Search found 241 matches

by ThorfinnS
Tue Jun 30, 2020 17:29
Forum: WIP Mods
Topic: [Mod] Light level sensor
Replies: 11
Views: 275

Re: [Mod] Light level sensor

I'm a mostly retired professional engineer, running an after-school coding program for mostly middle and high school students. Sort of. We started the program a couple years ago, and last year, the teacher's union realized I don't have an education degree, so they pressured admin to cancel it and hi...
by ThorfinnS
Tue Jun 30, 2020 15:53
Forum: WIP Mods
Topic: [Mod] Light level sensor
Replies: 11
Views: 275

Re: [Mod] Light level sensor

We aren't starting up until next week, so I haven't even downloaded it yet. But starting next week... Oh, and I'd definitely like a recipe. Although if it involves diamond or mese or something it takes a half hour to find, I'm guessing we'll change it. Its mostly useful early game by people who don'...
by ThorfinnS
Fri Jun 26, 2020 02:16
Forum: Modding Discussion
Topic: Why doesn't Minetest support stacks higher than 1 when crafting?
Replies: 13
Views: 230

Re: Making crafts with big stacks more than 1

Oh, I see.

Yeah, something like that could be useful. Not sure I would use it, but I can see why some might.
by ThorfinnS
Fri Jun 26, 2020 02:12
Forum: WIP Mods
Topic: [Mod] Light level sensor
Replies: 11
Views: 275

Re: [Mod]light level sensor

Nice!

Some of the scripters have been looking for something like this, and I've been too busy to even look into it.
by ThorfinnS
Wed Jun 24, 2020 17:14
Forum: Modding Discussion
Topic: Why doesn't Minetest support stacks higher than 1 when crafting?
Replies: 13
Views: 230

Re: Making crafts with big stacks more than 1

LC , if I'm understanding what you are saying, that would be a royal pain. Currently, you can put stacks into each slot and craft multiples by clicking, not having to drag more items onto the grid every time. If I'm understanding you, you would prefer that functionality be gone? Personally, I think...
by ThorfinnS
Mon Jun 22, 2020 00:54
Forum: Mod Releases
Topic: [Mod] Hunger with HUD bar [1.0.1] [hbhunger]
Replies: 105
Views: 31887

Re: [Mod] Hunger with HUD bar [1.0.1] [hbhunger]

Alternatively, he's done a great job establishing his constants at the beginning of init.lua. Just search for "800" (the number of seconds to use 1 satiation point) and tweak the values in the constants in that and adjacent lines and see if you can make it work the way you like. Since Wuzzy is not u...
by ThorfinnS
Mon Jun 08, 2020 13:54
Forum: Modding Discussion
Topic: Local scope variables and dofile
Replies: 4
Views: 112

Re: Local scope variables and dofile

What vulnerability are you envisioning? I'm not seeking to do anything much different than any settingtypes.txt value. Rather than running a codeblock to determine which mods and settings are selected in each individual dofile , each time it's parsed, and keep them all updated, I'd just be moving th...
by ThorfinnS
Sat Jun 06, 2020 14:33
Forum: Modding Discussion
Topic: Local scope variables and dofile
Replies: 4
Views: 112

Re: Local scope variables and dofile

Thanks!

So for minetest scripting, probably the most straightforward way to deal with it is to use mymod.myvar, rather than hassling with passing local variables as parameters?
by ThorfinnS
Thu Jun 04, 2020 15:46
Forum: Modding Discussion
Topic: Local scope variables and dofile
Replies: 4
Views: 112

Local scope variables and dofile

Stripped to essentials

init.lua:

Code: Select all

local x="tim"
dofile("do_x.lua")
do_x.lua:

Code: Select all

if x == "tim" then minetest.log("Stuff")

This throws:

Code: Select all

WARNING[Main]: Undeclared global variable "x" accessed at...
Is there a good way to accomplish what I'm trying to do? Without creating a global, I mean?
by ThorfinnS
Thu Jun 04, 2020 14:54
Forum: WIP Mods
Topic: [Mod] Scythes & Sickles [sickles] [1.3.0]
Replies: 19
Views: 576

Re: [Mod] Scythes & Sickles [sickles] [1.3.0]

Haven't had the time to look into it yet, but it does things the same way cv does. Which, tbh, is not that bad. I prefer having to fertilize to get plants to grow. Cucina Vegana just adds plants and cooking recipes. My mod just adds tools for harvesting. How plants grow is entirely dependent on the...
by ThorfinnS
Tue Jun 02, 2020 17:44
Forum: WIP Mods
Topic: [Mod] Scythes & Sickles [sickles] [1.3.0]
Replies: 19
Views: 576

Re: [Mod] Scythes & Sickles [sickles] [1.3.0]

Oh, my bad. I had added this to an existing game that had [cucina_vegana], and had forgotten that it appears cv got broken trying to add [signs_bot] support. Which is odd, since I reported it. ;) Haven't had the time to look into it yet, but it does things the same way cv does. Which, tbh, is not th...
by ThorfinnS
Tue Jun 02, 2020 17:36
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.0.2]
Replies: 46
Views: 1454

Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]

Lone_Wolf wrote:
Sun May 24, 2020 15:18
`--recurse-submodules=yes` in a git pull or `git submodules update` IIRC
Thanks!
by ThorfinnS
Mon Jun 01, 2020 19:01
Forum: WIP Mods
Topic: [Mod] Scythes & Sickles [sickles] [1.3.0]
Replies: 19
Views: 576

Re: [Mod] Scythes & Sickles [sickles] [1.3.0]

How about adding an API so other mods could register their own plants/seeds? Cucina vegana comes to mind, but we've got a few others that are either ready for release or soon to be.

Farming NextGen or something like that would be a good model to use.
by ThorfinnS
Mon May 25, 2020 14:30
Forum: WIP Mods
Topic: [ModPack] Cool Trees [cool_trees] (v3.18)
Replies: 77
Views: 6022

Re: [ModPack] Cool Trees [cool_trees] (v3.17)

We use 6 to make 1 rope section. But realized ropes is by runsy, not runs. Never mind. :)
by ThorfinnS
Sun May 24, 2020 20:15
Forum: WIP Mods
Topic: [ModPack] Cool Trees [cool_trees] (v3.18)
Replies: 77
Views: 6022

Re: [ModPack] Cool Trees [cool_trees] (v3.15)

A thought. Liana and creepers and the like would make nice crossover addition to your ropes mod.
by ThorfinnS
Sun May 24, 2020 14:36
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.0.2]
Replies: 46
Views: 1454

Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]

Is there a convenient way to pull all the changes from the git, too?

Neither git fetch --recursive nor git pull --recursive do the trick.
by ThorfinnS
Sun May 24, 2020 13:16
Forum: WIP Mods
Topic: [MOD] Tool Ranks and Modifiers [lib_trm][git]
Replies: 21
Views: 1529

Re: [MOD] Tool Ranks and Modifiers [lib_trm][git]

Maybe another reqd nil check? Like the battery in, um, [techage], was it? This from [sickles]. 2020-05-24 08:10:44: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '' in callback item_OnCraft(): ...\latest\bin\..\mods\lib_trm/lib_trm_toolcap_modifier.lua:13: attempt...
by ThorfinnS
Sat May 23, 2020 04:37
Forum: WIP Mods
Topic: [ModPack] Cool Trees [cool_trees] (v3.18)
Replies: 77
Views: 6022

Re: [ModPack] Cool Trees [cool_trees] (v3.15)

Pomegranate places a dry grass off one corner of the trunk when it matures. And the thread reminds me, still haven't encountered a weeping willow. I'll have to look around a bit more.
by ThorfinnS
Sat May 23, 2020 02:58
Forum: WIP Mods
Topic: [Mod] Cucina Vegana
Replies: 30
Views: 3195

Re: [Mod] Cucina Vegana

I can't see where signs_bot got assigned. Maybe it's support for the techage mod? 2020-05-22 19:23:09: WARNING[Main]: Undeclared global variable "signs_bot" accessed at ...es\mt\latest\bin\..\mods\cucina_vegana/kohlrabi_redo.lua:157 2020-05-22 19:23:09: WARNING[Main]: Undeclared global variable "sig...
by ThorfinnS
Thu May 07, 2020 18:29
Forum: WIP Mods
Topic: [Mod] Tech Age [techage]
Replies: 102
Views: 2436

Re: [Mod] Tech Age [techage]

This is cool! I've been a fan of techpack, and came back to see what was new. Much better!
by ThorfinnS
Thu Feb 06, 2020 15:17
Forum: WIP Mods
Topic: [Mod] Personal logs [0.2][personal_log]
Replies: 16
Views: 485

Re: [mod] Personal logs [personal_logs] 0.2

I was going to make a mod where each player could cut down tree nodes. They player would then own it, could name it, send messages to it, sit on it, and keep it as a pet. But now that you stole the name of that project I'll have to can it. Thanks a lot. It was going to be great. How about calling i...
by ThorfinnS
Wed Feb 05, 2020 20:07
Forum: WIP Mods
Topic: [Mod] Personal logs [0.2][personal_log]
Replies: 16
Views: 485

Re: [mod] Personal logs [personal_logs] 0.2

Oh, I think what you did is great. I don't think we'd migrate away from compassgps anyway. I don't remember why we went with that over ccompass, but there must have been some reason. Simply having the ability to tie a location to a log entry, and share that with other players is awesome!

Thanks.
by ThorfinnS
Wed Feb 05, 2020 19:57
Forum: WIP Mods
Topic: [mod] Zero-Effort Custom Minerals [instant_ores]
Replies: 16
Views: 1270

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

The easiest, laziest way is to also use Piezo_'s unique_ores. I guess the second easiest would be to glance at the coding in unique_ores and strip out the random part, just specify the colors and characteristics you want.

https://notabug.org/Piezo_/unique_ores.git
by ThorfinnS
Tue Feb 04, 2020 18:01
Forum: WIP Mods
Topic: [Mod] Personal logs [0.2][personal_log]
Replies: 16
Views: 485

Re: [mod] Personal logs [personal_logs] 0.1

We have been using compassgps to accomplish a similar function.You can log locations to a map fairly early on, particularly if you use the lakes mod, but the compass requires a mese fragment, so they don't much help those who need it the most -- people who are just learning the game, especially thos...
by ThorfinnS
Tue Feb 04, 2020 15:41
Forum: WIP Mods
Topic: [Mod] Personal logs [0.2][personal_log]
Replies: 16
Views: 485

Re: [mod] Personal logs [personal_logs] 0.1

Very nice. I've been thinking of doing something like this for a while, but never got around to it. This is much better than mine would have been anyway.

Thanks!