Search found 412 matches
- Mon Dec 13, 2021 09:56
- Forum: WIP Mods
- Topic: [mod] Sailing Kit [sailing_kit]
- Replies: 32
- Views: 8748
Re: [mod] Sailing Kit [sailing_kit]
you can attach another entity at player desired position and then attach the player to this new intermediary entity. This trick used to break attachments, at least before 5.4, guess it's fixed now. I noticed that it's still slowly rising, and I am unable to break it, even with an axe. I'm aware it ...
- Thu Dec 09, 2021 10:34
- Forum: WIP Mods
- Topic: [mod] Sailing Kit [sailing_kit]
- Replies: 32
- Views: 8748
Re: [mod] Sailing Kit [sailing_kit]
for some reason I can't see my player character in the boat. Any reason that might be? That's normal in 1st person view, try switching to 3rd (hit 'C') Is there an anchor in this mod? I ask, because I put my brand-new boat in the water, walked away for a few minutes to get some supplies, and when I...
- Tue Sep 28, 2021 14:28
- Forum: WIP Mods
- Topic: Mobkit - Entity API [mobkit][alpha]
- Replies: 570
- Views: 69477
Re: Mobkit - Entity API [mobkit][alpha]
Is it possible for one to set loot drops from Wildlife's deers and wolves? Sure. Probably the easiest way is to copy function [yournamespace].hq_die(self) from behaviors2override.lua, and put your drop logic in this block: if timer < 0 then self.object:remove() end . Then use your version instead o...
- Fri Sep 17, 2021 15:05
- Forum: WIP Mods
- Topic: Mobkit - Entity API [mobkit][alpha]
- Replies: 570
- Views: 69477
Re: Mobkit - Entity API [mobkit][alpha]
Big fan of the deer and wolf. Can I ask if there is a way to make the deer eat grass and stuff? Definitely, I only haven't implemented grazing behavior because I'm to lazy to make a proper model animation. See mobkit_api.txt for instructions on custom behavior creation, and should you have any spec...
- Mon Jul 19, 2021 09:03
- Forum: WIP Mods
- Topic: [mod] Sailing Kit [sailing_kit]
- Replies: 32
- Views: 8748
Re: [mod] Sailing Kit [sailing_kit]
Glad you like it,
if you're interested, there's the Islands mapgen that makes sure you never run out of ocean to sail.
if you're interested, there's the Islands mapgen that makes sure you never run out of ocean to sail.
- Wed Jun 30, 2021 16:50
- Forum: WIP Mods
- Topic: [mod] Sailing Kit [sailing_kit]
- Replies: 32
- Views: 8748
Re: [mod] Sailing Kit [sailing_kit]
i'm not sure how to control the sail other than space to put it up, is there a way to sheet in and sheet out for controlling power? Definitely, forward/W to sheet out, back/S to sheet in. Sail angle is limited to 90 degs for simplicity. one player on a server mentioned to check the flag on the top ...
- Fri Jun 18, 2021 07:45
- Forum: WIP Mods
- Topic: Mobkit - Entity API [mobkit][alpha]
- Replies: 570
- Views: 69477
Re: Mobkit - Entity API [mobkit][alpha]
Mobkit and my example mods are dependecy-less, so in theory they shouldn't interfere with any game/mods combinations.BlueTangs Rock wrote: ↑Wed Jun 16, 2021 18:23Is it alright to play with both Mobkit (specifically with water_life and wildlife enabled) and Mobs Redo on the same world?
- Thu Apr 29, 2021 10:55
- Forum: General Discussion
- Topic: darker nights for all players
- Replies: 14
- Views: 2958
Re: darker nights for all players
According to the Lua API documentation it controls the ratio between night and day, basically shifting sunrise and sunset to different times of the day. As far as I understand this has nothing to do with the brightness of the night. That's not how it works, and the docs don't seem to say that. * `o...
- Thu Apr 29, 2021 08:24
- Forum: General Discussion
- Topic: darker nights for all players
- Replies: 14
- Views: 2958
Re: darker nights for all players
hi, is there a way to make nights darker for all players on server? it's override_day_night_ratio() Here's my try: https://github.com/TheTermos/islands/blob/master/weather.lua See how it works here I found your opponent. https://irc.minetest.net/minetest/2021-04-28#i_5815708 Both want about the sam...
- Sun Apr 11, 2021 13:46
- Forum: General Discussion
- Topic: We need more official PR reviewers
- Replies: 13
- Views: 1788
Re: We need more official PR reviewers
Better than having reviewers is having developers who develop, know and understand the code. Having one to rule them all is better still. That the majority of development should happen as contributions by random people isn't a great idea. Such contributions tend to suffer tunnel vision, focusing onl...
- Thu Mar 25, 2021 19:28
- Forum: WIP Mods
- Topic: [mod] Islands - Experimental lua mapgen [islands]
- Replies: 37
- Views: 6736
Re: [mod] Islands - Experimental lua mapgen [islands]
Make the islands *much* more rare, so there is a lot of open deep sea. Any idea how to do this? There's local mult = 1.0 , if increased it'll cause the distances between islands to be greater, but will also make islands bigger. All of that you mention can be done by modifying noise parameters and o...
- Mon Mar 15, 2021 14:11
- Forum: WIP Mods
- Topic: [mod] Islands - Experimental lua mapgen [islands]
- Replies: 37
- Views: 6736
- Fri Mar 12, 2021 12:49
- Forum: WIP Games
- Topic: Game - The Grid Video footage
- Replies: 20
- Views: 3050
- Tue Mar 09, 2021 17:41
- Forum: Modding Discussion
- Topic: Moving Node - code help
- Replies: 11
- Views: 1132
Re: Moving Node - code help
If you need traffic up and down, the only way I know is to increase active_block_range gradually to see how much it can handle.
- Tue Mar 09, 2021 13:04
- Forum: Modding Discussion
- Topic: Moving Node - code help
- Replies: 11
- Views: 1132
Re: Moving Node - code help
I may still need a way to load the node out of range(if possible)... Neither nodes nor entities can activate outside active block range, except if you forceload some blocks, but that's somewhat impractical. But the game area looks quite small and there are probably few ABMs if any, so you could pro...
- Mon Mar 08, 2021 19:00
- Forum: Modding Discussion
- Topic: Moving Node - code help
- Replies: 3
- Views: 642
Re: Moving Node - code help
Well, there are countless ways to spawn, depending on what you want to achieve, it's as simple as calling add_entity(). If you want the car to be spawned always in the same spot then a node timer seems a valid method. You could also use an LBM if you want it to be immediately spawned every time a pl...
- Mon Mar 08, 2021 10:23
- Forum: Modding Discussion
- Topic: Moving Node - code help
- Replies: 3
- Views: 642
Re: Moving Node - code help
Sure there's a better way - use entities. Nodes aren't so great for moving stuff.
- Mon Mar 01, 2021 13:16
- Forum: WIP Mods
- Topic: [mod] Islands - Experimental lua mapgen [islands]
- Replies: 37
- Views: 6736
Re: [mod] Islands - Experimental lua mapgen [islands]
MT 5.4.0 is out so: Update 210301 Changes: more sunshine improved compatibility with other mods dependent on default (water_life, farming) compatible with MT 5.4.0 and MT 5.3.0 more sunshine One side effect is now MTG flowers and mushrooms appear, which looks like not a bad thing. I'm not sure if lo...
- Tue Feb 23, 2021 11:15
- Forum: General Discussion
- Topic: The Sneak Glitch is NOT dead!
- Replies: 10
- Views: 1540
Re: The Sneak Glitch is NOT dead!
I'm not really a fan of the option in the new code Then why is that option still there in the new code? Who are its fans who won't let fix this mess? Paramat, of all people, who'd expect him to do the right thing and reopen the discussion about removing the bug emulation from the new code, yet it w...
- Mon Feb 22, 2021 10:08
- Forum: WIP Mods
- Topic: [protomod] Treecapitator (tree falls down) [treecapitator]
- Replies: 32
- Views: 6094
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...
- Sun Feb 21, 2021 13:37
- Forum: General Discussion
- Topic: The Sneak Glitch is NOT dead!
- Replies: 10
- Views: 1540
Re: The Sneak Glitch is NOT dead!
why is it wrong to have it only as an option? If you don't like it, just don't use it. The glitch was the very first bump on the road I stumbled upon when trying to contribute. The second you come close to that steamy pile things get uphill, devs start to behave cryptic, looking funny at one anothe...
- Sun Feb 21, 2021 12:54
- Forum: WIP Mods
- Topic: [protomod] Treecapitator (tree falls down) [treecapitator]
- Replies: 32
- Views: 6094
Re: [protomod] Treecapitator (tree falls down) [treecapitator]
Nice one.
I bet there shouldn't be much of a problem with felling trees consisting of 300 nodes if done one at a time.
Couldn't resist the association: Trees Come Down
I bet there shouldn't be much of a problem with felling trees consisting of 300 nodes if done one at a time.
Couldn't resist the association: Trees Come Down
- Mon Feb 08, 2021 12:47
- Forum: WIP Mods
- Topic: [mod] Islands - Experimental lua mapgen [islands]
- Replies: 37
- Views: 6736
Re: [mod] Islands - Experimental lua mapgen [islands]
Thought this was a no brainer.
I've got the new version ready but it turns out 5.4 broke texture overriding. Current version at least works the same in 5.3 and 5.4 so I'm gonna have to postpone the update.
https://github.com/TheTermos/islands/archive/dev.zip
I've got the new version ready but it turns out 5.4 broke texture overriding. Current version at least works the same in 5.3 and 5.4 so I'm gonna have to postpone the update.
https://github.com/TheTermos/islands/archive/dev.zip
- Sun Feb 07, 2021 17:04
- Forum: WIP Mods
- Topic: [mod] Islands - Experimental lua mapgen [islands]
- Replies: 37
- Views: 6736
Re: [mod] Islands - Experimental lua mapgen [islands]
I can probably adjust the noises so it's jungle/savanna everywhere, that should take care of it.
- Sun Feb 07, 2021 16:00
- Forum: WIP Mods
- Topic: [mod] Islands - Experimental lua mapgen [islands]
- Replies: 37
- Views: 6736
Re: [mod] Islands - Experimental lua mapgen [islands]
Now the question is, is that your water definition or was it something in my water_life I maybe forgot about ? I'm gonna investigate this one The problem is that 5.3 uses the 'alpha' nodedef field which is too low in default, otherwise I could just alter the texture and leave the default definition...