Search found 219 matches
- 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 ...
- 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- Topic: [Server] The Testing Grounds (no longer active)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.
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.
- 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- Topic: [Server] The Testing Grounds (no longer active)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. ...
- 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.
- 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]
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.GreenDimond wrote:Server?
- 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...
- 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?
Oh, crap. I was just thinking about character_creator and banners.Pyrollo wrote:That's an excellent question. It could be interesting to know for all the signs libs that potentially generates loads of textures.
Signs are a whole new level.
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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
- 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.
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.
- 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...
- Wed Feb 06, 2019 20:43
- Forum: WIP Mods
- Topic: [Mod] Mese Portals [meseportals]
- Replies: 26
- Views: 3492
Re: [Mod] Mese Portals [meseportals]
Sure! That'd be great! I'd probably implement something to integrate with that into wardzones as well.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.
- 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...
- 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.
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.
- 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 ...
- 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...
- 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, ...
- 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]
5.0.0 is in beta. It might be because of some engine bug...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.
- Sun Feb 03, 2019 01:50
- Forum: Mod Releases
- Topic: [Mod] hang-gliders [hangglider]
- Replies: 80
- Views: 9148