Search found 52 matches

by TestificateMods
Tue Nov 24, 2020 17:27
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.0.4]
Replies: 72
Views: 3557

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

I had a quick dig through the sailboat mod to try and work out how wind works. I saw it seems to always pick up wind from pos 0,0,0. Oh, yeah, It used to be the same everywhere but not it depends on altitude. So far that is the only dynamic component of it but that may not be true in the future. It...
by TestificateMods
Sun Nov 01, 2020 12:25
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.0.4]
Replies: 72
Views: 3557

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

I mean to say, what does it break or negatively affect? The default weather mod randomizes cloud density based on a biome's worldgen temperature. My mod sets the cloud density based on current local humidity (meaning more clouds during rain for example) as well as cloud color, height, etc. based on...
by TestificateMods
Sat Oct 24, 2020 15:02
Forum: WIP Mods
Topic: [Mod] Scythes & Sickles [sickles] [1.3.1]
Replies: 23
Views: 1063

Re: [Mod] Scythes & Sickles [sickles] [1.3.1]

Thank you so much for this extensive report, ThorfinnS! I will definitely have another look at it and see what I can do to recolve this.
by TestificateMods
Sat Oct 10, 2020 10:48
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.0.4]
Replies: 72
Views: 3557

Re: [Modpack] Regional Weather Bundle [climate] [1.0.3]

For those who don't need translations, edit line 43 of that file to just not pass the string through S() , to get the mod running until it can be properly fixed. Oh. Thanks for letting me know. I was wondering how I could've overlooked something like that. Turns out it only happens in the initializ...
by TestificateMods
Thu Oct 08, 2020 20:41
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.0.4]
Replies: 72
Views: 3557

Re: [Modpack] Regional Weather Bundle [climate] [1.0.3]

I only have a couple days for modding right now but I wanted to address the most common issues. As a consequence, I have uploaded a quick patch to the ContentDB. I have tweaked the noise generator to update less frequently and I have also implemented a simple ceiling check. You can now happily build...
by TestificateMods
Thu Oct 08, 2020 11:47
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.0.4]
Replies: 72
Views: 3557

Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]

The snow accumulation is enough that users can't keep up with it, which is compounded by snow/puddles not melting/drying. Yeah, right now they only melt when it gets warmer again. I can see this causing issues in regions that are consistently cold. I will tweak this so that they melt independent of...
by TestificateMods
Thu Oct 08, 2020 11:32
Forum: WIP Mods
Topic: [Mod] Scythes & Sickles [sickles] [1.3.1]
Replies: 23
Views: 1063

Re: [Mod] Scythes & Sickles [sickles] [1.3.1]

Bugfix Update Some users had issues with harvested crops not regrowing. This is now fixed. Crops will now grow as intended after harvesting a plant with a scythe - no matter whether you are using Minetest Game Farming or Farming Redo. You will need to replace existing crops though. There was a cras...
by TestificateMods
Wed Aug 19, 2020 16:24
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.0.4]
Replies: 72
Views: 3557

Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]

Raycasts seem like they might be useful for the "blow in through the open door" idea (as long as you make sure the ray passes through the bottom half, so that the window doesn't cause an issue). Would a raycast actually pass through an open door? Exactly. I'm not sure about the door but i...
by TestificateMods
Wed Aug 19, 2020 16:07
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.0.4]
Replies: 72
Views: 3557

Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]

How about the other way round? Raycast from cloud level down until you hit something, like a raindrop would do? Then place on top of the node you hit. I guess he's already raycasting from cloud to ground, but raycasts pass through transparent-to-sunlight nodes Sort of. I go by light-level instead o...
by TestificateMods
Wed Aug 19, 2020 16:02
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.0.4]
Replies: 72
Views: 3557

Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]

For puddle/snow accumulation, do your normal raycast and light level checks, but treat them as a "filter". If those checks found a target to land a puddle on, then check a 1x1 column of nodes directly above the puddle's target position, up to say 10m, working upwards from the target. That...
by TestificateMods
Wed Aug 19, 2020 12:29
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.0.4]
Replies: 72
Views: 3557

Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]

I am standing in the area where the roof above has dark blocks and solar panels (as seen in the previous image); rain/snow does not accumulate here, only in the areas where the ceiling/roof is composed only of Bobblocks blocks. That is odd. One thing I know is slightly weird about my mod is that it...
by TestificateMods
Tue Aug 11, 2020 20:37
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.0.4]
Replies: 72
Views: 3557

Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]

How can i change the chance for rain/whatsoever-weather - in my world i am using a 24h day/night-cycle and the "immersion" gets bad if it rains nearly all 20 Minutes or so. You can play around with the base humidity value in the config. If you decrease that then rain will happen less freq...
by TestificateMods
Sat Jun 06, 2020 21:39
Forum: WIP Mods
Topic: [Mod] Skylayer [0.5]
Replies: 27
Views: 3646

Re: [Mod] Skylayer [0.5]

The question is also: What even is the best way to achieve compatibility between muliple mods that change the sky? Constructing a stack of weather effects and applying what is on the top is one way to do it. It works really well for temporal effects that change the sky dramatically. If you have mult...
by TestificateMods
Sat Jun 06, 2020 18:45
Forum: WIP Mods
Topic: [Mod] Handholds Redo [2.0.1] [handholds_redo]
Replies: 5
Views: 538

Re: [Mod] Handholds Redo [2.0.1] [handholds_redo]

voxelproof wrote:
Sat Jun 06, 2020 17:55
BTW can you tell me what is the texture pack you used in the screenshot in the topic's head?
Yes. I use Polygonia (128x edition) for all of my screenshots.
by TestificateMods
Sat Jun 06, 2020 16:51
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.0.4]
Replies: 72
Views: 3557

Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]

Animals from mobs_animals take the puddles as water. They jump to get off of it. Two horses even drowned! At this time puddles make a lot of trouble for me. You can deativate the setting "Make puddles hydrate farmland". The puddles are marked as water for this effect but I expected some c...
by TestificateMods
Sat Jun 06, 2020 16:41
Forum: WIP Mods
Topic: [Mod] Handholds Redo [2.0.1] [handholds_redo]
Replies: 5
Views: 538

Re: [Mod] Handholds Redo [2.0.1] [handholds_redo]

I noticed that you can open chests and doors with a pickaxe again but the changes didn't mentioned that, so thanks for this fix :) You can? I was told about this issue only recently and didn't have the time to test it yet. I didn't do anything about it really :D So, uhm, nice to hear that my refact...
by TestificateMods
Thu Jun 04, 2020 19:41
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.0.4]
Replies: 72
Views: 3557

Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]

After rainstorm in the mountains (IMO super realistic sound, particularly wind, impressive rainfall) at height 100 the environment was covered with puddles. No surprise, but they do not dry when the weather is fine. Yes, that is a bug that's currently happening. You could try to download the recent...
by TestificateMods
Wed Jun 03, 2020 15:14
Forum: WIP Mods
Topic: [Mod] Scythes & Sickles [sickles] [1.3.1]
Replies: 23
Views: 1063

Re: [Mod] Scythes & Sickles [sickles] [1.3.0]

Haven't had the time to look into it yet, but it does things the same way cv does. Which, tbh, is not that bad. I prefer having to fertilize to get plants to grow. Cucina Vegana just adds plants and cooking recipes. My mod just adds tools for harvesting. How plants grow is entirely dependent on the...
by TestificateMods
Mon Jun 01, 2020 19:49
Forum: WIP Mods
Topic: [Mod] Scythes & Sickles [sickles] [1.3.1]
Replies: 23
Views: 1063

Re: [Mod] Scythes & Sickles [sickles] [1.3.0]

How about adding an API so other mods could register their own plants/seeds? The scythes don't need an API. They work for every crop that gets registered in the farming or farming_redo mod. You can simply create new scythes by setting sickles.use_scythe as the event handler for on_use and adding th...
by TestificateMods
Mon Jun 01, 2020 16:48
Forum: WIP Mods
Topic: [Mod] Handholds Redo [2.0.1] [handholds_redo]
Replies: 5
Views: 538

Re: [Mod] Handholds Redo [2.0.0] [handholds_redo]

I just uploaded a huge update. Handholds Redo no longer has a hard dependency on default. Instead, it now supports MineClone2 and Realtest MT5 in addition to Minetest Game. I have also added more optional dependencies. Pickaxes from lavastuff and obsidianstuff can now be used as well. You can also c...
by TestificateMods
Mon Jun 01, 2020 16:46
Forum: WIP Mods
Topic: [Mod] Scythes & Sickles [sickles] [1.3.1]
Replies: 23
Views: 1063

Re: [Mod] Scythes & Sickles [sickles] [1.3.0]

I have added gloopblocks as an optional dependency. If you use that mod then you can now harvest moss from mossy stones, stone bricks, and cobble roads as well. The crafting recipes also use moss instead of grass now.
by TestificateMods
Fri May 29, 2020 19:14
Forum: WIP Mods
Topic: [Mod] Scythes & Sickles [sickles] [1.3.1]
Replies: 23
Views: 1063

Re: [Mod] Scythes & Sickles [sickles] [1.2.0]

There's support for gettext also as far as I know. I just realized that in code of several mods gettext is used for internationalization. Some even change from intllib to gettext. So I guess it has some advantages. More I don't know. Yes. I just found out about minetest.get_translator , so I just u...
by TestificateMods
Fri May 29, 2020 18:58
Forum: WIP Mods
Topic: [Mod] Scythes & Sickles [sickles] [1.3.1]
Replies: 23
Views: 1063

Re: [Mod] Scythes & Sickles [sickles] [1.2.0]

All right. This mod now supports language files. So far, only English and German are supported. But I'm happy to accept any pull requests that add additional languages.
by TestificateMods
Fri May 29, 2020 17:33
Forum: WIP Mods
Topic: [Mod] Scythes & Sickles [sickles] [1.3.1]
Replies: 23
Views: 1063

Re: [Mod] Scythes & Sickles [sickles] [1.1.0]

I just noticed that the steel scythe is called also bronze scythe in inventory. Ah, damn. Thanks a lot for your reports. I was planning to add internationalization support, anyways. So I'm gonna correct this once I understand how intllib works. :D By the way: How do you make this "Nordal wrote...
by TestificateMods
Fri May 29, 2020 14:44
Forum: WIP Mods
Topic: [Mod] Scythes & Sickles [sickles] [1.3.1]
Replies: 23
Views: 1063

Re: [Mod] Scythes & Sickles [sickles] [1.1.0]

Sorry, I use farming_redo by TenPlus1. [...] I would really like to make your mod work. I have updated the mod. It should now properly work with farming_redo. Here is a list of changes: scythes now properly plant first crop stage instead of seeds if farming_redo is used mithril scythe from farming_...