Search found 219 matches

by Piezo_
Thu Jan 31, 2019 19:35
Forum: Feature Discussion
Topic: Request: "nested" modpack support
Replies: 8
Views: 617

Re: Request: "nested" modpack support

sofar wrote:Modpacks are a disaster. I wish they didn't exist. The contentdb will make them entirely obsolete too, so please stop making modpacks and make individual mods that have proper optional dependencies.
What about things like mesecons?
by Piezo_
Wed Jan 30, 2019 21:27
Forum: Feature Discussion
Topic: Request: "nested" modpack support
Replies: 8
Views: 617

Request: "nested" modpack support

I'm not sure if this would be difficult or unsafe (for some reason) to implement, but it would be nice to have the ability to have modpacks within modpacks, for organization's sake, mainly.
by Piezo_
Wed Jan 30, 2019 06:21
Forum: Problems
Topic: Server log is flooded with Pathfinder warnings
Replies: 6
Views: 488

Re: Server log is flooded with Pathfinder warnings

> My server's logs are constantly being flooded with the warning message "Pathfinder: Failed to update cost map.", but there's nothing wrong (that I've seen) with mob behavior. Yes there's an engine issue at GitHub for this. I ended up just going into the C++ source and commenting out the...
by Piezo_
Tue Jan 29, 2019 03:05
Forum: Servers
Topic: [Server] The Testing Grounds (no longer active)
Replies: 37
Views: 3279

Re: [Server] The Testing Grounds

Update
Until now, the server list has ignored my server's announcement.
Just recently, it finally started working!

I have no idea why this happened, but hooray!
by Piezo_
Sun Jan 27, 2019 07:40
Forum: WIP Mods
Topic: [mod] Zero-Effort Custom Minerals [instant_ores]
Replies: 24
Views: 2221

Re: [mod] Zero-Effort Custom Minerals [instant_ores]

Update

I just learned about the level group, and have put it to use allowing for minerals to properly have hardness above 3
by Piezo_
Sat Jan 26, 2019 23:08
Forum: WIP Mods
Topic: [Mod] Mese Portals [meseportals]
Replies: 26
Views: 3492

Re: [Mod] Mese Portals [meseportals]

Any reason for the auto-closing? After being tested on my server, portals staying open caused several annoying inconveniences. The main two were that 1: If two portals in hard-to-reach areas were connected to each other, and then abandoned, no portal in a more accessible area could reach them, maki...
by Piezo_
Sat Jan 26, 2019 06:14
Forum: Servers
Topic: [Server] The Testing Grounds (no longer active)
Replies: 37
Views: 3279

Re: [Server] The Testing Grounds

Update on the status of the server and mods The server hasn't seen any public updates recently, and I haven't been online very often. There's a reason for this. Several core mods on the server (wardzones, minetest_systemd and a few others) are undergoing massive changes. To keep things moving, howe...
by Piezo_
Sat Jan 26, 2019 01:54
Forum: WIP Mods
Topic: [Mod] Mese Portals [meseportals]
Replies: 26
Views: 3492

Re: [Mod] Mese Portals [meseportals]

Update Portals now close automatically after 2 minutes Portals can now be "admin-locked", meaning that regular players can't close them, and they will stay open until an admin closes them. LuaEntity velocity and yaw are now adjusted when they enter a portal Player velocity... Oh, player v...
by Piezo_
Tue Jan 22, 2019 05:21
Forum: Servers
Topic: [Server] The Testing Grounds (no longer active)
Replies: 37
Views: 3279

Re: [Server] The Testing Grounds

If it was just a crash, the server would reboot itself automatically.
Seems to be back online now.
by Piezo_
Mon Jan 21, 2019 01:20
Forum: Servers
Topic: [Server] The Testing Grounds (no longer active)
Replies: 37
Views: 3279

Re: [Server] The Testing Grounds

Update
I have decided to edit minetest.conf and grant players the zoom privilege. If you are unable to log in (because I also edited auth.txt), please let me know either here on the forum, or by making an alt account and leaving a tip with /report
by Piezo_
Fri Jan 18, 2019 14:36
Forum: WIP Games
Topic: [Game] Loss
Replies: 3
Views: 1159

Re: [Game] Loss

Well, this looks surreal and fun!
by Piezo_
Fri Jan 18, 2019 09:51
Forum: Servers
Topic: [Server] The Testing Grounds (no longer active)
Replies: 37
Views: 3279

Re: [Server] The Testing Grounds

Update

I realized that I left the IP redacted in the post despite the server lockdown being over, and everything being back online.
by Piezo_
Fri Jan 18, 2019 09:39
Forum: Problems
Topic: Server log is flooded with Pathfinder warnings
Replies: 6
Views: 488

Re: Server log is flooded with Pathfinder warnings

If the message would also show where (Position) the problem occurs, could just go there and "kill" it. Sadly, it doesn't print position, entity info, or anything remotely useful. I could edit the engine code, but I'd rather not, as it would be more hassle to run and keep track of a modifi...
by Piezo_
Thu Jan 17, 2019 22:23
Forum: Problems
Topic: Server log is flooded with Pathfinder warnings
Replies: 6
Views: 488

Server log is flooded with Pathfinder warnings

My server's logs are constantly being flooded with the warning message "Pathfinder: Failed to update cost map.", but there's nothing wrong (that I've seen) with mob behavior.

How do I make this message shut up?
by Piezo_
Thu Jan 17, 2019 21:42
Forum: WIP Mods
Topic: [Mod]Red Trees 1.2 [redtrees]
Replies: 27
Views: 5776

Re: [Mod]Red Trees 1.2 [redtrees]

redtrees-mp.zip Attachment deleted by moderator - contains a malicious payload. What kind of malicious one? I'd like it to be made clear cause I've backuped this among other mods on a ROM so if it poses any threat to my OS (or MT installation, or the worlds with this mod enabled) I'll make a warnin...
by Piezo_
Thu Jan 17, 2019 05:43
Forum: Servers
Topic: [Server] The Testing Grounds (no longer active)
Replies: 37
Views: 3279

Re: [Server] The Testing Grounds

Update After a brief security panic due to the creator of redtrees deciding that it would be funny to paste the source code for a literal freaking virus into their modpack.txt file, the issue has been resolved, the repo is back up, the server is no longer on lockdown, and all is a little bit more r...
by Piezo_
Wed Jan 16, 2019 23:00
Forum: WIP Mods
Topic: [mod] Minetest Systemd (API) [minetest_systemd]
Replies: 38
Views: 4392

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

Update GravityCTL has become deprecated in favor of PhysicsCTL, which now handles speed, jump, gravity, and more if you desire. Added minetestd.utils.get_light_info(pos) , which returns a table with useful info about the light at the current position. Added minetestd.playerctl.register_metatable_ch...
by Piezo_
Wed Jan 16, 2019 22:07
Forum: WIP Mods
Topic: [Mod]Red Trees 1.2 [redtrees]
Replies: 27
Views: 5776

Re: [Mod]Red Trees 1.2 [redtrees]

Would you mind explaining what the hell is going on with modpack.txt?
by Piezo_
Wed Jan 16, 2019 21:58
Forum: Servers
Topic: [Server] The Testing Grounds (no longer active)
Replies: 37
Views: 3279

Re: [Server] The Testing Grounds

I was browsing the code repo and came upon this: https://notabug.org/Piezo_/minetest_madman_server/src/master/redtrees/modpack.txt I didn't read through all of it, but that definitively doesn't belong there. Ok, what the hell is that, and what is it doing in my server?! I'm taking the repo down, do...
by Piezo_
Sun Jan 13, 2019 10:02
Forum: Servers
Topic: [Server] The Testing Grounds (no longer active)
Replies: 37
Views: 3279

Re: [Server] The Testing Grounds

Have you considered rnd's Alchemy mod? (GPL licensed) Might be a bit OP for what you're going for, but otherwise kinda fits in the magical theme and is a great dump for extra cobble. Well, this looks interesting. I'll see what it does in singleplayer, then possibly tweak it a bit to integrate with ...
by Piezo_
Thu Jan 10, 2019 21:13
Forum: WIP Mods
Topic: [mod] Randomized Map-specific Ores [unique_ores]
Replies: 6
Views: 759

Re: [mod] Randomized Map-specific Ores [unique_ores]

Skamiz Kazzarch wrote:But I will withhold the code I used until someone else, comes with thier own solution, so feel free to give them the reward.
Will do!

(You could just PM me the code if you want)
by Piezo_
Thu Jan 10, 2019 20:03
Forum: WIP Mods
Topic: [mod] Randomized Map-specific Ores [unique_ores]
Replies: 6
Views: 759

Re: [mod] Randomized Map-specific Ores [unique_ores]

Wait wait what? uhhh, I was just writing my post with the seeds for both ores individualy and one for both at once and was about to upload my code for finding them, when I noticed the "Be nice, and play fair" line. What does that mean? Does it mean I can't use a code solution? :( How am I...
by Piezo_
Thu Jan 10, 2019 08:09
Forum: WIP Mods
Topic: [mod] Randomized Map-specific Ores [unique_ores]
Replies: 6
Views: 759

Re: [mod] Randomized Map-specific Ores [unique_ores]

Challenge: The first person to reply with a seed that generates "Byzantine" or "Magnizium" wins 99 mese blocks on my server ! Rules: Be nice, and play fair, or the challenge is off. NOTE: This mod has been updated to solve an issue where the same two ores are generated too often....
by Piezo_
Thu Jan 10, 2019 08:05
Forum: WIP Mods
Topic: [mod] Zero-Effort Custom Minerals [instant_ores]
Replies: 24
Views: 2221

Re: [mod] Zero-Effort Custom Minerals [instant_ores]

Pyrollo wrote:
Piezo_ wrote:Is 2 enough?
I think you have been too lazy :p
Too late, it's already here.