Search found 219 matches

by Piezo_
Thu Jan 10, 2019 07:39
Forum: WIP Mods
Topic: [mod] Randomized Map-specific Ores [unique_ores]
Replies: 6
Views: 759

[mod] Randomized Map-specific Ores [unique_ores]

Less than 30 hours after the release of instant_ores, I'm back with another mod that puts the aforementioned mod's power to good use, doing something very ...unique. Namely, unique_ores https://notabug.org/Piezo_/unique_ores/raw/master/screenshot.png This odd little mod uses the power of the instant...
by Piezo_
Thu Jan 10, 2019 07:18
Forum: WIP Mods
Topic: [mod] Zero-Effort Custom Minerals [instant_ores]
Replies: 24
Views: 2221

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

So, I've almost finished unique_ores, that adds 2 ores which are unique to every map.

Is 2 enough?
by Piezo_
Thu Jan 10, 2019 03:28
Forum: WIP Mods
Topic: [mod] Zero-Effort Custom Minerals [instant_ores]
Replies: 24
Views: 2221

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

texmex wrote:
Piezo_ wrote:A couple of ores created based on the map seed, using perlin noise.
Yes please!
Alright, I guess I have no excuse to just sit around and not do this any more.

*Piezo_ opens mousepad
by Piezo_
Wed Jan 09, 2019 23:30
Forum: WIP Mods
Topic: [mod] Zero-Effort Custom Minerals [instant_ores]
Replies: 24
Views: 2221

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

v-rob wrote:
Piezo_ wrote:I'm tempted. Should I?
It all depends. How lazy do you feel?
Actually, the biggest issue would be if minetest.get_perlin doesn't work properly during the initialization phase.
I'll have to try to find out.
by Piezo_
Wed Jan 09, 2019 22:42
Forum: WIP Mods
Topic: [mod] Zero-Effort Custom Minerals [instant_ores]
Replies: 24
Views: 2221

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

I propose a improvement: a mod that chooses new ores ramdomly so you don't even have make effort for that. Ok, now you've got me really thinking: A couple of ores created based on the map seed, using perlin noise. Each world would truly be unique, then! I could probably do it, but in a different mo...
by Piezo_
Wed Jan 09, 2019 21:42
Forum: Servers
Topic: [Server] The Testing Grounds (no longer active)
Replies: 37
Views: 3279

Re: [Server] The Testing Grounds

Update
  • More mods and more character customization options!
  • The wardzones barrier preventing access to coordinates below -1200 has been broken! Go explore those crazy caverns!
by Piezo_
Wed Jan 09, 2019 20:54
Forum: WIP Mods
Topic: [mod] Minetest Systemd (API) [minetest_systemd]
Replies: 38
Views: 4392

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

Update
  • Added a way for services to list other services as dependencies
  • added minetestd.register_on_killplayer(function(killer, victim, item))
by Piezo_
Wed Jan 09, 2019 08:10
Forum: Mod Releases
Topic: [Mod] hang-gliders [hangglider]
Replies: 80
Views: 9150

Re: [Mod] hang-gliders [hangglider]

migdyn wrote:Hi, you got this message on your topic move request
Thanks for telling me!
by Piezo_
Wed Jan 09, 2019 07:56
Forum: WIP Mods
Topic: [mod] Zero-Effort Custom Minerals [instant_ores]
Replies: 24
Views: 2221

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

BuckarooBanzay wrote:I really like your mod descriptions :)

For the next stage of lazyness: how about default values?
Oh, we've got those. The absolute minimum you have to specify is a name and a color (and a description, unless you don't mind your material being called "Terribly Programmed Ingot").
by Piezo_
Wed Jan 09, 2019 06:14
Forum: WIP Mods
Topic: [mod] Zero-Effort Custom Minerals [instant_ores]
Replies: 24
Views: 2221

[mod] Zero-Effort Custom Minerals [instant_ores]

I'm lazy. I don't like writing out lots of code, especially the amount required to create a new ore, and I really don't like doing all of the math that's also required to balance the speed, strength, etc. of a new material. Calinou may have made moreores to partially simplify things for those of us ...
by Piezo_
Sun Jan 06, 2019 21:16
Forum: Problems
Topic: Why doesn't this change the entity's selection box size?
Replies: 3
Views: 344

Re: Why doesn't this change the entity's selection box size?

Napiophelios wrote:have you tried:

Code: Select all

#    Show entity selection boxes
#    type: bool
# show_entity_selectionbox = true
Is this a global setting, or an entity property?
EDIT: Seems it's a setting. Well, this doesn't solve the problem, but it's very helpful nonetheless, so I've added it to my minetest.conf.
by Piezo_
Sun Jan 06, 2019 20:10
Forum: Problems
Topic: Why doesn't this change the entity's selection box size?
Replies: 3
Views: 344

Why doesn't this change the entity's selection box size?

So, I've tried adding this to the "drops" mod to disable the outline around items, because they're useless now that I've already disabled the old pickup system by removing the item's on_punch code. minetest.registered_entities["__builtin:item"].selectionbox = {0.0,0.0,0.0,0.0,0.0...
by Piezo_
Fri Jan 04, 2019 00:46
Forum: WIP Mods
Topic: [mod] Wielded Items with full node support [wield_redo]
Replies: 20
Views: 1547

Re: [mod] Wielded Items with full node support [wield_redo]

runs wrote:
So maybe you should make a request to developers...


All is good for improvement of Minetest.
I've just sent them a pull request with this issue fixed. Let's see how that goes...
by Piezo_
Thu Jan 03, 2019 01:27
Forum: WIP Mods
Topic: [mod] Wielded Items with full node support [wield_redo]
Replies: 20
Views: 1547

Re: [mod] Wielded Items with full node support [wield_redo]

I have a problem. I.e. I wield a sword, then I press F7, the sword is shown wielded. But now if I change the inventory item in the hotbar with the mouse wheel the sword disappears from the 3D view and no other item will be wielded. I have to press F7 twice (back to 1st person view and return to the...
by Piezo_
Mon Dec 31, 2018 01:24
Forum: Mod Releases
Topic: [Mod] hang-gliders [hangglider]
Replies: 80
Views: 9150

Re: [Mod] hang-gliders [hangglider]

The results are in on the vote for glider controls:

It's a tie. You have all failed spectacularly. Feel ashamed of yourself. SHAME, SHAME, SHAME!!!

Since I'm the one maintaining this, I'm deciding to leave the controls the way they are.
by Piezo_
Sun Dec 30, 2018 20:40
Forum: Mod Releases
Topic: [Mod] hang-gliders [hangglider]
Replies: 80
Views: 9150

Re: [Mod] hang-gliders [hangglider]

SpaghettiToastBook wrote:I sent a pull request with player_monoids support.
Merged.
by Piezo_
Sun Dec 30, 2018 06:48
Forum: Servers
Topic: [Server] The Testing Grounds (no longer active)
Replies: 37
Views: 3279

Re: [Server] The Madman's Test

The IP is now public (Read the main post carefully again)

Still in need of moderators.
by Piezo_
Fri Dec 28, 2018 10:20
Forum: Mod Releases
Topic: [Mod] hang-gliders [hangglider]
Replies: 80
Views: 9150

Re: [Mod] hang-gliders [hangglider]

Any chance of supporting player_monoids for the physics overrides? I could probably add it myself but I'm not too familiar with Git :P (though I could learn) This currently supports minetest_systemd's gravityctl service, which is a bit more specialized to smart gravity handling. I also don't know m...
by Piezo_
Thu Dec 27, 2018 21:45
Forum: Feature Discussion
Topic: Default Male and Female Skins
Replies: 33
Views: 9393

Re:

Hmm, at some point I will probably implement other ethnic skins too. But because MC has the skins system, it doesn't seem that bad. Although a custom skins COULD BE CLIENT SIDE, say: custom_skin.png in client folder, you could have a de-centralised skin system. Yes, client skins would be great. Agr...
by Piezo_
Thu Dec 27, 2018 21:29
Forum: WIP Mods
Topic: [Mod] Semi-simple mushroom overhaul [mushrooms_redo]
Replies: 7
Views: 848

Re: [Mod] Semi-simple mushroom overhaul [mushrooms_redo]

GreenDimond wrote:On the plus side, that white mushroom is very nice.
Ah, yes, it's delicious, isn't it? :P
by Piezo_
Thu Dec 27, 2018 01:34
Forum: WIP Mods
Topic: [Mod] Semi-simple mushroom overhaul [mushrooms_redo]
Replies: 7
Views: 848

Re: [Mod] Semi-simple mushroom overhaul [mushrooms_redo]

sofar wrote:You know, mushrooms in Minetest Game still grow, right?

https://github.com/minetest/minetest_ga ... t.lua#L224
Dang it. I made another useless mod.
by Piezo_
Sat Dec 22, 2018 09:57
Forum: Servers
Topic: [Server] The Testing Grounds (no longer active)
Replies: 37
Views: 3279

Re: [Server] The Madman's Test

Update The age restriction has been lifted, and Rule #1 has been modified. The server IP will become public within a couple days, however, I ask that you not quote it in any replies, as I may choose to remove it in the (hopefully unlikely) event that I decide to stop hosting. NEED MODERATORS!!
by Piezo_
Fri Dec 21, 2018 19:58
Forum: Problems
Topic: What is happening in falling.lua?
Replies: 25
Views: 1971

Re: What is happening in falling.lua?

Hybrid Dog wrote: viewtopic.php?f=11&t=20654
Aww, it doesn't check for minetest.is_protected. Well, never mind, then.
by Piezo_
Fri Dec 21, 2018 18:56
Forum: Problems
Topic: What is happening in falling.lua?
Replies: 25
Views: 1971

Re: What is happening in falling.lua?

TNT mod always drops items after an explosion. When a player with a full inventory digs a node, the item always drops. I remember seeing a "raycasted TNT" mod before that used raycasting to make the explosions, but also blew nodes out as falling nodes. The effect was very nice-looking, bu...
by Piezo_
Fri Dec 21, 2018 09:46
Forum: WIP Mods
Topic: [mod] Minetest Systemd (API) [minetest_systemd]
Replies: 38
Views: 4392

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

Update minetestd.utils.check_item_match now understands minetest:node , which matches all nodes. Added minetestd.register_on_teleportplayer(function(player, old_pos, new_pos)) . If the function returns true (er, technically, non-nil), then the teleport fails. Moved some code around in playerctl.lua...