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Stratum experiment

I got bored quite quickly with ore distribution so I started playing with map generation. I got some funny screenshot with early stage of development (it more like a proof of concept than any other thing). Stratums structre so far : https://forum.minetest.net/download/file.php?mode=view&id=14472...
by Pyrollo
Tue Mar 20, 2018 21:15
 
Forum: Modding Discussion
Topic: Stratum experiment
Replies: 11
Views: 656

Re: New farming

I always feel strange with the default cotton and wheat. These are the only plants in MT that you can find seeds in another plant (!!). I think it would be much better to have a few cotton plants in jungle and a few wheat in plains instead of having to get seeds from grass (like in any other farming...
by Pyrollo
Wed Mar 14, 2018 16:55
 
Forum: Feature Discussion
Topic: New farming
Replies: 2
Views: 404

Re: Problem with sending of PM.

AFAIK it's a protection against some people toxic behavior (banned from forum, keeping creating new accounts to spam members).

It seems that the right to post PM comes after 25 messages or some weeks.
by Pyrollo
Wed Mar 14, 2018 16:39
 
Forum: General Discussion
Topic: Problem with sending of PM.
Replies: 1
Views: 100

Re: Built-in Lua DB Lib ?

SonosFuer wrote:Just curious, Why?


IMO it would be much cleaner to have a good database storage for mod information instead of files (DB is supposed to guarantee data againts corruption, all information in one place...).
by Pyrollo
Wed Mar 14, 2018 12:50
 
Forum: General Discussion
Topic: PLZ ADD Built-in Lua DB Lib TO MT !!!!!!!!!!!!!!!!!!!!!!!!
Replies: 7
Views: 451

Re: Style guide for automated api.txt?

I think it could be good to keep compatible with documentation from source code systems like those ones :

http://lua-users.org/wiki/DocumentingLuaCode
by Pyrollo
Wed Mar 14, 2018 09:16
 
Forum: Modding Discussion
Topic: Style guide for automated api.txt?
Replies: 4
Views: 170

Re: [Server] Linuxworks Next Generation (Lots of trains)

I think the problem comes from the easy ability to teleport to another player. Each of the last times I connected, a player (always the same) teleported to me and played a kind of game that consists in being in front of me whatever I do. As I connect to relax and build, this behavior made your serve...
by Pyrollo
Fri Mar 09, 2018 09:17
 
Forum: Servers
Topic: [Server] LinuxWorks Next Generation (Lots of trains)
Replies: 226
Views: 22269

Re: [Server] Linuxworks Next Generation (Lots of trains)

I'd love to come back on your server but the behavior of some players discouraged me for building anything. It's a pitty because this is a great server.
by Pyrollo
Thu Mar 08, 2018 09:23
 
Forum: Servers
Topic: [Server] LinuxWorks Next Generation (Lots of trains)
Replies: 226
Views: 22269

Re: [Idea] Nicer Looking Formspecs

v-rob wrote:That darn wiki doesn't have it documented! From now on, I will always use lua_api.txt


Please, do not hesitate to update the wiki with your findings in lua_api.txt. This is the best way to get the wiki up to date.
by Pyrollo
Wed Feb 28, 2018 08:43
 
Forum: Feature Discussion
Topic: [Idea] Nicer Looking Formspecs
Replies: 12
Views: 1382

Re: [Mod] Inspire [inspire]

RSLRedstonier wrote:how did you figure the random node?


The answer is here: https://github.com/duane-r/inspire/blob ... ecipes.lua
by Pyrollo
Wed Feb 21, 2018 13:38
 
Forum: WIP Mods
Topic: [Abandoned Mod] Inspire [inspire]
Replies: 8
Views: 1436

Re: [Question] Altering player physic via items

It's even better to use Player Effects Framework (see this forum post).

Player effects handles concurent effects from different mods. If your mod modifies player physics using the API and another mod does this also in the same time, this may lead to unwanted situations.
by Pyrollo
Tue Feb 20, 2018 10:44
 
Forum: Modding Discussion
Topic: [Question] Altering player physic via items
Replies: 8
Views: 362

Re: [Modpack] The Enchantest [enchantest] V1

RSLRedstonier wrote:first of this is a modpack

Ok so please follow modpack guidelines :)

RSLRedstonier wrote:second all the mods in this were written by him

License is very important, it gives the right to other people (you and me) to use the mod.

RSLRedstonier wrote:GitHub isn't a requirement

That's why I said "try to".
by Pyrollo
Tue Feb 13, 2018 13:30
 
Forum: WIP Mods
Topic: old bad magic modpack
Replies: 19
Views: 1174

Re: [Modpack] The Enchantest [enchantest] V1

Hi PolySaken, There is no license mentionned at all in your mod. Without license, you don't grant any legal right to use your mod. Some tips : - Add a license to your work (and more generally, follow the mod development guidelines) - Follow the mod forum posting guidelines (many useful information) ...
by Pyrollo
Tue Feb 13, 2018 09:56
 
Forum: WIP Mods
Topic: old bad magic modpack
Replies: 19
Views: 1174

Re: Multiblock Structures possible?

It wont help much I guess but I remember someone posted here a topic about a mod (kind of framwork / Library) for such structures.
by Pyrollo
Mon Feb 05, 2018 13:54
 
Forum: Modding Discussion
Topic: Multiblock Structures possible?
Replies: 3
Views: 218

Re: Modding Standards

I think you can add settingtypes.txt file to the list:
Settingtypes.txt files contains mods settings displayed in the settings menu.

Settings can be accessed with minetest.setting_get method.

(see http://dev.minetest.net/settingtypes.txt)
by Pyrollo
Mon Feb 05, 2018 09:49
 
Forum: Modding Discussion
Topic: Modding Standards
Replies: 4
Views: 515

Re: [Modpack] Display Modpack [1.0] [display_modpack]

GamingAssociation39 wrote:Can the poster be done using something custom from in game like a pixel art editor?


What do you mean ? Something like free drawing on posters ?

Interesting idea, and technically feasible. I'm wondering what would be gui interface like.
by Pyrollo
Thu Feb 01, 2018 08:41
 
Forum: Mod Releases
Topic: [Modpack] Display Modpack [1.3] [display_modpack]
Replies: 87
Views: 8392

Re: [Modpack] Display Modpack [1.0] [display_modpack]

Oh yes, in order to make the distance change effective, you need to update the entity (by punching on sign).

(Depending on which version, last version today should not need anymore punch on signs to update them)
by Pyrollo
Wed Jan 31, 2018 22:38
 
Forum: Mod Releases
Topic: [Modpack] Display Modpack [1.3] [display_modpack]
Replies: 87
Views: 8392

Re: [Modpack] Display Modpack [1.0] [display_modpack]

BirgitLachner wrote:Hi ... now I had some time to test it. I changed to 0.005 and that seems to be okay. No flickering any more. Thanks!

Thanks ! I'll keep this value.

Have you tried with lower values ? (lower values are better for the impression of text being ON node surface)
by Pyrollo
Fri Jan 26, 2018 16:50
 
Forum: Mod Releases
Topic: [Modpack] Display Modpack [1.3] [display_modpack]
Replies: 87
Views: 8392

Re: [Server] Jungle

I'll have to come back and build !
by Pyrollo
Sun Jan 21, 2018 15:36
 
Forum: Servers
Topic: [Server] Jungle
Replies: 334
Views: 42063

Re: [Modpack] Display Modpack [1.0] [display_modpack]

Added a new variable to centralize entity spacing in display_lib/init.lua : display_lib.entity_spacing = 0.002 You can now adjust it if you have text blinking problems. Higher values makes text further from node surface and small values may cause display problems (actually, did not noticed any probl...
by Pyrollo
Thu Jan 18, 2018 20:51
 
Forum: Mod Releases
Topic: [Modpack] Display Modpack [1.3] [display_modpack]
Replies: 87
Views: 8392

Re: Where should mods go?

AFAIK wiki is correct. Mods can be installed in several places. mintest_game mods are under minetest_game directory and extra mods are under mods directory : minetest/ ├── games/ │ ├── minetest_game/ │ │ └── … (minetest_game mods) ├── mods/ │ └── … (installed extra mods and modpacks) (Its better not...
by Pyrollo
Thu Jan 18, 2018 12:41
 
Forum: Modding Discussion
Topic: Where should mods go?
Replies: 4
Views: 204

Re: Entity based nametags [playertag]

I will also try to dig out the code I used to generate the character set I used this one : make_font_textures.sh It can still be improved. the font should really have license info too Yes and it's hard to find a font : - under a free license (without commercial restriction); - including accentuated...
by Pyrollo
Thu Jan 18, 2018 09:18
 
Forum: WIP Mods
Topic: [Mod] Entity based nametags [playertag]
Replies: 12
Views: 1128

Re: Entity based nametags [playertag]

Interesting use of textures for displaying text :) I'm always interested in such work. I try to make an kind-of advanced library for text management (font_lib in display_modpack). You could use it or I could make your mod using it (pro:less textures, con:dependency to font_lib which is a bit more co...
by Pyrollo
Wed Jan 17, 2018 20:04
 
Forum: WIP Mods
Topic: [Mod] Entity based nametags [playertag]
Replies: 12
Views: 1128

Re: [Mod] Simple Arcs [pkarcs] updated for 0.4.16

To bad for github :(

Could it be possible to have also a 1 node wide arch (like a upside down U).

It would allows to create 1 node wide windows, quite useful for some roman buildings.
by Pyrollo
Wed Jan 17, 2018 12:48
 
Forum: Mod Releases
Topic: [Mod] Simple Arcs [pkarcs] updated for 0.4.16
Replies: 33
Views: 7659

Re: [Modpack] Display Modpack [1.0] [display_modpack]

Hi, This may be caused by entity being too close to node surface. I saw that only during development but not while playing. As it is a rendering problem and I guess it may depend on the client. The space between entity and nodebox is 0.01 node in current version. In display_modpack/signs/common.lua ...
by Pyrollo
Sun Jan 14, 2018 14:02
 
Forum: Mod Releases
Topic: [Modpack] Display Modpack [1.3] [display_modpack]
Replies: 87
Views: 8392

Re: [Modpack] Display Modpack [display_modpack] [1.0]

font_epilepsy mod is a part of Display_modpack which should come with it when you download it. But I noticed that on worlds in which I previously enabled Display_modpack, I had to explicitly enable this new mod in order to be able to use the modpack. I did it using the GUI (local tests). But I'm not...
by Pyrollo
Sat Jan 13, 2018 15:48
 
Forum: Mod Releases
Topic: [Modpack] Display Modpack [1.3] [display_modpack]
Replies: 87
Views: 8392
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