Search found 123 matches

by 0siribix
Sun Oct 22, 2023 20:34
Forum: Problems
Topic: ZSTD Error on Compile
Replies: 3
Views: 901

Re: ZSTD Error on Compile

I got this today on Arch linux. CMake was looking for either ZstdConfig.cmake or zstd-config.cmake. I have /usr/lib/cmake/zstdConfig.cmake so to resolve this I made a symlink

ln -s /usr/lib/cmake/zstd/zstdConfig.cmake /usr/lib/cmake/zstd/ZstdConfig.cmake
by 0siribix
Sat Aug 27, 2022 16:14
Forum: Mod Releases
Topic: [Modpack] TechPack [techpack]
Replies: 176
Views: 59016

Re: [Modpack] TechPack [techpack]

That helps alot. TYVM
by 0siribix
Sat Aug 27, 2022 15:25
Forum: Mod Releases
Topic: [Modpack] TechPack [techpack]
Replies: 176
Views: 59016

Re: [Modpack] TechPack [techpack]

Ok, I did some more digging and the second reference to that pos exists in TemporaryRemovedNodes , [\"4664,21,-1204\"] = {[\"number\"] = \"\", [\"pos\"] = {[\"y\"] = 21, [\"x\"] = 4664, [\"z\"] = -1204}, Also the save file is 739 ...
by 0siribix
Sat Aug 27, 2022 13:38
Forum: Mod Releases
Topic: [Modpack] TechPack [techpack]
Replies: 176
Views: 59016

Re: [Modpack] TechPack [techpack]

The file is generated by Minetest (mod storage). I have no impact to the file structure. I think this can happen when the server crashes due to an out of memory error. What is the file size of "mod_storage/tubelib2"? The file is approx 740 MB When i say structure I mean the variables. The...
by 0siribix
Fri Aug 26, 2022 00:13
Forum: Mod Releases
Topic: [Modpack] TechPack [techpack]
Replies: 176
Views: 59016

Re: [Modpack] TechPack [techpack]

We're having an issue with some corrupted storage data and wonder if you could maybe 1. determine how to prevent it 2. show the best way to recover from it I don't quite understand the structure and usage of number2pos in mod_storage\tubelib I found this ;=(4664,21,-1204); and later in the same save...
by 0siribix
Mon Jun 06, 2022 14:31
Forum: Mod Releases
Topic: [Mod] Petz [DEPRECATED] [petz]
Replies: 1496
Views: 242636

Re: [Mod] Petz [v23.1] [petz]

runs wrote:
Sun Jun 05, 2022 10:05
It is time to improve Petz and create a Z version.

To all users/servers who use Petz and like it:

1. How should Petz be improved?
2. What is wrong with Petz?
3. A request.
Kid friendly version. Breeding without mention of sperm
by 0siribix
Mon May 09, 2022 12:19
Forum: Feature Discussion
Topic: Infinite world size
Replies: 347
Views: 89878

Re: Infinite world size

You will probably want to start your own thread about this - but before you go.. Can I hazard a guess this project will have infinite worlds? What licence will it be under, and what do you think you will do if anybody violates it? We are still in planning phase but design goals include 32-bit coord...
by 0siribix
Mon May 09, 2022 02:06
Forum: Feature Discussion
Topic: Infinite world size
Replies: 347
Views: 89878

Re: Infinite world size

I'm beginning a project with Ronoaldo [Mercurio] to build a server/client in Godot. We have already begun to look at Voxel Tools but haven't decided whether we're going to build from it or use it as a reference. We do not currently plan to try to support communication with MT server or client. We do...
by 0siribix
Fri Apr 29, 2022 22:06
Forum: Mod Releases
Topic: [mod] Draconis [2.0.5] [draconis]
Replies: 131
Views: 54312

Re: [mod] Draconis [1.2.6] [draconis]

My first time installing and on a fresh installed server. Horn crashes the server. I made the following change and it doesn't crash anymore but I haven't been able to confirm it works because I'm still trying to figure out how to use the horn. diff --git a/craftitems.lua b/craftitems.lua index f9b91...
by 0siribix
Thu Apr 14, 2022 00:39
Forum: Mod Releases
Topic: [mod] PaleoTest [2.1.2] [paleotest]
Replies: 106
Views: 26261

Re: [mod] PaleoTest [2.1.2] [paleotest]

@Lars your fix work. Not only for Paleotest. E.G. Petz Yeah, it's a general fix in mob_core. Especially the first bug has the potential to break anything based on mobkit, as it incorrectly overwrites a method in the mobkit namespace. I'll wait a bit, and if there's no reaction on github, I'll produ...
by 0siribix
Wed Apr 13, 2022 23:34
Forum: Feature Discussion
Topic: Infinite world size
Replies: 347
Views: 89878

Re: Infinite world size

I hope that come not. I like godot but it insn't suitable for minetest. Rasons: Godot is an gui-engine and irrlicht not. So the fit not All mods wouldn't work anymore because godot has gdscript and not lua as lang It's a full new game because irrlicht and godot are different egines, extreme differe...
by 0siribix
Wed Apr 13, 2022 13:04
Forum: Feature Discussion
Topic: Infinite world size
Replies: 347
Views: 89878

Re: Infinite world size

core devs decide to close this prs. minetest always will be limited to 64k... There is a positive side to this. I truly believe if the product is superior that people will begin moving to it. Previously you were trying to keep some compatibility, correct? Well now you are free from that limitation ...
by 0siribix
Wed Apr 13, 2022 11:54
Forum: Mod Releases
Topic: [Mod] Petz [DEPRECATED] [petz]
Replies: 1496
Views: 242636

Re: [Mod] Petz [v22.18] [petz]

I don't understand your question. I would like to see these changes. If you prefer, I can fork and create a PR Add settings { name = "peacful_spawn_username", type = "string", split = false, default = "petz_spawn", }, { name = "monster_spawn_username", type =...
by 0siribix
Tue Apr 12, 2022 03:19
Forum: Mod Releases
Topic: [Mod] Petz [DEPRECATED] [petz]
Replies: 1496
Views: 242636

Re: [Mod] Petz [v22.18] [petz]

Request: Allow user named petz_aggro and petz_friendly to bypass protection spawn. I did this with mobs_redo before by checking for mobs_redo user in protection instead of checking protection for "" So maybe add new settings called aggro_spawn_username and friendly_spawn_username with defa...
by 0siribix
Wed Mar 23, 2022 19:50
Forum: Mod Releases
Topic: [Mod] Mgv7 road / bridge / tunnel generator [0.1.5] [pathv7]
Replies: 14
Views: 4687

Re: [Mod] Mgv7 road / bridge / tunnel generator [0.1.5] [pathv7]

Well you got further than I did. I have a world where I moved ground level up to 30500. I tried the following changes but nothing generates that high +local y_offset = 30500 -- Mapgen v7 noises -- 2D noise for base terrain local np_base = { - offset = 4, + offset = y_offset + 4, scale = 70, spread =...
by 0siribix
Wed Mar 23, 2022 14:01
Forum: Modding Discussion
Topic: How to find nodes that haven't loaded yet
Replies: 1
Views: 350

How to find nodes that haven't loaded yet

I'm running into an issue finding nodes if they are in a block that hasn't loaded yet
Is this only possible with a direct DB connection?
by 0siribix
Wed Mar 23, 2022 13:15
Forum: Modding Discussion
Topic: How deep do you like to mine?
Replies: 9
Views: 1636

Re: How deep do you like to mine?

AiTechEye has a Dimensions mod that might give new ideas to this (It did for me)
You aren't limited to a single world that begins at -31000 and stops around +100. You can have layers/dimensions with padding in-between
by 0siribix
Tue Mar 22, 2022 15:52
Forum: Mod Releases
Topic: [Mod] Mgv7 road / bridge / tunnel generator [0.1.5] [pathv7]
Replies: 14
Views: 4687

Re: [Mod] Mgv7 road / bridge / tunnel generator [0.1.5] [pathv7]

Could someone please show how to use this at a different height? I;ve been tinkering and I can't seem to generate anywhere other than 0 ground level. For example, I want to use this on another layer like AiTechEye's Dimensions
by 0siribix
Mon Mar 21, 2022 20:10
Forum: Modding Discussion
Topic: How to code data structures in Lua
Replies: 8
Views: 1119

Re: How to code data structures in Lua

You are correct, I was mistaken about the 'systactic sugar' Corrected my post Lua tables consist of a "list" and "hash" part. The list part contains only subsequent integer keys from 1 to a certain length; the length of the table #table is defined to be any integer key x where ta...
by 0siribix
Mon Mar 21, 2022 19:06
Forum: Modding Discussion
Topic: How to code data structures in Lua
Replies: 8
Views: 1119

Re: How to code data structures in Lua

Please correct me if I'm wrong but I believe #tablename and ipairs() won't work with named indices Meaning the following works local mytable = {"one", "two", "three"} print(#mytable) Output: 3 But the following fails local mytable = {a = "one", b = "two&q...
by 0siribix
Mon Mar 21, 2022 18:42
Forum: Modding Discussion
Topic: [Solved] Get the back of pointed_thing
Replies: 2
Views: 588

Re: [Solved] Get the back of pointed_thing

I haven't tested this but I think pointed_thing.under does what you want
by 0siribix
Mon Feb 28, 2022 15:09
Forum: General Discussion
Topic: At what point do you determine that an entity is more efficient than particles?
Replies: 0
Views: 1287

At what point do you determine that an entity is more efficient than particles?

So I have a rejuvenated inspiration to work on a permissions framework to hopefully replace current protection mods and what I'm looking at right now is how to display visual markers to show the area being modified. I know how to do this with an entity like areas and protector but I wanted to try to...
by 0siribix
Sun Feb 27, 2022 22:38
Forum: Feature Discussion
Topic: Infinite world size
Replies: 347
Views: 89878

Re: Infinite world size

@proller: I think I remember seeing that what you are doing is more of a temp fix or interim thing than a permanent fix? Can you expand on that or correct if I'm wrong?
by 0siribix
Sun Feb 27, 2022 15:16
Forum: General Discussion
Topic: Question about AreaStore(type_name)
Replies: 2
Views: 920

Re: Question about AreaStore(type_name)

yesssssss!
this lua_api is MUCH better than the one I have indexed
much thanks 😁