Search found 628 matches
- Tue Mar 14, 2023 10:47
- Forum: Mod Releases
- Topic: [Mod] pronouns [1.2.0] [pronouns]
- Replies: 6
- Views: 942
Re: [Mod] pronouns [1.2.0] [pronouns]
Regarding "over-engineering", I think it would be great if this saw wide adoption. I know there are plenty of servers which try to be kid-friendly and might want to implement some chat filters and stuff, and the nametag seems like another obvious place to provide suitable controls. And the...
- Tue Mar 14, 2023 10:37
- Forum: Mod Releases
- Topic: [Mod] pronouns [1.2.0] [pronouns]
- Replies: 6
- Views: 942
Reset/Clear Commands: v1.2.0
Version 1.2.0 includes:
- Added reset-settings and clear-all /pronounsconf subcommands, plus supporing and equivalent API calls.
- Added clearer logic and errors for missing command arguments.
- Minor refactoring and typo fixes.
- Tue Mar 14, 2023 03:01
- Forum: Mod Releases
- Topic: [Mod] pronouns [1.2.0] [pronouns]
- Replies: 6
- Views: 942
Re: [Mod] pronouns [1.1.1] [pronouns]
you add the word "none" as a fake pronoun That seems like a reasonable way to do it, yes. If you type in "/pronounsconf max_length", it returns "Invalid subcommand" which is not true. I guess it might make sense to have that error be a little more specific, true. There...
- Mon Mar 13, 2023 09:03
- Forum: Mod Releases
- Topic: [Mod] pronouns [1.2.0] [pronouns]
- Replies: 6
- Views: 942
Bug Fixes: v1.1.1
Version 1.1.1 has just a small bug fix.
- Fixed small typo due to changed variable (bug if pre-processing hook is set to nil).
- Mon Mar 13, 2023 05:29
- Forum: Mod Releases
- Topic: [Mod] pronouns [1.2.0] [pronouns]
- Replies: 6
- Views: 942
Pronouns Handler Enhancement: v1.1.0
Version 1.1.0 is purely an API enhancement.
- Added ability to set a pronouns handler which completely replaces nametag setting.
- Mon Mar 13, 2023 03:07
- Forum: Mod Releases
- Topic: [Mod] pronouns [1.2.0] [pronouns]
- Replies: 6
- Views: 942
[Mod] pronouns [1.2.0] [pronouns]
This Minetest mod allows player to set displayed and queryable pronouns for themselves. Pronouns appear parenthesized after the player's name in their in-world hovering nametag. Features The mod persists server settings and player pronouns in mod storage. The order of a player's pronouns is preserve...
- Sun Feb 19, 2023 01:16
- Forum: General Discussion
- Topic: What is a grief?
- Replies: 64
- Views: 8917
Re: What is a grief?
I mean, it's in the name, really: playing in a way that specifically causes other people grief (makes them upset). In other words, trying to ruin other people's enjoyment of the platform. That can include all kinds of behaviors, whether or not they would even be acceptable according to (other) rules...
- Mon Jan 08, 2018 06:17
- Forum: Modding Discussion
- Topic: Should NonCommercial licenses be disallowed in Mod Releases?
- Replies: 23
- Views: 3091
Re: Should NonCommercial licenses be disallowed in Mod Relea
Personally I'd have the most problem with NC licenses if the "owner" also concurrently distributes under a commercial license. That's rotten. It's kinda like a "first hit's free; then you gotta pay," model. Otherwise, IMO there should be room for the assertion that one's own work...
- Fri Jan 05, 2018 20:36
- Forum: Modding Discussion
- Topic: Python as a modding language
- Replies: 109
- Views: 14203
Re: Python as a modding language
A little off-topic, but it'd be interesting to see how the cost of crossing the C/Lua boundary with various parameters compares to serializing messages across a pipe (e.g. using CBOR ). The latter could be used to build a modding system which would allow the actual mods to be built in several (poten...
- Fri Jan 05, 2018 07:56
- Forum: Modding Discussion
- Topic: Python as a modding language
- Replies: 109
- Views: 14203
Re: Python as a modding language
Stuff from python I would find useful in Lua are sets and their set operations, like union, differencing, etc. I can't think of anything else specifically. (Note I have not used python that much) There's lots of other cool stuff in Python that can really help: keyword arguments (with dict unpacking...
- Wed Jan 03, 2018 12:33
- Forum: Modding Discussion
- Topic: Python as a modding language
- Replies: 109
- Views: 14203
Re: Python as a modding language
And even if you proved by yourself that even under optimal circumstances the same stuff is slower on Python you still fight for Pythoin to be implemented (what NEVER would happen, and you know that)? Um, no? Under optimal circumstances, ONE benchmark was about 20% slower in Python, when someone was...
- Wed Jan 03, 2018 09:31
- Forum: Modding Discussion
- Topic: Python as a modding language
- Replies: 109
- Views: 14203
Re: Python as a modding language
So in an apples-to-apples comparison Python is about 18% slower (66 seconds vs. 56 seconds) for this particular benchmark. Did you run the python code on multiple cores? If yes, then YOU don't make an apples-to-apples comparison, because you removed the optimization on one language, but leave it to...
- Wed Jan 03, 2018 03:45
- Forum: Modding Discussion
- Topic: Python as a modding language
- Replies: 109
- Views: 14203
Re: Python as a modding language
Eh. I certainly don't expect it'll happen in the actual game, given the history and attitude of the development team. But someone might be interested in doing it in a fork or in a similar project, so it's still pretty useful info.
- Wed Jan 03, 2018 00:26
- Forum: Modding Discussion
- Topic: Python as a modding language
- Replies: 109
- Views: 14203
Re: Python as a modding language
Oh, and the idea that Python constrains your choice of object-orientation is also not true. Python's metaclasses and custom attribute access, for example, make prototyping pretty damned easy if that's what you want to do. At least as easy as hacking other forms of object-orientation into Lua.
- Tue Jan 02, 2018 23:04
- Forum: Modding Discussion
- Topic: Python as a modding language
- Replies: 109
- Views: 14203
Re: Python as a modding language
wow, i didnt know the diff would be that much And I think it is more with "normal" functions because in this example most time is spend in the math functions I randomly picked fannkuch-redux from this benchmark and run it with Lua, LuaJIT and Python3 on an AMD FX6300 hexacore CPU. The Lua...
- Mon Jul 13, 2015 08:36
- Forum: WIP Mods
- Topic: [mod] AdvancedMarket [advanced_market]
- Replies: 19
- Views: 8335
Re: [mod] AdvancedMarket [advanced_market]
Pretty cool. I'd suggest renaming "refreshbuffer" to something more user-centric and more intuitive, and possibly enhancing and breaking it up into smaller functions, with the understanding that the amount of stuff being handled by a user at any one time might grow quite a bit beyond test ...
- Sun Jul 12, 2015 22:52
- Forum: Mod Releases
- Topic: [Mod] Ethereal [1.16] [ethereal]
- Replies: 351
- Views: 142111
Re: [Mod] Ethereal [1.07] [ethereal]
I get the red clay areas, but they are devoid of all vegetation. Plenty of trees in the other areas. Yellow, banana, jungle, normal, charred (or whatever), etc.
- Sat Jul 11, 2015 18:50
- Forum: Mod Releases
- Topic: [Mod] Ethereal [1.16] [ethereal]
- Replies: 351
- Views: 142111
Re: [Mod] Ethereal [1.07] [ethereal]
Yeah. Been generating a few different worlds with mg7 and Ethereal to try to find redwoods. I'm using 0.4.12 at the moment, not a dev version.ExeterDad wrote:Are you using mapgen7?
- Sat Jul 11, 2015 18:22
- Forum: Mod Releases
- Topic: [Mod] Ethereal [1.16] [ethereal]
- Replies: 351
- Views: 142111
Re: [Mod] Ethereal [1.07] [ethereal]
When using Ethereal in my own server, no redwoods seem to spawn (e.g. like they do in Xanadu). I'm having a hard time figuring out why, though. They seem to be enabled in the code like all the other trees....
- Sat Jul 11, 2015 18:14
- Forum: Modding Discussion
- Topic: math problem with portals (velocity & directions)
- Replies: 10
- Views: 1989
Re: math problem with portals (velocity & directions)
What are the xDir, yDir and zDir vectors? They are perpendicular unit vectors that define the portal's local coordinate frame. One points to the portal's side, one points into/out of the portal, and one points in the portal's "up" direction. Wouldn't the vector out of the portal (n⁰) and ...
- Fri Jul 10, 2015 05:17
- Forum: Modding Discussion
- Topic: math problem with portals (velocity & directions)
- Replies: 10
- Views: 1989
Re: math problem with portals (velocity & directions)
They are perpendicular unit vectors that define the portal's local coordinate frame. One points to the portal's side, one points into/out of the portal, and one points in the portal's "up" direction.Hybrid Dog wrote:What are the xDir, yDir and zDir vectors?
- Tue Jul 07, 2015 05:54
- Forum: Modding Discussion
- Topic: math problem with portals (velocity & directions)
- Replies: 10
- Views: 1989
Re: math problem with portals (velocity & directions)
The most general way to do this is to final position and velocity in the entry portal's local coordinate system, where for a "Portal Gun" type system you'd want one of the colored portal's (red or blue) coordinate system to be rotated 180 degrees around the vertical axis when placed, so th...
- Sun Jul 05, 2015 03:38
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571155
Re: Post your modding questions here
Is there a way to test whether a neighbouring node is a member of a particular group? I know how to test the name of the node, but not the groups. minetest.get_item_group(item_name, group_name) returns the group value. You can also get the node definition from the "minetest.regietered_nodes&qu...
- Sun Jul 05, 2015 03:30
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571155
Re: Post your modding questions here
How do you perform an action to a node only when there is an adjacent update? I guess it kind of depends on what you mean by, "an adjacent update." If you mean when anything adjacent changes, it may not be possible (or practical). You might be able to do something limited with minetest.re...
- Sat Jul 04, 2015 21:25
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571155
Re: Post your modding questions here
How do I specify that more than one of the same block must be adjacent in an ABM? I am trying to create a block that detects four meses around it. I don't think you can. So specify that it must have at least one neighbor (as usual), and then in the actual ABM function test for your additional condi...