Search found 289 matches

by ThorfinnS
Wed Dec 09, 2020 23:10
Forum: WIP Mods
Topic: [MOD] Swampz (swaz) [v1.13]
Replies: 46
Views: 1930

Re: [MOD] Swampz (swaz) [v1.10]

Not what I meant. The area is so open, and the barberry color is so bright that finding them is easy. But after harvesting the berries and bushes, we plant the barberry sapling and it never goes from sapling to bush with berries. Wait around several game weeks, and they are still the Charlie Brown C...
by ThorfinnS
Wed Dec 09, 2020 15:20
Forum: Mod Releases
Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
Replies: 79
Views: 14942

Re: [Mod] Dwarf Fortress style caverns [dfcaverns]

I think the biggest problem is all the falling liquids. If we take the time to block off all the waterfalls in a cavern, we can often "fix" the lag. Though that might also be just the mapgen catching up. It seems particularly bad with lava. I get the theme of the mod, though. Dorfs love wa...
by ThorfinnS
Wed Dec 09, 2020 04:30
Forum: Mod Releases
Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
Replies: 79
Views: 14942

Re: [Mod] Dwarf Fortress style caverns [dfcaverns]

Next time I come back to DFCaverns I'll try to do some profiling and see if I can resolve some of the issues that have been reported with it simply being too heavyweight a mod. Can't guarantee anything there, it is doing rather a lot in mapgen and I've tried to be efficient in my initial pass at wr...
by ThorfinnS
Wed Dec 09, 2020 04:10
Forum: WIP Mods
Topic: [MOD] Swampz (swaz) [v1.13]
Replies: 46
Views: 1930

Re: [MOD] Swampz (swaz) [v1.10]

What are we doing wrong? We can't seem to get the barberry saplings to grow. I've scanned the code and just don't see the problem. Though it is different than how you coded the grapes from [rainf], and that does work... Oh! Nice plant. Hope to find some swamps somewhere on servers eventually. Fortun...
by ThorfinnS
Wed Dec 09, 2020 03:51
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.0.4]
Replies: 74
Views: 4645

Re: [Modpack] Regional Weather Bundle [climate] [1.0.4]

Might be the variation is a bit much. One of the students built his home 32 tiles from the start of the jungle, and it's over 400 to the nearest snow, but she lost about a quarter of her farm to snowdrifts. A couple nights later, same thing happened. I don't want to take out the snow blotting out wh...
by ThorfinnS
Wed Dec 09, 2020 03:42
Forum: Mod Releases
Topic: [mod] Stripped tree trunks [stripped_tree]
Replies: 18
Views: 1062

Re: [mod] Stripped tree trunks [stripped_tree]

I knew it was easy, as we'd already put a beta together for [cool_trees] and some of the unreleased trees one of the students here made. It's actually two steps, though. Register the node, then register the recipe to make planks from stripped. Three, since we use [round_trunks] in most servers. The ...
by ThorfinnS
Sun Dec 06, 2020 16:38
Forum: Mod Releases
Topic: [mod] Stripped tree trunks [stripped_tree]
Replies: 18
Views: 1062

Re: [mod] Stripped tree trunks [stripped_tree]

Place torch, assuming there's one in inventory. It's a work in progress one of the students is working on, so there's no code uploaded anywhere yet. Re: API, I was just suggesting that it be handled like stairs and farming redo and most of the other popular mods do -- the person who creates the new ...
by ThorfinnS
Sat Dec 05, 2020 10:51
Forum: Mod Releases
Topic: [mod] Stripped tree trunks [stripped_tree]
Replies: 18
Views: 1062

Re: [mod] Stripped tree trunks [stripped_tree]

Cool idea. A few things: 1. Can't do anything with the stripped logs. You need to add the recipe for planks. Easiest way I saw while retaining your base code was: ... local trunk_names = { "tree", "jungletree", "aspen_tree", "acacia_tree", "pine_tree"...
by ThorfinnS
Sun Nov 22, 2020 16:43
Forum: WIP Mods
Topic: [Mod] Cucina Vegana
Replies: 35
Views: 4076

Re: [Mod] Cucina Vegana

Oh, ok. Thanks! I did not notice that you had added the option in settingtypes.txt . Not until I took the time to run through the code. If anyone else is running into this, hop over to settings tab, and change the setting within the [cv] mod. [EDIT] Hey, just got to thinking, is there a circumstance...
by ThorfinnS
Thu Nov 19, 2020 21:06
Forum: News
Topic: Minetest Game now in maintenance/bugfix-only mode, no feature PRs accepted
Replies: 51
Views: 6357

Re: Minetest Game now in maintenance/bugfix-only mode, no feature PRs accepted

Freezing it at some point is essential, and this is probably as good a place as any. But "shipping" it without any games at all is a big mistake. If going that route, it would probably be better to have the focus on the game, and the engine is handled in the background, similar to pretty m...
by ThorfinnS
Wed Nov 18, 2020 16:54
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.4] [underch]
Replies: 170
Views: 16769

Re: [mod] 62 underground biomes! [1.1.4] [underch]

I didn't think this would work, because while math.random() returns the same sequence of numbers, unless you play it out exactly the same way, it won't put that series to the same use. So if one starts the game and chops out three leaf blocks, that's the first three random numbers gone to determinin...
by ThorfinnS
Tue Nov 17, 2020 23:28
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.4] [underch]
Replies: 170
Views: 16769

Re: [mod] 62 underground biomes! [1.1.4] [underch]

Mostly they are just flat tops. Sometimes there's stuff sticking through, like you see in the one shot. I've replaced the lava source with sichamine lamp. Won't be quite as easy to see, except at night. But so far we have about 9 man-hours on different games without another lavafall. This last one l...
by ThorfinnS
Tue Nov 17, 2020 20:06
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.4] [underch]
Replies: 170
Views: 16769

Re: [mod] 62 underground biomes! [1.1.4] [underch]

Here's a couple screenshots of different games, one with a view from above, but as you an see, there's a lot of other mods involved in them. I don't know if I'll go back this evening to log into the computer this is on. Might be tomorrow, though if I have time, I'll try. Sorry there's no debug info ...
by ThorfinnS
Tue Nov 17, 2020 16:45
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.4] [underch]
Replies: 170
Views: 16769

Re: [mod] 62 underground biomes! [1.1.4] [underch]

I think I'm standing right on the point near the center of your screenshot, in one shot, looking straight at that island in your lower right corner. [EDIT] Yeah, we are at the same location. That vein of sichamine in both our screenshots is a dead giveaway. [/EDIT] Looking at the three sets of scree...
by ThorfinnS
Tue Nov 17, 2020 15:45
Forum: WIP Mods
Topic: [Mod] Glow Slimes [glow_slimes]
Replies: 8
Views: 432

Re: [Mod] Glow Slimes [glow_slimes]

Irremann suggest you spawn on group:stone not default:stone to be compatible with as many mapgen mods as possible. Terse, sent from phone.
by ThorfinnS
Tue Nov 17, 2020 01:52
Forum: WIP Mods
Topic: [Mod] Glow Slimes [glow_slimes]
Replies: 8
Views: 432

Re: [Mod] Glow Slimes [glow_slimes]

Sure. Main problem is light. Torches are not enough. Meselamps is about it. [abritorch] is 13 brightness, so that's sufficient for the 4 tiles right next to the torch, but not the diagonal. [underch] has things like sichamine lamps that are bright enough. Almost certainly something in the various te...
by ThorfinnS
Mon Nov 16, 2020 18:35
Forum: Modding Discussion
Topic: Player detaches from moving object on occasion.
Replies: 2
Views: 201

Re: Player detaches from moving object on occasion.

Still happens from time to time with default boats, and I suspect ElCeejo has his finger on the problem, though I'm not sure that its from loading the block, but in generating the block. Or maybe all the machines I've tested it on load existing blocks fast enough to not cause the problem. Easiest wa...
by ThorfinnS
Sun Nov 15, 2020 21:03
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.4] [underch]
Replies: 170
Views: 16769

Re: [mod] 62 underground biomes! [1.1.4] [underch]

Screenshot upload not working. My end, probably.

seed = 7452374824015819250

position = -1030, 5.5, -31

[EDIT]
Using fresh clone of [underch], and fresh download of 5.3.0. Minetest game, plus [underch] ONLY.
[/EDIT]
by ThorfinnS
Sat Nov 14, 2020 21:10
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.4] [underch]
Replies: 170
Views: 16769

Re: [mod] 62 underground biomes! [1.1.4] [underch]

Ah, shoot! Lava from the skies again. Not from any of the pyramids for sure, since they aren't even on those machines. Usually quite uncommon, though. Happened after about an hour of running around this time, but it was several days on the other server, and a couple weeks on the other. No, I don't k...
by ThorfinnS
Sat Nov 14, 2020 15:27
Forum: Mod Releases
Topic: [Mod] Ethereal [1.16] [ethereal]
Replies: 348
Views: 112592

Re: [Mod] Ethereal [1.16] [ethereal]

Are the structures replaced with pink unknown blocks? If so, I'd look for a dependency chain issue. Mod a depends on mod b which depends on mod c which depends on mod a. Look at your debug.txt. Stuff like that also happens when some mod throws a warning about an undeclared global. That can be often ...
by ThorfinnS
Fri Nov 13, 2020 17:35
Forum: WIP Mods
Topic: [Mod] Glow Slimes [glow_slimes]
Replies: 8
Views: 432

Re: [Mod] Glow Slimes [glow_slimes]

Farming redo? Thought we tried that, but we'll give it another whirl. Obviously, we already tried minetests default farming.

Which tmw_slimes fork?

It doesnt do much if you use something like underch, which replaces all default:stone.
by ThorfinnS
Wed Nov 11, 2020 22:23
Forum: WIP Mods
Topic: [Mod] Glow Slimes [glow_slimes]
Replies: 8
Views: 432

Re: [Mod] Glow Slimes [glow_slimes]

Cool idea! We are getting this error: 2020-11-09 21:17:28: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'farming' in callback LuaABM::trigger(): ...box\mt\bin\..\games\minetest_game\mods\farming/nodes.lua:186: attempt to index field 'soil' (a nil value) 2020-11-0...
by ThorfinnS
Thu Nov 05, 2020 14:50
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.4] [underch]
Replies: 170
Views: 16769

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

I would think that by far the easiest way to deal with it would be to add your own mod with a craft recipe for turning group:cobble to default:cobble . Ideally, though, that recipe should probably be in [underch] to make it play nicely with everyone else's mods. I'm guessing we didn't run into the p...
by ThorfinnS
Wed Nov 04, 2020 21:39
Forum: Modding Discussion
Topic: Echo Console to File
Replies: 4
Views: 144

Re: Echo Console to File

Sure, that would be fine. How?

When I type /mods, I'm not seeing that echoed in debug.txt. Is there some setting I need to change?
by ThorfinnS
Wed Nov 04, 2020 21:24
Forum: Mod Releases
Topic: [Mod] Bees and beekeeper [2.0] [bees]
Replies: 82
Views: 31024

Re: [Mod] Bees and beekeeper [2.0] [bees]

If you add runs ' temperate rainforest [rainf] from the WIP mods, he's moved most of the trees. The only trees in the grasslands are bamboo. Which chop out extremely easily. [EDIT] Oh, I was thinking [add_trees], not [moretrees]. Looks like we discontinued using [moretrees] July 2019, but didn't not...