Search found 64 matches
- Sun Dec 24, 2023 00:31
- Forum: WIP Mods
- Topic: [Mod] Logistica [0.9.14] [logistica]
- Replies: 13
- Views: 2525
Re: [Mod] Logistica [0.9.3] [logistica]
Release 0.9.3 is out , and it adds a new network machine: Lava Furnace Fueler guide link lava_furnace_fueler.png The Lava Furnace Fueler is a machine that can automatically refuel the Lava Furnace from any Reservoirs that contain Lava connected to the network, thus allowing automation of the Lava F...
- Fri Dec 01, 2023 21:07
- Forum: Modding Discussion
- Topic: Billboard (SOLVED)
- Replies: 2
- Views: 465
Re: Billboard
You can use an Entity with the visual style set to sprite, see the API documentation here: https://github.com/minetest/minetest/bl ... in=1#L8314
-- "sprite" is a flat texture always facing the player.
- Thu Nov 30, 2023 17:32
- Forum: WIP Mods
- Topic: [Mod] Logistica [0.9.14] [logistica]
- Replies: 13
- Views: 2525
Re: [Mod] Logistica [0.9.0] [logistica]
Logistica 0.9.0 is now out! This update introduces portable liquid storage: Reservoirs Guide link rservoirs_s.jpg Reservoirs are nodes that store liquid, that can be filled or emptied with a Bucket, and that can be dug up and carried around while keeping their content. Reservoirs also connect to a ...
- Tue Nov 28, 2023 23:00
- Forum: WIP Mods
- Topic: [Mod] Logistica [0.9.14] [logistica]
- Replies: 13
- Views: 2525
Re: [Mod] Logistica [0.8.5] [logistica]
This is a very cool job. I've bookmarked this page and will check out this mod when I fix my computer. Thanks, I have a couple of major features left to do - if you find any issues or think the mod is missing something, feel free to let me know. Meanwhile, some updates following some feedback: 0.8....
- Tue Nov 28, 2023 16:39
- Forum: Modding Discussion
- Topic: Need help with timers on a node
- Replies: 4
- Views: 487
Re: Need help with timers on a node
Oh damn, so I can't make a timer in an on_use function? You can. The problem here, as mentioned, is that you're starting a Node timer for a position that is 1 below the user's position. Basically node timers don't care who starts them. When they expire they call the on_timer of the node at the posi...
- Sun Nov 26, 2023 00:58
- Forum: General Discussion
- Topic: Defragmenting the Minetest community
- Replies: 36
- Views: 8857
Re: Defragmenting the Minetest community
My two cents, yes "defragmentation" of the community would be good given that it's still a small-ish community - but realistically I don't think it is something anyone can affect much at all. Biggest reason why it would be hard to do is, I think, that those platforms serve different crowds...
- Sat Nov 25, 2023 01:36
- Forum: WIP Mods
- Topic: [Mod] Logistica [0.9.14] [logistica]
- Replies: 13
- Views: 2525
Re: [Mod] Logistica 0.8.0 [logistica]
Logistica 0.8.0 is now out! This update adds one cool new functionality: The Wireless Access Pad [guide link] the_wap.jpg wireless_access_pad_ui.jpg A video guide is available here: https://youtu.be/tx3YbpxHEdM The Wireless Access Pad is a handheld device that allows you to access your Network Stor...
- Mon Nov 20, 2023 23:02
- Forum: WIP Mods
- Topic: [Mod] Logistica [0.9.14] [logistica]
- Replies: 13
- Views: 2525
Re: [Mod] Logistica 0.7.3 [logistica]
Release 0.7.3 - Greatly improved Network lookup by caching network ID per node (this will be applied retroactively to old worlds too) Added new machine: Cobble Generator Supplier Guide link cobblegen_supplier.jpg The Cobble Generator Supplier acts as a supplier that generates Cobble and stores a sm...
- Sun Nov 19, 2023 15:52
- Forum: WIP Mods
- Topic: [Mod] Logistica [0.9.14] [logistica]
- Replies: 13
- Views: 2525
Re: [Mod] Logistica 0.7.1 [logistica]
0.7.1: Added network search depth limits, to prevent possible infinite recursive searches from multiple Crafting Suppliers.
The Crafting Supplier is still experimental, so if anyone tries it and finds bugs, I would appreciate letting me know!
The Crafting Supplier is still experimental, so if anyone tries it and finds bugs, I would appreciate letting me know!
- Sun Nov 19, 2023 15:26
- Forum: WIP Mods
- Topic: [Mod] Logistica [0.9.14] [logistica]
- Replies: 13
- Views: 2525
Re: [Mod] Logistica 0.7.0 [logistica]
Release 0.7.0 is now out, and it adds one major, powerful, new machine: Crafting Supplier crafting_supplier.jpg The Crafting Supplier is a on-demand autocrafter: - Want to store only Steel Blocks in your storage, but some of your machines need Steel Ingots? Set up one Crafting Supplier to convert th...
- Fri Nov 17, 2023 18:15
- Forum: WIP Mods
- Topic: [Mod] Logistica [0.9.14] [logistica]
- Replies: 13
- Views: 2525
Re: [Mod] Logistica 0.6.3 [logistica]
Release 0.6.3: Fixed Network consistency issues, and also added two new nodes: The Vaccuum Chest Guide Link Collects nearby dropped items (distance 3 blocks or less). It can also be connected to a Network and will provide any items it collects to the Network and any requests for those items (or stor...
- Thu Nov 16, 2023 19:04
- Forum: WIP Mods
- Topic: [Mod] Logistica [0.9.14] [logistica]
- Replies: 13
- Views: 2525
Re: [Mod] Logistica 0.6.2 [logistica]
Version 0.6.1 Released: Fixes a lot of bugs with Access Point and the Network store/retrieve algorithm. Also adds a crafting grid to the Access Point for convenience and added/improved tooltips. access_point_small.jpg 0.6.2: Tiny release to just fix a crash when taking items directly from Tool Box
- Wed Nov 15, 2023 23:26
- Forum: News
- Topic: 2023 Minetest GAME JAM (December 1st-21st) [Theme: "UNEXPECTED"] [$300] jam.minetest.net
- Replies: 51
- Views: 11879
Re: 2023 Minetest GAME JAM (December 1st-21st) [$300] jam.minetest.net
This looks interesting, question about the rules, specifically these 2: - All gameplay and code must be original work completed within the development timeframe - Third-party or AI assets and libraries may be used if thoroughly documented and properly licensed Does this mean all code has to be origi...
- Wed Nov 15, 2023 19:20
- Forum: WIP Mods
- Topic: [Mod] Logistica [0.9.14] [logistica]
- Replies: 13
- Views: 2525
Re: [Mod] Logistica 0.6.0 [logistica]
The mod is now live for download on ContentDB: https://content.minetest.net/packages/ZenonSeth/logistica/ If anyone finds bugs, you can raise an issue on github , or you can also just leave a message here if you don't have a github account. I've already found a minor bug which I need to fix, along w...
- Tue Nov 14, 2023 22:52
- Forum: WIP Mods
- Topic: [Mod] Logistica [0.9.14] [logistica]
- Replies: 13
- Views: 2525
Re: [Mod] Logistica 0.6.0 [logistica]
Some more screenshots since I'm limited to only 3 per post: Mass Storage, showing full upgrade and having an item picked to display on the front: mass_storage.jpg A Requester Targeting a sieve: screen05.png Configuring a requester to always keep 1 fuel in a Furance's Fuel inventory: screen07.png
- Tue Nov 14, 2023 22:39
- Forum: WIP Mods
- Topic: [Mod] Logistica [0.9.14] [logistica]
- Replies: 13
- Views: 2525
[Mod] Logistica [0.9.14] [logistica]
Logistica NEW_summary.png Description: Logistica is an on-demand item transportation and storage mod. The main principle behind it is that no item is moved unless it is needed somewhere. This mod does not use entities for transportation, and an effort has been made to cache many lookups as to produ...
- Fri Nov 10, 2023 19:13
- Forum: Modding Discussion
- Topic: Why is this ItemStack description comparison not working correctly?
- Replies: 2
- Views: 618
Re: Why is this ItemStack description comparison not working correctly?
Ok, so it was hidden characters at the start (edit: or actually characters that minetest takes out when showing in chat), makes sense. Adding get_translated_string(..) inside my comparison function made it sort in the right order - thanks.
- Fri Nov 10, 2023 17:53
- Forum: Modding Discussion
- Topic: Why is this ItemStack description comparison not working correctly?
- Replies: 2
- Views: 618
Why is this ItemStack description comparison not working correctly?
I'm writing a thing to sort an inventory, and I'm using the standard table.sort function passing in a custom comparison function, but the results are not what I expected. I'm printing the output directly in the comparison function like this (d.log is my own debug print function): function (stack1, s...
- Sun Nov 05, 2023 12:07
- Forum: Modding Discussion
- Topic: Respecting allow_metadata_inventory_### funcs, that require Player object, when taking/inserting items from code
- Replies: 6
- Views: 933
Re: Respecting allow_metadata_inventory_### funcs, that require Player object, when taking/inserting items from code
Yeah, an engine-provided implementation would be ideal. I think there's an issue raised already: https://github.com/minetest/minetest/issues/11477 - that's where I read someone's approach of copying any currently online player. There's a lot of properties that would be no-op, and some that could hav...
- Sun Nov 05, 2023 09:37
- Forum: Modding Discussion
- Topic: Respecting allow_metadata_inventory_### funcs, that require Player object, when taking/inserting items from code
- Replies: 6
- Views: 933
Re: Respecting allow_metadata_inventory_### funcs, that require Player object, when taking/inserting items from code
Just in case it's an applicable solution, but you can get the player object from the player name with: https://github.com/minetest/minetest/blob/5.7.0/doc/lua_api.txt#L5592 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player Yes, I'm well aware of that API... it's like minetest mo...
- Sun Nov 05, 2023 03:39
- Forum: Modding Discussion
- Topic: Respecting allow_metadata_inventory_### funcs, that require Player object, when taking/inserting items from code
- Replies: 6
- Views: 933
Re: Respecting allow_metadata_inventory_### funcs, that require Player object, when taking/inserting items from code
Yeah I was looking exactly at the pipeworks fake player as to how they do it. For my purposes I need something much simpler. I got a fake player implementation working, at least for the nodes I tested it on - but I agree, and that's why I was asking about a possible API here in the first place, that...
- Sun Nov 05, 2023 01:55
- Forum: Problems
- Topic: [solved] Water is not renewed
- Replies: 8
- Views: 852
Re: Water is not renewed
You actually only need 2 adjacent water source blocks to renew a water block, not 3. But if your water is failing to renew, there's two reasons why I can think of: 1. It might be river water, not regular water. River water is a slightly more cyan color (by default) than regular water. River water do...
- Sun Nov 05, 2023 01:41
- Forum: Modding Discussion
- Topic: Respecting allow_metadata_inventory_### funcs, that require Player object, when taking/inserting items from code
- Replies: 6
- Views: 933
Respecting allow_metadata_inventory_### funcs, that require Player object, when taking/inserting items from code
So I'm writing code to take items from another node's inventory, and I realized that none of the InvRef functions or any other inventory/meta API will actually call the node's allow_metadata_inventory_take - as far as I can tell. I can call it myself from the target node's def, I have the player nam...
- Fri Nov 03, 2023 23:49
- Forum: Mod Releases
- Topic: [Mod] Message Bubbles [1.0] [message_bubbles]
- Replies: 6
- Views: 788
Re: [Mod] Message Bubbles [message_bubbles]
It did not function properly with the mod "Better Nametags" (https://forum.minetest.net/viewtopic.php?t=20755), That was faster than I thought, I released a new version on ContentDB - Release 0.5 Release 0.5 - Fixes an issue with mod compatibility - Also fixes some issues caused by specia...
- Fri Nov 03, 2023 23:13
- Forum: Mod Releases
- Topic: [Mod] Message Bubbles [1.0] [message_bubbles]
- Replies: 6
- Views: 788
Re: [Mod] Message Bubbles [message_bubbles]
Very cool! It did not function properly with the mod "Better Nametags" (https://forum.minetest.net/viewtopic.php?t=20755), with this mod, it's hiding the nametag. Maybe something to look into? Besides that, thanks for a helpful mod. Thanks for the feedback, I'll download that mod and have...