Search found 287 matches

by sirrobzeroone
Sun Mar 07, 2021 11:40
Forum: WIP Mods
Topic: [protomod] Treecapitator (tree falls down) [treecapitator]
Replies: 18
Views: 934

Re: [protomod] Treecapitator (tree falls down) [treecapitator]

Dosen't look like much below but I've managed to read all the settings in for the MTG trees for acacia, apple, aspen from their schematic files and registered decoration settings. Heres the apple example output: 2021-03-07 22:32:07: [Main]: 392 x:7 y:8 z:7 2021-03-07 22:32:07: [Main]: tree height: 5...
by sirrobzeroone
Sat Mar 06, 2021 22:16
Forum: WIP Mods
Topic: [protomod] Treecapitator (tree falls down) [treecapitator]
Replies: 18
Views: 934

Re: [protomod] Treecapitator (tree falls down) [treecapitator]

I think I might have it - just need to lookup registered decorations def's and then I can sift through for size of any registered tree decorations. I'll see how I go, I'd like to see if I can get the mod to be able to self-configure around tree size shape/drops and other refs I currently have manual...
by sirrobzeroone
Sat Mar 06, 2021 10:02
Forum: WIP Mods
Topic: [protomod] Treecapitator (tree falls down) [treecapitator]
Replies: 18
Views: 934

Re: [protomod] Treecapitator (tree falls down) [treecapitator]

So I have 160 different tree types, each with 1 to 4 models, all in lua schematic form. A lua schem is a table with three elements, size, data, and y_slice. The y_slice is optional. The size element easily defines size of the "box". The data element is a 1D table of values. Shad Hi Shad, ...
by sirrobzeroone
Sat Mar 06, 2021 07:55
Forum: WIP Mods
Topic: [protomod] Treecapitator (tree falls down) [treecapitator]
Replies: 18
Views: 934

Re: [protomod] Treecapitator (tree falls down) [treecapitator]

I havent done a new release but I've uploaded my weeks worth of code, feel free to try it out, hopefully I havent stuffed anything up during upload: https://github.com/sirrobzeroone/Falling_Tree_Capitator https://github.com/sirrobzeroone/Falling_Tree_Capitator/archive/main.zip I had another go at id...
by sirrobzeroone
Fri Mar 05, 2021 06:45
Forum: WIP Mods
Topic: [protomod] Treecapitator (tree falls down) [treecapitator]
Replies: 18
Views: 934

Re: [protomod] Treecapitator (tree falls down) [treecapitator]

Ideas? Shad Thanks Shad, You have nailed how it works basically swap out tree for entity and watch it fall as an on_step. The schematic trees are actually the easy ones to deal with as I could just read the schematic although I guess you would need to compare a certain %/num of nodes to make sure i...
by sirrobzeroone
Tue Mar 02, 2021 03:55
Forum: WIP Mods
Topic: [protomod] Treecapitator (tree falls down) [treecapitator]
Replies: 18
Views: 934

Re: [protomod] Treecapitator (tree falls down) [treecapitator]

This is super cool ! Trees falling like in real and it works. I did not really suspect this to happen so I was super surprised after my first cut that the really fall :D I do not know if that is only me, but there are no saplings dropped ? And a mod.conf file would be helpful, so you do not have to...
by sirrobzeroone
Fri Feb 26, 2021 23:28
Forum: WIP Mods
Topic: [protomod] Treecapitator (tree falls down) [treecapitator]
Replies: 18
Views: 934

Re: [protomod] Treecapitator (tree falls down) [treecapitator]

I've uploaded what I've done so far to git, I havent fully supported all tree types in moretrees. I need to go back and re-write/re-think the trunk identification code. I hadn't reliased some tree types in more trees use all 3 types (single, double and crossed). While doing that I'll clean up the to...
by sirrobzeroone
Mon Feb 22, 2021 22:24
Forum: WIP Mods
Topic: [protomod] Treecapitator (tree falls down) [treecapitator]
Replies: 18
Views: 934

Re: [protomod] Treecapitator (tree falls down) [treecapitator]

I'd hoped to use the schematic files to get shapes/dimensions but moretrees uses the L-System to define trees. An universal solution could be to travel upwards from the initial node trying to recursively find connected wood/leaf nodes within some limits, that way theoretically even hand built trees...
by sirrobzeroone
Mon Feb 22, 2021 08:49
Forum: WIP Mods
Topic: [protomod] Treecapitator (tree falls down) [treecapitator]
Replies: 18
Views: 934

Re: [protomod] Treecapitator (tree falls down) [treecapitator]

They come down okay just not quiet as smoothly as smaller trees, fairly sure it relates to the trees being built up from a bunch pf parent/child nodes into an entity...or i should say I think thats what it does I havent tinkered with that bit of the code and pulled it apart to understand it, so its ...
by sirrobzeroone
Sun Feb 21, 2021 10:42
Forum: WIP Mods
Topic: [protomod] Treecapitator (tree falls down) [treecapitator]
Replies: 18
Views: 934

Re: [protomod] Treecapitator (tree falls down) [treecapitator]

Not perfect but I think its a solid start and looking workable, I think these are the biggest trees so they take a bit of time to fall and they certainly make my computer work a bit. I might be able to fake it a little more and only add every 2nd leaf node to the entity and not worry about adding th...
by sirrobzeroone
Sun Feb 21, 2021 08:41
Forum: Modding Discussion
Topic: [Question] Pre-Dig function when crack_anylength.png is used[Answered]
Replies: 5
Views: 114

Re: [Question] Pre-Dig function when crack_anylength.png is used[Answered]

I have hit a couple of snags which I think would also cause problems using a node box overlay, although Im at a fairly basic level of Lua scripting so these might be easier to overcome than I think. Capturing when LMB is held down. I've been trying to refresh or reget this value inside a loop inside...
by sirrobzeroone
Sat Feb 20, 2021 11:22
Forum: General Discussion
Topic: Minetest Engine has stopped working
Replies: 4
Views: 200

Re: Minetest Engine has stopped working

Check vid drivers etc make sure they are all up to date then if that fails I'd try dropping back to the minetest 32bit version see how that goes if it fails Try older Minetest versions and work your way up ( https://github.com/minetest/minetest/releases ) if that fails totally Linux boot usb and try...
by sirrobzeroone
Sat Feb 20, 2021 07:20
Forum: WIP Mods
Topic: [Mod] Wilhelmines Animal World [animalworld]
Replies: 21
Views: 940

Re: [Mod] Wilhelmines Animal World [animalworld]

Hey Liil awesome mod I just noticed some of the issues your having not sure if any of this info might help I apologise if you have already tried all this: mobs redo does come with its own internal spawner, looks like a blue box you can click on and configuer to spawn whatever is registered. I havent...
by sirrobzeroone
Sat Feb 20, 2021 05:39
Forum: WIP Mods
Topic: [protomod] Treecapitator (tree falls down) [treecapitator]
Replies: 18
Views: 934

Re: [protomod] Treecapitator (tree falls down) [treecapitator]

Im not sure if Oil_boi is still working on this protomod, I made some minor additions: Supports all MTGame default tree types Apples/Snow fall with the relevant trees Changed drop to log,fruit/attached, leaves & sticks and lowered drop frequency on those last two Axe...well tool should take wear...
by sirrobzeroone
Fri Feb 19, 2021 22:50
Forum: Modding Discussion
Topic: [Question] Pre-Dig function when crack_anylength.png is used[Answered]
Replies: 5
Views: 114

Re: [Question] Pre-Dig function when crack_anylength.png is used

Thanks Krock, I actually hoped it was something as simple as that as I want to "break" or change the minmum default behaviour that I can/re-replicate.
by sirrobzeroone
Fri Feb 19, 2021 06:56
Forum: Modding Discussion
Topic: [Question] Pre-Dig function when crack_anylength.png is used[Answered]
Replies: 5
Views: 114

[Question] Pre-Dig function when crack_anylength.png is used[Answered]

I'm trying to find the piece of code that applies the crack_anylength.png while your digging/hitting a node but before its dug. I did hunt through all the builtin lua code but no luck I did try skimming some of the relevant C code but nothing jumped out and I couldnt find a reference to crack_anylen...
by sirrobzeroone
Mon Jan 04, 2021 22:21
Forum: Mod Releases
Topic: [Modpack] 3D Armor [0.4.13] [minetest-3d_armor]
Replies: 866
Views: 260765

Re: [Modpack] 3D Armor [0.4.13] [minetest-3d_armor]

Not sure if anyone has time but if you could check out the branch and make sure no big bugs that would be great. The PR: https://github.com/minetest-mods/3d_armor/pull/41 The Branch link: https://github.com/sirrobzeroone/3d_armor/tree/add_armor_set_and_armor_set_bonus_setting Place any concerns on t...
by sirrobzeroone
Thu Dec 31, 2020 00:03
Forum: Mod Releases
Topic: [Modpack] 3D Armor [0.4.13] [minetest-3d_armor]
Replies: 866
Views: 260765

Re: [Modpack] 3D Armor [0.4.13] [minetest-3d_armor]

I just finished testing the above branch (the lower impact upto date one) and created a pull request any concerns please do flag them:

https://github.com/minetest-mods/3d_armor/pull/41
by sirrobzeroone
Tue Dec 29, 2020 10:50
Forum: WIP Mods
Topic: [mod] Zero-Effort Custom Minerals [instant_ores]
Replies: 24
Views: 2316

Re: [mod] Zero-Effort Custom Minerals [instant_ores]

I sort of forked a copy of this across to my github repository, it was important to me that I kept the commit history intact as full credit for this mod belongs with Piezo_, I managed to make that work. So theres an unoffical fork located here: https://github.com/sirrobzeroone/instant_ores I've made...
by sirrobzeroone
Mon Dec 28, 2020 11:04
Forum: WIP Mods
Topic: [mod] Zero-Effort Custom Minerals [instant_ores]
Replies: 24
Views: 2316

Re: [mod] Zero-Effort Custom Minerals [instant_ores]

Just fyi: Piezo_ has quit minetest for good last time i checked, it may be worth migrating/adopting that mod to the "minetest-mods" github org that is a real shame, I really liked a number of his mods hopefully he returns one day. Yes it would be sad to lose this one. I just did a quick u...
by sirrobzeroone
Mon Dec 28, 2020 09:25
Forum: WIP Mods
Topic: [mod] Zero-Effort Custom Minerals [instant_ores]
Replies: 24
Views: 2316

Re: [mod] Zero-Effort Custom Minerals [instant_ores]

but minetest 5.3 says: https://i.ibb.co/R3QyYVV/instantores0101.png I'm not sure if something has changed in 5.3 and minetest is now throwing an error but I can see why it is throwing an error - the image strings in the armor:register_armor() parts of instant_ores are cut off at the end example: li...
by sirrobzeroone
Mon Dec 28, 2020 04:18
Forum: Mod Releases
Topic: [Modpack] 3D Armor [0.4.13] [minetest-3d_armor]
Replies: 866
Views: 260765

Re: [Modpack] 3D Armor [0.4.13] [minetest-3d_armor]

I've created a branch that simply documents the current behaviour and adds a set setting and set bonus setting. Also updates the Readme, although Im not happy with the wording inside the readme at the moment just reads confusing to me. https://github.com/sirrobzeroone/3d_armor/tree/add_armor_set_and...
by sirrobzeroone
Sun Dec 27, 2020 08:31
Forum: Mod Releases
Topic: [Modpack] 3D Armor [0.4.13] [minetest-3d_armor]
Replies: 866
Views: 260765

Re: [Modpack] 3D Armor [0.4.13] [minetest-3d_armor]

While I have been poking around in the inner workings of 3d_armor I noticed that 3d_armor creates sets by deriving the material name from the registered item name eg "3d_armor:boots_wood". local item = stack:get_name() -- api line 244 local mat = string.match(item, "%:.+_(.+)$") ...
by sirrobzeroone
Sun Dec 27, 2020 03:22
Forum: Mod Releases
Topic: [Modpack] 3D Armor [0.4.13] [minetest-3d_armor]
Replies: 866
Views: 260765

Re: [Modpack] 3D Armor [0.4.13] [minetest-3d_armor]

Does the authors of 3d armor plan to add armors's effects to swimming? For example, wood makes you float easier, and heavy armor makes you sink to the bottom. The sink effect can be changed based on how heavy the material is. Gold is the heaviest, so it can be the winner. I can't answer this as I'm...