas
Sun Mar 10, 2019 08:32
Forum: Engine Builds
Topic: [Linux/Flatpak] Flatpak builds (now on flathub)
Replies: 18
Views: 12999

Re: [Linux/Flatpak] Flatpak builds (now on flathub)

Does global mod configuration differ for flatpak builds?
My local mods currently at location ~/.minetest/mods but none of them shown as installed from the game menu. Same thing with worlds. I'm new with flatpak concept and I wonder if I missing something obvious.
by xeranas
Wed Jun 06, 2018 16:36
Forum: General Discussion
Topic: Emigrate from Github?
Replies: 81
Views: 11207

Re: Emigrate from Github?

@domtron vox would be a problem if people wanted to contribute to different mods that were hosted on different git sites. Maybe inconvenient but not bad thing in general. Worst thing would be use github not because you want but because its used by 'everyone'. I think in this internet age its unavoi...
by xeranas
Mon Apr 16, 2018 05:04
Forum: Modding Discussion
Topic: Advice on creating highly efficient mods
Replies: 12
Views: 2088

Re: Advice on creating highly efficient mods

I talking about how often you perform global step, not every situation needs update state 100 times per seconds.. Your recent posts are quite salty, you may need some vocations and chill after all this is just game and people crating mods purely for fun..
by xeranas
Sun Apr 15, 2018 10:08
Forum: Modding Discussion
Topic: Advice on creating highly efficient mods
Replies: 12
Views: 2088

Re: Advice on creating highly efficient mods

Not sure if LuaJIT is what minetest mods developers should rely on if it is case that not every official build includes it. The only thing what matters is how well mod perform on user build not on developer (If you know what I mean). From my experience you cannot control performance of minetest lua ...
by xeranas
Sun Apr 15, 2018 09:25
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2324
Views: 441691

Re: [Request]Minecraft-like xp

I suggest try MineClone 2 subgame if you searching for minecraft-like environment.
by xeranas
Sat Apr 14, 2018 13:44
Forum: WIP Mods
Topic: [Mod] Skylayer [0.5]
Replies: 27
Views: 8439

Re: [Mod] Skylayer [0.4]

Skylayer version 0.4 released:
* Added minetest clouds api support (color transitions can be applied for clouds too).

New skylayer version is not backwards compatible!, minor changes needs to done for skylayer definitions (see demo and readme files for reference).
by xeranas
Fri Mar 23, 2018 14:31
Forum: WIP Mods
Topic: [Mod] Breath underwater like scuba diving [underwater]
Replies: 12
Views: 3403

Re: [Mod] Breath underwater like scuba diving [underwater]

looks cool although if the recipe uses bronze gold and iron then at least the recipe depends on default mod But isn't the default mod present in any world by default? What recipe do you suggest? Yea, 'default' is worst minetest mod name, actually exist in minetest game (default world). Some subgame...
by xeranas
Tue Mar 13, 2018 10:19
Forum: WIP Mods
Topic: [MOD]Corruption v2
Replies: 17
Views: 2408

Re: [MOD]Corruption v2

It would be cool if corrupted node would save info about original node and with special item curruption could be reversed. Wonder if this is duable.
by xeranas
Mon Mar 05, 2018 21:02
Forum: Mod Releases
Topic: [Mod] exploding chest [explodingchest]
Replies: 18
Views: 3292

Re: [Mod] exploding chest [explodingchest]

Does explosion size depends on how much powder is on chest?
by xeranas
Sat Feb 24, 2018 14:40
Forum: Mod Releases
Topic: [Mod] Other Worlds [other_worlds]
Replies: 67
Views: 21409

Re: [Mod] Other Worlds [other_worlds]

On creativity mod I jump of meteor and fall for quite some time. Once landed huge black shadow appeared on lake, I guess its meteor shadow. It is it expected behavior? https://i.imgur.com/dtW5c6V.png Also sometimes I do get not enough memory error. 2018-02-24 16:30:17: ACTION[Server]: singleplayer [...
by xeranas
Fri Feb 23, 2018 14:15
Forum: WIP Mods
Topic: [Mod] Minecraft Mod (WIP)
Replies: 2
Views: 2118

Re: [Mod] Minecraft Mod (WIP)

There is mc clone 2 subgame which adds not only blocks but tries to mimic as much as possible minecraft. Lots of work was put there, I suggest to check it out in subgames section
by xeranas
Mon Feb 19, 2018 21:53
Forum: Modding Discussion
Topic: Looking for space-craft / science fiction theme mods
Replies: 4
Views: 1101

Looking for space-craft / science fiction theme mods

Looking for space-craft / science fiction theme mods to play around. If you know subgames it's even better. Any suggestion?
by xeranas
Sat Feb 17, 2018 13:25
Forum: Client-side modding
Topic: [discussion]Technical notes on how to defeat(*) oredetect
Replies: 94
Views: 17124

Re: [discussion]Technical notes on how to defeat(*) oredetec

I think in this case is better think of some engine-based solution even if it will not eliminates every possible way to cheat. Not every player is skillful enough or willing to invest time into learning more difficult approach to cheat. Lowering possible cheaters number is win nonetheless. That's be...
by xeranas
Wed Oct 25, 2017 16:14
Forum: Modding Discussion
Topic: How to organize Lua code when 'require' not allowed?
Replies: 8
Views: 1663

Re: How to organize Lua code when 'require' not allowed?

rubenwardy, thanks seems dotfile does the job.
by xeranas
Wed Oct 25, 2017 16:00
Forum: Modding Discussion
Topic: How to organize Lua code when 'require' not allowed?
Replies: 8
Views: 1663

Re: How to organize Lua code when 'require' not allowed?

My goal is separate functionality into separate modules and do not expose too much into global scope. init.lua mymodname = {} dofile(minetest.get_modpath("modname") .. "/luaB.lua") mymodname.foo() luaB.lua mymodname.foo = function () -- do something here end Now all you expose t...