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Sun and moon rise east, set west. Guess where north is...

A compass directing to home / spawnpoint (PilzAdams bed-mod) would be helpful.
by Echo
Sun Nov 11, 2012 10:34
 
Forum: Mod Releases
Topic: [Mod] Compass [compass]
Replies: 14
Views: 5562

Potential speed improvement?

I saw this change to speedup the mapgen: https://github.com/celeron55/minetest/commit/b701f8a878b7c76a33d7c3540a4b5e9c6e6b31ac It replaced the slow pow function. Then I stumpled upon this: https://github.com/jordan4ibanez/minetest/commit/37d6c3a2f19854caf6dfeb352cb9f6c50bb52757 Ok, it's jordan4ibane...
by Echo
Tue Nov 06, 2012 20:49
 
Forum: Partly official engine development
Topic: Potential speed improvement?
Replies: 2
Views: 1073

PilzAdam wrote: My beds mod has now the spawning feature so I guess there is no need to use this mod. That sounds agresive Realy? That was not intentional... It was a gentlemen agreement: When PilzAdam finds the time to implement that function in his mod (which he has probably done better), I will ...
by Echo
Mon Nov 05, 2012 18:22
 
Forum: Old Mods
Topic: [Mod] Beds [beds] - copy of PilzAdam's but with spawnpoint
Replies: 10
Views: 6599

PilzAdam wrote:My beds mod has now the spawning feature so I guess there is no need to use this mod.


That's right. Everybody please use that mod: http://minetest.net/forum/viewtopic.php?pid=47583
by Echo
Sun Nov 04, 2012 20:21
 
Forum: Old Mods
Topic: [Mod] Beds [beds] - copy of PilzAdam's but with spawnpoint
Replies: 10
Views: 6599

tkerwel wrote:[...]das ist wie mit:" Es regnet Hunde oder Katzen" oder[...]

"It's raining cats and dogs." ist durchaus übliches Englisch.
tkerwel wrote:[...]sinngemäß heißt das fürs Deutsche sowas wie => kein Fleiß kein Preiss[...]

Und es heißt "Ohne Fleiß kein Preis".

*obermegaklugscheissergesichtsausdruck* :-P
by Echo
Thu Oct 04, 2012 13:29
 
Forum: Deutsch
Topic: Ich hasse minecraft
Replies: 69
Views: 12458

"Wenn ungeduldig, keine geschmorte", das sagt mir Google-Translate zu deiner Signatur. Dazu sag ich nur: "Dieser Satz kein Verb!" ;-)
by Echo
Wed Oct 03, 2012 11:07
 
Forum: Deutsch
Topic: Ich hasse minecraft
Replies: 69
Views: 12458

what a cool way to set your home! what happens when your bed is dug up ? The position is saved when you use it. You dig it, the position is still saved and used after death. When I have time i will implement this into my mod. This is what I preferred but there was a "But im too lazy to implement it...
by Echo
Wed Oct 03, 2012 10:06
 
Forum: Old Mods
Topic: [Mod] Beds [beds] - copy of PilzAdam's but with spawnpoint
Replies: 10
Views: 6599

[Mod] Beds [beds] - copy of PilzAdam's but with spawnpoint

A plain copy but added spawnpoint. When a player goes to bed, the position is stored as spawnpoint. The player dies, he respawns in his bed (everything was just a bad dream ;-)) beds_0_1.zip License Everything WTFPL, just like PilzAdams... Mod dependencies not needed any longer, as I refer to PilzAd...
by Echo
Sun Sep 30, 2012 18:04
 
Forum: Old Mods
Topic: [Mod] Beds [beds] - copy of PilzAdam's but with spawnpoint
Replies: 10
Views: 6599

idea for realizing the spawning: it's stupid to set the spawning position in the minetest.conf with "static_spawnpoint" -> one spawn point for all worlds. save the position with the world name in an external file. register_on_respawnplayer loads and sets that position for the player. of cause prefer...
by Echo
Sun Sep 30, 2012 12:30
 
Forum: Mod Releases
Topic: [Mod] Beds [beds]
Replies: 92
Views: 66008

and the strange thing is?
the light? (is there a torch?) or haven't you used the latest version of walking light mod and "lost" some light (didn't enforce update the illumination)?
or the four dark squares because of the used tile "default_sign_wall.png"?
by Echo
Sun Sep 30, 2012 11:03
 
Forum: Problems
Topic: Weird lighting bug
Replies: 3
Views: 762

as long as the npc's don't found a union and demonstrate for more food... ;-)
by Echo
Sun Sep 30, 2012 10:07
 
Forum: Mod Releases
Topic: [Mod] Towntest [towntest] - Grow a town in minetest.
Replies: 122
Views: 41955

out of lua_api.txt:
Code: Select all
- get_hp(): returns number of hitpoints (2 * number of hearts)
- set_hp(hp): set number of hitpoints (2 * number of hearts)
by Echo
Sun Sep 30, 2012 06:53
 
Forum: WIP Mods
Topic: A problem with my mod
Replies: 17
Views: 2134

maxp.x minp.x y_max and y_min are all negative values. Think again about the calculation of "volume".
by Echo
Sat Sep 29, 2012 22:43
 
Forum: WIP Mods
Topic: Anyone got a fix?
Replies: 2
Views: 440

Same problem in my walking-light mod. I had to remove the light node, replace it with a non-transparent node (cobble) and replace that with air.
by Echo
Sat Sep 29, 2012 22:09
 
Forum: Problems
Topic: Problem - Ambient Light Persists After Light Source Removed
Replies: 8
Views: 1614

As its not possible to have a real compass that easy, because the images and shapes are once read on load, we could have a "compass" by "throwing" leaves in the air and they are "blown" by the "wind" directing to the spawn-point until they reach ground. (And the leaves aren't completely useless.)
by Echo
Sat Sep 29, 2012 21:07
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2065
Views: 273314

You don't have to delete it. Just get used to it ;-) It doesn't destroy anything. The walking light mod sets an light node at your position when there is "air". When you move, it sets an non-transparent block at that position to enforce the light recalculation and removes it immediately with air aga...
by Echo
Sat Sep 29, 2012 08:16
 
Forum: Problems
Topic: someone hacks me
Replies: 5
Views: 885

What's the point about a compass showing north in minetest? Press F5.
The compass would be useful if it directs to your spawning point (hopefully your crafted bed -> http://minetest.net/forum/viewtopic.php?pid=44864#p44864 ^^ )
by Echo
Fri Sep 28, 2012 19:17
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2065
Views: 273314

haha, you've got a torch in your hand and use my walking light mod.

that's the only way so far to enforce recalculation of light.
by Echo
Fri Sep 28, 2012 17:40
 
Forum: Problems
Topic: someone hacks me
Replies: 5
Views: 885

I don't know if it could work, but is it possible to use "register_globalstep" get the current time (minetest.env:get_timeofday()) save the value for the next globalstep and detect the difference between both "timestamps"? It wouldn't detect lags for client server communication, but if the server ge...
by Echo
Fri Sep 28, 2012 09:17
 
Forum: Feature Discussion
Topic: A lag detector
Replies: 15
Views: 2449

There should be a consistent value for "yes" or "no". Don't mix "true" / "1" and "false" / "0". I prefer "true" and "false" for boolean and numbers only if recommended.
by Echo
Thu Sep 27, 2012 10:47
 
Forum: Feature Discussion
Topic: Restructured minetest.conf.example
Replies: 12
Views: 10323

WTFPL So do whatever you want to. Remove the "closer-stone" and/or the "treasure-chest", make it braid or not. The algorithm wasn't invented by me, I read http://www.astrolog.org/labyrnth/algrithm.htm and tried to bring that to lua code. Take it, change it, write your name over it. You have my bless...
by Echo
Thu Sep 27, 2012 08:20
 
Forum: Mod Releases
Topic: [Mod] Maze [0.5.5] [maze]
Replies: 26
Views: 15854

Use the function set_hp
Have you read minetest\doc\lua_api.txt? It's a very good start to get an overview.
by Echo
Wed Sep 26, 2012 15:29
 
Forum: WIP Mods
Topic: How to check a players health with lua?
Replies: 21
Views: 2178

I think there are three changes: 1. two more variables to detect dead ends (two new lines) old: local pos = {x = 0, y = 0, l = 0} table.insert(moves, {x = pos_x, y = pos_y, l = pos_l}) new: local pos = {x = 0, y = 0, l = 0} local forward = true local dead_end = {} table.insert(moves, {x = pos_x, y =...
by Echo
Wed Sep 26, 2012 14:11
 
Forum: Mod Releases
Topic: [Mod] Deploy Nodes [deploy_nodes] nodes that turn into big structures
Replies: 57
Views: 18247

Great job!
You could add the braid-maze code (a few lines to detect dead ends and open some of them) to make it harder to get out of the maze. With the "simple" maze you just have to keep right to get out.
by Echo
Wed Sep 26, 2012 12:04
 
Forum: Mod Releases
Topic: [Mod] Deploy Nodes [deploy_nodes] nodes that turn into big structures
Replies: 57
Views: 18247

got many unknown items:
Code: Select all
farming:rhubarb_seed
farming:potatoe_seed
farming:tomato_seed
farming:orange_seed
farming:carrot_seed
by Echo
Thu Sep 20, 2012 09:19
 
Forum: Old Mods
Topic: [Game] PilzTest [old]
Replies: 39
Views: 19387
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