Search found 196 matches

by Skamiz Kazzarch
Sun Dec 27, 2020 19:54
Forum: WIP Mods
Topic: [Mod] Better Enchanting [0.5.7_pre-alpha] [better_enchant]
Replies: 29
Views: 994

Re: [Mod] Better Enchanting [better_enchant]

In minetest 5.3.0 it is in "builtin/game/item.lua" and starts at line 550. Also, regarding compability, if you use the same "modname:itemname" format used when registering nodes, as keys for the metadata storage, it becomes extremely unlikely that another mod will interfere with ...
by Skamiz Kazzarch
Sun Dec 27, 2020 18:35
Forum: WIP Mods
Topic: [Mod] Better Enchanting [0.5.7_pre-alpha] [better_enchant]
Replies: 29
Views: 994

Re: [Mod] Better Enchanting [better_enchant]

Sorry if I am making it sound like a complicated task. It's just that I fixed up another enchanting mod a while back and these are the things I had to deal there, so I wanted to forewarn you before you run in the same dead ends. I am not sure what exactly you imagine the API to be doing, so take thi...
by Skamiz Kazzarch
Sun Dec 27, 2020 15:09
Forum: WIP Mods
Topic: [Mod] Better Enchanting [0.5.7_pre-alpha] [better_enchant]
Replies: 29
Views: 994

Re: [Mod] Better Enchanting [better_enchant]

The problem with that is, that by the time this callback is called, the drops have alredy been placed in the world/players inventory. So if you want to do anything but add aditional drops you first need to get rid of the original drops. Which is impossible to do from this callback, since you can't a...
by Skamiz Kazzarch
Sun Dec 27, 2020 08:41
Forum: WIP Mods
Topic: [Mod] Better Enchanting [0.5.7_pre-alpha] [better_enchant]
Replies: 29
Views: 994

Re: [Mod] Better Enchanting [better_enchant]

Its a shame we cant change groups/levels on items on the fly as that would greatly simplify the enchantment stuff...anyways not very helpful. You can, actually: https://github.com/minetest/minetest/blob/5.3.0/doc/lua_api.txt#L5814 `ItemStackMetaRef` ------------------ ItemStack metadata: reference ...
by Skamiz Kazzarch
Sat Dec 26, 2020 08:00
Forum: Modding Discussion
Topic: [Question] Inconsistant behaviour with "minetest.global_exists"[Answered]
Replies: 5
Views: 204

Re: [Question] Inconsistant behaviour with "minetest.global_exists"

So it would appear from the above not all mods when loaded set a global variable? Exactly this. Since wheter a mod adds global variables (and which name they are gonna have) is completely in the hands of the mod maker. There is convention that if you need a global table (for pasing around variables...
by Skamiz Kazzarch
Fri Dec 25, 2020 09:53
Forum: Modding Discussion
Topic: [Question] Anyway to replicate red hit hud flash?
Replies: 2
Views: 120

Re: [Question] Anyway to replicate red hit hud flash?

'minetest.after' is implemented completely in lua and the functions are called from the 'register_globalstep' callback. Which acording to lua_api.txt is every 0.1 seconds, but I belive it can vary depending on server lag. One thing that may help make it more reliable is not putting the 'player:hud_a...
by Skamiz Kazzarch
Wed Dec 23, 2020 10:22
Forum: Modding Discussion
Topic: [Question] Entity Damage by Tool Capability
Replies: 8
Views: 304

Re: [Question] Entity Damage by Tool Capability

As someone who hasn't ever used the damage mechanics and is also completely ignorant of the workings or the '3d_armor' mod I can say with confidence that your understanding of these topics is now complete.
by Skamiz Kazzarch
Tue Dec 22, 2020 11:21
Forum: Problems
Topic: Changing the settings from Chinese to English
Replies: 3
Views: 230

Re: Changing the settings from Chinese to English

1) Select the fouth tab. 2) Press the 'All Setings' button. https://forum.minetest.net/download/file.php?mode=view&id=23440 3) Check the checkbox, it toggles the settings to use thier technical names which are english. 4) Search for: 'language'. https://forum.minetest.net/download/file.php?mode=...
by Skamiz Kazzarch
Sun Dec 20, 2020 10:40
Forum: WIP Games
Topic: Monsters
Replies: 14
Views: 2129

Re: Monsters

Ok here are some pictures if they loaded correctly. ^^ To have the images displayed in the post you need to put a link to them (not just the page you see them on) in the image tags like so: [img]https://i.ibb.co/VqsWm4q/screenshot-20201201-140939.png[/img] You can get the correct link by right-clic...
by Skamiz Kazzarch
Sat Dec 19, 2020 16:36
Forum: Modding Discussion
Topic: Overriding a registration of a block
Replies: 2
Views: 151

Re: Overriding a registration of a block

Make sure your mod depends on 'default'. Since you can only override items which have already been reigistered.
by Skamiz Kazzarch
Sat Dec 12, 2020 17:57
Forum: Modding Discussion
Topic: ABM - Listting, stoping, ..
Replies: 4
Views: 156

Re: ABM - Listting, stoping, ..

1) https://github.com/minetest/minetest/blob/5.3.0/doc/lua_api.txt#L5623 * `minetest.registered_abms` * List of ABM definitions 2) Not directly, as far as I know. You can always put an 'if' statement at the beginning of the 'action' function which stops execution prematurely under whatever condition...
by Skamiz Kazzarch
Fri Dec 11, 2020 21:30
Forum: Modding Discussion
Topic: Replaceable nodes?
Replies: 2
Views: 181

Re: Replaceable nodes?

You need to write a custom on_place function. https://github.com/minetest/minetest/blob/5.3.0/doc/lua_api.txt#L6933 on_place = function(itemstack, placer, pointed_thing), -- Shall place item and return the leftover itemstack. -- The placer may be any ObjectRef or nil. -- default: minetest.item_place...
by Skamiz Kazzarch
Thu Dec 10, 2020 17:04
Forum: Modding Discussion
Topic: [Question] Player Height and Slab thickness and Sneaking? [Answered]
Replies: 13
Views: 398

Re: [Question] Player Height and Slab thickness and Sneaking? [Answered]

So its more like we collide with an upper collision box which then programmatically removes the node on the ground infront of the player ... Exactlly. Here yet another example: https://forum.minetest.net/download/file.php?mode=view&id=23328 It's clear that you can't stand on the bricks becaue t...
by Skamiz Kazzarch
Thu Dec 10, 2020 08:17
Forum: Modding Discussion
Topic: [Question] Player Height and Slab thickness and Sneaking? [Answered]
Replies: 13
Views: 398

Re: [Question] Player Height and Slab thickness and Sneaking? [Answered]

If you apply a change to the players collision box size when they press sneak and set the collision box to say 1.5 blocks high the player still won't be able to walk under a space that is 1.5 nodes of empty space. ie the player will "catch" on the slab above. You still misunderstand the i...
by Skamiz Kazzarch
Tue Dec 08, 2020 08:04
Forum: Modding Discussion
Topic: [Question] Entity Damage by Tool Capability
Replies: 8
Views: 304

Re: [Question] Entity Damage by Tool Capability

A quick search of the lua api offers this: Groups of entities ------------------ For entities, groups are, as of now, used only for calculating damage. The rating is the percentage of damage caused by tools with this damage group. As I said before. If the documentation is correct, then armor_groups ...
by Skamiz Kazzarch
Mon Dec 07, 2020 10:33
Forum: Modding Discussion
Topic: [Question] Entity Damage by Tool Capability
Replies: 8
Views: 304

Re: [Question] Entity Damage by Tool Capability

disclaimer: pure speculation based on documentation, haven't touched any of this yet damage = 0 foreach group in cap.damage_groups: damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0) * (object.armor_groups[group] / 100.0) -- Where object.armor_groups[grou...
by Skamiz Kazzarch
Mon Dec 07, 2020 09:59
Forum: Modding Discussion
Topic: [Question] Player Height and Slab thickness and Sneaking? [Answered]
Replies: 13
Views: 398

Re: [Question] Player Height and Slab thickness and Sneaking?

I think I might raise this as an issue now given we are both seeing the same behaviour (Unless you would like too? I think you have done the heavy lifting with testing.). You are welcome to do it yourself, since it doesn't really bother me. I actually find it interesting, since it means that in a j...
by Skamiz Kazzarch
Sun Dec 06, 2020 12:35
Forum: Modding Discussion
Topic: [Question]How can i translate my mod
Replies: 1
Views: 124

Re: [Question]How can i translate my mod

The lua_api is your friend: https://github.com/minetest/minetest/blob/5.3.0/doc/lua_api.txt#L3138 This is the official documentation and I would recomend, that while modding, you keep this open in the browser so you can quickly search for whatever with Ctrl+f. The link takes you directly to the sect...
by Skamiz Kazzarch
Sun Dec 06, 2020 08:02
Forum: Modding Discussion
Topic: [Question] Player Height and Slab thickness and Sneaking? [Answered]
Replies: 13
Views: 398

Re: [Question] Player Height and Slab thickness?

Played around some more and I think I have figured it out. Basically it's this: https://forum.minetest.net/download/file.php?mode=view&id=23278 If any node in the positions where the fences are has a collision box then the node at the bricks position is considered collision-less for the purpose ...
by Skamiz Kazzarch
Sat Dec 05, 2020 14:04
Forum: Modding Discussion
Topic: [Question] Player Height and Slab thickness and Sneaking? [Answered]
Replies: 13
Views: 398

Re: [Question] Player Height and Slab thickness?

So I added your first line of code to an items on_use and changed the height to the mentioned 1.49, then tried walking though this: https://forum.minetest.net/download/file.php?mode=view&id=23269 Result: Could pass through with no issue. Wroth mentioning: This is a custom game where I didn't oth...
by Skamiz Kazzarch
Wed Nov 25, 2020 08:18
Forum: WIP Mods
Topic: [mod]Builtin mapgens in Lua[github]
Replies: 7
Views: 523

Re: [mod]Builtin mapgens in Lua[github]

So I took a look at 'lib_mg_v7' and must admit that I also see no easy way to optimize the getting of 'height_base'/'height_alt'. Though I am prety sure you would get a noticable speedup form creating the noise objects used for 'hselect' and 'persist' only once. Anohter very easy optimization is to ...
by Skamiz Kazzarch
Tue Nov 24, 2020 13:13
Forum: Modding Discussion
Topic: Accessing Perlin noise at runtime, in game but not for voxels
Replies: 1
Views: 111

Re: Accessing Perlin noise at runtime, in game but not for voxels

The perlin noise is in no way tied to the map generation. That is just the most common use case. You can for exaple get a noise object like this: local nobj = minetest.get_perlin(noiseparams) and then, whenever you want to know the noise value at the players position you call: nobj:get_2d(pos) where...
by Skamiz Kazzarch
Mon Nov 23, 2020 19:09
Forum: Mod Releases
Topic: [Mod] Knapping [1.0][knapping]
Replies: 0
Views: 223

[Mod] Knapping [1.0][knapping]

API for stone knapping inspired by the mechanics of Vintage story. https://forum.minetest.net/download/file.php?mode=view&id=23177 Short description: This mod allows you to register recipes which are crafted by first placing a plane of small nodes and then 'knapping' away at them, until the desi...
by Skamiz Kazzarch
Mon Nov 23, 2020 12:43
Forum: WIP Mods
Topic: [mod]Builtin mapgens in Lua[github]
Replies: 7
Views: 523

Re: [mod]Builtin mapgens in Lua[github]

Still using 'lib_mg_3d'. Went into the mod and chanched list of nodes used. Crash. At another place you also asume theat lib_materials is aviable: local min_ocean = lib_materials.ocean_depth local min_beach = lib_materials.beach_depth local max_beach = lib_materials.maxheight_beach local max_highlan...
by Skamiz Kazzarch
Mon Nov 23, 2020 11:06
Forum: WIP Mods
Topic: [Mod] lib_ecology [lib_ecology][git]
Replies: 65
Views: 9421

Re: [Mod] lib_ecology [lib_ecology][git]

OK. so.. found the setting, switched it... It doesn't seem to do anything. So I start diging in the code and eventually find this line: lib_materials.enable_lib_shapes = minetest.setting_get("lib_materials_enable_lib_shapes_support") or true Now, I wasn't myself sure how exactly settings w...