Search found 341 matches

by Termos
Fri Feb 01, 2019 14:00
Forum: Feature Discussion
Topic: What's Minetest still missing over Minecraft?
Replies: 1003
Views: 134958

Re: What's Minetest still missing over Minecraft?

+1 on having an actual default game.

By 'game' I mean there's stuff that happens independently of player's actions. Some kind of long term goal wouldn't hurt too.
Preferably as dissimilar to MC as possible.
by Termos
Thu Jan 31, 2019 18:54
Forum: WIP Games
Topic: [Game] MineClone 2 [0.68.0]
Replies: 2102
Views: 341801

Re: [Game] MineClone 2 [0.43.0]

Some feedback. I focus on first impressions, because that's probably the most important thing at this stage, which makes the difference between having players/testers and not. Mobs. The first problem I noticed was excessive punch knockback sending mobs skating away at such a high speed that I couldn...
by Termos
Sun Jan 27, 2019 17:14
Forum: WIP Games
Topic: [Game] MineClone 2 [0.68.0]
Replies: 2102
Views: 341801

Re: [Game] MineClone 2 [0.43.0]

Firstly, seemingly mobs such as sheep, when attacked. Just kinda. Slide a few meters. In /mods/ENTITIES/mcl_mobs/api.lua search for "-- knock back effect (only on full punch)" there's this line a few below: local kb = r * 5 reduce it an order of magnitude like: local kb = r * 0.5 fixed.
by Termos
Wed Jan 23, 2019 18:50
Forum: Modding Discussion
Topic: Liquid node callbacks
Replies: 3
Views: 338

Re: Liquid node callbacks

Thanks, alas, on_flood is useless as well.

I was asking in context of this

Finally I used active block modifiers, which is the wrong way technically speaking, but there seems to be no other way.
Surprisingly, there's no noticeable impact on performance.
by Termos
Sun Jan 20, 2019 13:46
Forum: Modding Discussion
Topic: Reasons to build a home
Replies: 28
Views: 2733

Re: Reasons to build a home

I'm not a fan of placing arbitrary restrictions in order to make player do things. I prefer mechanics that encourage rather than enforce.

For example, having mobs that steal stuff.
by Termos
Thu Jan 17, 2019 17:08
Forum: Mod Releases
Topic: [Mod] Waterfalls [v1.0]
Replies: 9
Views: 2084

Re: [Mod] Waterfalls

Version 02 Changes: - found a way to reduce horizontal spread of initial splash even further - added ledge_height parameter in waterfalls.conf. default 3 apart from controlling ledge height obviously, this parameter also affects the probablility that water stops flowing prematurely. If ledge height ...
by Termos
Wed Jan 16, 2019 16:55
Forum: WIP Mods
Topic: [Mod][Merged] Valleys Mapgen [valleys_mapgen]
Replies: 439
Views: 46898

Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

I've looked quickly into his code, but he is using ABMs for that, which is not the approach I would prefer for this kind of stuff I agree, abms are the worst place for this kind of thing, but at the same time probably the only one possible atm, at least in lua. If on_construct worked with flowing l...
by Termos
Tue Jan 15, 2019 17:05
Forum: Mod Releases
Topic: [Mod] Waterfalls [v1.0]
Replies: 9
Views: 2084

Re: [Mod] Waterfalls

I mean that the water composing waterfalls quickly vanishes, sinking into the ground below. True, happens sometimes, that's because liquid_range is hard capped at 8 nodes. This is one of the reasons why source placement is so important. Best way is to look at the slope and try to visualize how real...
by Termos
Mon Jan 14, 2019 18:34
Forum: Mod Releases
Topic: [Mod] Waterfalls [v1.0]
Replies: 9
Views: 2084

Re: [Mod] Waterfalls

That's a fun problem, I have a model of 'roaming sources' algorithm on my mind which should work with liquid_renewable set to false, that would work on a small scale - that's because stuff happens only within active block range which is quite limited. It probably could be done on a large scale with ...
by Termos
Mon Jan 14, 2019 14:26
Forum: Mod Releases
Topic: [Mod] Waterfalls [v1.0]
Replies: 9
Views: 2084

Re: [Mod] Waterfalls

Depends on what exactly you have in mind, this particular set of algorithms perhaps not, but the general approach could be appropriate. The algorithms are basicly cellular automata, they don't care about the grand scale of things, the only thing they care about is what a particular node and its imme...
by Termos
Sun Jan 13, 2019 18:33
Forum: Mod Releases
Topic: [Mod] Waterfalls [v1.0]
Replies: 9
Views: 2084

[Mod] Waterfalls [v1.0]

Adds water erosion, so flowing water appears to obey gravity a little bit more and forms somewhat more realistic looking waterfalls. Warning: This will destroy some nodes, don't use near anything important until you get the hang of what it does. Jan 17, 2019 version 02 changes: - found a way to redu...
by Termos
Fri Jan 04, 2019 16:07
Forum: Modding Discussion
Topic: Liquid node callbacks
Replies: 3
Views: 338

Liquid node callbacks

I'm trying to get some code to run when liquid floods an air node. I tried on_construct on flowing water node but it doesn't seem to work for liquids, verified this by running the same code except with 'dirt' and it worked. on_flood on the other hand, the docs say it doesn't work for air nodes. Is t...
by Termos
Sat Dec 22, 2018 14:40
Forum: WIP Games
Topic: [Game] MineClone 2 [0.68.0]
Replies: 2102
Views: 341801

Re: [Game] MineClone 2 [0.43.0]

More about population control and related stuff. First some context: there was a 1x2 puddle on the grassland. I noticed that if a water fearing animal would come near, it became trapped there, they would cross the puddle forth and back and never leave the area. That tells me some yaw calculations ar...
by Termos
Fri Dec 21, 2018 08:23
Forum: WIP Games
Topic: [Game] MineClone 2 [0.68.0]
Replies: 2102
Views: 341801

Re: [Game] MineClone 2 [0.43.0]

Wuzzy wrote: Heh. This is in MCL2 by design.
Are you sure? Mobs are periodically ejected about 5 meters into the air when waterwalking.
Why such a design?
by Termos
Wed Dec 19, 2018 20:04
Forum: WIP Games
Topic: [Game] MineClone 2 [0.68.0]
Replies: 2102
Views: 341801

Re: [Game] MineClone 2 [0.43.0]

Anyone annoyed by water trampolining mobs? A little quick fix I'm using, in entities\mcl_mobs\api.lua, function 'falling' -- in water then float up if minetest.registered_nodes[node_ok(pos).name].groups.water then if self.floats == 1 then -- get top of the hitbox local pos_top = {x=pos.x, y=pos.y+se...
by Termos
Sun Dec 16, 2018 13:29
Forum: WIP Games
Topic: [Game] MineClone 2 [0.68.0]
Replies: 2102
Views: 341801

Re: [Game] MineClone 2 [0.42.1]

yeah i had to deal with the horse army too :D here how i fixed it: /minetest/games/MineClone2/mods/ENTITIES/mobs_mc/horse.lua go to the bottom, and youll find this : --Spawn Function mobs:spawn_specific("mobs_mc:horse", mobs_mc.spawn.grassland_savanna, {"air"}, 0, minetest.LIGHT...