Search found 331 matches

by Astrobe
Sun Feb 02, 2020 18:45
Forum: WIP Mods
Topic: rnd_trees
Replies: 14
Views: 3546

Re: rnd_trees

This mod has always been on my mind since I stumbled upon it. Here is "Aberrant trees", a refinement (or rather, a degeneration) of RND's original mod. I have centralized the tree parameters into a tree structure, which allows to define different tree "models". One can change the...
by Astrobe
Sat Feb 01, 2020 11:49
Forum: Français
Topic: Framinetest, le serveur pédagogique pour l'enseignement !
Replies: 29
Views: 5361

Re: Framinetest, le serveur pédagogique pour l'enseignement

https://www.svtux.fr/svtux/svtuxboxproject/minetest.html aurait besoin d'une seconde passe pour éliminer les fautes ("Pour résum é , Minetest se distingue de son compère par", "les experts me comprendrons" - houuuuuu!), et aussi pour reformuler un peu mieux certaines phrases (&q...
by Astrobe
Fri Jan 31, 2020 20:13
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.55] [mobs]
Replies: 2198
Views: 404134

Re: [Mod] Mobs Redo [1.50] [mobs]

I don't know... Maybe you don't have mobs that only swim in default:water_source or want to avoid default:lava_source... Yet?
by Astrobe
Fri Jan 31, 2020 18:16
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.55] [mobs]
Replies: 2198
Views: 404134

Re: [Mod] Mobs Redo [1.50] [mobs]

The code quality leaves much to be desired … Well, yes but that is currently the best mobs mod we have (in my biased opinion). It often happens with old code bases: they suffered from trial and errors and from the fact that they have to maintain backwards compatibility. And because they were "...
by Astrobe
Tue Jan 28, 2020 17:50
Forum: WIP Mods
Topic: [Mod]Smoke [WIP]
Replies: 58
Views: 4983

Re: [Mod]Smoke [WIP]

I am interested in your findings about that. If it is not usable on servers I should definitely warn people about it. AFAIC I don't have enough simultaneous players to make meaningful tests. It also occurred to me that, when you return to an area after a long time, all timers there will have expired...
by Astrobe
Mon Jan 27, 2020 19:31
Forum: WIP Mods
Topic: [Mod]Rewarding[rewarding]
Replies: 3
Views: 263

Re: [Mod]Rewarding[rewarding]

by Astrobe
Sun Jan 26, 2020 15:17
Forum: Mod Releases
Topic: [Mod] Craft Table [v1.0.0][craft_table]
Replies: 14
Views: 1520

Re: [Mod] Craft Table [v1.0.0][craft_table]

BrunoMine wrote:Are you sure you are not using other mods? And is you using the stable version of 5.1?
I would say that I use fewer mods than average; I have also modified most of them, so I know them pretty well generally speaking. I do use 5.1 stable.
by Astrobe
Sun Jan 26, 2020 12:18
Forum: WIP Mods
Topic: [Mod]Smoke [WIP]
Replies: 58
Views: 4983

Re: [Mod]Smoke [WIP]

BTW, is your server public, FreeGamers? I would like to see those volcanoes.
by Astrobe
Sun Jan 26, 2020 12:01
Forum: WIP Mods
Topic: [mod] Reputation points
Replies: 4
Views: 640

Re: [mod] Reputation points

Version 2.1 available. See first post.
by Astrobe
Sun Jan 26, 2020 11:30
Forum: WIP Mods
Topic: [Mod]Smoke [WIP]
Replies: 58
Views: 4983

Re: [Mod]Smoke [WIP]

I pushed version 0.4.

Opacity and damage per second for both smoke types are now mod constants for easy tuning.

By default, damage is disabled.
by Astrobe
Sun Jan 26, 2020 11:17
Forum: Mod Releases
Topic: [Mod] Craft Table [v1.0.0][craft_table]
Replies: 14
Views: 1520

Re: [Mod] Craft Table [v1.0.0][craft_table]

I confirm there is an issue with the 2x2 in 5.1, using sfinv. FWIW, I disabled it entirely. It allows to make a craft table on the spot, which kind of defeats its purpose. In the same "hard mode survival" spirit, one could consider making the crafting recipe of the table optional too. The ...
by Astrobe
Thu Jan 23, 2020 17:41
Forum: WIP Mods
Topic: What is the color to be used for water in seas
Replies: 6
Views: 395

Re: What is the color to be used for water in seas

All color components are between 0 and 255. For "a", the higher the more opaque. Look for "ColorSpec" in doc/lua_api.txt for more info.
by Astrobe
Wed Jan 22, 2020 17:48
Forum: WIP Mods
Topic: What is the color to be used for water in seas
Replies: 6
Views: 395

Re: What is the color to be used for water in seas

The color of the sea as seen when under water is in the defintion of the default:water_source node: post_effect_color = {a = 103, r = 30, g = 60, b = 90}, I suppose it is close to the color of the texture of the sea (seen from the outside). PS: I think questions about modding belong more to the &quo...
by Astrobe
Sun Jan 19, 2020 17:08
Forum: Feature Discussion
Topic: [original ideas for new tools]
Replies: 12
Views: 1577

Re: [original ideas for new tools]

[Crater Shovel] removes all crumbly nodes in a 4m radius. [Bloodthirsty Sword] gives a chance to heal the wielder when used. [Flying axe] is thrown. Deals damage if it hits an entity/player, drops the node if it hits a choppy node. Returns to player's inventory/hand if it hits. If it hits nothing (...
by Astrobe
Sun Jan 19, 2020 11:03
Forum: Feature Discussion
Topic: The future of Mob/NPC APIs (split from "Hytest")
Replies: 43
Views: 3193

Re: The future of Mob/NPC APIs (split from "Hytest")

Even with rotation, I don't believe rectangle-based colboxes will ever work in a cubic world. A collision radius (so a collision cylinder) could improve things somewhat. Then you can hope to make long/wide entity work nicely by defining them as (articulated?) multi-part entities. But I see MT on Git...
by Astrobe
Sat Jan 18, 2020 17:31
Forum: Feature Discussion
Topic: The future of Mob/NPC APIs (split from "Hytest")
Replies: 43
Views: 3193

Re: The future of Mob/NPC APIs (split from "Hytest")

There's no way to “push” entities by walking into them. The physics of this is problematic if the player also collides with the objects I think that's because the first idea is to have an on_collide callback on entities or players. But Newton's laws tell us that there is not such a things as "...
by Astrobe
Sun Jan 12, 2020 11:43
Forum: Feature Discussion
Topic: Damage inflicted by speed, not height
Replies: 16
Views: 1815

Re: Damage inflicted by speed, not height

Thinking about it, also related: collision detection callback.
by Astrobe
Sun Jan 12, 2020 10:26
Forum: Français
Topic: Minetest sur ipad
Replies: 4
Views: 824

Re: Minetest sur ipad

Reposte ta question sur la partie francophone du forum ; tu auras plus de chances d'obtenir des éléments de réponse.

Mais le mieux serait de poser la question en anglais. Si t'as pas de prof d'anglais sous la main pour traduire la question et les réponses, je peux faire l'interprète.
by Astrobe
Sun Jan 05, 2020 09:15
Forum: WIP Mods
Topic: Wings mod
Replies: 9
Views: 1073

Re: Wings mod

Please copy/paste the relevant error message lines from debug.txt.
by Astrobe
Fri Jan 03, 2020 20:31
Forum: WIP Mods
Topic: Wings mod
Replies: 9
Views: 1073

Re: Wings mod

I got an error on this line: if stack:get_name() ~= name then return end It's is about the "stack" variable. Could I delete that line of code?? Oh, a fellow mod butcher! Well technically you could but you might not like the side effects. Maybe try to provide us with the error message befo...
by Astrobe
Thu Jan 02, 2020 18:25
Forum: Feature Discussion
Topic: Mod configuration options, settingsypes.txt
Replies: 14
Views: 2072

Re: Mod configuration options, settingsypes.txt

In this case, feeding me makes you a troll as well :-)

Now - although it does look like a typical troll question - what makes you think that I am trolling ? Cause it was a genuine inquiry.
by Astrobe
Thu Jan 02, 2020 18:16
Forum: WIP Mods
Topic: [Mod] Beacons [beacons]
Replies: 8
Views: 1310

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: 2072

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: 58
Views: 4983

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: 669

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...