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.
Search found 585 matches
- Thu Jan 02, 2020 18:16
- Forum: WIP Mods
- Topic: [Mod] Beacons [beacons]
- Replies: 8
- Views: 2920
- 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, ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 &...
- 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.
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.
- 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.
- 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...
- 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...
- 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&...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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!
- 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]
The git link is provided on the ContentDB page:ThorfinnS wrote:git?
https://github.com/ElCeejoYT/grave
- 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 ...
- 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" ;-)
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" ;-)