Search found 35 matches
- Mon Nov 22, 2021 21:06
- Forum: WIP Mods
- Topic: [mod] tides [tides]
- Replies: 30
- Views: 7663
Re: [mod] tides [tides]
Not really supposed to happen, but it is a known behaviour that the function I use for the tide height doesn't go as high as it should. I haven't touched the code in about three or four years, so I don't know how hard it would be to retune it. Also, it looks like I left some debugging information tu...
- Mon Dec 30, 2019 23:18
- Forum: WIP Mods
- Topic: [mod] tides [tides]
- Replies: 30
- Views: 7663
Re: [mod] tides [tides]
At the mo, this mod is one node and two functions. Should be easy enough to understand and draw inspiration from. Feel free to rewrite it. I don't have the time or patience.
- Sun Dec 01, 2019 16:30
- Forum: WIP Mods
- Topic: [mod] game-of-life (will eventually be a game) [cells]
- Replies: 12
- Views: 1164
Re: [mod] game-of-life (will eventually be a game) [cells]
thanks! now it works... sort of. For some reason, it doesn't seem to be respecting the rules of the automaton. say, I start with a hovering plus sign, it sometimes adds nodes, sometimes deletes them, and almost never does this in a symmetrical manner! I think I'll leave this here for today, and come...
- Sun Dec 01, 2019 16:17
- Forum: Modding Discussion
- Topic: Abm check all neighbours
- Replies: 5
- Views: 829
Re: Abm check all neighbours
Thanks! That is actually a lot easier to understand then the api, or the book! I'mma go implement that now... Because he wrote the exact code you needed to use. The API is a list of functions, and the book can't contain every single possible snippet of code Actually, the api said something about a ...
- Sun Dec 01, 2019 15:14
- Forum: Discussion in other languages
- Topic: Request a subforum
- Replies: 18
- Views: 14783
Re: Request a subforum
I would like to reiterate the requests for the languages that I speak (more or less): Hungarian(magyar) and Esperanto.
Also, klingon (tlhingan Hol) is on my list of languages that I want to learn, so that as well please!
Also, klingon (tlhingan Hol) is on my list of languages that I want to learn, so that as well please!
- Sun Dec 01, 2019 15:10
- Forum: Discussion in other languages
- Topic: Esperanto
- Replies: 3
- Views: 4474
Re: Esperanto
Mi estas komencisto. (I think that's the word)
- Sun Dec 01, 2019 15:06
- Forum: WIP Mods
- Topic: [mod] game-of-life (will eventually be a game) [cells]
- Replies: 12
- Views: 1164
Re: [mod] game-of-life (will eventually be a game) [cells]
aaand the delay causes a crash. I can't interpret the error. 2019-12-01 17:03:56: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'cells' in callback LuaABM::trigger(): .../src/minetest/bin/../builtin/common/after.lua:31: Invalid minetest.after invocation 2019-12-01...
- Sun Dec 01, 2019 15:03
- Forum: WIP Mods
- Topic: [mod] game-of-life (will eventually be a game) [cells]
- Replies: 12
- Views: 1164
Re: [mod] game-of-life (will eventually be a game) [cells]
The action callback is called for each node sequentialy, so that the next call is affected by the previous ones. You can try to prevent that by delaying the set_node() call, so that all nodes get to check thier suroundings before they start changeing. Generic function for delaying stuff in minetest...
- Sun Dec 01, 2019 15:01
- Forum: WIP Mods
- Topic: [mod] game-of-life (will eventually be a game) [cells]
- Replies: 12
- Views: 1164
Re: [mod] game-of-life (will eventually be a game) [cells]
based on some help from viewtopic.php?f=47&t=23731, I have now reduced the "abms took too long" warnings by about 90%. However, it currently doesn't add cells, just kills them. I am quite confused.
- Sun Dec 01, 2019 14:51
- Forum: Modding Discussion
- Topic: Abm check all neighbours
- Replies: 5
- Views: 829
Re: Abm check all neighbours
Within the ABM registration you can specify neighbour nodes. One of them is required in order to trigger the "action" function. It your code should only run for - say - three similar neighbours, then you'd need to guard the code within the "action" function using a minetest.find...
- Sun Dec 01, 2019 14:21
- Forum: WIP Mods
- Topic: [mod] game-of-life (will eventually be a game) [cells]
- Replies: 12
- Views: 1164
Re: [mod] game-of-life (will eventually be a game) [cells]
I tried the {x,y,z} replacement thing, and there was no noticeable difference. I also tried the set_node thing. Still no noticeable improvement, though if the thing isn't counting things properly, then that is to be expected. Something I thought of, would each node's removal happen after all the nod...
- Sun Dec 01, 2019 14:14
- Forum: WIP Mods
- Topic: [mod] game-of-life (will eventually be a game) [cells]
- Replies: 12
- Views: 1164
Re: [mod] game-of-life (will eventually be a game) [cells]
For the 3D-loops, use minetest.find_nodes_in_area . It's faster to write and faster to execute. I Was actually thinking about using that, but the documentation in the modding book is... lacking to say the least. I couldn't really understand how to use it. looking at the wiki, would something like l...
- Sun Dec 01, 2019 13:42
- Forum: WIP Mods
- Topic: [mod] game-of-life (will eventually be a game) [cells]
- Replies: 12
- Views: 1164
[mod] game-of-life (will eventually be a game) [cells]
I have started work on rewriting flux. It will be a 3d game-of-life thingimabob. At the moment the ABMs are so inefficient, that it doesn't really do anything other than slowly disappear. Any help is welcome.
https://github.com/smeagolthellama/cells
https://github.com/smeagolthellama/cells
- Sun Dec 01, 2019 10:18
- Forum: Modding Discussion
- Topic: Abm check all neighbours
- Replies: 5
- Views: 829
Abm check all neighbours
I am writing a 3d game of life thing, since the one that existed previously has no link, and uses 0.4. I am currently adding the actual rule thing (using an abm). However, for that I would need to check all the neighbours of a given node. Is there a fast way to do this, or do I need to manually chec...
- Sat Nov 30, 2019 21:00
- Forum: Servers
- Topic: [Server] Persistent Kingdoms ... The only true survival
- Replies: 2
- Views: 1394
Re: [Server] Persistent Kingdoms ... The only true survival
Is this server still up? I would like to join, but the connection keeps timing out before connecting. I can connect to Blocky Survival though (same address, different port).
- Tue Oct 15, 2019 14:07
- Forum: WIP Mods
- Topic: [mod] tides [tides]
- Replies: 30
- Views: 7663
Re: [mod] tides [tides]
I would like to announce that tides works on 5.1.0. I haven't been doing very much minetest programming (read as: none at all) since the last release. Thus, the todo list has not progressed in a long time, and probably won't in quite some time. For some reason, I feel that in order to make this work...
- Tue Oct 15, 2019 13:35
- Forum: Game Releases
- Topic: [Game] Flux (3D Game Of Life) [1.0]
- Replies: 20
- Views: 9485
Re: [Game] Flux (3D Game Of Life) [1.0]
I would really like to try this out, but the github links are giving me 404s. Also, the game seems to only ever have been made to work with 0.4.*. I would thus like permission to maybe rewrite this game (as in maybe using the name, the original author not getting offended, etc.), since it should be ...
- Sun Jul 28, 2019 17:30
- Forum: Modding Discussion
- Topic: Modding Tutorial Book (new: Code architecture, unit testing)
- Replies: 157
- Views: 63656
Re: Modding Tutorial Book (new: Code architecture, unit test
Well, to start off, a summary of what each file is, especially minetest.conf and settingstypes.txt. Also, something about where one should go to get a default mod. Minetest-game's default is a bit bloated, and writing my own from scratch isn't very appealing. Also, since most games contain a number ...
- Sun Jul 28, 2019 16:23
- Forum: Modding Discussion
- Topic: Modding Tutorial Book (new: Code architecture, unit testing)
- Replies: 157
- Views: 63656
Re: Modding Tutorial Book (new: Code architecture, unit test
I have a bit of a complaint. The games chapter seems rather lacking. Are there any other resources on making games?
- Tue May 07, 2019 13:13
- Forum: Modding Discussion
- Topic: Modding Competition: Oceans
- Replies: 15
- Views: 2961
Re: Modding Competition: Oceans
resubmitting Tides
by... me
description: makes water go up and down. will do other things after I have finished my finals.
by... me
description: makes water go up and down. will do other things after I have finished my finals.
- Wed Jan 02, 2019 12:09
- Forum: News
- Topic: ContentDB - now with package translation support
- Replies: 361
- Views: 163068
popularity-contest
Erm, I have added my wip-mod tides, and I was thinking: It might be nice to know how often it has been downloaded. I have the followung thoughts: Modders might like to know which of their mods are the most popular, and by how much Since this is an open-source project, I'm pretty sure that a lot of u...
- Wed Jan 02, 2019 10:27
- Forum: WIP Mods
- Topic: [mod] tides [tides]
- Replies: 30
- Views: 7663
Re: [mod] tides [tides]
Also, I forgot to announce this: Tides 0.0. 3 is now useable and announced Since it isn't in mods-releases, I guess it doesn't count as a release, and I don't think it should be moved there yet, even though it is sort-of ready. NEW FEATURES It actually works! tides go out and come back in when you'r...
- Wed Jan 02, 2019 10:03
- Forum: WIP Mods
- Topic: [mod] tides [tides]
- Replies: 30
- Views: 7663
Re: [mod-wip] tides [tides]
[...] A possible solution, but which comes with its own possible problems as well. A player could build a bunch of nodes in a low-tide-exposed area, replacing the airlike tidal water, and then dig those nodes to leave regular air. Or they could build a wall to isolate a patch of exposed land from t...
- Sun Dec 30, 2018 15:08
- Forum: WIP Mods
- Topic: [mod] tides [tides]
- Replies: 30
- Views: 7663
Re: [mod-wip] tides [tides]
It seems to me that converting the -1 and -2 layers of water into a specialized blocks (for instance tide_water) would allow the ABM to operate on a more limited number of blocks, and possibly to tune the ABM parameters (chance, interval) better; if one can replace the water/air blocks in one go (*...
- Sun Dec 30, 2018 14:34
- Forum: WIP Mods
- Topic: [mod] tides [tides]
- Replies: 30
- Views: 7663
Re: [mod-wip] tides [tides]
Taking a quick look at the rest of the mod, I take it the idea here is that depending on the particular time of day you want to destroy the uppermost layers of water in the ocean at certain times of the day and then recreate them again on the other times? There's going to be some tricky edge cases ...