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Re: [original ideas for new tools]

[Crater Shovel] removes all crumbly nodes in a 4m radius. [Bloodthirsty Sword] gives a chance to heal the wielder when used. [Flying axe] is thrown. Deals damage if it hits an entity/player, drops the node if it hits a choppy node. Returns to player's inventory/hand if it hits. If it hits nothing (...
by Astrobe
Sun Jan 19, 2020 17:08
 
Forum: Feature Discussion
Topic: [original ideas for new tools]
Replies: 6
Views: 183

Re: The future of Mob/NPC APIs (split from "Hytest")

Even with rotation, I don't believe rectangle-based colboxes will ever work in a cubic world. A collision radius (so a collision cylinder) could improve things somewhat. Then you can hope to make long/wide entity work nicely by defining them as (articulated?) multi-part entities. But I see MT on Git...
by Astrobe
Sun Jan 19, 2020 11:03
 
Forum: Feature Discussion
Topic: The future of Mob/NPC APIs (split from "Hytest")
Replies: 30
Views: 458

Re: The future of Mob/NPC APIs (split from "Hytest")

There's no way to “push” entities by walking into them. The physics of this is problematic if the player also collides with the objects I think that's because the first idea is to have an on_collide callback on entities or players. But Newton's laws tell us that there is not such a things as "...
by Astrobe
Sat Jan 18, 2020 17:31
 
Forum: Feature Discussion
Topic: The future of Mob/NPC APIs (split from "Hytest")
Replies: 30
Views: 458

Re: Damage inflicted by speed, not height

Thinking about it, also related: collision detection callback.
by Astrobe
Sun Jan 12, 2020 11:43
 
Forum: Feature Discussion
Topic: Damage inflicted by speed, not height
Replies: 14
Views: 562

Re: Minetest sur ipad

Reposte ta question sur la partie francophone du forum ; tu auras plus de chances d'obtenir des éléments de réponse.

Mais le mieux serait de poser la question en anglais. Si t'as pas de prof d'anglais sous la main pour traduire la question et les réponses, je peux faire l'interprète.
by Astrobe
Sun Jan 12, 2020 10:26
 
Forum: Français
Topic: Minetest sur ipad
Replies: 3
Views: 147

Re: Wings mod

Please copy/paste the relevant error message lines from debug.txt.
by Astrobe
Sun Jan 05, 2020 09:15
 
Forum: WIP Mods
Topic: Wings mod
Replies: 9
Views: 762

Re: Wings mod

I got an error on this line: if stack:get_name() ~= name then return end It's is about the "stack" variable. Could I delete that line of code?? Oh, a fellow mod butcher! Well technically you could but you might not like the side effects. Maybe try to provide us with the error mess...
by Astrobe
Fri Jan 03, 2020 20:31
 
Forum: WIP Mods
Topic: Wings mod
Replies: 9
Views: 762

Re: Mod configuration options, settingsypes.txt

In this case, feeding me makes you a troll as well :-)

Now - although it does look like a typical troll question - what makes you think that I am trolling ? Cause it was a genuine inquiry.
by Astrobe
Thu Jan 02, 2020 18:25
 
Forum: Feature Discussion
Topic: Mod configuration options, settingsypes.txt
Replies: 14
Views: 981

Re: [Mod] Beacons [beacons]

Hmm... I see in the latest MTG that the Dye mod puts its dyes in color_ something groups while this mod expects excolor_something. It seems related to this change.

Try to change "excolor..." to "color..." in this beacons mod.
by Astrobe
Thu Jan 02, 2020 18:16
 
Forum: WIP Mods
Topic: [Mod] Beacons [beacons]
Replies: 8
Views: 841

Re: Mod configuration options, settingsypes.txt

As I read it my conclusion is that most of the issues could be solved by making a "settings" mod that would use local storage and offer an API to other mods for settings. That should give us translation support and per-world settings without having to edit files (could still be an option, ...
by Astrobe
Wed Jan 01, 2020 11:30
 
Forum: Feature Discussion
Topic: Mod configuration options, settingsypes.txt
Replies: 14
Views: 981

Re: [Mod]Smoke [WIP]

I have volcanoes and magma conduits in my world and the amount of smoke those can produce is a lot, but its still fun because if you are mining underground, it becomes a fun hazard in survival mode to not die from smoke in enclosed spaces. I've also seen some players build houses with furnaces that...
by Astrobe
Tue Dec 31, 2019 17:20
 
Forum: WIP Mods
Topic: [Mod]Smoke [WIP]
Replies: 43
Views: 2408

Re: [Mod] Wand of Illumination [wand_of_illumination]

Funny, I have a similar wand that creates a brief light where the missile hits. Definitely use node timers for this. It is not more difficult than an ABM. In the wand def, on_place and on_secondary_use are the same functions. It would be nicer to make a single separate local function. In the other u...
by Astrobe
Sun Dec 29, 2019 11:50
 
Forum: WIP Mods
Topic: [Mod] Wand of Illumination [wand_of_illumination]
Replies: 2
Views: 178

Re: [Rant] The Minetest-for-education movement is delusional

What I get from these interviews is that they don't use Minetest to teach things, they use it to introduce concepts. Minetest is a model of the real world. But as one says, "the map is not the territory". What is a limitation for us players and casual game designers is I think a great oppo...
by Astrobe
Sat Dec 28, 2019 10:17
 
Forum: General Discussion
Topic: [Rant] The Minetest-for-education movement is delusional
Replies: 15
Views: 666

Re: [Rant] The Minetest-for-education movement is delusional

Evidence? There's this: https://framinetest.org/en/ And for actual use, I can refer to french teachers experiences ( https://www.youtube.com/watch?v=y73BoR23BfM ): A french teacher of mathematics in middle school says that he uses MT is to train his students at mental calculus and introduce concepts...
by Astrobe
Fri Dec 27, 2019 15:33
 
Forum: General Discussion
Topic: [Rant] The Minetest-for-education movement is delusional
Replies: 15
Views: 666

Re: Veloren Philosophy

I think more professional attitude towards the world generation is needed in the first place. Don't use that word - "professional". It is too often used to bullshit people. For one thing, "Professional" qualifies activities people get a living from by being paid - as in "pr...
by Astrobe
Fri Dec 27, 2019 14:09
 
Forum: General Discussion
Topic: Veloren Philosophy
Replies: 4
Views: 267

Re: Invite-only server policy mod

Regarding the player at the top of the tree, they don't have to be online 24/7: "inviters" would automatically have interact. This something I thought about but did not, indeed, mentioned. New exploit: Create a second account and "invite" them [...] so that you can get 24/7 inte...
by Astrobe
Tue Dec 17, 2019 18:28
 
Forum: Modding Discussion
Topic: Invite-only server policy mod
Replies: 6
Views: 146

Re: Invite-only server policy mod

Thanks for your perspective, Micheal64K. Regarding the player at the top of the tree, they don't have to be online 24/7: "inviters" would automatically have interact. This something I thought about but did not, indeed, mentioned. The loss of the inviter status if a subtree is detached is i...
by Astrobe
Mon Dec 16, 2019 18:47
 
Forum: Modding Discussion
Topic: Invite-only server policy mod
Replies: 6
Views: 146

Invite-only server policy mod

I am writing down an idea I've had in mind for a while, but I am not sure it is worth implementing. New players can join but do not have interact privilege by default (*). It has to be granted by someone with the "invite" privilege. When someone invites a new player, the idea is that the &...
by Astrobe
Sun Dec 15, 2019 16:41
 
Forum: Modding Discussion
Topic: Invite-only server policy mod
Replies: 6
Views: 146

Re: Damage inflicted by speed, not height

Nitpick: damage should be a function of the kinetic energy, so momentum times speed, or mass times (speed squared).
That said, since fall acceleration does not depend on the mass of the object, MT doesn't currently have (AFAIK) a built-in notion of mass to begin with.
by Astrobe
Sun Dec 15, 2019 15:43
 
Forum: Feature Discussion
Topic: Damage inflicted by speed, not height
Replies: 14
Views: 562

Re: ABM Optimization

I think adding a ymin an ymax property (min/max altitude) should also be considered. When applicable this is a win-win: the engine can skip iterations, and the ABM callback doesn't have to perform that check. The real question is how often it is applicable, though.
by Astrobe
Fri Dec 13, 2019 13:47
 
Forum: Feature Discussion
Topic: ABM Optimization
Replies: 8
Views: 815

Re: Fighting mobs

I actually tried this teleportation idea but gave up on it eventually, because it made the game more difficult than I expected. However, I guess that it depends on the mobs - speed and reach notably, because they determine the reaction time for the player. The teleportation distance is therefore als...
by Astrobe
Wed Dec 11, 2019 18:45
 
Forum: Game Discussion
Topic: Fighting mobs
Replies: 3
Views: 652

Re: [Mod]Smoke [WIP]

One player built chimney with iron bars and is trying to get blocks to pass through bars and trapdoors. Perhaps sometime if it makes sense, you could find some sort of blocks that could be considered as pass-through-able. Nice to hear that this mod is on a server other than mine ;-) This is definit...
by Astrobe
Thu Dec 05, 2019 18:20
 
Forum: WIP Mods
Topic: [Mod]Smoke [WIP]
Replies: 43
Views: 2408

Re: Dialogue [Still Concept]

Why specifically XML? I invite you to take a look at the experience of Oolite in the domain of AI, which is similar to what you want to do. They had a "Plist-based" system, which is (AFAIR) a native structure in Objective-C, their implementation language (OXP in Oolite lingo <=> "mod&...
by Astrobe
Thu Dec 05, 2019 18:08
 
Forum: WIP Mods
Topic: Dialogue [Still Concept]
Replies: 10
Views: 361

Re: [Mod]Recall mirror [v0.1] (recall_mirror)

I was too lazy to look into your mod, but it seems to me you could use: local spawnpos =minetest.setting_get_pos("static_spawnpoint") or {x=0,y=0,z=0} ... as a reasonable fallback if the player has no bed. They will be teleported to the spawning point. This is old code that was commented o...
by Astrobe
Sun Dec 01, 2019 10:25
 
Forum: WIP Mods
Topic: [Mod]Recall mirror [v0.2] (recall_mirror)
Replies: 15
Views: 336

Re: [Mod] Fly-B-Gone! [fly_b_gone]

Mobs can be nodes; imagine a slime monster that is a node that only moves one node at a time. Of course, Mob stands for Mobile, so it's debatable whether fireflies/butterflies are actually mobs, since they are animated and appear to move, but they never actually move from their spot. Actually you c...
by Astrobe
Mon Nov 25, 2019 17:56
 
Forum: WIP Mods
Topic: [Mod] Fly-B-Gone! [fly_b_gone]
Replies: 6
Views: 283
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