Search found 587 matches
- Sun Apr 21, 2024 17:38
- Forum: Modding Discussion
- Topic: [Solved] string.format()
- Replies: 7
- Views: 572
Re: string.format()
Settingtypes.txt is very annoying from a design standpoint in that it has a field for default values, but is entirely cosmetic . It does not actually set defaults or have any impact on the code side of things. (I am of the opinion that whoever came up with that design deserves a kick in the nards. D...
- Sat Apr 20, 2024 20:25
- Forum: Modding Discussion
- Topic: [Solved] string.format()
- Replies: 7
- Views: 572
Re: string.format()
It told you what went wrong: init.lua:16: bad argument #1 to 'format' (string expected, got nil) It was on line 16 when the string.format() function was given nil instead of a string as its first argument. Meanwhile, in lua_api.txt: * `get_bool(key, [default])`: returns a boolean * `default` is the ...
- Thu Apr 18, 2024 20:55
- Forum: Modding Discussion
- Topic: How to get the "sneak key was pressed" event?
- Replies: 2
- Views: 164
Re: How to get the "sneak key was pressed" event?
Yeah, reading controls server-side is terribly subject to lag. I wrote exile-csm specifically to handle this for some players who had trouble with controls on our dev servers. Edit: It occurs to me that it would be possible to replace exile-csm with a general-purpose control CSM, and have the server...
- Tue Apr 02, 2024 19:13
- Forum: Modding Discussion
- Topic: Globalstep timer causes insane lag delay
- Replies: 10
- Views: 304
Re: Globalstep timer causes insane lag delay
Oh, well for that I would plug it into a globalstep with a 30 second timer rather than using minetest.after().
- Mon Apr 01, 2024 20:55
- Forum: Modding Discussion
- Topic: Globalstep timer causes insane lag delay
- Replies: 10
- Views: 304
Re: Globalstep timer causes insane lag delay
Runs setPlayerSky for every player, but only does it every 2 seconds local timer = 0 local limit = 2 minetest.register_globalstep(function(dtime) timer = timer + dtime if timer < limit then return end timer = 0 for _, player in ipairs(minetest.get_connected_players()) do setPlayerSky(player) end end)
- Mon Apr 01, 2024 20:49
- Forum: Modding Discussion
- Topic: Removing Functions from Node/Item/Tool Def (?)
- Replies: 11
- Views: 262
Re: Removing Functions from Node/Item/Tool Def (?)
Agreed on the delete list idea, it seems like the best option.
- Sun Mar 31, 2024 23:05
- Forum: Client-side modding
- Topic: [CSM] Exile CSM (exile-csm)
- Replies: 0
- Views: 216
[CSM] Exile CSM (exile-csm)
Exile CSM This mod provides local control handling for Exile's v4 development branch, reading Aux1 and double-clicks of the shift key, to prevent multiplayer lag interfering with controls. It is included in the current v4 development branch on Codeberg, under utilities/, or you can get it here: htt...
- Thu Mar 28, 2024 21:46
- Forum: Servers
- Topic: Land Of Catastrophe [Exile]
- Replies: 24
- Views: 5400
Re: Land Of Catastrophe [Exile]
Land of Catastrophe is down for the moment, as we've detected i/o errors with the disk. We will attempt recovery, and if that doesn't work, we will restore from a backup and put LoC back up soon. In the meantime, our development branch servers, "Land of Bugs" and "Exiled From the Othe...
- Fri Mar 22, 2024 23:01
- Forum: WIP Games
- Topic: [Game] Exile v0.3.17
- Replies: 278
- Views: 81520
Re: [Game] Exile v0.3.17
Exile v0.3.17 is out with the following new features: Better feedback: Informational states displayed on the character tab Drystack and Rammed earth arches: build a wall, knock out the middle server command: /recover_inv <player> to restore inv lost on restart Edit: And v0.3.17b is out to fix a bug ...
- Wed Mar 20, 2024 19:43
- Forum: Mod Releases
- Topic: [Mod] Petz [DEPRECATED] [petz]
- Replies: 1496
- Views: 245556
Re: [Mod] Petz [DEPRECATED] [petz]
Maybe try https://github.com/yl-whosit/petz -- it seems to be maintained
- Sat Mar 09, 2024 18:07
- Forum: Mod Releases
- Topic: [Mod] X Enchanting [x_enchanting]
- Replies: 21
- Views: 2704
Re: [Mod] X Enchanting [x_enchanting]
Yeah somebody who knows the x-enchanting mod would have to figure that out, I've never used it myself.
- Wed Mar 06, 2024 22:34
- Forum: Problems
- Topic: help with node rotation
- Replies: 6
- Views: 234
Re: bruh
Is that still true with the client_mesh_chunk options in modern minetest?it will reduce your framerate
- Mon Mar 04, 2024 19:46
- Forum: News
- Topic: ContentDB - now with package translation support
- Replies: 361
- Views: 164660
Re: ContentDB - now with package translation support
Exile isn't doing conversion, weblate actually kinda sorta works on Minetest .tr files, using its text format option.
- Mon Mar 04, 2024 19:40
- Forum: Game Discussion
- Topic: Help Me By Sharing Your Experiences Playing Exile
- Replies: 10
- Views: 2271
Re: Help Me By Sharing Your Experiences Playing Exile
Great post, full of insight. I do want to say that the city is, frankly, unfinished. Dokimi got it to a bare minimum state, but it needs to be fleshed out from the rough, empty sketch that it is now. We hope to put a lot more into it in future updates.
- Sun Mar 03, 2024 22:17
- Forum: WIP Games
- Topic: [Game] Exile v0.3.17
- Replies: 278
- Views: 81520
Re: [Game] Exile v0.3.16
A new Exile release is out with v0.3.16. We've bumped the minimum Minetest version to 5.5, and we're happy to say that Exile is now fully free/libre! Say hello to our brand new CC-BY-SA 4.0 Gundu model: https://files.catbox.moe/28wt2f.mp4 Changelog: - Replaced NC-licensed Gundu, Exile should be full...
- Wed Feb 28, 2024 19:02
- Forum: General Discussion
- Topic: Many people like many minetest versions, forks and other things.
- Replies: 4
- Views: 376
Re: Many people like many minetest versions, forks and other things.
Yes, swimming up flowing water has been disabled for a couple of years now in Exile, but it requires at least Minetest 5.5.0 in order work, prior to that the "water ladder" behavior was hard coded and could not be altered.
- Sat Feb 24, 2024 20:30
- Forum: Problems
- Topic: Why does this happen?
- Replies: 9
- Views: 337
Re: Why does this happen?
We had this same problem with potash in Exile, you need more entries in tiles/special tiles:
From lua_api:
From lua_api:
Code: Select all
* Node textures are defined with `special_tiles` where the first tile
is for the top and bottom faces and the second tile is for the side
faces.
Re: Attempt to idex method used in minetest_game (a nil value)
Have you got "depends = default" in the mod.conf? If not the mod may load before default does, and be unable to find the global because it doesn't exist yet.
- Fri Feb 16, 2024 17:46
- Forum: General Discussion
- Topic: per player godmode
- Replies: 5
- Views: 276
Re: per player godmode
I don't know about the history of it, but it protects against all the standard hp-based damage in Exile, from entities and players to fall damage to lava.
If a mod explicitly ignores armor groups and applies damage by directly altering your hp levels then that would be a bug in that particular mod.
If a mod explicitly ignores armor groups and applies damage by directly altering your hp levels then that would be a bug in that particular mod.
- Thu Feb 15, 2024 20:08
- Forum: General Discussion
- Topic: per player godmode
- Replies: 5
- Views: 276
Re: per player godmode
Would be easy enough to do, you just need a custom godmode priv and a set of minetest.on_player_join, on_priv_grant and on_priv_revoke hooks that do player:set_armor_groups({ immortal = 1}) or = 0 for the priv_revoke.
- Wed Feb 14, 2024 18:16
- Forum: WIP Mods
- Topic: [Mod] Beerchat: Chat rooms, colors and shortcuts [beerchat]
- Replies: 11
- Views: 2977
Re: [Mod] Beerchat: Chat rooms, colors and shortcuts [beerchat]
Yes, matterbridge can send to/from discord and MT chat both.
- Wed Feb 14, 2024 18:14
- Forum: Problems
- Topic: Most serious bugs (according to you)
- Replies: 51
- Views: 8563
Re: Most serious bugs (according to you)
Worst bug IMO is the formspec bug which causes the username/password field to reset when the server list updates. It trips me up constantly!
- Wed Feb 14, 2024 18:11
- Forum: Problems
- Topic: How to dectect change of param2 ?
- Replies: 3
- Views: 183
Re: How to dectect change of param2 ?
Something like that, yeah.
- Tue Feb 13, 2024 20:01
- Forum: Problems
- Topic: How to dectect change of param2 ?
- Replies: 3
- Views: 183
Re: How to dectect change of param2 ?
The screwdriver has defined an
function since way back in the 0.4 days, you should be able to use that.
Code: Select all
on_rotate(pos, node, user, mode, new_param2)
- Tue Feb 13, 2024 19:56
- Forum: WIP Mods
- Topic: [Mod] Zoonami [1.2.1] [zoonami]
- Replies: 105
- Views: 31591
Re: [Mod] Zoonami [1.1.0] [zoonami]
Yes, I didn't consider updates. Not an insurmountable problem, but you'd want to save the entities and either alter or respawn them to update. That part is easy enough. Updating map blocks is trickier, you'd want some kind of diff system so you could apply the updated nodes without altering anything...