We are really interested in this. Are you planning to work on it some more?
Thanks!
Search found 313 matches
- Fri Mar 18, 2022 17:55
- Forum: WIP Mods
- Topic: [Mod] Advanced Food Cooking [cooking]
- Replies: 16
- Views: 4493
- Wed Jan 19, 2022 17:07
- Forum: General Discussion
- Topic: Learning resources for a new programmer
- Replies: 8
- Views: 1256
Re: Learning resources for a new programmer
A few things could be happening there... Another possibility is magic. You can sit and stare at [instant_ores] for a long time and not get it. The author's comment is something about it shouldn't work. Don't know about that, but it is not intuitive. Komodo , it depends on where you want to go with ...
- Tue Jan 18, 2022 18:59
- Forum: General Discussion
- Topic: Learning resources for a new programmer
- Replies: 8
- Views: 1256
Re: Learning resources for a new programmer
You already said you like reading others' code. That's the best idea. The trick is figuring out whose code to read. Many of the authors of the highly ranked mods write good code. There are exceptions both directions -- some very good mods with poor coding and some poorly ranked mods with good coding...
- Mon Jan 10, 2022 00:06
- Forum: WIP Mods
- Topic: [Mod] Advanced Food Cooking [cooking]
- Replies: 16
- Views: 4493
Re: [Mod] Advanced Food Cooking [cooking]
It would be cool if eventually there would be a mod that will make it so you need to have a variety of foods each day/week etc etc Vintage Story has a good model for that. https://wiki.vintagestory.at/index.php?title=Satiety Basically, you have hunger bars for fruit, grain, dairy, protein and veget...
- Sun Jan 09, 2022 23:43
- Forum: Modding Discussion
- Topic: Post your mod requests/ideas here
- Replies: 2324
- Views: 443394
Re: Post your mod requests/ideas here
Hanging cooking pots. Campfires that last all night and are very smokey. Chains/poles that can be lowered from the ceiling over a fire and attach the pots to the chain. https://en.wikipedia.org/wiki/Irori EDIT: tatami mats that can be sat/laid on would be nice too. Check out Earthbuild. No it does ...
- Tue Dec 14, 2021 16:06
- Forum: WIP Mods
- Topic: [Mod] Advanced Food Cooking [cooking]
- Replies: 16
- Views: 4493
Re: [Mod] Advanced Food Cooking [cooking]
No, leave things per your vision. Obviously when you add the spoilage rate, stacking toast and jam is going to be different that stacking cobblestone, so there's no point changing that then changing it back. All I was getting at is that we had tried to figure out some advantage to give to prepared f...
- Mon Dec 13, 2021 20:19
- Forum: WIP Mods
- Topic: [Mod] Advanced Food Cooking [cooking]
- Replies: 16
- Views: 4493
Re: [Mod] Advanced Food Cooking [cooking]
I saw you were storing data in the meta. I did not see that the graphic changes based on the meta data. Granted, at the moment, no big deal because the food never spoils. Just wondering if the expectation is that the player is going to be expected to keep track of the food he cooks and make sure he ...
- Mon Dec 13, 2021 14:48
- Forum: WIP Mods
- Topic: [Mod] Advanced Food Cooking [cooking]
- Replies: 16
- Views: 4493
Re: [Mod] Advanced Food Cooking [cooking]
Very nice. What's the plan with foodspoil? Apart from the obvious. I mean, does the 4 have any significance, like a type of spoilage, or a duration, or is it just an arbitrary number for the time being? Cool idea, though I have no idea how you will make it work with all the varied types of bags and ...
- Mon Dec 13, 2021 04:04
- Forum: WIP Mods
- Topic: [ModPack] Cool Trees [cool_trees] (z3)
- Replies: 155
- Views: 31662
Re: [ModPack] Cool Trees [cool_trees] (v4.21)
Thanks! We had noticed that pomegranates were slowly going extinct. Though we had been slowly reworking the idea of saplings completely. Put a sword into the crafting grid with a fruit (or pinecone or whatever) in order to extract seeds, instead of going with leaves dropping saplings. [EDIT] Oh, the...
- Sun Dec 12, 2021 15:29
- Forum: Modding Discussion
- Topic: Post your mod requests/ideas here
- Replies: 2324
- Views: 443394
Re: Post your mod requests/ideas here
I've never touched the main menu, so have no idea what's involved, but... It would be really nice to select the world from the Start Game tab, go to Select Mods, and right click on the mods right in that list to set the world specific settingtypes.txt. (The global settingtypes.txt are still done thr...
- Sun Dec 05, 2021 15:31
- Forum: News
- Topic: [REVERTED!] Debug coordinates will no longer be visible for unprivileged players after 5.4.0
- Replies: 93
- Views: 42735
Re: Debug coordinates will no longer be visible for unprivileged players after 5.4.0
There’s a problem with "not granted by default" tho. Privileges that are granted by default are irrevokable. And this would defeat the whole point of this change. Maybe granting basic_privs by default again will alleviate the concerns. But then we have to figure out how to get rid of the ...
- Sun Nov 28, 2021 18:22
- Forum: News
- Topic: [REVERTED!] Debug coordinates will no longer be visible for unprivileged players after 5.4.0
- Replies: 93
- Views: 42735
Re: Debug coordinates will no longer be visible for unprivileged players after 5.4.0
Right. I fully understand that. But why wouldn't a server command like /disable F5 serve that purpose just as well? Why should the default be, "NO! You are not permitted to submit bug reports!" You are telling me it's a trivial matter to grant the privilege. In what way would revoking the ...
- Thu Nov 25, 2021 23:30
- Forum: News
- Topic: [REVERTED!] Debug coordinates will no longer be visible for unprivileged players after 5.4.0
- Replies: 93
- Views: 42735
Re: Debug coordinates will no longer be visible for unprivileged players after 5.4.0
It's just not as easy as adding a privilege, because if you are just wanting some small aspect of your mod tested, and forget to add that privilege, that's it. So it's not as easy as adding the privilege, because you also have to remember to add the privilege? I'm a bit confused by this stance. Jus...
- Thu Nov 25, 2021 03:55
- Forum: News
- Topic: [REVERTED!] Debug coordinates will no longer be visible for unprivileged players after 5.4.0
- Replies: 93
- Views: 42735
Re: Debug coordinates will no longer be visible for unprivileged players after 5.4.0
It makes perfect sense to disable debug once the game is released. Does it make sense in a game in alpha, though? Even though it's quite common to include the [orienteering] mod in our playtesting, most of the time they never progress far enough to build the map. The testers know what kinds of thing...
- Fri Nov 19, 2021 20:19
- Forum: General Discussion
- Topic: Why should anyone become involved in minetest?
- Replies: 68
- Views: 9288
Re: Why should anyone become involved in minetest?
To be clear when I repeated "minetest sucks" I was being somewhat sarcastic, It doesn't *actually* suck lol. I just stated my problems with it, but I'm not like avidly hating on anything. But if you're reading the modding book in less than 10 minutes, you're not taking it in. The modding ...
- Fri Nov 12, 2021 01:00
- Forum: General Discussion
- Topic: The future of Minetest
- Replies: 55
- Views: 11416
Re: The future of Minetest
Huh. I thought Minecraft had a max of something like 30 million blocks per side, and only 256 (or maybe 255) high. Minetest world is only 65 km on a side. 40 miles. IRL, a three-day hike, maybe two if you are in good shape. That's why I've thought it makes more sense for a pre-industrial world, wher...
- Fri Nov 12, 2021 00:39
- Forum: Mod Releases
- Topic: [mod] 62 underground biomes! [1.2.2] [underch]
- Replies: 201
- Views: 38788
Re: [mod] 62 underground biomes! [1.1.4] [underch]
I love the 62 biomes but can you do something about that freaking lava walls that destroyed my world. It's everywere dude. Apart from it, it's cool. Huh. Could you take a screenshot of /mods ? We used to have that happen, quite a lot, but haven't seen it lately. Maybe I could see what mods we used ...
- Sun Oct 31, 2021 05:29
- Forum: General Discussion
- Topic: Why should anyone become involved in minetest?
- Replies: 68
- Views: 9288
Re: Why should anyone become involved in minetest?
we need games? ok then start making simple, small games that you can get a first release out in about a month. you really think making more silly sub games with no depth is the way foward ? Truth. I mean, I guess you can make any number of games in an engine based on cubes you can mine, craft and p...
- Sat Oct 23, 2021 21:43
- Forum: News
- Topic: [REVERTED!] Debug coordinates will no longer be visible for unprivileged players after 5.4.0
- Replies: 93
- Views: 42735
Re: Debug coordinates will no longer be visible for unprivileged players after 5.4.0
think I'll just bypass the whole thing and add coordinates and pitch/yaw to the HUD, similar to, say, mtimer or hudbars or orienteering or any of the other information mods. That's good thinking. If you need one with coordinates that works out of the box now, there's poshud . That's the one I was l...
- Sat Oct 23, 2021 21:33
- Forum: Mod Releases
- Topic: [Mod] Inventorybags [inventorybags]
- Replies: 38
- Views: 10557
Re: [Mod] Inventorybags [inventorybags]
Anyone do something yet to allow crafting or otherwise producing inventorybags:fabric or inventorybags:yarn if you are not using unified inventory?
- Fri Oct 22, 2021 18:26
- Forum: Modding Discussion
- Topic: Mod Idea: Durability alert
- Replies: 10
- Views: 1188
Re: Mod Idea: Durability alert
It seems then that there isn't an option to just alert using serverside mods. The toolranks mod has it but what if the server owner doesn't want to have tools that get more OP over time? ... Maybe the part in toolranks that alerts can be separated into its own mod? Or just set toolranks_use_multipl...
- Thu Oct 21, 2021 18:35
- Forum: News
- Topic: [REVERTED!] Debug coordinates will no longer be visible for unprivileged players after 5.4.0
- Replies: 93
- Views: 42735
Re: Debug coordinates will no longer be visible for unprivileged players after 5.4.0
OK. How do I do that for the end-user playtesters? Is there one line of code that would grant that privilege to all users on startup? And if so, why not just add the NOT of that line for once it's in production mode? Isn't that the point of what you are trying to accomplish? Add basic_debug to your...
- Wed Oct 20, 2021 19:19
- Forum: News
- Topic: [REVERTED!] Debug coordinates will no longer be visible for unprivileged players after 5.4.0
- Replies: 93
- Views: 42735
Re: Debug coordinates will no longer be visible for unprivileged players after 5.4.0
OK. How do I do that for the end-user playtesters? Is there one line of code that would grant that privilege to all users on startup? And if so, why not just add the NOT of that line for once it's in production mode? Isn't that the point of what you are trying to accomplish?
- Wed Oct 20, 2021 17:41
- Forum: News
- Topic: [REVERTED!] Debug coordinates will no longer be visible for unprivileged players after 5.4.0
- Replies: 93
- Views: 42735
Re: Debug coordinates will no longer be visible for unprivileged players after 5.4.0
Not a huge fan, either. In my case, I'm helping kids learn to code, so when one of the testers comes across something odd, he notes the position and the pointed and whoever wrote that part of the code can investigate. The options seem to be to add that information back into the HUD, which seems to d...
- Mon Oct 18, 2021 16:46
- Forum: WIP Mods
- Topic: [Mod] Backpacks [backpacks]
- Replies: 45
- Views: 11629
Re: [Mod] Backpacks [backpacks]
One of the students added support for Hoppers. (I forget if it was FaceDeer 's (?) or TenPlus1 's fork) so that users were able to just place it on top of a hopper and have it empty. So long as, say, all ores were kept in orange backpacks, just put it on top of the hopper and let it feed into the fu...