Search found 21 matches

by Odracir
Mon Nov 18, 2019 17:40
Forum: Mod Releases
Topic: [Mod] Tectonic Map Generator 0.3.1 [mg_tectonic]
Replies: 99
Views: 13840

Re: [Mod] Tectonic Map Generator 0.3.1 [mg_tectonic]

More info here : There are a few ways to address this problem: * Upgrade to Lua 5.2. That one has since fixed this issue by treating the input arguments as lua_Number instead. * Switch to LuaJIT which does not have this integer overflow issue. * Patch the Lua 5.1 source yourself with the fix and rec...
by Odracir
Mon Nov 18, 2019 17:21
Forum: Mod Releases
Topic: [Mod] Tectonic Map Generator 0.3.1 [mg_tectonic]
Replies: 99
Views: 13840

Re: [Mod] Tectonic Map Generator 0.3.1 [mg_tectonic]

Seems that you are using a different Lua implementation than Dokimi's or mine. Doing a search found this here : bad argument #2 to 'random' (interval is empty): This means that you're 2nd argument provided is smaller than the first, to fix it, you would have to give it an integer greater than or equ...
by Odracir
Sun Nov 17, 2019 06:43
Forum: Mod Releases
Topic: [Mod] Tectonic Map Generator 0.3.1 [mg_tectonic]
Replies: 99
Views: 13840

Re: [Mod] Tectonic Map Generator 0.3.1 [mg_tectonic]

Short version Some enhancements: * Bye bye 2600 m parachute insertion - Fast new player spawn. * Added chat command /xteleport x,z Needs teleport priv ( /grantme teleport ) Finds ground altitude y, allowing teleport to new locations without arriving hundreds of nodes under or above surface. Map gen...
by Odracir
Tue Nov 12, 2019 21:25
Forum: Mod Releases
Topic: [Mod] Tectonic Map Generator 0.3.1 [mg_tectonic]
Replies: 99
Views: 13840

Re: [Mod] Tectonic Map Generator 0.3.1 [mg_tectonic]

Saw this in init.lua --SINGLENODE minetest.set_mapgen_params({mgname = "singlenode", flags = "nolight"}) --Despite being the up to date method this doesn't work --minetest.set_mapgen_setting("mgname", "singlenode", true) --minetest.set_mapgen_setting("flags", "nolight", true) Seems that this fails d...
by Odracir
Mon Nov 04, 2019 06:46
Forum: Problems
Topic: How farming_redo broke dependencies?
Replies: 5
Views: 470

Re: How farming_redo broke dependencies?

There is a circular dependency problem. The important lines are these: 2019-11-03 16:36:34: ERROR[Main]: mod "farming" has unsatisfied dependencies: "toolranks" 2019-11-03 16:36:34: ERROR[Main]: mod "moreores" has unsatisfied dependencies: "farming" 2019-11-03 16:36:34: ERROR[Main]: mod "toolranks" ...
by Odracir
Fri Nov 01, 2019 20:56
Forum: Mod Releases
Topic: [Mod] Fire Extinguisher [1.01] [fireextinguisher]
Replies: 1
Views: 812

Re: [Mod] Fire Extinguisher [1.01] [fireextinguisher]

No, seems not dangerous.

I think Dopium comment refers to [Mod] Liquid Cleanup Mod [1.13] [liquidclean], from which this was split into a separate mod.

liquidclean can clean (or destroy) water, lava and ice.
by Odracir
Fri Nov 01, 2019 20:42
Forum: Feature Discussion
Topic: ABM Optimization
Replies: 8
Views: 1407

Re: ABM Optimization

Found another thread worth reading [Discussion] Mods performance improvements.

Explains /profiler command and its settings in minetest.conf, and more.

This seems to be different from F6 key profiling, and gives data per mod.
by Odracir
Tue Oct 29, 2019 17:30
Forum: Feature Discussion
Topic: ABM Optimization
Replies: 8
Views: 1407

ABM Optimization

If Im not wrong, ABMs run roughly this way... Stage 1 Every 'abm_interval' (minetest.conf) seconds: 2 For each registered ABM: ( Oh, what a nice mod, I want it.And this too, and this ... -> more, moore, mooore ABMs ) 3 For each active mapblock: ( 27 , or 125 ? per player) 4 If 'catch_up' = true , ev...
by Odracir
Sat Oct 26, 2019 22:18
Forum: Mod Releases
Topic: [Mod] Digtron tunnel boring/building machine [digtron]
Replies: 215
Views: 34646

Re: [Mod] Digtron tunnel boring/building machine [digtron]

Learned that chunksize 3 in my test world is Minetest 0.4.16 Android default, according to https://github.com/minetest/minetest/issues/7550 . This world was created in my phone and moved to PC. In order to raise the chances to reproduce the issue, I believe voxel-manipulating mods could help, for ex...
by Odracir
Sun Oct 20, 2019 17:07
Forum: Mod Releases
Topic: [Mod] Digtron tunnel boring/building machine [digtron]
Replies: 215
Views: 34646

Re: [Mod] Digtron tunnel boring/building machine [digtron]

Found out that "overclocking x5" by changing "cycle_time", from 1.0 to 0.2 in config.lua real effect is to change metadata "period" from 1 to 0, integer, through this: meta:set_int("period", digtron.config.cycle_time) So, this is not "overclocking x5" , this is "maximum possible speed" -------------...
by Odracir
Sat Oct 19, 2019 18:39
Forum: Mod Releases
Topic: [Mod] Digtron tunnel boring/building machine [digtron]
Replies: 215
Views: 34646

Re: [Mod] Digtron tunnel boring/building machine [digtron]

Reliable ? It may depend on environment. First time I experienced this was last spring, with Minetest 0.4.16 Android , Xiaomi Redmi 4A. Hardly could dig 100 nodes downwards without failure. No failure digging a parallel shaft near the last one (already generated ground), and no failure building rail...
by Odracir
Fri Oct 18, 2019 19:58
Forum: Mod Releases
Topic: [Mod] mymasonhammer [mymasonhammer]
Replies: 11
Views: 4147

Re: [Mod] mymasonhammer [mymasonhammer]

Niiice thing, very good digging mimic. I'm researching a bit to make some tool, and like this method. Found a little problem: a definition mismatch - default_material in nodes.lua defines 4 materials - default_material in hammer.lua defines 6 materials (the first 4 + "default:stonebrick" + "default:...
by Odracir
Fri Oct 18, 2019 19:28
Forum: Old Mods
Topic: [Mod] Fire Extingusher [1.00] [fireextinguisher]
Replies: 12
Views: 8026

Re: [Mod] Fire Extingusher [1.00] [fireextinguisher]

Yeah, Github would be better, but don't have Git.
Would have to use a very old version, without critical updates.
Still using Windows XP.

Planning to go Linux.
by Odracir
Fri Oct 18, 2019 19:25
Forum: Old Mods
Topic: [Mod] Fire Extingusher [1.00] [fireextinguisher]
Replies: 12
Views: 8026

Re: [Mod] Fire Extingusher [1.00] [fireextinguisher]

Was told to better open a new thread.
May be nobody reads this until 2025, he, he

So, there it is [Mod] Fire Extinguisher [1.01] [fireextinguisher]
by Odracir
Fri Oct 18, 2019 19:02
Forum: Mod Releases
Topic: [Mod] Fire Extinguisher [1.01] [fireextinguisher]
Replies: 1
Views: 812

[Mod] Fire Extinguisher [1.01] [fireextinguisher]

Found this nice old mod by Bad_Command here https://forum.minetest.net/viewtopic.php?f=11&t=5175 No activity there since 2013, and it crashed due to incompatibility with current fire mod. Made needed changes to bring it back to live. Tested only with Minetest 5.0.1 For convenience, copy of original ...
by Odracir
Fri Oct 18, 2019 17:18
Forum: Old Mods
Topic: [Mod] Fire Extingusher [1.00] [fireextinguisher]
Replies: 12
Views: 8026

Re: [Mod] Fire Extingusher [1.00] [fireextinguisher]

My compatibility update ( works with Minetest 5.0.1 ) fireextinguisher_2019.zip * Main fix: avoid crash fire.on_flame_remove_at(...) -> minetest.sound_play("fire_extinguish_flame" ....) * Modernization: minetest.env:* -> minetest.* * Avoid deprecation warnings tile_images -> tiles * Added mod.conf N...
by Odracir
Wed Oct 16, 2019 18:36
Forum: Mod Releases
Topic: [Mod] Digtron tunnel boring/building machine [digtron]
Replies: 215
Views: 34646

Re: [Mod] Digtron tunnel boring/building machine [digtron]

Digtron corruption solved ? (may be) Tested with minetest-5.0.1-win32 (Windows XP , 32 bits , Pentium III 3.20 Ghz 2 GB RAM, noisy old fragmented HD) Game minetest digtron 0.8 mg_name = flat chunksize = 3 Dont remember have set this, probably mgflat default Simple downwards 1x1 shaft with steel lad...
by Odracir
Mon Oct 07, 2019 20:21
Forum: Mod Releases
Topic: [Mod] Army Stuff!!! [0.2] [army]
Replies: 38
Views: 18462

Re: [Mod] Army Stuff!!! [0.2] [army]

To enable rotation of the "Bare Lightbulb" (currently only looks good for ceiling), edit the file light.lua this way:

Code: Select all

minetest.register_node("army:light",{
	.....
	paramtype = "light",
	paramtype2 = "facedir", -- <-- Add this line
	node_box = {
	....
})
And rotate using screwdriver right-click
by Odracir
Thu Sep 19, 2019 01:51
Forum: Mod Releases
Topic: [Mod] Tectonic Map Generator 0.3.1 [mg_tectonic]
Replies: 99
Views: 13840

Re: [Mod] Tectonic Map Generator 0.3 [mg_tectonic]

You could bundle the mapgen with some helper mods. The wide ranges and hard to find ore distribution change normal gameplay. I found a huge copper blob, but still not iron.Would need a copper bucket. Some kind of travel helper mods would be useful, for example: - stairpick (carves stairs directly on...
by Odracir
Thu Sep 19, 2019 01:25
Forum: Mod Releases
Topic: [Mod] Tectonic Map Generator 0.3.1 [mg_tectonic]
Replies: 99
Views: 13840

Re: [Mod] Tectonic Map Generator [mg_tectonic]

A few comments have gone missing here after forum crash: ... ...Main point though... 0.2 is very close to release!!! (I think I've dealt with the worst of the bugs... this map is very hard to test though... so big!) Only one thing is really stopping me from releasing 0.2 at the moment: a bug with t...