Search found 35 matches

by jonadab
Wed Jul 26, 2023 13:20
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644638

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...
by jonadab
Mon Jul 24, 2023 12:33
Forum: Modding Discussion
Topic: Flint Stone Walls
Replies: 6
Views: 703

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 ...
by jonadab
Sun Jul 23, 2023 23:10
Forum: Modding Discussion
Topic: Flint Stone Walls
Replies: 6
Views: 703

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...
by jonadab
Sun Jul 23, 2023 12:17
Forum: Modding Discussion
Topic: Flint Stone Walls
Replies: 6
Views: 703

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...
by jonadab
Sun Jul 23, 2023 02:30
Forum: Feature Discussion
Topic: Why don't more games provide custom player character models?
Replies: 12
Views: 1848

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...
by jonadab
Sat Jul 22, 2023 21:44
Forum: General Discussion
Topic: Post your Buildings(screenshots)
Replies: 260
Views: 77625

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...
by jonadab
Sat Jul 22, 2023 21:24
Forum: General Discussion
Topic: Emigrate from Github
Replies: 81
Views: 18147

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...
by jonadab
Sat Jul 22, 2023 20:34
Forum: Feature Discussion
Topic: [original ideas for new tools]
Replies: 15
Views: 4385

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...
by jonadab
Sat Jul 22, 2023 19:55
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644638

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...
by jonadab
Sat Jul 22, 2023 19:48
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644638

Re: [Mod] Technic [0.4.16-dev] [technic]

T6C wrote:
Wed Dec 28, 2022 14:24
There are ores that spawn only at y ≤ –30000? I thought the deepest ore was diamond at y ≤ –1024.
I think whole blocks of mese are the thing that starts deepest in default MTG with default settings.
by jonadab
Sat Jul 22, 2023 19:42
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644638

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...
by jonadab
Sat Jul 22, 2023 19:21
Forum: Mod Releases
Topic: [Modpack] Plantlife [rolling release] [plantlife_modpack]
Replies: 318
Views: 201313

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...
by jonadab
Sat Jul 22, 2023 17:37
Forum: Modding Discussion
Topic: Flint Stone Walls
Replies: 6
Views: 703

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...
by jonadab
Sat Aug 28, 2021 03:04
Forum: WIP Mods
Topic: Check node group
Replies: 5
Views: 2514

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"] ...
by jonadab
Mon Aug 23, 2021 22:26
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1612
Views: 644638

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...
by jonadab
Mon Aug 02, 2021 01:19
Forum: Mod Releases
Topic: [ModPack][0.0.4] GloopTest Pack! [glooptest]
Replies: 45
Views: 27044

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 ...
by jonadab
Wed May 06, 2020 18:16
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 432
Views: 213907

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...
by jonadab
Sat May 02, 2020 22:05
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.61] [mobs]
Replies: 2502
Views: 641192

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...
by jonadab
Fri May 01, 2020 15:38
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 432
Views: 213907

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.
by jonadab
Wed Apr 29, 2020 14:48
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 432
Views: 213907

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...
by jonadab
Tue Apr 28, 2020 16:18
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 432
Views: 213907

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...
by jonadab
Sun Apr 26, 2020 18:28
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 432
Views: 213907

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 ...
by jonadab
Thu Apr 23, 2020 00:44
Forum: Mod Releases
Topic: [Mod] antipest - get rid of that sunflowers [2.1] [antipest]
Replies: 26
Views: 5857

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...
by jonadab
Wed Apr 22, 2020 13:23
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 432
Views: 213907

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...
by jonadab
Wed Apr 22, 2020 01:01
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 432
Views: 213907

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...