Search found 235 matches

by Skamiz Kazzarch
Fri Jun 18, 2021 19:56
Forum: Problems
Topic: Crafting of Hoe
Replies: 1
Views: 34

Re: Crafting of Hoe

by Skamiz Kazzarch
Sun May 30, 2021 14:59
Forum: WIP Mods
Topic: [mod] Pullable carts [1.3][pull_cart]
Replies: 28
Views: 934

Re: [mod] Pullable carts [1.3][pull_cart]

Turns out I was was caching a object reference in the detached inventory callbacks, which was causing issues when the cart was unloaded and reloaded without the game beeing closed in the interim, since I tried to reuse the detached inventory. Changed it now so the detached inventory is recreated eve...
by Skamiz Kazzarch
Sun May 30, 2021 04:12
Forum: WIP Mods
Topic: [mod] Pullable carts [1.3][pull_cart]
Replies: 28
Views: 934

Re: [mod] Pullable carts [1.2][pull_cart]

Jackknife wrote:
Sat May 29, 2021 20:29
- snip -
1. Can you reproduce the error and if so, how?
2. I need to see more of the error message. The bit you posted only tells me roughly where something went worng, but not what went wrong.
by Skamiz Kazzarch
Tue May 18, 2021 19:25
Forum: WIP Games
Topic: [Game] Farlands [v1 - The Beginning]
Replies: 223
Views: 38509

Re: [Game] Farlands [v1 - The Beginning]

Yes. Whenever I finish a batch of changes I upload them there and I try to never leave the code in a state which doesn't work. That way you can at any point go there and get the latest version without any issues. (Unless I did something wrong, in which case feel free to yell at me.) edit: Small Upda...
by Skamiz Kazzarch
Tue May 18, 2021 15:53
Forum: WIP Games
Topic: [Game] Farlands [v1 - The Beginning]
Replies: 223
Views: 38509

Re: [Game] Farlands [v1 - The Beginning]

Bag0Cheese wrote:
Tue May 18, 2021 15:49
Do I just download the new version of the mod and replace the one that i have installed with the new one?
Yes
by Skamiz Kazzarch
Tue May 18, 2021 11:34
Forum: WIP Games
Topic: [Game] Farlands [v1 - The Beginning]
Replies: 223
Views: 38509

Re: [Game] Farlands [v1 - The Beginning]

While going through the code I came accross this pearl:

Code: Select all

	local numbers = {
	{1},
	{2},
	{3},
	{4},
	}
	for _, number in ipairs(numbers) do
	local num = number[1]
Just to be perfectly clear, neither 'numbers' nor 'number' are used for anything else.

Hope you enjoy it as much as I did.
by Skamiz Kazzarch
Mon May 17, 2021 16:44
Forum: WIP Games
Topic: [Game] Farlands [v1 - The Beginning]
Replies: 223
Views: 38509

Re: [Game] Farlands [v1 - The Beginning]

Update: - corrected player model so it isn't sunken into the ground - in the trader formspec you now can change which item is selected for purchase, instead of being commited to the first one placed in the Selection slot - prevented a bug when buying where you could take only a part of the bought st...
by Skamiz Kazzarch
Mon May 17, 2021 06:07
Forum: WIP Games
Topic: [Game] Farlands [v1 - The Beginning]
Replies: 223
Views: 38509

Re: [Game] Farlands [v1 - The Beginning]

I am not one of the official developers, just a random internet denizen who spent several hours yesterday eliminating the errors and warnings which appeared in the console every time the game was lunched + plus a few crashes from the mobs_redo. (Hopefully without breaking anything else in the proces...
by Skamiz Kazzarch
Sun May 16, 2021 14:54
Forum: WIP Games
Topic: [Game] Farlands [v1 - The Beginning]
Replies: 223
Views: 38509

Re: [Game] Farlands [v1 - The Beginning]

Bag0Cheese wrote:
Fri May 14, 2021 02:09
-snip-
I made an updated version for 5.4 which should hopefully resolve most issues caused by changes in the engine.
You can get it here: https://github.com/Skamiz/farlands
by Skamiz Kazzarch
Wed May 05, 2021 12:32
Forum: Modding Discussion
Topic: [Question] Decorations: fill_ratio vs noise_params [Answered]
Replies: 6
Views: 166

Re: [Question] Decorations: fill_ratio vs noise_params

sidelen = 8, -- Size of the square divisions of the mapchunk being generated. -- Determines the resolution of noise variation if used. -- If the chunk size is not evenly divisible by sidelen, sidelen is made -- equal to the chunk size. -- A noise value is calculated for each square division and det...
by Skamiz Kazzarch
Wed May 05, 2021 04:56
Forum: Modding Discussion
Topic: [Question] Decorations: fill_ratio vs noise_params [Answered]
Replies: 6
Views: 166

Re: [Question] Decorations: fill_ratio vs noise_params

My understanding of this was always that 'fill_ratio' creates a roughly even distribution everywhere the decorations can be placed and 'noise_params' makes it so they are bunched up in some places and sparse in other. Here is an interesting thread where decorations with noise params are used to crea...
by Skamiz Kazzarch
Mon May 03, 2021 17:29
Forum: Modding Discussion
Topic: Register ABM that affects all nodes
Replies: 8
Views: 165

Re: Register ABM that affects all nodes

variant A: minetest.register_on_mods_loaded(function() local nodes = {} for node_name, _ in pairs(minetest.registered_nodes) do table.insert(nodes, node_name) end minetest.register_abm({ nodenames = nodes, -- other required stuff here }) end) variant B: minetest.register_abm({ nodenames = {"gro...
by Skamiz Kazzarch
Mon Apr 26, 2021 11:47
Forum: Maps
Topic: The Ultimate Minetest Platformer Map (for version 0.4.13)
Replies: 7
Views: 2348

Re: The Ultimate Minetest Platformer Map (for version 0.4.13)

Does anyone still have the map file? The original downloads don't work anymore.
by Skamiz Kazzarch
Mon Apr 05, 2021 18:02
Forum: Mod Releases
Topic: [Mod] X Farming [x_farming]
Replies: 11
Views: 852

Re: [Mod] X Farming [x_farming]

@Skamiz Kazzarch you could save some time investigating by just reading the README file included in the mod. All the fish textures are coming from https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/3043897-vanilla-1-16-4-revamped-fishing-139-new-fish-new, by Athes...
by Skamiz Kazzarch
Mon Apr 05, 2021 12:18
Forum: Mod Releases
Topic: [Mod] X Farming [x_farming]
Replies: 11
Views: 852

Re: [Mod] X Farming [x_farming]

cuthbertdoublebarrel wrote:
Mon Apr 05, 2021 12:10
Content is available under Creative Commons Attribution-NonCommercial-ShareAlike unless otherwise noted.
That is the licens of the wiki itself. I don't think that relates to the games where the sprites originate from.
by Skamiz Kazzarch
Mon Apr 05, 2021 11:39
Forum: Mod Releases
Topic: [Mod] X Farming [x_farming]
Replies: 11
Views: 852

Re: [Mod] X Farming [x_farming]

So I noticed that some of these fish look familiar. Turns out the Minecraft mod from which you have them took a lot of images from the game Stardew valley: https://stardewcommunitywiki.com/Collections#Fish Tried to look around for it, but didn't see under which license they are. Also pretty sure tha...
by Skamiz Kazzarch
Sat Mar 27, 2021 06:32
Forum: Modding Discussion
Topic: [Question] Best way to move pointed_thing data from on_punch to on_dig?[Answered]
Replies: 9
Views: 261

Re: [Question] Best way to move pointed_thing data from on_punch to on_dig?[Answered]

Glad to be of help.
btw. You can retrieve the hand item like this: minetest.registered_items[""] instead of iterating over the whole table.
by Skamiz Kazzarch
Wed Mar 24, 2021 07:58
Forum: Modding Discussion
Topic: [Question] Best way to move pointed_thing data from on_punch to on_dig?[Answered]
Replies: 9
Views: 261

Re: [Question] Best way to move pointed_thing data from on_punch to on_dig?

The problem with the ray is that you set the end position to the nodes position, so it points directly to the center. Instead you need to take the players eye position and add to it the view dierection to get the correct end point. Edit: Here is the code: on_dig = function(pos, node, digger) -- calc...
by Skamiz Kazzarch
Tue Mar 23, 2021 12:41
Forum: Modding Discussion
Topic: [Question] Best way to move pointed_thing data from on_punch to on_dig?[Answered]
Replies: 9
Views: 261

Re: [Question] Best way to move pointed_thing data from on_punch to on_dig?

The ony thing that comes to mind is creating a Raycast starting at the players eye position and directed along their view direction.

Relevant API section:
https://github.com/minetest/minetest/bl ... .txt#L6728
by Skamiz Kazzarch
Sun Mar 21, 2021 13:55
Forum: WIP Games
Topic: [Game] Exile 0.2.2
Replies: 145
Views: 10794

Re: [Game] Exile 0.2.2

Idea to carts, how would it be to disallow jumping while Exiles are dragging/moving a cart? That's part of the mod since it's release. I have since, on request, added the option to disable this feature, but by default, jumping is disabled. (You can still jump a tiny little bit, just to have some fe...
by Skamiz Kazzarch
Sun Mar 14, 2021 12:43
Forum: WIP Mods
Topic: [mod] Pullable carts [1.3][pull_cart]
Replies: 28
Views: 934

Re: [mod] Pullable carts [1.2][pull_cart]

Was thinking of another mod with the lasso, not of MC2. As for the mechanic beeing there, well, good for them, but it is only relevant in so far as to show that it isn't literally impossible. Which nobody claimed in the first place. As for the benefits and detriments of MTG, that discussion was had ...
by Skamiz Kazzarch
Sun Mar 14, 2021 08:37
Forum: WIP Mods
Topic: [mod] Pullable carts [1.3][pull_cart]
Replies: 28
Views: 934

Re: [mod] Pullable carts [1.2][pull_cart]

Version 1.2 changelog - retain a minimum jumping ability while pulling the cart, so the jump button still gives some feedback - add offroad_cart option, if enabled the player can still jump up a full block and and the carts step height is increased I am not a creative builder. Why buid a nice road w...
by Skamiz Kazzarch
Sun Mar 14, 2021 07:48
Forum: WIP Mods
Topic: [mod] Pullable carts [1.3][pull_cart]
Replies: 28
Views: 934

Re: [mod] Pullable carts [1.1][pull_cart]

This is cool! Could you make an option to be able to turn on jumping? I could, but it depends on what you want from it. If you want to traverse the wilds, I would also have to adjust the carts stepheight since it is currently less then a full block. It will just detach once you get a bit farther fr...
by Skamiz Kazzarch
Sat Mar 13, 2021 20:58
Forum: WIP Mods
Topic: [mod] Pullable carts [1.3][pull_cart]
Replies: 28
Views: 934

Re: [mod] Pullable carts [1.1][pull_cart]

And this is why one should test the code after every single change, no mater how simple it may seem.

Thanks for telling me. The fix is up.