Search found 219 matches

by Piezo_
Fri Mar 01, 2019 01:07
Forum: WIP Mods
Topic: [mod] Minetest Systemd (API) [minetest_systemd]
Replies: 38
Views: 4391

Re: [mod] Minetest Systemd (API) [minetest_systemd]

Also avoid optional dependency. If you are able to optionally depend on this mod, you never needed it to begin with. Sometimes mods can support minetest_systemd's fetures (i.e. reloadability, physicsctl integration, etc.) without depending on it. From what your main argument seems to be (that this ...
by Piezo_
Mon Feb 25, 2019 21:08
Forum: Servers
Topic: [Server] The Testing Grounds (no longer active)
Replies: 37
Views: 3278

Re: [Server] The Testing Grounds

If anyone was curious about the distance between the spawn area and the four wilderness towers.
Yes, they're uneven.

No, I'm not going to fly out 1000 nodes and re-build the entire east tower just for OCD's sake. I'm not THAT crazy.
screenshot_20190127_193211.png
(62.34 KiB) Not downloaded yet
by Piezo_
Mon Feb 25, 2019 08:38
Forum: Servers
Topic: [Server] The Testing Grounds (no longer active)
Replies: 37
Views: 3278

Re: [Server] The Testing Grounds

Update A decent amount of media was added in this update, expect a slightly longer than usual login Added natural ambiance per a heavily simplified/optimized version of the "ambience" mod There are now two more outfits, several more accessories, and one new hairstyle for character skins. ...
by Piezo_
Mon Feb 25, 2019 08:30
Forum: Feature Discussion
Topic: Some item/node groups I would like to see made more standard
Replies: 17
Views: 1578

Re: Some item/node groups I would like to see made more stan

I'll have to go through my server and all of my mods to rename the groups, probably later this week, but I've edited the original post with the suggestions taken into account.
by Piezo_
Mon Feb 25, 2019 01:32
Forum: Mod Releases
Topic: [Mod] Other Worlds [other_worlds]
Replies: 67
Views: 14030

Re: [Mod] Other Worlds [other_worlds]

GreenDimond wrote:Server?
There's also my survival server which runs a whole heap of mods (some experimental, most of them tweaked/changed for best gameplay) including this one.
by Piezo_
Fri Feb 22, 2019 18:28
Forum: General Discussion
Topic: How long are complex textures stored in memory?
Replies: 6
Views: 422

Re: How long are complex textures stored in memory?

Generated textures are stored on the client only, so are stored until the client disconnects. The only way a server restart affects this is because a server restart will disconnect all clients This is something I'd like to see fixed, ie: more intelligent caching and garbage collection If they're on...
by Piezo_
Fri Feb 22, 2019 10:06
Forum: General Discussion
Topic: How long are complex textures stored in memory?
Replies: 6
Views: 422

Re: How long are complex textures stored in memory?

Pyrollo wrote:That's an excellent question. It could be interesting to know for all the signs libs that potentially generates loads of textures.
Oh, crap. I was just thinking about character_creator and banners.

Signs are a whole new level.
by Piezo_
Fri Feb 22, 2019 08:02
Forum: General Discussion
Topic: How long are complex textures stored in memory?
Replies: 6
Views: 422

How long are complex textures stored in memory?

How long are texture combinations stored in memory? For example, let's say someone's character skin consists of a texture string which combines several colorized and uncolorized layers, with thousands of possibilities. Is every result stored in memory indefinitely once it is rendered, or does it rem...
by Piezo_
Fri Feb 22, 2019 06:57
Forum: WIP Mods
Topic: [Mod] Better Nametags [better_nametags]
Replies: 23
Views: 2443

Re: [Mod] Better Nametags [better_nametags]

Update A not-so-small update to the first mod I ever made, the mod no longer uses the clunky entity hack, fixing a whole heap of bugs. There's finally a reason for /players to exist now: It shows players' nametags instead of just their names. Also, the screenshot has been updated, and you can find ...
by Piezo_
Fri Feb 15, 2019 07:33
Forum: Servers
Topic: [Server] The Testing Grounds (no longer active)
Replies: 37
Views: 3278

Re: [Server] The Testing Grounds

Update I am glad to announce that I have fixed the random crashes (50% of which were segmentation faults, of all things) caused by the meshnode mod's aircrafts (particularly larger ones). This was not fun, but it's over. Now, I'm going to catch my breath, watch some anime, and probably go to bed. H...
by Piezo_
Thu Feb 14, 2019 18:37
Forum: WIP Mods
Topic: [Mod] Wells, Rainbarrels, Non-Apocalyptic Water [rainbarrel]
Replies: 6
Views: 1153

Re: [Mod] Wells, Rainbarrels, Non-Apocalyptic Water [rainbar

You can even walk on unloaded areas and land on them without fall damage what makes it possible to fall thousands and thousands of nodes deep without dying because you land on unloaded areas every few nodes when falling fast enough. I've been accused of fly-hacking when this happened to me at the a...
by Piezo_
Thu Feb 14, 2019 07:37
Forum: WIP Mods
Topic: [Mod] Wells, Rainbarrels, Non-Apocalyptic Water [rainbarrel]
Replies: 6
Views: 1153

Re: [Mod] Wells, Rainbarrels, Non-Apocalyptic Water [rainbar

Just make it high enough above so the actual creation is unloaded, then drop the lava and wait until it spreads on top of the unloaded area then go down to make it load to cover the whole area in lava instead of just one single stream. I suppose it's pointless to ask the devs for any kind of liquid...
by Piezo_
Thu Feb 14, 2019 04:21
Forum: Servers
Topic: [Server] The Testing Grounds (no longer active)
Replies: 37
Views: 3278

Re: [Server] The Testing Grounds

Update It would seem, through some lapse of judgement on the part of both myself and the creator of mobs_redo, the chickens from the mobs_animal mod were able to get their feathery hands on noclip cheats. I have remedied this situation, and rest assured that all chickens discovered using cheats hav...
by Piezo_
Thu Feb 14, 2019 04:18
Forum: WIP Mods
Topic: [Mod] Wells, Rainbarrels, Non-Apocalyptic Water [rainbarrel]
Replies: 6
Views: 1153

Re: [Mod] Wells, Rainbarrels, Non-Apocalyptic Water [rainbar

Only problem is: It seldom rains. Thus, we might starve while waiting for the water for our farms! Ah, you've forgotten. These devices are the only means by which water is renewable , not the only means of obtaining it! You can still just take a good ol' scoop out of the ocean, it just won't fill b...
by Piezo_
Thu Feb 14, 2019 04:00
Forum: WIP Mods
Topic: [mod] Minetest Systemd (API) [minetest_systemd]
Replies: 38
Views: 4391

Re: [mod] Minetest Systemd (API) [minetest_systemd]

Update
  • Added minetestd.utils.is_solid_block(pos)
  • Improved syntax/structure in a few places
  • Fixed some uses of the /minetestd command not displaying errors properly.
  • Cleaned up documentation
by Piezo_
Wed Feb 13, 2019 20:33
Forum: WIP Mods
Topic: [Mod] Mese Portals [meseportals]
Replies: 26
Views: 3492

Re: [Mod] Mese Portals [meseportals]

Update

This actually happened a couple of days ago (sorry for the late notice), but I've merged the changes SpaghettiToastBook and I discussed, which adds meseportals.can_connect, and allows other mods to modify it.
by Piezo_
Wed Feb 06, 2019 22:24
Forum: WIP Mods
Topic: [Mod] Wells, Rainbarrels, Non-Apocalyptic Water [rainbarrel]
Replies: 6
Views: 1153

[Mod] Wells, Rainbarrels, Non-Apocalyptic Water [rainbarrel]

Any Minetest Server operator knows that one substance alone is the ultimate griefing weapon, the bane of protection mods, and the apocalyptic substance of lag, capable of unleashing biblical floods if it falls into the hands of an evil player, which is highly likely, since it is painfully common, an...
by Piezo_
Wed Feb 06, 2019 20:43
Forum: WIP Mods
Topic: [Mod] Mese Portals [meseportals]
Replies: 26
Views: 3492

Re: [Mod] Mese Portals [meseportals]

SpaghettiToastBook wrote:I suppose you can add something like meseportals.can_connect(from, to) and let mods override it. I can try to write that and send a PR if you'd be interested.
Sure! That'd be great! I'd probably implement something to integrate with that into wardzones as well.
by Piezo_
Wed Feb 06, 2019 18:33
Forum: WIP Mods
Topic: [Mod] Mese Portals [meseportals]
Replies: 26
Views: 3492

Re: [Mod] Mese Portals [meseportals]

Is there a way to restrict which portals a portal can connect to? I want to disallow portals from connecting over a particular plane. There are a couple ways to block access to a single portal (Note: by "admin", I mean players with the msp_admin privilege): 1. Make the portal you don't wa...
by Piezo_
Tue Feb 05, 2019 07:45
Forum: Servers
Topic: [Server] The Testing Grounds (no longer active)
Replies: 37
Views: 3278

Re: [Server] The Testing Grounds

Update

The partial lockdown has ended, because I have replaced all of the security-critical wardzones, as well as all of the player-owned claims that i could remember.

Also, water is no longer renewable by the traditional method. Instead, it can be renewed using either a Well or a Rain Barrel.
by Piezo_
Mon Feb 04, 2019 05:35
Forum: WIP Mods
Topic: [mod] Minetest Systemd (API) [minetest_systemd]
Replies: 38
Views: 4391

Re: [mod] Minetest Systemd (API) [minetest_systemd]

Update Improved dependency handling and service start/stop behavior Fixed a few bugs minetestd.tables.merge_tables can now be passed a third parameter, a function that will determine what to do when a key is shared by both tables. Added minetestd.tables.smart_merge_values , a function designed for ...
by Piezo_
Mon Feb 04, 2019 03:27
Forum: Servers
Topic: [Server] The Testing Grounds (no longer active)
Replies: 37
Views: 3278

Re: [Server] The Testing Grounds

Update Players who already had protected zones should join as soon as possible and re-place them. The server is on partial lockdown due to a screw-up (my fault) in the wardzones protection mod. This is why I haven't published wardzones on the forums, and I don't recommend any other admins try to do...
by Piezo_
Sun Feb 03, 2019 18:22
Forum: Feature Discussion
Topic: Some item/node groups I would like to see made more standard
Replies: 17
Views: 1578

Some item/node groups I would like to see made more standard

I feel that there are some item-groups that are missing. group:mushroom could be useful, just because there are mods such as nsspf and mushrooms_redo that add mushrooms, and a universal reference ought to be available. For more detail, mushroom=3 could possibly be used for plantlike mushroom flora, ...
by Piezo_
Sun Feb 03, 2019 01:59
Forum: WIP Mods
Topic: [Mod] World-warping supervirus [contamination]
Replies: 8
Views: 1233

Re: [Mod] World-warping supervirus [contamination]

DrFrankenstone wrote:FWIW It doesn't spread in Minetest v5 unless you remove line 51 (the neighbors={"group:can_contaminate"} line)

I can't see why though. Perhaps Minetest 5 broke something.
5.0.0 is in beta. It might be because of some engine bug...
by Piezo_
Sun Feb 03, 2019 01:50
Forum: Mod Releases
Topic: [Mod] hang-gliders [hangglider]
Replies: 80
Views: 9148

Re: [Mod] hang-gliders [hangglider]

runs wrote:Image

Congratulations! Your mod won the Sam Awards! Your mod is the best mod of 2018 overall!
:O