Search found 331 matches

by Astrobe
Sat Sep 07, 2019 08:14
Forum: WIP Mods
Topic: [Mod]Smoke [WIP]
Replies: 58
Views: 4983

Re: [Mod]Smoke [WIP]

Version 0.1 is out; see new links in the first post. Changes: - the drawtype of smoke is now "glasslike" to prevent visual glitches. - the move direction of smoke when it cannot go up is now more random. - jitters were added to the smoke node timer, so that they don't update all at once. I...
by Astrobe
Fri Sep 06, 2019 14:41
Forum: WIP Mods
Topic: [Modpack] Self Organizing Systems 0.3.1
Replies: 63
Views: 7079

Re: [Modpack] Self Organizing Systems 0.3.1

Oh, Rnd's trees are close, but not complex enough for my goal. Thanks for the pointer, I'll look into it when I reach that point in the dev. I still think I'll need cell automatons but let's see. EDIT: Actually the code is pretty straightforward. It is just two pages of code! Makes me think about h...
by Astrobe
Fri Sep 06, 2019 12:07
Forum: WIP Mods
Topic: [Modpack] Self Organizing Systems 0.3.1
Replies: 63
Views: 7079

Re: [Modpack] Self Organizing Systems 0.3.1

Rnd's trees ( viewtopic.php?f=9&t=13451 ) might be of interest to you.
by Astrobe
Thu Sep 05, 2019 20:28
Forum: WIP Mods
Topic: [Mod]Smoke [WIP]
Replies: 58
Views: 4983

Re: [Mod]Smoke [WIP]

Astrobe, I wanted to point out dokimi's self-organizing-systems mod. There are some great samples for naturally spreading things. Might make a good logic backend for gases. Shad Yes! This is more or less a descendant of Dokimi's mod - selfrep_doomsday features an ever-expanding poison gas if I reca...
by Astrobe
Thu Sep 05, 2019 19:35
Forum: WIP Mods
Topic: [Mod]Smoke [WIP]
Replies: 58
Views: 4983

Re: [Mod]Smoke [WIP]

I was puzzled how fast the average smoke column height was dropping with the PERSIST parameter. As Minetest is sometimes used as a teaching tool, it would be an interesting chance to teach probabilities. In the next version, I switched that parameter to a decimal value; for instance 0.8 means that a...
by Astrobe
Thu Sep 05, 2019 18:27
Forum: WIP Mods
Topic: [Mod]Smoke [WIP]
Replies: 58
Views: 4983

Re: [Mod]Smoke [WIP]

You know, I'd love it if it interfaced with the hanglider to provide an uplift force where there is smoke. Yeah, I think it’s just for hangglider to look for these nodes and add velocitt accordingly. Will maybe add a little lag to it though. I am a former flight simulation fan, I even did have glid...
by Astrobe
Mon Sep 02, 2019 21:16
Forum: WIP Mods
Topic: [Mod]Smoke [WIP]
Replies: 58
Views: 4983

Re: [Mod]Smoke [WIP]

I think find_node_near can be replaced with something faster since it’s fewer checks to do but maybe I’m wrong. My intuition was that find_node_near is a native function, so it had to be faster that Lua script (even with JIT). But you were actually not incorrect. It is a matter of +15% CPU usage ve...
by Astrobe
Mon Sep 02, 2019 17:02
Forum: WIP Mods
Topic: [Mod]Smoke [WIP]
Replies: 58
Views: 4983

Re: [Mod]Smoke [WIP]

Could you use some sort of timer to generate and disperse smoke nodes over time? The vacuum mod has some nice vacuum nodes that suffocate players while they are in the vaccum of space. The generation is currently done with an ABM in order to make it easy to add more sources (note for instance that ...
by Astrobe
Sun Sep 01, 2019 08:54
Forum: WIP Mods
Topic: [Mod]Smoke [WIP]
Replies: 58
Views: 4983

Re: [Mod]Smoke [WIP]

- Don't let smoke escape to an diagonally available space if otherwise locked in - Create a smoke type that spreads much more horizontally, only going upwards as a last resort I noticed the issue - it is not deliberate, it's just how find_node_near() works. I didn't think too much about it since I ...
by Astrobe
Sat Aug 31, 2019 20:18
Forum: WIP Mods
Topic: [Mod]Smoke [WIP]
Replies: 58
Views: 4983

[Mod]Smoke [WIP]

Full node smoke that moves preferably upwards. The smoke is toxic in addition to not breathable. The sources of smoke are furnaces, flames and lava. Git repo Download (rename the folder to just "smoke") As usual, this is a WIP so don't use that on a live map. Bugs in this mod, due to its n...
by Astrobe
Thu Aug 29, 2019 18:52
Forum: WIP Games
Topic: [Game/server] Minefall
Replies: 8
Views: 2781

Re: [Game/server] Minefall

texmex wrote:It sure looks pretty! I can’t find the server address anywhere though?
The server is up only when I play and does not have a dedicated address. Type "Minefall" in the search field of "join game", or do a ctrl-F on the server list to quickly check if the server is up.
by Astrobe
Wed Aug 28, 2019 09:10
Forum: WIP Games
Topic: [Game/server] Minefall
Replies: 8
Views: 2781

Re: [Game/server] Minefall

A giant wall of text, no screenshots, no links, nothing ... Is there anything you can show or is this just a concept? https://forum.minetest.net/download/file.php?id=19832 This is a picture of the only biome I have added to MTG (this is a modification of the swamp biome found in Farlands). One can ...
by Astrobe
Tue Aug 27, 2019 15:38
Forum: WIP Games
Topic: [Game/server] Minefall
Replies: 8
Views: 2781

Re: [Game/server] Minefall

The game has changed a lot since the first post so I have updated it to reflect the current state of Minefall.
by Astrobe
Sat Aug 24, 2019 10:24
Forum: General Discussion
Topic: Why do I stop the OpenSource ?
Replies: 35
Views: 2440

Re: Why do I stop the OpenSource ?

This really would be solved if the original FOSS software had more visibility. Nobody deliberately uses ads-ridden versions instead of the "clean" version. Ironically, advertisement is what would kill adware forks. I would say instead of looking for and taking down illegal forks, invest yo...
by Astrobe
Thu Aug 22, 2019 18:27
Forum: Modding Discussion
Topic: Realistic water
Replies: 7
Views: 631

Re: Realistic water

USE AT YOUR OWN RISK The code below is a potential world destroyer. Especially if your players can manipulate water source nodes; griefers will have a field day. minetest.register_abm { label="Convert flowing river water into river water sources", nodenames={"default:water_flowing&quo...
by Astrobe
Thu Aug 22, 2019 16:33
Forum: Mod Releases
Topic: [Mod] Pyramids (with treasures) [1.0.2] [tsm_pyramids]
Replies: 34
Views: 7756

Re: [Mod] Pyramids (with Treasurer support) [0.7] [tsm_pyram

And a note to mod writers: do not hesitate to make pyramids big (and fill them with labyrinths!) Generation time is probably the issue. Plus, the bigger the base the more difficult it is to place it; the terrain is not flat, and the "rock table" under the sand is not flat either. You don'...
by Astrobe
Thu Aug 22, 2019 08:34
Forum: WIP Mods
Topic: somewhat terraria-ish Tool Modifiers [tool_modifiers] [v 0.2]
Replies: 32
Views: 1858

Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v

The modifiers are not kept when a tool is bought from SmallJoker's Exchange shop. It's probably not an issue with ctm, more an issue with how the shop works. Might be the case for other trade mods too.
by Astrobe
Wed Aug 21, 2019 12:17
Forum: Feature Discussion
Topic: Ores are waste of HDD
Replies: 28
Views: 2980

Re: Ores are waste of HDD

The problem is that game mechanics and features don't work in isolation. They form a network of interactions. That's why they might make no sense in your game despite the fact they work (as far as I can tell) in my game. Well, if you want a general solution, it needs to work for the default game. A...
by Astrobe
Tue Aug 20, 2019 16:39
Forum: Feature Discussion
Topic: Ores are waste of HDD
Replies: 28
Views: 2980

Re: Ores are waste of HDD

It makes everything above level zero mostly uninteresting, makes people spend most of their time in mines and then they complain that all they see is grey walls and that underground biomes are needed. On the other hand, some people like caves, and without ore down there, you have to come up with an...
by Astrobe
Tue Aug 20, 2019 11:00
Forum: Feature Discussion
Topic: Super Duper Graphics Pack
Replies: 46
Views: 7889

Re: Super Duper Graphics Pack

This has been mentioned here before, a relatively low-effort solution is ReShader (Windows-only), which is a client-side program (so, just for you, not your server) that injects shaders into the game. A bunch are actually working in MT and provide noticeable enhancements.
by Astrobe
Tue Aug 20, 2019 10:51
Forum: Feature Discussion
Topic: [shaders]Bloom + Better Light
Replies: 175
Views: 19701

Re: [shaders]Bloom + Better Light

Follow the "troubleshooting" instructions. They consist in downloading the shaders manually from Github and copy them in the "bin" folder of Minetest.
by Astrobe
Tue Aug 20, 2019 10:27
Forum: Feature Discussion
Topic: Ores are waste of HDD
Replies: 28
Views: 2980

Re: Ores are waste of HDD

This has also been done before, but nobody was interested enough to come up with a good set of rules. The only thing I could think of was the old saw about ferns growing near iron ore, but most people expect iron and better minerals to be deep underground, so that doesn't work well either. That's a...
by Astrobe
Tue Aug 20, 2019 09:59
Forum: Feature Discussion
Topic: BREAKING NEWS: Knockback added!
Replies: 18
Views: 2194

Re: BREAKING NEWS: Knockback added!

Anticheat was the only (but major) issue for such a feature. Many other PRs to accelerate players on certain node types are still held back to not cause false-positives within the anticheat detection. Note that the server (yet) does not calculate player physics to confirm the data. Rather than acce...
by Astrobe
Tue Aug 20, 2019 09:46
Forum: General Discussion
Topic: Why do I stop the OpenSource ?
Replies: 35
Views: 2440

Re: Why do I stop the OpenSource ?

On the other hand, I will continue to contribute to open source projects. Why would I do something so stupid, you may ask? First of all, I've been benefiting from the work of tens of thousands of open source developers for over twenty years now. Almost every piece of software on my many computers i...
by Astrobe
Mon Aug 19, 2019 10:59
Forum: Feature Discussion
Topic: Ores are waste of HDD
Replies: 28
Views: 2980

Re: Ores are waste of HDD

Memory is exponentially growing in capacity and becoming cheaper, this is not a priority concern. Parkinson's law . That's interesting to use Moore's law for a game that inherited its procgen from ancestors (Elite, Roguelikes) that were struggling with hardware limitations. Don't use that argument....