Search found 322 matches

by Astrobe
Sun Jul 12, 2020 12:40
Forum: Français
Topic: outil manquant pour la ferme
Replies: 4
Views: 47

Re: outil manquant pour la ferme

Non, en fait le mod pour les mobs que tu utilises est celui-ci: https://wiki.minetest.net/Mods:Mobs#Mobs_Redo_.5B1.49.5D_.5Bmobs.5D La page que tu donnes se réfère à un autre mod, "Creatures MOB engine", qui a une vocation similaire (au passage, quand bien même tu l'installerais, ces ciseaux ne marc...
by Astrobe
Sun Jul 12, 2020 08:37
Forum: Français
Topic: outil manquant pour la ferme
Replies: 4
Views: 47

Re: outil manquant pour la ferme

Salut, La page wiki pointe sur une bibliothèque de gestion de mobs ("AI" des NPC) qui n'est probablement pas celle que tu utilises. A vue de nez, tu utilises Mobs Redo qui, bonne nouvelle, inclut ce genre d'outil. Cherche "shears" dans l'inventaire, sinon c'est (rien, acier, rien / rien, bâton, acie...
by Astrobe
Sun Jul 12, 2020 08:18
Forum: WIP Mods
Topic: Implementing a node that is walkable for some players, not walkable for others
Replies: 3
Views: 88

Re: Implementing a node that is walkable for some players, not walkable for others

Have a 1-2s timer on that node. In the timer's callback, scan for entities in a short radius. If the node detects its owner (set as node metadata when the player places the node), then turn your solid node into a walkable node (so you need 2 nodes - you'll probably want that they look exactly the sa...
by Astrobe
Sat Jul 11, 2020 10:51
Forum: News
Topic: Minetest 5.3.0
Replies: 22
Views: 4053

Re: Minetest 5.3.0

It would be nice if known compatibility issues were listed in the changelog.

Besides that, thank y'all for the good work.
by Astrobe
Sat Jul 11, 2020 08:08
Forum: News
Topic: Minetest 5.3.0
Replies: 22
Views: 4053

Re: Minetest 5.3.0

Festus1965 wrote:
Fri Jul 10, 2020 20:23
"Collision info missing, this is caused by an out-of-date/buggy mod or game"ash again
Got that too, with my game based on a prior version of MTG. Just copy/paste default/item_entity.lua from the new MTG into your game's default mod.
by Astrobe
Mon Jun 29, 2020 16:50
Forum: Feature Discussion
Topic: Features for Challenging Gameplay
Replies: 10
Views: 379

Re: Features for Challenging Gameplay

Those are not exactly as easy as changing a configuration parameter, but that's mods a beginner can do: The soft leaves mod by Hamlet (no tree hopping, no cows in trees either). Hard trees from the same author (I don't know why my visitors are surprised they can't kung fu trees) Apples and blueberri...
by Astrobe
Sat Jun 27, 2020 11:39
Forum: WIP Mods
Topic: [MOD] Void Chest [void_chest]
Replies: 4
Views: 414

Re: [MOD] Void Chest [void_chest]

Nice and simple, thanks. I'm thinking void chests could acquire a "new dimension" if they could support skeleton keys, like locked chests and doors. The owner can hit one of their locked chest with a skeleton key, which then becomes a key for that chest. Any player can use that key to open this ches...
by Astrobe
Fri Jun 26, 2020 23:46
Forum: WIP Mods
Topic: [Map] Map [Map]
Replies: 1
Views: 139

Re: [Map] Map [Map]

Radar mode is annoying because it makes tactics like hiding entrances behind foliage or mods like hidden doors much less effective. People can effortlessly see if someone is hiding facilities underground. Labyrinths are also easily solved. Recently dungeon chests were introduced, so it is understand...
by Astrobe
Fri Jun 26, 2020 16:31
Forum: General Discussion
Topic: I started working on a soundtrack for Minetest!
Replies: 22
Views: 435

Re: I started working on a soundtrack for Minetest!

You should upload the music to a more accessible place. Also, the downside of music is that it takes forever to load in Minetest. :-( I think a solution could be to package each note in one file, and then use a script to play the melody. That would allow a greater diversity for the same "price". I ...
by Astrobe
Sat Jun 20, 2020 09:22
Forum: General Discussion
Topic: There are too many PRs
Replies: 124
Views: 2788

Re: There are too many PRs

I think the Pull Requests feature popularized by Git gave to some the wrong idea. PRs actually consists in hundreds of people |i]pushing[/i] things on a dozen of people (at best). No wonder PRs eventually overflow. Just looking at them takes too much time already. It's like a brain DDOS. That's the ...
by Astrobe
Fri Jun 19, 2020 18:07
Forum: WIP Games
Topic: [Game] Exile 0.1
Replies: 17
Views: 1632

Re: [Game] Exile 0.1

I am looking for the mod that introduce the graffiti/symbols one sees on the walls in the first screenshot. Can you please tell me which mod it is? I couldn't find the textures in your source tree.

PS: nvm, found them. They are in the "tech" mod.
by Astrobe
Mon Jun 15, 2020 16:46
Forum: General Discussion
Topic: There are too many PRs
Replies: 124
Views: 2788

Re: There are too many PRs

Has there been any strategy tried out so far? It all looks like business as usual to me … It seems we still have many open PRs around that have no chance of ever getting merged, yet they stay open forever. We've done review sprints, where a few of us have spent more time than usual trying to get PR...
by Astrobe
Sun Jun 14, 2020 10:14
Forum: General Discussion
Topic: Why are ores so far down?
Replies: 21
Views: 631

Re: Why are ores so far down?

I think MTG is kind of prisoner of some Minecraft-isms - although I guess you don't want MTG to be too different from MC in order to be friendly with MC players coming to MTG. In MTG, there's no hostile mob so the only enemy of the player is himself or herself (mobs are planned, but I suspect the PE...
by Astrobe
Sat Jun 13, 2020 10:34
Forum: General Discussion
Topic: What makes a mob good?
Replies: 33
Views: 1562

Re: What makes a mob good?

Regarding AI improvements, I suggest to read this HN subthread: https://news.ycombinator.com/item?id=22849387
by Astrobe
Wed May 27, 2020 16:17
Forum: WIP Mods
Topic: Moving many blocks aka. large vehicles idea
Replies: 7
Views: 831

Re: Moving many blocks aka. large vehicles idea

Also trains cannot run on a schedule because at least entities are disabled once no players are near. advtrains solves this problem by simply ignoring Minetest's entity handling. Unloaded wagon entities are deleted and loaded wagons spawned on demand. It would be fun to combine this with the VAE sy...
by Astrobe
Mon Apr 27, 2020 17:51
Forum: WIP Mods
Topic: [mod] Grunds [grunds] [biome]
Replies: 39
Views: 914

Re: [mod] Grunds [grunds] [biome]

Quite the "wow" effect and very inspiring. I am thinking about using them to populate less interesting biomes. Above clouds ? Already an interesting place per se , and probably a bit too rare. Permafrost ? Would seem a bit out of place. There's the silver sand desert but I already replaced this one ...
by Astrobe
Mon Apr 27, 2020 16:25
Forum: WIP Mods
Topic: [mod] Grunds [grunds] [biome]
Replies: 39
Views: 914

Re: [mod] Grunds [grunds] [biome]

Minor error: Readme refers to screenshot as .png but the file is actually jpg.
by Astrobe
Fri Apr 10, 2020 12:26
Forum: WIP Mods
Topic: [Mod] Brainfuck chatcommand [brainfuck_chatcommand]
Replies: 2
Views: 279

Re: [Mod] Brainfuck chatcommand [brainfuck_chatcommand]

> This mod should also cause no lag

I'll be that guy... Infinite loops are harmless or not possible ?
by Astrobe
Sat Mar 28, 2020 10:29
Forum: WIP Mods
Topic: [Mod] Phosphorescent Paint [phosphorescent]
Replies: 4
Views: 494

Re: [Mod] Phosphorescent Paint [phosphorescent]

Probably because they don't know about it. To be accurate, using hardware coloring doesn't reduce the number of nodes, only the number of base textures. To be able to register a single node that can have many colors, I think you have to use palettes.
by Astrobe
Thu Mar 26, 2020 12:08
Forum: WIP Mods
Topic: [Mod] Configuration Panel [config]
Replies: 5
Views: 570

Re: [Mod] Configuration Panel [config]

Out of curiosity, do you have pointers about using Lua as a configuration language being an anti-pattern ?
by Astrobe
Tue Mar 24, 2020 17:56
Forum: WIP Games
Topic: [Game] Hades Revisited [0.4.6]
Replies: 55
Views: 12280

Re: [Game] Hades Revisited [0.3.0]

A Twitch streamer was trying MT the other day. He eventually tried Hades and was quite pleased. I also started playing it because it looked like he had a lot of fun. BTW previously he also did your tutorial, which sets the mapgen to singlenode. Unfortunately, some other games it tried don't force th...
by Astrobe
Wed Mar 18, 2020 18:57
Forum: Feature Discussion
Topic: Swords seem obsolete.
Replies: 29
Views: 2744

Re: Swords seem obsolete.

Remove the Sword in the basic game and see what will happen. Are swords still in default ? They could at least be removed from there and put into an own mod. You could say the same about books and bookshelves, signs, mese tools, perhaps even locked chests and keys (useless in a single player game) ...
by Astrobe
Sat Mar 14, 2020 16:35
Forum: General Discussion
Topic: Uncensored Library
Replies: 5
Views: 840

Re: Uncensored Library

Implementing it that way is just a gross PR coup. If you want to distribute books, use a document format.
by Astrobe
Fri Mar 06, 2020 18:51
Forum: Modding Discussion
Topic: How to properly hide skybox underground?
Replies: 4
Views: 598

Re: How to properly hide skybox underground?

Maybe take a look at this at Under Sky: viewtopic.php?f=11&t=16058
by Astrobe
Fri Mar 06, 2020 13:39
Forum: Feature Discussion
Topic: How do we make flowers reproduce is minetest 5.0?
Replies: 15
Views: 2331

Re: How do we make flowers reproduce is minetest 5.0?

If I understand things correctly, the spreading behavior is done by an ABM created by the flowers mod that operate on the "flora" group. It appears that marram grass is not in the flora group so it doesn't spread. Is it intended? On the problem of the spreading behavior, it seems to me that such dyn...