## Search found 70 matches

### Re: Check if player is looking

@AiTechEye I was just looking at the latest logs on github for minetest and I came across this commit: https://github.com/minetest/minetest/commit/71db715ba56369c67aa3187315601e2ae25d719a Add vector.dot and vector.cross Mostly copied from MarkuBu's code So your this part of your code can be changed ...
Mon Jul 22, 2019 09:23

Forum: Modding Discussion
Topic: Check if player is looking
Replies: 11
Views: 419

### Re: Check if player is looking

get_look_horizontal --returns yaw in radians ( this is not a vector ) I'll make another post describing how to get a look_vector once I run through the math. I have worked out the math by creating a test mod and have confirmed that the below code works. local function get_entity_in_view(player,enti...
Tue Jul 16, 2019 10:54

Forum: Modding Discussion
Topic: Check if player is looking
Replies: 11
Views: 419

### Re: Check if player is looking

i was trying the angle stuff, and it looks like this local A = math.sqrt(pos1.x^2+pos1.y^2) local B = math.sqrt(pos2.x^2+pos2.y^2) local dot = (pos1.x*pos2.x)+(pos1.y*pos2.y) local A1=dot local A2=A*B print(math.acos(A1/A2),user:get_look_horizontal()) but now? Yes, that math is correct based on the...
Mon Jul 15, 2019 21:17

Forum: Modding Discussion
Topic: Check if player is looking
Replies: 11
Views: 419

### Re: [Mod] Digilines [digilines]

EDIT: Opended issue in github: https://github.com/minetest-mods/mesecons/issues/467 I connected a luacontroller with digilines to a LCD, a RTC and a lightsensor and used the following to test the LCD: digiline_send("LCD", "Hello, World!") But I get the following error in the edit...
Sat Jul 13, 2019 03:17

Forum: Mod Releases
Topic: [Mod] Digilines [digilines]
Replies: 73
Views: 44813

### Re: Check if player is looking

XD I don't what that means Isn't there something caked raycast or something like that that makes it so you can check. See: https://mathinsight.org/dot_product and: https://www.mathsisfun.com/algebra/vectors-dot-product.html The dot product of a with unit vector u, denoted a⋅u, is defined to be the ...
Mon Jul 08, 2019 20:10

Forum: Modding Discussion
Topic: Check if player is looking
Replies: 11
Views: 419

### Re: [Mod] Pipeworks [git] [pipeworks]

I'll tell you what. Pipeworks is great and all, but nothing in this world sucks worse than opening up your technics uranium enrichment facility to find that your master sorting tubes that you planned for the throughput with have the input tubes crashed. There are Pipeworks settings to handle tube b...
Sun Jun 09, 2019 21:17

Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 670
Views: 219124

### Re: WTFPL to be banned from Content DB soon

God bless. WTFPL is a joke and should've never gotten as popular with mods as it has. That acronym.....it is the "WTF people" license. It claims it is a free license, but any code can then be re-licensed under a more restrictive non-free license. Which basically means that this so called ...
Tue Mar 12, 2019 22:07

Forum: Modding Discussion
Topic: WTFPL to be banned from Content DB soon (or not?)
Replies: 13
Views: 857

### Re: Re-identifying entities

If a user logs in to an already created account then they will play as the character already created by the original user. A new account isn't created. Names are 100% unique identifiers, there is no two ways around it, sorry. It is unique to an account but not to individual users. If more than one ...
Thu Feb 28, 2019 22:28

Forum: Modding Discussion
Topic: Re-identifying entities
Replies: 14
Views: 656

### Re: Re-identifying entities

No. A player name is unique on a given server. Unless some admin or mod actively deletes the account. > Which means that the name being unique entirely depends on the server setup (and shouldn't be relied upon) But that's not what it means. And not what it sais??? I bed to differ with that.... &quo...
Tue Feb 26, 2019 15:40

Forum: Modding Discussion
Topic: Re-identifying entities
Replies: 14
Views: 656

### Re: Re-identifying entities

So, to uniquely identify a player, I have the player name. Unfortunately, the player's name is not a unique identifier. Consider what would happen if a player named xyz had your effect applied. Later, another player joins and their name was xyz (unless there was a check that the name was in-use), t...
Sat Feb 23, 2019 08:28

Forum: Modding Discussion
Topic: Re-identifying entities
Replies: 14
Views: 656

### Re: Efficient graph based networks (electronics and transpor

Hmmmm, that is a good question. I'm not sure we can even get something even remotely as good with dynamic shortest paths compared to dynamic connectivity; the problem seems much harder. There seems to be no polylogarithmic algorithm, unfortunately... Pre-calculating the shortest path (or doing so o...
Sun Dec 16, 2018 04:49

Forum: Modding Discussion
Topic: Efficient graph based networks (electronics and transport)
Replies: 26
Views: 1273

### Re: Minetest ubuntu 18.04

does it work for ubuntu 18.04? windows and ubuntu mintest modding aren't the same. i've tried to download windows mods but they didn't work. only ubuntu mods have worked. https://rubenwardy.com/minetest_modding_book/ https://www.minetest.net/lua_api Mods are found in ~/.minetest/mods/ Yeah, all mod...
Wed Dec 05, 2018 07:54

Forum: Modding Discussion
Topic: Minetest ubuntu 18.04
Replies: 5
Views: 325

### Re: Efficient graph based networks (electronics and transpor

One thing I thought of was to have the player specify the interconnections by placing nodes and then when the connection was complete the logical connection was abstracted out into something like you outlined above. The actual wire / connection nodes would never do the actual "connection"...
Thu Nov 22, 2018 15:40

Forum: Modding Discussion
Topic: Efficient graph based networks (electronics and transport)
Replies: 26
Views: 1273

### Re: [mod] Bike for Minetest [1.1.1] [bike]

The latest update now includes a "bike painter" tool. This allows you to choose any of 4.2 billion colors to paint your bikes :D Actually the alpha value is the opacity of the color (how transparent or opaque the color is). There are actually only 17 million possible color combinations (R...
Mon Nov 19, 2018 19:08

Forum: Mod Releases
Topic: [mod] Bike for Minetest [1.1.1] [bike]
Replies: 88
Views: 6521

### Re: Failure to run cilent side mods

LemonFox wrote:I have made a text file named "mods.conf" and have filled it with the enabling lines

Lejo wrote:Have you enabled client side modding in your minetest.conf?

I think that's the problem..... "mods.conf" vs "minetest.conf"
Sun Nov 04, 2018 17:12

Forum: Client-side modding
Topic: Failure to run cilent side mods
Replies: 7
Views: 1278

### Re: [mod] Watermill (watermill)

I think it is neat items like this that make the game feel more than just "blocks", and not like another similar game. I love how much character it gives to the house. Maybe it could even work with mesecons to power stuff? If you want water-power, the Technic mod has a hydro-electric gene...
Sun Oct 21, 2018 17:39

Forum: WIP Mods
Topic: [mod] Watermill (watermill)
Replies: 16
Views: 1700

### Re: [MOD] SQLite Auth [sauth]

This breaks mod security somewhat since other mods can use the global sqlite3 library to create sqlite databases in places they normally would not be allowed to write to. You should assign the sqlite3 table to a local and then nil the global variable. I think an even better and more secure method w...
Tue Oct 16, 2018 16:57

Forum: WIP Mods
Topic: [MOD] SQLite Auth [sauth]
Replies: 14
Views: 2184

### Re: [Mod] Pipeworks [git] [pipeworks]

Hi there I love your mod but there seems to be an issue with the filters/injectors: If you place an injector and rotate it afterwards in the right direction it doesn't take items from that new direction. Steps to reproduce: ⋅  Place a technic mv-alloy furnace ⋅  Place an injecto...
Wed Sep 26, 2018 12:39

Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 670
Views: 219124

### Re:

Hmm... I recall it was used in the original version of the beds mod, but not anymore. We seriously need some kind of "registry" to find which recipes are used and which aren't. I would suspect that creating a "registry" would be a very daunting and technologically challenging en...
Thu Sep 20, 2018 11:27

Forum: Mod Releases
Topic: [Mod] Living Room Furniture [1.1] [lrfurn]
Replies: 64
Views: 29542

### Re: [Modpack] Dreambuilder [20180827-2008][dreambuilder]

Many errors on a fresh install of 4.16 and dreambuilder 20180827-2008. Here's what I got: ------------- Separator ------------- 2018-08-29 15:37:47: WARNING[Main]: BanManager: creating D:\Games\minetest-0.4.16-noluajit-win64\bin\..\worlds\Dreambuilder\ipban.txt 2018-08-29 15:37:47: WARNING[Main]: M...
Wed Aug 29, 2018 20:39

Forum: Mod Releases
Topic: [Modpack] Dreambuilder [20200216-1308][dreambuilder]
Replies: 1098
Views: 207488
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