Search found 597 matches

by bell07
Sun Sep 09, 2018 19:55
Forum: Game Releases
Topic: [Game] Wynot Subgame [whynot]
Replies: 67
Views: 16320

Re: [Game] Wynot Subgame [whynot]

The world is playeable on my server without any issues.
Can you pls. upload your debug.txt? In your output I do not see any additional expected info.

Because you have issues with LegendofMinetest I fear something is wrong with your Minetest in general.
by bell07
Sun Sep 09, 2018 17:36
Forum: Game Releases
Topic: [Game] Wynot Subgame [whynot]
Replies: 67
Views: 16320

Re: [Game] Wynot Subgame [whynot]

Thank you for the bug report. I see it is a smart_inventory (my work too) issue but still no idea why it happens. Which Items do you have in your inventory if the issue happens? Can you please open the libs/crecipes.lua file in text browser and add in line 308 between the lines local crecipe = creci...
by bell07
Tue Sep 04, 2018 21:00
Forum: Mod Releases
Topic: [mod] Lighten wielded item [wielded_light]
Replies: 48
Views: 4772

Re: [mod] Lighten wielded item [wielded_light]

Mod Update! Add search for alternative positions if current position is not air, like the newcomer "ilumination" mod does. Played around shininig in water with same logic. Does flacker, in minetest 0.4.17.1, did not tested with Minetest-5.0.0. Not merged to master because of this issues, b...
by bell07
Tue Sep 04, 2018 10:46
Forum: WIP Mods
Topic: [Mod] Universal hand light [illumination]
Replies: 8
Views: 1169

Re: [Mod] Universal hand light [illumination]

Please compare also to my wielded_light mod.

Hm, I see my nod needs your canLight detection oO.
by bell07
Mon Sep 03, 2018 06:03
Forum: WIP Mods
Topic: [Mod] Laptop (WIP) (V. 0.39)
Replies: 239
Views: 21408

Re: [Mod] Laptop (WIP) (V. 0.39)

The Laptop OS does use Nodemeta for data storage and for formspecs. So the OS requires a node to work (=Hardware). To open Nodemeta's formspec without right-click is not possible. But I think you do not need the full framework for your game or concept. What do you need? Just a framework: you can use...
by bell07
Wed Aug 29, 2018 21:15
Forum: WIP Mods
Topic: [mod] TownChest (townchest)
Replies: 16
Views: 4019

Re: [mod] TownChest (townchest)

Thank you! Added to the townchest "preinstalled buildings" ;-)
by bell07
Wed Aug 29, 2018 20:48
Forum: WIP Mods
Topic: [mod] TownChest (townchest)
Replies: 16
Views: 4019

Re: [mod] TownChest (townchest)

Thank you for the positive feedback. ;-) The recipe was a try to get the townchest useable in survival. But still no idea for gameplay, so I commented out the crafting recipe now. About new WE files (mts is supported too) you need have a look to the Share Your WorldEdit Files! You can downoad the fi...
by bell07
Tue Aug 21, 2018 07:05
Forum: WIP Mods
Topic: [modpack]Player API skins enhancements modpack
Replies: 9
Views: 1412

[modpack]Player API skins enhancements modpack

I did some enhancements on player_api for minetest_game, the API should handle player skinning. See https://github.com/minetest/minetest_game/pull/2122 This modpack contains the enhanced API and forks for different skinning related mods, stripped down away from all compadibility hacky to proper API ...
by bell07
Mon Aug 20, 2018 05:26
Forum: Mod Releases
Topic: [Mod] Skinsdb [skinsdb]
Replies: 97
Views: 16477

Re: [Mod] Skinsdb [skinsdb]

The skins updater/grabber scripts are removed all because of incompatible license reasons. New GPL-3 compatible updaters welcome.
by bell07
Tue Jul 31, 2018 22:12
Forum: Mod Releases
Topic: [deleted]
Replies: 33
Views: 5872

Re: [Mod] Vignette - Surprisingly good for immersion [vignet

Download link is broken :-(
by bell07
Tue Jul 31, 2018 21:13
Forum: Mod Releases
Topic: [Mod] simple random houses spawning [basic_houses]
Replies: 24
Views: 4647

Re: [Mod] simple random houses spawning [basic_houses]

After reading some perlin-noise theory I played around pseudo-random numbers to group buildings in villages using this mod. See my fork: https://github.com/bell07/basic_houses @Sokomine, if you like the logic, feel free to take over Removed parameters / counters - basic_houses.houses_wanted_per_mapc...
by bell07
Tue Jul 31, 2018 06:34
Forum: WIP Mods
Topic: [mod] TownChest (townchest)
Replies: 16
Views: 4019

Re: [mod] TownChest (townchest)

Update: The townchest uses the new schemlib plan/persistance manager now. Visible change is after server reboot the "reload" process is away, the NPC's does start directly work after reboot. The files loading and building preparation is faster now. Please update the schemlib and schemlib_b...
by bell07
Tue Jul 31, 2018 06:21
Forum: WIP Mods
Topic: [mod] Schematics utils library [schemlib]
Replies: 9
Views: 1663

Re: [mod] Schematics utils library [schemlib]

I found again some time for schemlib and did some rewrites according my current lua knowledge. The schemlib requires less ressources now. The main change is the internal data was stripped down to be serializeable. New is the plan manager for get WIP plans persistant over reboots. The plan manager ca...
by bell07
Sun Jul 22, 2018 06:05
Forum: Modding Discussion
Topic: How to check if a chunk is generated
Replies: 9
Views: 510

Re: How to check if a chunk is generated

Use the lua voxel manipulator to load and read a node, if it is 'ignore' the area is not yet generated. This check triggers the generation too. And on faster servers the map can be generated between the VoxelManip and get_node. Own nodes is not the solution I am search for. The library should be co...
by bell07
Sat Jul 21, 2018 06:46
Forum: Modding Discussion
Topic: How to check if a chunk is generated
Replies: 9
Views: 510

Re: How to check if a chunk is generated

OK, the mapgen generation is reserved now for building if such deformations are ok (like temples).. Found a way to place the building once without interferring with mapgen. The look to buildin chatcommand "emergeblocks" did the trick. Schemlib code now: local function emergeblocks_callback...
by bell07
Fri Jul 20, 2018 20:15
Forum: Modding Discussion
Topic: How to check if a chunk is generated
Replies: 9
Views: 510

Re: How to check if a chunk is generated

Thank you both for answers. I do not like the low-level access to database beside the API. Ok, now I prepare the work, read the map trough voxel and then check if the work is done. If not, process them on voxel data .. An other question: A building uses default stone and cobble in his structure. But...
by bell07
Thu Jul 19, 2018 14:37
Forum: Client-side modding
Topic: [discussion]Technical notes on how to defeat(*) oredetect
Replies: 94
Views: 11358

Re: [discussion]Technical notes on how to defeat(*) oredetec

When players use xray or ore detection, tunnels towards the ores have certain shapes. I.e. I would dig in a certain direction and then make a turn to tunnel towards the ore. How feasible would it be to detect such movements e.g. by keeping track of the last x amount of nodes before the ore was dug?...
by bell07
Thu Jul 19, 2018 10:32
Forum: Modding Discussion
Topic: forcing"on_generated"to only generate something once(solved)
Replies: 4
Views: 341

Re: How do I force"on_generated"to only generate something o

Please look to the https://dev.minetest.net/VoxelManip methods you need to use. The minetest.set_node() is wrong in on_generated. At the first you check if the call is for the right chunk (If your "pos" is in "minp, maxp area) and then work with mapgen object to replace the one node. ...
by bell07
Thu Jul 19, 2018 09:44
Forum: Modding Discussion
Topic: How to check if a chunk is generated
Replies: 9
Views: 510

Re: How to check if a chunk is generated

As I know the Voxel Manipulator does not return the "ignore". The read_from_map() method always return the merged chunk data. That means the generation is triggered. I just need to check "if". The idea is to enhance my "schemlib" to be able to queue the building structu...
by bell07
Thu Jul 19, 2018 08:00
Forum: Modding Discussion
Topic: How to check if a chunk is generated
Replies: 9
Views: 510

How to check if a chunk is generated

I search for a fast way to check if a chunk is already generated but not loaded, without triggering the generation or loading the chunk.
The minetest.get_node_or_nil() does check only if loaded or not, but I canot distinguish if generated or not.
by bell07
Sun Jul 15, 2018 20:22
Forum: Mod Releases
Topic: [Mod] Smart Inventory [smart_inventory]
Replies: 156
Views: 38904

Re: [Mod] Smart Inventory [smart_inventory]

Stix wrote:
bell07 wrote:The mod.conf is supported since MT-0.4.13 / 2015 ;-)
Then why would it give me errors when i forgot to rename the files? o_O
Some mods still not have the mod.conf. Such mods still needs to be renamed because the folder name is used as mod name in this case oO
by bell07
Sun Jul 15, 2018 19:43
Forum: Mod Releases
Topic: [Mod] Smart Inventory [smart_inventory]
Replies: 156
Views: 38904

Re: [Mod] Smart Inventory [smart_inventory]

The mod.conf is supported since MT-0.4.13 / 2015 ;-)
by bell07
Sun Jul 15, 2018 19:39
Forum: Mod Releases
Topic: [Mod] Cleaner [0.4] [cleaner]
Replies: 10
Views: 3401

Re: [Mod] Cleaner [0.4] [cleaner]

Please use register_lbm with run_at_every_load instead of register_abm to clean nodes. Should use less ressources.
by bell07
Sun Jul 15, 2018 19:33
Forum: Mod Releases
Topic: [Mod] Smart Inventory [smart_inventory]
Replies: 156
Views: 38904

Re: [Mod] Smart Inventory [smart_inventory]

Dont forget to rename the file to smart_inventory!
This should not be necessary anymore. In newer minetest the mod.conf file is used for the mod name at the first.
by bell07
Sun Jul 15, 2018 17:40
Forum: Mod Releases
Topic: [Mod] Smart Inventory [smart_inventory]
Replies: 156
Views: 38904

Re: [Mod] Smart Inventory [smart_inventory]

Your minetest is to old. Please update to the last stable version 0.4.17.1