Search found 585 matches

by Astrobe
Thu Jan 02, 2020 18:16
Forum: WIP Mods
Topic: [Mod] Beacons [beacons]
Replies: 8
Views: 2920

Re: [Mod] Beacons [beacons]

Hmm... I see in the latest MTG that the Dye mod puts its dyes in color_ something groups while this mod expects excolor_something. It seems related to this change.

Try to change "excolor..." to "color..." in this beacons mod.
by Astrobe
Wed Jan 01, 2020 11:30
Forum: Feature Discussion
Topic: Mod configuration options, settingsypes.txt
Replies: 14
Views: 3434

Re: Mod configuration options, settingsypes.txt

As I read it my conclusion is that most of the issues could be solved by making a "settings" mod that would use local storage and offer an API to other mods for settings. That should give us translation support and per-world settings without having to edit files (could still be an option, ...
by Astrobe
Tue Dec 31, 2019 17:20
Forum: WIP Mods
Topic: [Mod]Smoke [WIP]
Replies: 65
Views: 10742

Re: [Mod]Smoke [WIP]

I have volcanoes and magma conduits in my world and the amount of smoke those can produce is a lot, but its still fun because if you are mining underground, it becomes a fun hazard in survival mode to not die from smoke in enclosed spaces. I've also seen some players build houses with furnaces that...
by Astrobe
Sun Dec 29, 2019 11:50
Forum: WIP Mods
Topic: [Mod] Wand of Illumination [wand_of_illumination]
Replies: 4
Views: 1283

Re: [Mod] Wand of Illumination [wand_of_illumination]

Funny, I have a similar wand that creates a brief light where the missile hits. Definitely use node timers for this. It is not more difficult than an ABM. In the wand def, on_place and on_secondary_use are the same functions. It would be nicer to make a single separate local function. In the other u...
by Astrobe
Sat Dec 28, 2019 10:17
Forum: General Discussion
Topic: [Rant] The Minetest-for-education movement is delusional
Replies: 16
Views: 3584

Re: [Rant] The Minetest-for-education movement is delusional

What I get from these interviews is that they don't use Minetest to teach things, they use it to introduce concepts. Minetest is a model of the real world. But as one says, "the map is not the territory". What is a limitation for us players and casual game designers is I think a great oppo...
by Astrobe
Fri Dec 27, 2019 15:33
Forum: General Discussion
Topic: [Rant] The Minetest-for-education movement is delusional
Replies: 16
Views: 3584

Re: [Rant] The Minetest-for-education movement is delusional

Evidence? There's this: https://framinetest.org/en/ And for actual use, I can refer to french teachers experiences ( https://www.youtube.com/watch?v=y73BoR23BfM ): A french teacher of mathematics in middle school says that he uses MT is to train his students at mental calculus and introduce concepts...
by Astrobe
Fri Dec 27, 2019 14:09
Forum: General Discussion
Topic: Veloren Philosophy
Replies: 4
Views: 948

Re: Veloren Philosophy

I think more professional attitude towards the world generation is needed in the first place. Don't use that word - "professional". It is too often used to bullshit people. For one thing, "Professional" qualifies activities people get a living from by being paid - as in "pr...
by Astrobe
Tue Dec 17, 2019 18:28
Forum: Modding Discussion
Topic: Invite-only server policy mod
Replies: 6
Views: 750

Re: Invite-only server policy mod

Regarding the player at the top of the tree, they don't have to be online 24/7: "inviters" would automatically have interact. This something I thought about but did not, indeed, mentioned. New exploit: Create a second account and "invite" them [...] so that you can get 24/7 inte...
by Astrobe
Mon Dec 16, 2019 18:47
Forum: Modding Discussion
Topic: Invite-only server policy mod
Replies: 6
Views: 750

Re: Invite-only server policy mod

Thanks for your perspective, Micheal64K. Regarding the player at the top of the tree, they don't have to be online 24/7: "inviters" would automatically have interact. This something I thought about but did not, indeed, mentioned. The loss of the inviter status if a subtree is detached is i...
by Astrobe
Sun Dec 15, 2019 16:41
Forum: Modding Discussion
Topic: Invite-only server policy mod
Replies: 6
Views: 750

Invite-only server policy mod

I am writing down an idea I've had in mind for a while, but I am not sure it is worth implementing. New players can join but do not have interact privilege by default (*). It has to be granted by someone with the "invite" privilege. When someone invites a new player, the idea is that the &...
by Astrobe
Sun Dec 15, 2019 15:43
Forum: Feature Discussion
Topic: Damage inflicted by speed, not height
Replies: 16
Views: 3028

Re: Damage inflicted by speed, not height

Nitpick: damage should be a function of the kinetic energy, so momentum times speed, or mass times (speed squared).
That said, since fall acceleration does not depend on the mass of the object, MT doesn't currently have (AFAIK) a built-in notion of mass to begin with.
by Astrobe
Fri Dec 13, 2019 13:47
Forum: Feature Discussion
Topic: ABM Optimization
Replies: 8
Views: 2954

Re: ABM Optimization

I think adding a ymin an ymax property (min/max altitude) should also be considered. When applicable this is a win-win: the engine can skip iterations, and the ABM callback doesn't have to perform that check. The real question is how often it is applicable, though.
by Astrobe
Wed Dec 11, 2019 18:45
Forum: Game Discussion
Topic: Fighting mobs
Replies: 3
Views: 2179

Re: Fighting mobs

I actually tried this teleportation idea but gave up on it eventually, because it made the game more difficult than I expected. However, I guess that it depends on the mobs - speed and reach notably, because they determine the reaction time for the player. The teleportation distance is therefore als...
by Astrobe
Thu Dec 05, 2019 18:20
Forum: WIP Mods
Topic: [Mod]Smoke [WIP]
Replies: 65
Views: 10742

Re: [Mod]Smoke [WIP]

One player built chimney with iron bars and is trying to get blocks to pass through bars and trapdoors. Perhaps sometime if it makes sense, you could find some sort of blocks that could be considered as pass-through-able. Nice to hear that this mod is on a server other than mine ;-) This is definit...
by Astrobe
Thu Dec 05, 2019 18:08
Forum: WIP Mods
Topic: Dialogue [Still Concept]
Replies: 10
Views: 1158

Re: Dialogue [Still Concept]

Why specifically XML? I invite you to take a look at the experience of Oolite in the domain of AI, which is similar to what you want to do. They had a "Plist-based" system, which is (AFAIR) a native structure in Objective-C, their implementation language (OXP in Oolite lingo <=> "mod&...
by Astrobe
Sun Dec 01, 2019 10:25
Forum: WIP Mods
Topic: [Mod]Recall mirror [v0.2] (recall_mirror)
Replies: 15
Views: 1462

Re: [Mod]Recall mirror [v0.1] (recall_mirror)

I was too lazy to look into your mod, but it seems to me you could use: local spawnpos =minetest.setting_get_pos("static_spawnpoint") or {x=0,y=0,z=0} ... as a reasonable fallback if the player has no bed. They will be teleported to the spawning point. This is old code that was commented o...
by Astrobe
Mon Nov 25, 2019 17:56
Forum: WIP Mods
Topic: [Mod] Fly-B-Gone! [fly_b_gone]
Replies: 6
Views: 1113

Re: [Mod] Fly-B-Gone! [fly_b_gone]

Mobs can be nodes; imagine a slime monster that is a node that only moves one node at a time. Of course, Mob stands for Mobile, so it's debatable whether fireflies/butterflies are actually mobs, since they are animated and appear to move, but they never actually move from their spot. Actually you c...
by Astrobe
Sun Nov 24, 2019 16:11
Forum: Feature Discussion
Topic: Second dirt_with_snow node [mtg]
Replies: 6
Views: 1301

Re: Second dirt_with_snow node [mtg]

it is a good point worth considering. Currently, a single universal 'dirt with snow' node is used when strictly it should be 'dirt with grass and snow' or 'dirt with coniferous litter and snow' instead. It is a little sloppy. However i still prefer the snowy side extending 75% down and covering the...
by Astrobe
Sat Nov 23, 2019 11:36
Forum: General Discussion
Topic: [Core Developers] Minetest's migration from GitHub
Replies: 20
Views: 2901

Re: [Core Developers] Minetest's migration from GitHub

All moves are bad. Moving away from github is really, really bad. Moving to gitlab is also really, really bad. Not a single move will be a net positive. We already lost developers that no longer could fathom github. There will be developers that won't be able to swallow gitlab, either. Thus, the le...
by Astrobe
Sat Nov 23, 2019 10:25
Forum: WIP Mods
Topic: [Mod]Smoke [WIP]
Replies: 65
Views: 10742

Re: [Mod]Smoke [WIP]

I have pushed a minor update that makes smoke nodes "floodable" (stupid typo in the commit, won't go out of my way to fix it because it probably involves doing things hazardous that one should never do on a public repo), that is they are deleted by water or lava floods. I also have switche...
by Astrobe
Wed Nov 13, 2019 18:04
Forum: WIP Mods
Topic: [Mod]Smoke [WIP]
Replies: 65
Views: 10742

Re: [Mod]Smoke [WIP]

Would it be possible to make it so torches also make smoke? Also while being held? The second request is difficult to do, because one has to place the smoke node above the torch which is not aligned with a node when held by a character; placement would have to be computed smartly so that the node i...
by Astrobe
Sat Nov 02, 2019 11:46
Forum: Mod Releases
Topic: [Abandoned] [Mod] Soft Leaves [0.2.1] [soft_leaves]
Replies: 25
Views: 5349

Re: [Mod] Soft Leaves [0.2.0] [soft_leaves]

TIL about EUPL. Interesting license!
by Astrobe
Fri Oct 25, 2019 16:29
Forum: WIP Mods
Topic: [mod] The Grave [0.2] [grave] (Updated to mobkit!)
Replies: 15
Views: 3260

Re: [mod] The Grave [0.1] [grave]

ThorfinnS wrote:git?
The git link is provided on the ContentDB page:

https://github.com/ElCeejoYT/grave
by Astrobe
Fri Oct 18, 2019 12:30
Forum: WIP Mods
Topic: [Mod]Smoke [WIP]
Replies: 65
Views: 10742

Re: [Mod]Smoke [WIP]

Version 0.3: - introduces a WIND parameter that make smoke blocks randomly move laterally on occasions. This parameter should not be set too high, otherwise it could be a nuisance near furnaces. Contrary to what the parameter name suggests, there's actually no preferred direction. - The lifespan of ...
by Astrobe
Tue Sep 24, 2019 17:41
Forum: WIP Mods
Topic: [Mod] Noclip_Block [noclip_block]
Replies: 6
Views: 1917

Re: [Mod] Noclip_Block [noclip_block]

He asks if you would consider updating it...

This mod is fairly simple and works for me. Did you rename the folder noclip_block0.4-master into noclip_block?

If so, check again, mister "evisager" ;-)