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Re: [Mod] Hyperloop [hyperloop]

How do you call the elevator if it's at the other end? I tried clicking on the button outside, but the doors remain closed. Also, I created a *long* tube using worldedit, but it won't hook up. Is there some way I can make it re-evaluate it's connections? edit: woops. and now I got a crash: -Create l...
by wziard
Wed Jan 02, 2019 20:59
 
Forum: Mod Releases
Topic: [Mod] Hyperloop [hyperloop]
Replies: 53
Views: 8274

Re: A suggestion for the plants of the development version

I'm no expert, so please correct me if I'm wrong, just trying to find out if my thoughts on this subject are correct. Maybe the problem with an ABM is the searching? and ABM needs to loop through 4096 nodes each time it runs and run various checks on each node. If you have a plant which only spreads...
by wziard
Wed Jan 02, 2019 18:23
 
Forum: Feature Discussion
Topic: A suggestion for the plants of the development version
Replies: 11
Views: 815

Re: Daily Worlds Backups Script

The sqlite3 backup method is 100% safe, since sqlite3 knows when it needs to wait for a row to be committed (which is atomic) before it rolls the backup. You are shutting your server down for no reason. But what about mod storage? Those sometimes only written at shutdown I think (which makes me thi...
by wziard
Wed Jan 02, 2019 17:38
 
Forum: Servers
Topic: Daily Worlds Backups Script
Replies: 39
Views: 1311

Re: Daily Worlds Backups Script

I don't completely shutdown my server, but I don't want it running while I create my backup. I'm afraid the mod metadata files will be out of sync with the map as it takes a substantial amount of time to replicate the map and I don't know if minetest's sqlite3 updates are atomic (I guess probably no...
by wziard
Tue Jan 01, 2019 18:51
 
Forum: Servers
Topic: Daily Worlds Backups Script
Replies: 39
Views: 1311

Re: Daily Worlds Backups Script

Is Bzip a better option? I have that available even though I don't think the map.sqlite will get that big though maybe so. How about the the various LZ compression algorithms? For the record, it is the first time I hear of this 2GB limit in gzip. And I have never experienced it myself, though I'm q...
by wziard
Mon Dec 31, 2018 19:38
 
Forum: Servers
Topic: Daily Worlds Backups Script
Replies: 39
Views: 1311

Re: Daily Worlds Backups Script

> killall minetestserver This is under no circumstances the correct way to end a service. As minetest handles sigint just fine, this is a perfectly normal way to shutdown minetest. As long as you want to shutdown all instances of course. You prefer services. I prefer old-fashioned bash scripts. Don...
by wziard
Mon Dec 31, 2018 15:45
 
Forum: Servers
Topic: Daily Worlds Backups Script
Replies: 39
Views: 1311

Re: [Mod] Hyperloop [hyperloop]

Found it. My mistake. I use apparmor to watch my open server, and had forgotten to whitelist the mod_storage directory. As I had completely forgotten about apparmor it cost my quite some headscratching and re-re-re-checking permissions before I figured it out :D
by wziard
Mon Dec 31, 2018 15:33
 
Forum: Mod Releases
Topic: [Mod] Hyperloop [hyperloop]
Replies: 53
Views: 8274

Re: [Mod] Hyperloop [hyperloop]

I get lots and lots 9about 1 every second) of these: 2018-12-28 11:21:45: ERROR[Server]: ModMetadata[hyperloop]: failed write file. In my server's output. Any idea what's wrong/how tot debug? This is on a reasonably recent (but not the latest) 5.0.0. dev minetest btw
by wziard
Fri Dec 28, 2018 10:23
 
Forum: Mod Releases
Topic: [Mod] Hyperloop [hyperloop]
Replies: 53
Views: 8274

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

I don't know if there's much I can do to shut it up) I think I read somewhere that you can create a global variable with the same name as your mod. Or maybe multiple variables as longs as they start with your mod name. But now I can't find where I read that, so maybe I made it up? Why would you nee...
by wziard
Wed Dec 12, 2018 15:51
 
Forum: WIP Mods
Topic: [mod] Wielded Items with full node support [wield_redo]
Replies: 20
Views: 1057

Re: Post your mapgen questions here (modding or engine)

I don't really know anything about mapgen params. Just a practical remark: The world is 64Kx64K wide. So if you have a mountain of 30K height in the centre, you'll either get humongous cliffs or the whole map will consist of a 45 degree angle sloping down to the edge. Not the most interesting terrai...
by wziard
Mon Dec 10, 2018 09:58
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 633
Views: 54144

Re: [Modpack] Home Decor [git] [homedecor_modpack]

So don't do that then :-)
The folder names are important. Just rename it back to basic_materials.
by wziard
Mon Dec 10, 2018 09:44
 
Forum: Mod Releases
Topic: [Modpack] Home Decor [git] [homedecor_modpack]
Replies: 955
Views: 335820

Re: Problems with PPA

Gibeinumo wrote:Hmm, I thought about trying that, but decided not to do it and ask. Thanks for the help.

You can safely uninstall all minetest packages. It will leave the $HOME/.minetest folder alone, so all your settings and worlds remain safe (as long as you don't manually delete that folder of course)
by wziard
Sun Dec 09, 2018 10:33
 
Forum: Problems
Topic: Problems with PPA
Replies: 4
Views: 228

Re: Minetest 5.0.0 is on the road

Ah, so a mod it is. I'll try to find out which one then :-).

It would maybe be a good idea if the error message was a bit more descriptive and maybe name the mod. I'll look into it.
by wziard
Sun Dec 09, 2018 10:31
 
Forum: News
Topic: Minetest 5.0.0 is on the road
Replies: 245
Views: 68559

Re: building a game from scratch - Sol Aureus

azekill_DIABLO wrote:Birch aren't swamp trees I think. I know I'm pesky.

But they are (?). Where I live the swampy areas are covered with a mixture of birch, willow and alder (closely related to birch) trees.
by wziard
Sun Dec 09, 2018 09:18
 
Forum: Game Discussion
Topic: building a game from scratch - Sol Aureus
Replies: 135
Views: 12901

Re: Problems with PPA

First manually uninstall all minetest stuff (using synaptic or aptitude or software center) then install the new minetest from the ppa.

In the ppa everything is put in one big package, while the ubuntu repository package is split in a bin and a data package.
by wziard
Sun Dec 09, 2018 08:43
 
Forum: Problems
Topic: Problems with PPA
Replies: 4
Views: 228

Re: Minetest 5.0.0 is on the road

I get a lot of these: 2018-12-09 09:29:47: WARNING[Server]: ScriptApiBase::objectrefGetOrCreate(): Pushing ObjectRef to removed/deactivated object, this is probably a bug. In my 5.0.0-dev server. But as it is not the latest HEAD, and I actually don't really know which commit it's built from I didn't...
by wziard
Sun Dec 09, 2018 08:35
 
Forum: News
Topic: Minetest 5.0.0 is on the road
Replies: 245
Views: 68559

Re: [Mod] Mobs Redo [1.48] [mobs]

Whoops, a server crash: latest git in a recent 5.x dev version (but not the newest) 2018-12-09 08:34:04: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'mobs_animal' in callback luaentity_Step(): /home/mt/.minetest/mods/mobs_redo/api.lua:131: attempt to index a nil...
by wziard
Sun Dec 09, 2018 07:44
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.50] [mobs]
Replies: 1830
Views: 307926

Re: Minetest is golden age of Minecraft

No harm done and no offense taken. :-) (I'm not a minetest dev btw, just a random coder new to learning the innards of this wonderful game) . Money makes the world move, that's true. Sometimes when you get the reply 'go fork it' you can answer with 'and if I pay you?'. But not always. Sometimes a ho...
by wziard
Wed Dec 05, 2018 21:20
 
Forum: General Discussion
Topic: Minetest is golden age of Minecraft
Replies: 53
Views: 4332

Re: Minetest is golden age of Minecraft

The Open Source world has some arrogance, and is reflected in the sentence: 'if you don't like it, you can make a fork and ready', that is, presuppose that the common user has the knowledge and desire to do it, that is, to say that is a way to shake off the uncomfortable matters in an easy way. I a...
by wziard
Wed Dec 05, 2018 20:13
 
Forum: General Discussion
Topic: Minetest is golden age of Minecraft
Replies: 53
Views: 4332

Re: [Mod] Mobs Redo [1.47] [mobs]

The mesecons mod is loaded. But nothing from it has been build yet. No world anchors. But strangely enough it seems to have been a temporary phenomenon. Now that it has been running for a few hours I rarely see any dragons. Maybe mobs_redo keeps track of how many of each animal have been spawned in ...
by wziard
Sat Dec 01, 2018 20:51
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.50] [mobs]
Replies: 1830
Views: 307926

Re: Callback on selection?

Hmm... you mean a callback like on_select or on_point that will get called when a player is pointing at a node? I thought about this, too, but Minetest doesn`t have this. And i think this would be very useful and necessary in some cases. Yes, a callback firing every time the pointed_to thing change...
by wziard
Sat Dec 01, 2018 11:13
 
Forum: Modding Discussion
Topic: Callback on selection?
Replies: 8
Views: 268

Re: [Mod] Protector Redo [2.7] [protector]

spixi: the 32px texture included has no yellow rim or shield logo in the centre or sword detail to that matter, it's not the same texture. If I overlay the wesnoth logo scaled down over the protector logo, they are supiciously similar. It looks like the same logo with the colors slightly changed, a...
by wziard
Sat Dec 01, 2018 11:10
 
Forum: Mod Releases
Topic: [Mod] Protector Redo [2.9] [protector]
Replies: 258
Views: 43319

Re: [Mod] Mobs Redo [1.47] [mobs]

Hi, I installed DOOMed's mobs (dmobs) and somehow there's now a true infestation of dragons. They spawn way too much. Like I see one every 30 meters or something like that. However, when I look in the code I see the spawnrate is set to 64000, so the should be very rare. Any clues on how to debug? Co...
by wziard
Sat Dec 01, 2018 11:01
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.50] [mobs]
Replies: 1830
Views: 307926

Re: [Mod] D00Med mobs [dmobs]

Hi. First, thanks for the wonderful mobs. But... We have a true infestation of dragons badgers and pandas now :D Is there an easy way to decrease the spawn rate (especially for the dragons?) somewhat? And maybe increase the elephants :-) edit: Hm, I looked in the code and the spawn rate of dragons i...
by wziard
Sat Dec 01, 2018 10:25
 
Forum: WIP Mods
Topic: [Mod] D00Med mobs [dmobs]
Replies: 250
Views: 31370

Re: Callback on selection?

Krock wrote:for each frame !? That poor server would die soon.

:P . I wasn't thinking about each frame, but it makes sense the client doesn't send the selected thing to the server. The server doesn't need to know.


Thanks.
by wziard
Sat Dec 01, 2018 08:22
 
Forum: Modding Discussion
Topic: Callback on selection?
Replies: 8
Views: 268
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