Search found 35 matches
- Wed Jul 26, 2023 13:20
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644881
Re: [Mod] Technic [0.4.16-dev] [technic]
I wanted to make biomes at that depth, so having ores and stone down there would be idiotic. That's not a use case that Technic could, or should attempt to, anticipate and accommodate in its default setup. If you're doing something out of the ordinary line like that, you'll need to make some change...
- Mon Jul 24, 2023 12:33
- Forum: Modding Discussion
- Topic: Flint Stone Walls
- Replies: 6
- Views: 704
Re: Flint Stone Walls
It is definitely less obvious in the mortar around the node boundaries. By making it less regular it is harder to spot. Would you believe it's actually significantly *more* regular? (The more regimented regularity is what allows the stones to be closer to the edges of the textures, without bumping ...
- Sun Jul 23, 2023 23:10
- Forum: Modding Discussion
- Topic: Flint Stone Walls
- Replies: 6
- Views: 704
Re: Flint Stone Walls
As it is, the tiling boundary is far too obvious. Ok, so ignoring for the moment all the myriad *other* ways in which these new temporary experimental textures are even worse than the previous ones (because I did them as quickly as possible in order to see if my idea for this is potentially workabl...
- Sun Jul 23, 2023 12:17
- Forum: Modding Discussion
- Topic: Flint Stone Walls
- Replies: 6
- Views: 704
Re: Flint Stone Walls
As it is, the tiling boundary is far too obvious. Yeah, I noticed that. I thought having the mortar between stones within a block be wider than at the edge of the block would help with that, but either I didn't do a good job of that, or it isn't enough by itself. This wasn't as big a problem with t...
- Sun Jul 23, 2023 02:30
- Forum: Feature Discussion
- Topic: Why don't more games provide custom player character models?
- Replies: 12
- Views: 1850
Re: Why don't more games provide custom player character models?
Honestly, I think most players spend almost all of their time in first person, because the controls are significantly more intuitive that way. So unless you are making YouTube videos of your gameplay or doing a lot more in-game interaction with other players than is usual (other than via in-game cha...
- Sat Jul 22, 2023 21:44
- Forum: General Discussion
- Topic: Post your Buildings(screenshots)
- Replies: 260
- Views: 77682
Re: Post your Buildings(screenshots)
Oh, hmm. I can't fit the Aquataine Municipal Building all in one screenshot, but let me see if I can create two or three screenshots that combine to give you an idea... http://jonadab.jumpingcrab.com/pastebin/1200.png http://jonadab.jumpingcrab.com/pastebin/1201.png http://jonadab.jumpingcrab.com/pa...
- Sat Jul 22, 2023 21:24
- Forum: General Discussion
- Topic: Emigrate from Github
- Replies: 81
- Views: 18157
Re: Emigrate from Github
I think we shouldn't use GitHub for hosting the Minetest source. I think the source *should* be on github if possible, because that is the #1 place where people will look for it. Note, however, that this does not preclude the possibility of the same source also being published elsewhere. There's no...
- Sat Jul 22, 2023 20:34
- Forum: Feature Discussion
- Topic: [original ideas for new tools]
- Replies: 15
- Views: 4391
Re: [original ideas for new tools]
I'd kind of like to see the material a tool is made from, have some of these effects. I've since implemented this in Minefork. Link: https://github.com/tsadok/minefork/tree/master * You do have to use an "appropriate" tool for the node in question, e.g., pick for stone and ores and whatno...
- Sat Jul 22, 2023 19:55
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644881
Re: [Mod] Technic [0.4.16-dev] [technic]
Am i missing something with the quarry? It seems to need a LOT of babysitting. It does have some limitations. Notably, it will not remove lava or anything unbreakable (e.g., chests), and it won't dig below any block that it failed to remove, or any block that you place in in the top part where it h...
- Sat Jul 22, 2023 19:48
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644881
- Sat Jul 22, 2023 19:42
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644881
Re: [Mod] Technic [0.4.16-dev] [technic]
it is pretty useless to keep the ores where one cannot reach. Ores, like everything else, will not actually generate beyond the edges of the world, in any direction, including downward. The code probably specified the lower limit as -31000 because the author was confident that this will generate th...
- Sat Jul 22, 2023 19:21
- Forum: Mod Releases
- Topic: [Modpack] Plantlife [rolling release] [plantlife_modpack]
- Replies: 318
- Views: 201406
Re: [Modpack] Plantlife [rolling release] [plantlife_modpack]
Yeah, anything that defines a bunch of new stuff that happens on worldgen, is going to lag when you load a bunch of never-previously-loaded area. The plantlife stuff is actually not that bad, relatively speaking, though it does manifest the issue. I think dfcaverns is the most extreme example I've e...
- Sat Jul 22, 2023 17:37
- Forum: Modding Discussion
- Topic: Flint Stone Walls
- Replies: 6
- Views: 704
Flint Stone Walls
So I've been thinking that there ought to be some use for larger amounts of flint, than you can realistically ever need for flint and steel. I thought about crafting 8 gravel + 1 flint --> 9 gravel, but that wasn't really satisfying. So I was reading the Wikipedia article on Flint, looking at its (r...
- Sat Aug 28, 2021 03:04
- Forum: WIP Mods
- Topic: Check node group
- Replies: 5
- Views: 2515
Re: Check node group
Is this not possible to do in (mesecons) luacontroller code? I initially tried to do the thing suggested here: if minetest.registered_nodes[stack.name] and minetest.registered_node[stack.name].groups["group:leaves"] and minetest.registered_node[stack.name].groups["group:leaves"] ...
- Mon Aug 23, 2021 22:26
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644881
Re: [Mod] Technic [0.4.16-dev] [technic]
From the documentation: Due to a bug, the side through which outputs are ejected is not consistent: when the machine is rotated one way, the direction of ejection is rotated the other way. Since I'm starting a new world and prefer to have this bug patched going in, before a bunch of infrastructure g...
- Mon Aug 02, 2021 01:19
- Forum: Mod Releases
- Topic: [ModPack][0.0.4] GloopTest Pack! [glooptest]
- Replies: 45
- Views: 27053
Re: [ModPack][0.0.4] GloopTest Pack! [glooptest]
...what are kalite, talinite, arol, and alkalin? They appear to be fantasy ores. A quick Google search suggests that they originated either in a Minetest mod, or in some source sufficiently obscure that it's not indexed and its fantasy materials don't get discussed online much. Personally, I think ...
- Wed May 06, 2020 18:16
- Forum: Mod Releases
- Topic: [Mod] More Trees! [git][moretrees]
- Replies: 432
- Views: 213954
Re: [Mod] More Trees! [git][moretrees]
What I ought to do today, probably, is fiddle around some more with apple tree models. Hmm... http://jonadab.jumpingcrab.com/pastebin/1184.png http://jonadab.jumpingcrab.com/pastebin/1185.png http://jonadab.jumpingcrab.com/pastebin/1187.png http://jonadab.jumpingcrab.com/pastebin/1188.png Hmm. http...
- Sat May 02, 2020 22:05
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2502
- Views: 641603
Re: [Mod] Mobs Redo [1.51] [mobs]
I was playing around with mobs_sidhe, which depends on mobs_redo, and I was getting an error whenever a dwarf miner was around (I think, whenever one attempted to mine a block): AsyncErr: ServerThread::run Lua: Runtime error from mod 'mobs_sidhe' in callback luaentity_Step(): /some_path/mobs_redo/ap...
- Fri May 01, 2020 15:38
- Forum: Mod Releases
- Topic: [Mod] More Trees! [git][moretrees]
- Replies: 432
- Views: 213954
Re: [Mod] More Trees! [git][moretrees]
A willow really should flop over in multiple directions, though, not just one. Also, the existing willow model is pretty good.
What I ought to do today, probably, is fiddle around some more with apple tree models.
What I ought to do today, probably, is fiddle around some more with apple tree models.
- Wed Apr 29, 2020 14:48
- Forum: Mod Releases
- Topic: [Mod] More Trees! [git][moretrees]
- Replies: 432
- Views: 213954
Re: [Mod] More Trees! [git][moretrees]
Hard to say for sure, but I think they look pretty decent; every oak tree I've ever seen was sprawling and all "scraggly" -- so your blue-trunk and yellow-trunk ones look promising. You might thin out the upper branches a little on the yellow ones? The blue model was, at that point, manif...
- Tue Apr 28, 2020 16:18
- Forum: Mod Releases
- Topic: [Mod] More Trees! [git][moretrees]
- Replies: 432
- Views: 213954
Re: [Mod] More Trees! [git][moretrees]
Ok, working on oaks, and I am playing around with several different tree models at once now. Relevant code snippet: http://jonadab.jumpingcrab.com/pastebin/1167.txt To facilitate discussion, I've color-coded the trunks so we can easily tell which model is which in the screenshots: http://jonadab.jum...
- Sun Apr 26, 2020 18:28
- Forum: Mod Releases
- Topic: [Mod] More Trees! [git][moretrees]
- Replies: 432
- Views: 213954
Re: [Mod] More Trees! [git][moretrees]
The apple and oak trees are going to take more time to get right. In addition to a bug that happens about half the time, wherein leaves only appear above and below branches and never beside them, I think my current apple tree model is overcorrected and is now too small, though perhaps (if I can fix ...
- Thu Apr 23, 2020 00:44
- Forum: Mod Releases
- Topic: [Mod] antipest - get rid of that sunflowers [2.1] [antipest]
- Replies: 26
- Views: 5860
Re: [Mod] antipest - get rid of that sunflowers [2.1] [antip
Hmm. Now just to make things fair, someone is going to have to do a mod that gives sunflowers the ability to fight back, by focusing the sun's rays against their enemies like in the Ringworld / Known Space series. During the daytime when the sun is visible and not behind a cloud, for every ten sunfl...
- Wed Apr 22, 2020 13:23
- Forum: Mod Releases
- Topic: [Mod] More Trees! [git][moretrees]
- Replies: 432
- Views: 213954
Re: [Mod] More Trees! [git][moretrees]
The trees all use Minetest's L-system language, a sort of procedural, almost fractal-like thing... From the brief look at it that I took, it doesn't seem easy, yeah. Actually, upon closer inspection, it's not nearly as bad as I first feared. It appears to be based on those old "Turtle graphics...
- Wed Apr 22, 2020 01:01
- Forum: Mod Releases
- Topic: [Mod] More Trees! [git][moretrees]
- Replies: 432
- Views: 213954
Re: [Mod] More Trees! [git][moretrees]
The trees all use Minetest's L-system language, a sort of procedural, almost fractal-like thing. I absolutely suck at using that language, hence RealBadAngel did most of the models. :-) From the brief look at it that I took, it doesn't seem easy, yeah. Palms are kind of a screwy situation, since th...