Search found 44 matches

by Ghaydn
Thu Sep 07, 2023 14:05
Forum: WIP Mods
Topic: [mod] Automated Storage & Retrieval System [asrs]
Replies: 31
Views: 3455

Re: [mod]Automated Storage & Retrieval System [asrs]

Wow, this looks like a worthy alternative to drawers.
Does it (will it) support pipeworks/tubelib ?
by Ghaydn
Thu Sep 07, 2023 13:57
Forum: WIP Mods
Topic: [modpack] Automobiles [automobiles_pck]
Replies: 63
Views: 15775

Re: [modpack] Automobiles [automobiles_pck]

1 - because in all cars I had in real life I never used the brakes to go reverse. Well, RL cars don't use driver's sneaking to go reverse either. Just swap: back (S) for reverse, sneak (shift) for braking. Most games use this layout. Anyways. We recently discussed in our server chat that we need a ...
by Ghaydn
Thu Aug 24, 2023 11:21
Forum: WIP Mods
Topic: [modpack] Automobiles [automobiles_pck]
Replies: 63
Views: 15775

Re: [modpack] Automobiles [automobiles_pck]

Really nice mod. But why the controls are so weird? 1. Moving backward. Why it's SNEAK instead of BACK ? It's non-intuitive and non-conventional. Parking is damaging my brain: I need to press shift to move back and press back to stop moving back. Most games use crouch key for braking and S (in wasd)...
by Ghaydn
Sun Aug 13, 2023 20:25
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1932
Views: 690116

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]

Updated blinker. https://github.com/Ghaydn/misc_minetest_scripts/blob/main/blinker_mega.lua This script can now be used in lua tubes and do simple sorting by item names. For more complex sorting you may want to mix it with sorter functions: https://github.com/Ghaydn/misc_minetest_scripts/blob/main/s...
by Ghaydn
Sun Aug 13, 2023 19:10
Forum: Mod Releases
Topic: [Mod] Tech Age [techage]
Replies: 475
Views: 89892

Re: [Mod] Tech Age [techage]

Idk if this is a bug, or if I just don't know how to do this. But how does one remove water from a boiler. You can add water by punching, but if I want to remove the boiler I can't until the water has been used up. Left click with empty bucket on a boiler. About sand. Since the player gets it so mu...
by Ghaydn
Sun Aug 13, 2023 18:54
Forum: WIP Mods
Topic: [Mod] Plastic block [plastic_block]
Replies: 5
Views: 631

Re: [Mod] Plastic block [plastic_block]

Checked out Technic (from Content DB). Didn't find any plastic blocks there. Tried adding unified dyes, mesecons, digilines - no result.

13.08.2023
FIX: Plastic moreblocks are no longer in "plastic" group, because of which player could craft full-size block using microblock and dye.
by Ghaydn
Sat Aug 12, 2023 21:15
Forum: WIP Mods
Topic: [Mod] Plastic block [plastic_block]
Replies: 5
Views: 631

Re: [Mod] Plastic block [plastic_block]

Technic includes plastic blocks that can be painted with its painter tool. Didn't know that. Last time I played with Technic (quite long ago), there were no such blocks. Currently I'm playing on Techage servers, and there are no plastic blocks either. Thanks for the advice, I definitely should add ...
by Ghaydn
Sat Aug 12, 2023 13:23
Forum: WIP Mods
Topic: [Mod] Plastic block [plastic_block]
Replies: 5
Views: 631

[Mod] Plastic block [plastic_block]

Yet another mod that adds colored plastic blocks. Basic Materials has craftable plastic, but you can't use it for building. This mod fixes such an injustice. If you have an automatic tree farm (which is typical for tech-related gameplay), then you probably have lots, LOTS of leaves that you convert ...
by Ghaydn
Sat Sep 03, 2022 02:12
Forum: Servers
Topic: [Play Now] THE SAMZ SERVER
Replies: 152
Views: 50866

Re: [Play Now] THE SAMZ SERVER

I just got a mini-2b2t experience: 1. Joined the server. Died. Found that spawn was flooded with lava. 2. Made it to escape spawn using a bucket. 3. Found that there's "all-item" chest in my inventory. 4. Cleaned up lava around spawn. Just because I can. 5. Tried to walk around and look fo...
by Ghaydn
Sun Aug 21, 2022 07:55
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1932
Views: 690116

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]

SMART BLINKER on luacontroller Sometimes you need to blink with mese signal, but blinking plant is not enough. Then a luacontroller comes to the rescue. What this script can do: 1. Blink. Not just on/off single port. Any reasonable sequence of every unused port is available. 2. Adjust blink rate. 3...
by Ghaydn
Mon May 16, 2022 21:16
Forum: Game Releases
Topic: [Game] NodeCore
Replies: 28
Views: 17233

Re: [Game] NodeCore

Okay then, in nc_woodwork/rake.lua I found a recipe. nodes = { {match = adze, replace = "air"}, {y = -1, match = modname .. ":staff", replace = "air"}, {x = -1, match = adze, replace = "air"}, {x = 1, match = adze, replace = "air"}, }, Tried to make ...
by Ghaydn
Mon May 16, 2022 10:01
Forum: Game Releases
Topic: [Game] NodeCore
Replies: 28
Views: 17233

Re: [Game] NodeCore

Cannot assemble rake and other simiar recipes on current (01845521-98ea7d1c and 01855801-58a046f4) versions of NC. Minetest 5.5.0. On server NodeCore (RUS) it works fine (01483733-7dc18b3e).
by Ghaydn
Mon Jan 03, 2022 05:36
Forum: Modding Discussion
Topic: Ghaydn's miscellaneous modding questions
Replies: 20
Views: 2317

Re: Ghaydn's miscellaneous modding questions

AFAIK there was no way to get collision detection in LUA before it was added in 5.3. That's sad enough. Not too much, but still sad. Another question. MT automatically generates inventory images if those were not specified on node registration. There is a function "inventorycube" to make ...
by Ghaydn
Sun Dec 26, 2021 11:33
Forum: Modding Discussion
Topic: Ghaydn's miscellaneous modding questions
Replies: 20
Views: 2317

Re: Ghaydn's miscellaneous modding questions

Does anybody know how collision detection worked in old MT (at least 5.2)? For entities, i mean. Because currently it's very easy: we have on_step(self, dtime, moveresult) and this moveresult contents all collisions. In 5.2 there was no moveresult.
by Ghaydn
Fri Dec 24, 2021 14:06
Forum: Mod Releases
Topic: [Mod] i3 [1.16] [i3]
Replies: 174
Views: 47935

Re: [Mod] i3 [1.5.2] [i3]

Is it possible to add "i3.clear_craft" function (for custom craft types)? Why is it needed? Well, a) MT has similar function for default craft types, b) an example: 1. Mod_a adds some api and some recipes for it, 2. Mod_b depends on mod_a, but makes it more hardcore, not all players would ...
by Ghaydn
Thu Dec 23, 2021 21:32
Forum: Mod Releases
Topic: [Mod] i3 [1.16] [i3]
Replies: 174
Views: 47935

Re: [Mod] i3 [1.5.2] [i3]

I don't know, how this works, but this code hangs MT on loading: i3.register_craft_type("workbench", { description = "On a workbench", icon = "workbench.png", }) i3.register_craft({ result = "default:tree", items = { "default:wood", "", --d...
by Ghaydn
Wed Dec 22, 2021 05:13
Forum: Modding Discussion
Topic: Ghaydn's miscellaneous modding questions
Replies: 20
Views: 2317

Re: Ghaydn's miscellaneous modding questions

MisterE wrote:
Mon Dec 20, 2021 11:58
in the onstep, increment the yaw
That might decrease the performance if there will be many such entities. But okay, while they're 2-3, it works fine.
by Ghaydn
Sun Dec 19, 2021 17:55
Forum: Modding Discussion
Topic: Ghaydn's miscellaneous modding questions
Replies: 20
Views: 2317

Re: Ghaydn's miscellaneous modding questions

Is there any way to make an entity that rotates and stops sometimes? I can add a property "automatic_rotate = X" in the node registration, but seems like I cannot stop this automatic rotation after the entity has been spawned. I can register two entities: one is autorotating, second is not...
by Ghaydn
Tue Oct 12, 2021 02:08
Forum: Mod Releases
Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
Replies: 446
Views: 129307

Re: [Mod] Not So Simple Mobs [3.0] [nssm]

On TenPlus1 version Mese Dragon still crashes in mese_dragon.lua, 110: mobs:set_animation("punch1") - attempt to call field 'set_animation' (a nil value).
by Ghaydn
Sun Sep 19, 2021 22:27
Forum: Mod Releases
Topic: [mod] Footprints and trails [0.4] [footprints]
Replies: 21
Views: 4692

Re: [mod] Footprints and trails [0.4] [footprints]

Maybe I have an out-dated version. I didn't upload my version to the contentDB, because a) don't know how, b) I'm not the original author, c) will do it later, when I'll finish my modpack. So, if you downloaded it from the in-game menu, then you indeed have an outdated version. Also, is grass and s...
by Ghaydn
Sat Sep 18, 2021 01:51
Forum: Mod Releases
Topic: [mod] Footprints and trails [0.4] [footprints]
Replies: 21
Views: 4692

Re: [mod] Footprints and trails [0.4] [footprints]

Does any of that fix the issue of blocks under snow layer getting removed? Yes, this bug was fixed. I don't really like the trampling of crops so I turned that off. I've added options to turn off any part of the mod. That was related to slabs, but it was most notably on thin snow, because it lies o...
by Ghaydn
Fri Sep 17, 2021 23:38
Forum: Mod Releases
Topic: [Mod] i3 [1.16] [i3]
Replies: 174
Views: 47935

Re: [Mod] i3 [1.3.3] [i3]

The "techage" modpack does not support i3, it only support unified_inventory. But I more like i3. And here I tried to fix that problem. For that I've made a small mod "micr" that handles crafts and craft types registration in one single call. This is full code: --[[--------------...
by Ghaydn
Sun Aug 22, 2021 09:38
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.31] [ethereal]
Replies: 421
Views: 162529

Re: [MOD] Ethereal NG [1.29] [ethereal]

Is it nessesary that light staff use minetest.swap_node? If not, could you please change it to minetest.set_node? Swapping is a bit overkill, because it doesn't trigger node callbacks, such as on_construct. And, btw, this code will simplify adding new nodes for the light staff: -- Staff of Light (by...
by Ghaydn
Thu Aug 19, 2021 23:52
Forum: Mod Releases
Topic: [mod] Footprints and trails [0.4] [footprints]
Replies: 21
Views: 4692

Re: [mod] Footprints and trails [0.4] [footprints]

I could not leave it like that, undone. So, an update: 1. Added sneak coefficient (configirable, default 0.5). If a player sneaks, then probability to trample nodes will be multiplied by this coefficient. It should be between 0 (no trails at all) and 1 (sneaking will not affect on footprints), but n...
by Ghaydn
Thu Aug 19, 2021 12:07
Forum: Mod Releases
Topic: [mod] Footprints and trails [0.4] [footprints]
Replies: 21
Views: 4692

Re: [mod] Footprints and trails [0.4] [footprints]

I've forked this mod and added some features: 1. Compatibility with Farming Redo, Ethereal, Cool Trees, MoreTrees, NodeCore (new). Didn't make it with MineClone, too complex. 2. Fixed a bug that turned dirt under trampled node into trampled node. Cleaned that part of code (there were weird things). ...