Search found 590 matches

by Hume2
Mon Oct 19, 2020 19:18
Forum: Feature Discussion
Topic: [Idea] Realistic mapgen
Replies: 5
Views: 74

Re: [Idea] Realistic mapgen

It's easier to say than make. We would like the mapgen to have all these features: Random access generation - If you pick any point of the map, the time required to generate the map should be about constant, regardless of which point you choose. Fast generation Realness Huge variety of structures Ho...
by Hume2
Mon Oct 19, 2020 16:48
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.3] [underch]
Replies: 145
Views: 13524

Re: [mod] 62 underground biomes! [1.1.3] [underch]

Elektrika wrote:
Mon Oct 19, 2020 14:10
Hume2 wrote:
Sat Oct 17, 2020 12:00
Do you have any explanation why many other mods can't find the mod default also? Try re-installing MTG.
I have reinstalled it before, and it still gives me issues. Also, i only get these dependency errors when I apply underch.
I believe, it's a bug in Minetest. What version do you use?
by Hume2
Mon Oct 19, 2020 12:20
Forum: Feature Discussion
Topic: Idea: Split cave generation from mapgen
Replies: 1
Views: 58

Idea: Split cave generation from mapgen

It seems me like the algorithm for generating caves is mostly the same across all mapgens. So it would be nice to split it from mapgen completely. It would work like this: Mapgen creates the terrain. Mapgen calls the used cavegen in the appropriate place in the code. Some mapgens (like singlenode) d...
by Hume2
Mon Oct 19, 2020 05:58
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.3] [underch]
Replies: 145
Views: 13524

Re: [mod] 62 underground biomes! [1.1.3] [underch]

Thanks for explanation. I believe that declaring one global variable in a mod should be fine. Well, if you have default = false or something, it should probably be local , else it overrides default... Sorry for late reaction, I didn't realise what you were talking about. You assume that the code loo...
by Hume2
Sun Oct 18, 2020 19:51
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.3] [underch]
Replies: 145
Views: 13524

Re: [mod] 62 underground biomes! [1.1.3] [underch]

As far as I know, it should work like this: --assume that foo1, foo2, foo3 aren't declared. foo1 = 5 --OK (Creating a new global variable. And I can access it from other mods.) function bar() foo2 = 5 --WRONG (The variable is no longer relevant after the function terminates.) end if foo3 then --??? ...
by Hume2
Sun Oct 18, 2020 19:03
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.3] [underch]
Replies: 145
Views: 13524

Re: [mod] 62 underground biomes! [1.1.3] [underch]

How could that affect [default]? I have no idea. But I also have no idea how it affected [cucina_vegana] or any of the others, and yet here we are. Play by the scope rules they have been talking about in the Modding Discussion forum for quite some time, and things start working again. If I cared en...
by Hume2
Sun Oct 18, 2020 13:57
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.3] [underch]
Replies: 145
Views: 13524

Re: [mod] 62 underground biomes! [1.1.3] [underch]

I did a few edits to techage and am now having a fun time exploring caves and teching up. This is the only cave mod I found that actually seems to work. I can now build the techage melting pot in layers of different cobble. Having a group:cobble was a great idea. It made the edits simple. This is a...
by Hume2
Sat Oct 17, 2020 12:00
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.3] [underch]
Replies: 145
Views: 13524

Re: [mod] 62 underground biomes! [1.1.3] [underch]

Do you have any explanation why many other mods can't find the mod default also? Try re-installing MTG.
by Hume2
Fri Oct 16, 2020 17:57
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.3] [underch]
Replies: 145
Views: 13524

Re: [mod] 62 underground biomes! [1.1.3] [underch]

It looks like you removed the mod "default" from your Minetest Game. Other mods can't find it also.
by Hume2
Fri Oct 16, 2020 12:59
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.3] [underch]
Replies: 145
Views: 13524

Re: [mod] 62 underground biomes! [1.1.3] [underch]

I checked debug: just a few undeclared variable errors, see dir and alt. I already fixed that but it's not in a stable release yet. There was a 'can't grab block' error as well. They never give good info on those. I don't know why these occur. They just occur randomly when mapgen takes a lot of tim...
by Hume2
Fri Oct 16, 2020 05:29
Forum: Feature Discussion
Topic: Enhancing Player Welfare with Good Design
Replies: 27
Views: 796

Re: Enhancing Player Welfare with Good Design

As I pointed out to you .horrors often originate from real life scenarios and real life characters . that last true story is not an islolated case . there are many more cases involving those that use a uniform, the power of authority and the postion of trust to prey on children. how can we warn kid...
by Hume2
Thu Oct 15, 2020 18:23
Forum: Feature Discussion
Topic: Enhancing Player Welfare with Good Design
Replies: 27
Views: 796

Re: Enhancing Player Welfare with Good Design

Are they really different ? how about the story of amelia earhart . remains were found strewn about as if eaten by wild animals . only creatures on that island are landcrabs that swarm and devour other creatures alive . But the most horrific beast of all is neither myth nor fantasy is it . take for...
by Hume2
Thu Oct 15, 2020 17:49
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.3] [underch]
Replies: 145
Views: 13524

Re: [mod] 62 underground biomes! [1.1.3] [underch]

And what is the error message? Can you please copy it here?
by Hume2
Thu Oct 15, 2020 05:21
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.3] [underch]
Replies: 145
Views: 13524

Re: [mod] 62 underground biomes! [1.1.3] [underch]

Okay, I thought that it's a different player API because it works fine for me. Can you please send me the error message?
by Hume2
Wed Oct 14, 2020 19:12
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.3] [underch]
Replies: 145
Views: 13524

Re: [mod] 62 underground biomes! [1.1.3] [underch]

Thanks for report. I fixed the warnings.

Can you please provide me a link to the player API you are talking about? I can't find it in the content DB.
by Hume2
Sun Oct 11, 2020 20:32
Forum: Feature Discussion
Topic: Enhancing Player Welfare with Good Design
Replies: 27
Views: 796

Re: Enhancing Player Welfare with Good Design

Game companies already manipulate children (mostly the financial gain of themselves or their sponsors), I didn't say that they don't. and it doesn't require a PhD to create something positive, so long as you do your research. Are you willing to undergo a therapy made up by a total amateur given tha...
by Hume2
Sat Oct 03, 2020 18:40
Forum: Feature Discussion
Topic: Enhancing Player Welfare with Good Design
Replies: 27
Views: 796

Re: Enhancing Player Welfare with Good Design

In this sense, even violent or scary games, depending on the actual content and quality, can and are used in both therapeutic and instructional environments. As such, violence and horror are used to desensitize the user to specific scenarios or events. This is done in PTSD therapy. It is also used ...
by Hume2
Fri Oct 02, 2020 14:14
Forum: WIP Mods
Topic: [Mod] Means of transport tracking lines [linetrack]
Replies: 13
Views: 1449

Re: [Mod] Means of transport tracking lines [linetrack]

Nice model! Thank you for contribution!
by Hume2
Fri Oct 02, 2020 14:10
Forum: WIP Mods
Topic: Music Disc Mod:v1.0
Replies: 2
Views: 123

Re: Music Disc Mod:v1.0

Why are the tracks named the same as the discs in MINECR~1?
by Hume2
Fri Oct 02, 2020 13:09
Forum: Old Games
Topic: [Game] BlockColor
Replies: 151
Views: 21701

Re: [Game] BlockColor

I remember that he has once posted a thread explaining why he left opensource. Maybe that's why he did it.
by Hume2
Mon Sep 28, 2020 07:09
Forum: General Discussion
Topic: LUACONTROLLER UNDERSTANDING
Replies: 9
Views: 274

Re: LUACONTROLLER UNDERSTANDING

It's because your code relies on that there are no incoming events, only program and interrupt. Turning on or off the other ports sends the luacontroller more interrupts so the code is being run more times. To avoid this, you need to check if the code was triggered by the event you expected. For exa...
by Hume2
Sun Sep 27, 2020 15:58
Forum: General Discussion
Topic: LUACONTROLLER UNDERSTANDING
Replies: 9
Views: 274

Re: LUACONTROLLER UNDERSTANDING

pin and port are two separate variables. When the code starts, the variable pin is filled by the current state of input. At the end of the script, the mesecon signals are turned on or off according to the port variable. The variables pin and port aren't being synchronised throughout the execution un...
by Hume2
Sun Sep 27, 2020 10:35
Forum: General Discussion
Topic: LUACONTROLLER UNDERSTANDING
Replies: 9
Views: 274

Re: LUACONTROLLER UNDERSTANDING

It's because at first event, port.a becomes true but pin.a is false so port.b will be also false. On the second run, pin.a becomes true because the mesecon at side A is powered by the luacontroller. So port.b becomes true which activates port B.
by Hume2
Sat Sep 26, 2020 13:18
Forum: General Discussion
Topic: LUACONTROLLER UNDERSTANDING
Replies: 9
Views: 274

Re: LUACONTROLLER UNDERSTANDING

Read the chapter 5 to see what is understood as an event. Does it answer your question?
by Hume2
Fri Sep 25, 2020 10:00
Forum: Feature Discussion
Topic: Enhancing Player Welfare with Good Design
Replies: 27
Views: 796

Re: Enhancing Player Welfare with Good Design

The ethics of exploiting psychological research in video games https://www.youtube.com/watch?v=unVzwxmyeqs (the whole skinner box thing) Thanks for nice video! ...I was old enough so this scare did not escape to the real world... This is an interesting thought. I was thinking of making part of Exil...