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Re: [Mod] Mobs Redo [1.47] [mobs]

texmex wrote:Instead of fading entities, how about checking for angles where players aren’t looking at the moment and spawn mobs there?


You'd never encounter mobs when only moving forward, which happens while exploring.
by auouymous
Mon Oct 01, 2018 07:59
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.50] [mobs]
Replies: 1831
Views: 308145

Re: [Mod] Node-IO API [node_io] WIP

But can_put_item(side) won't work because it needs pos and node before side. I was being lazy when I wrote "(side)". The pos and node parameters are always required. But shouldn't it be get_inv_size instead of get_item_size? It doesn't give the size of any item. Item API uses "item&q...
by auouymous
Sun Sep 30, 2018 04:29
 
Forum: WIP Mods
Topic: [Mod] Node-IO API [node_io] WIP
Replies: 28
Views: 1805

Re: [Mod] Node-IO API [node_io] WIP

Itemstacks already have count, I don't see a reason to add count as an extra parameter. Performance and querying. Say you have queried an itemstack from the inventory but only want one, so you clone the itemstack and set count to one. The count parameter avoids the need to clone the itemstack. You ...
by auouymous
Fri Sep 28, 2018 22:56
 
Forum: WIP Mods
Topic: [Mod] Node-IO API [node_io] WIP
Replies: 28
Views: 1805

Re: [Mod] Node-IO API [node_io] WIP

Forgot to answer these in my wall of text. In this case it is independent on the rotation of the node. A transfer node only knows about NESWDU and only the inventory node can translate NESWDU to FBLRDU because it might not use a standard facedir. I'll be adding a helper function so an inventory node...
by auouymous
Thu Sep 27, 2018 09:21
 
Forum: WIP Mods
Topic: [Mod] Node-IO API [node_io] WIP
Replies: 28
Views: 1805

Re: [Mod] Node-IO API [node_io] WIP

Thank you! I was already looking into the first two and your feedback has reinforced my decision. The side is a string (NESWDU). Is this more useful than a vector? Should there be a side string or vector that respects the rotation of the node? I don't know. Are there helper functions to make a side ...
by auouymous
Thu Sep 27, 2018 05:57
 
Forum: WIP Mods
Topic: [Mod] Node-IO API [node_io] WIP
Replies: 28
Views: 1805

Re: [Mod] Node-IO API [node_io] WIP

I don't think, this would be a significant slowdown. By the way, is it slower to access from the not array part of a big table compared to of a small one? Does it even make sense adding such convenience functions to call the callbacks? The main table and sub-tables are both hash tables, they only s...
by auouymous
Tue Sep 25, 2018 23:38
 
Forum: WIP Mods
Topic: [Mod] Node-IO API [node_io] WIP
Replies: 28
Views: 1805

Re: [Mod] Node-IO API [node_io] WIP

I've seen an issue with your mod and reported it on github, otherwise I really like the idea. The helper functions now support detached inventories. Have you thought of using one `node_io` table containing all the callbacks in node definition? Do you mean grouping the callbacks in a table instead o...
by auouymous
Tue Sep 25, 2018 01:12
 
Forum: WIP Mods
Topic: [Mod] Node-IO API [node_io] WIP
Replies: 28
Views: 1805

Re: [Server] Xanadu

SwordOfDark wrote:
binshaden wrote:I like that fountain SwordOfDark. Where is it?

-24000, 5, -21647. Enjoy :)


Do any spawn portals get close to that?
by auouymous
Mon Sep 24, 2018 05:45
 
Forum: Servers
Topic: [Server] Xanadu
Replies: 3618
Views: 322245

Re: [Server] Xanadu

she spawns dungeon master inside my home and let that thing kills my npc That is why teleport pads should require destination pads like the teleport_sd mod, or at least check if destination is protected by the same person who placed the teleport pad or owns the protection at teleport pad. Also, are...
by auouymous
Thu Sep 13, 2018 00:57
 
Forum: Servers
Topic: [Server] Xanadu
Replies: 3618
Views: 322245

Re: [Mod] Elepower - A new powerful modpack [elepower]

Though uncontained gas replacing air nodes may highly alter gameplay… It wouldn't replicate like water source nodes. But you might walk into a dark cave full of gas pockets that hurt you. And placing a torch in or adjacent to a gas node might cause it to explode. But I'm not sure if minetest has an...
by auouymous
Fri Aug 31, 2018 22:14
 
Forum: WIP Mods
Topic: [Mod] Elepower - A new powerful modpack [elepower]
Replies: 159
Views: 11083

Re: [Server] Xanadu

tools repair is allowed? Of course it is allowed, my crystal pick has been repaired about 100 times. http://mt.qzx.com/_screenshots/200k_pick.png But I'm not sure why someone would have chests and signs for it. Unless they go through a lot of screwdrivers and picks, and just drop them off in those ...
by auouymous
Thu Aug 30, 2018 22:10
 
Forum: Servers
Topic: [Server] Xanadu
Replies: 3618
Views: 322245

Re: [Mod] Elepower - A new powerful modpack [elepower]

I meant, deuterium and tritium is a gas. How will that work, as a game mechanic? They're virtual fluids that fluid_lib can handle. Fluid transfer nodes will work with transferring them no problem. Just that they cannot be put in tanks or buckets. You should have gases be nodes like liquids. Not sur...
by auouymous
Sat Aug 25, 2018 03:20
 
Forum: WIP Mods
Topic: [Mod] Elepower - A new powerful modpack [elepower]
Replies: 159
Views: 11083

Re: [Mod] Mobs Redo [1.45] [mobs]

auouymous: any blast that destroys a sign will remove text or the itemframe, but the itemframe will drop the item inside. What about a node that can't be dug or blasted (a non-empty chest), and has an item entity in/on it. An explosive mob would destroy that entity because it doesn't check the enti...
by auouymous
Sun Aug 19, 2018 21:31
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.50] [mobs]
Replies: 1831
Views: 308145

Re: [Mod] Mobs Redo [1.45] [mobs]

The entity_physics inside mob_api has been reworked to only deal damage to mobs/entities nearby and drops are still handled by check_for_death() Would an explosive mob destroy the item entity on top of an item stand, assuming the item stand itself doesn't get destroyed? Such entities use immortal a...
by auouymous
Thu Aug 16, 2018 13:33
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.50] [mobs]
Replies: 1831
Views: 308145

Re: [Mod] Pipeworks [git] [pipeworks]

I wrote a pure API over at https://forum.minetest.net/viewtopic.php?t=20624 and would like to help all the inventory and transfer node mods add support for it. Is this something you'd be interested in supporting? The API adds support for default chest and furnace but pipeworks replaces the furnace. ...
by auouymous
Thu Aug 16, 2018 10:40
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 665
Views: 212200

Re: [Mod] Mobs Redo [1.45] [mobs]

Shouldn't the entity_physics function in api.lua check on_blast and immortal like tnt mod? And what about adding knockback like the tnt mod?
by auouymous
Thu Aug 16, 2018 08:52
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.50] [mobs]
Replies: 1831
Views: 308145

Re: [Mod] Node-IO API [node_io] WIP

The API has been fixed and updated. ⋅ The node_io_room_for_* functions return a number upto the value requested instead of a boolean. ⋅ The node_io_room_for_item function now has a count parameter and ignores the count in itemstack. ⋅ New node_io_get_*_stack functions r...
by auouymous
Thu Aug 16, 2018 01:55
 
Forum: WIP Mods
Topic: [Mod] Node-IO API [node_io] WIP
Replies: 28
Views: 1805

Re: [Mod] Node-IO API [node_io] WIP

I am the developer of the up-and-coming mods Elepower , which, among other things, deals with fluid transfer and fluid_lib that deals with fluid inventory nodes. I was given your name on irc and added support for millibuckets after looking at fluid_lib. But I then discovered a small issue with the ...
by auouymous
Sun Aug 12, 2018 22:39
 
Forum: WIP Mods
Topic: [Mod] Node-IO API [node_io] WIP
Replies: 28
Views: 1805

[Mod] Node-IO API [node_io] WIP

This mod attempts to provide a single API for transfer mods (hoppers and pipeworks) to access inventory nodes (chests and furnaces). Any inventory node that supports the API will work with any transfer mod that also supports the API. It provides many utility functions for inventory nodes to implemen...
by auouymous
Tue Aug 07, 2018 09:40
 
Forum: WIP Mods
Topic: [Mod] Node-IO API [node_io] WIP
Replies: 28
Views: 1805

Re: [Server] Xanadu

A single gold ingot in crafting grid produces an unknown item.
by auouymous
Fri Aug 03, 2018 05:07
 
Forum: Servers
Topic: [Server] Xanadu
Replies: 3618
Views: 322245

Re: [Server] Xanadu

Heaven's Gate will definitely open this year I found stonehenge last night by the cliff, and the teleporter at both places. What was Kelena's white building in same area called? now we are still looking for 2 more maintainers for the other two paths. as a maintainer, you have to construct new islan...
by auouymous
Thu Jul 05, 2018 18:57
 
Forum: Servers
Topic: [Server] Xanadu
Replies: 3618
Views: 322245

Re: [Server] Xanadu

firefox wrote:the one in plain sight is in the spawn castle, but no one ever sees it, because it's on the 2nd floor


Ok, so the one in plain sight was one I found, is the tall rectangular stargate at the start of white path one of the five?
by auouymous
Thu Jul 05, 2018 07:24
 
Forum: Servers
Topic: [Server] Xanadu
Replies: 3618
Views: 322245

Re: [Server] Xanadu

currently there are 3 Star Gates: the first is in plain sight, yet no one sees it. the second is hidden under a red curtain. the third is in a cave under a cliff at the ocean. (a wooden sign stands on the cliff, totally not suspicious.) the fourth lays beneath a hedge and the fifth hides behind a d...
by auouymous
Thu Jul 05, 2018 02:32
 
Forum: Servers
Topic: [Server] Xanadu
Replies: 3618
Views: 322245

Re: [Server] Xanadu

One thing I'd expect would be a sign inviting visitors to the player's own constructions, right next to a handy teleporter pad. Including one that leads back to the shop from the target location of course. That is a cool idea for a shop, a little structure in the shop area with a teleporter to a mu...
by auouymous
Sat Jun 30, 2018 00:40
 
Forum: Servers
Topic: [Server] Xanadu
Replies: 3618
Views: 322245

Re: [Server] Xanadu

I and probably many others build just for fun, not for recognition, and building on servers provides motivation to finish and helpful suggestions from others, where as singleplayer doesn't. I'd rather see my builds claimed by someone else than see them slowly decay as new players grief the unclaimed...
by auouymous
Fri Jun 29, 2018 22:29
 
Forum: Servers
Topic: [Server] Xanadu
Replies: 3618
Views: 322245
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