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Re: list of Digiline Input/Output Devices

So I noticed that there aren't many digiline input/output devices right now. But there are some: ⋅  digiline-suff (my fork, because the original is not maintained anymore) : ⋅ digiboard (a keyboard) ⋅ digilines_memory ⋅ digiprinter (prints single papers, not ...
by 12Me21
Mon Sep 17, 2018 23:36
 
Forum: WIP Mods
Topic: [Mod] Digiline Terminal [digiline_terminal]
Replies: 8
Views: 678

[Mod] Digiline Terminal [digiline_terminal]

Digilines doesn't have any text input devices, and the only output device is the LCD (Which has a very limited amount of space.) This mod adds an input/output terminal. Received messages are added to the output text box, and you can send messages by typing in the input field. Separate digiline chann...
by 12Me21
Sun Sep 16, 2018 23:59
 
Forum: WIP Mods
Topic: [Mod] Digiline Terminal [digiline_terminal]
Replies: 8
Views: 678

Re: Split RMB functions into two different keybindings.

I think it might be better to have:
"interact/use" (default: right click)
"use" (default: shift+right click)
"interact" (default: none)
That way you're not forced to use shift.
by 12Me21
Sun Sep 16, 2018 00:41
 
Forum: Feature Discussion
Topic: Split RMB functions into two different keybindings.
Replies: 3
Views: 421

Re: [mod] Industrialized livestock farming [feedlot]

You should use "group:wood" in the feedlot recipe, so it can be crafted with all types of wood.
EDIT: The milker duplicates buckets. This is not entirely your fault, and to fix it requires a change to the mobs_animals mod: https://notabug.org/TenPlus1/mobs_animal/pulls/2
by 12Me21
Fri Sep 14, 2018 12:56
 
Forum: WIP Mods
Topic: [mod] Industrialized livestock farming [feedlot]
Replies: 10
Views: 1538

Client side node placement prediciton

Many nodes have `on_place`/`after_place_node` functions that change the node type/facedir when they are placed (For example, when you place a slab, it turns upside down if you placed it on the top half of a node). However, because these are handled by the server, it can take a fraction of a second b...
by 12Me21
Fri Sep 14, 2018 03:06
 
Forum: Client-side modding
Topic: Client side node placement prediciton
Replies: 2
Views: 778

Re: [Mod] Better slab/log placement [place_rotated]

Though, it appears to only work with full nodeboxes I've planned to make a RP to change this. It's just so much work to get the correct selection box of a node because of the rotation. https://github.com/DS-Minetest/minetest/blob/more_generic_fine_pointed/builtin/common/misc_helpers.lua#L723-L798 M...
by 12Me21
Thu Sep 13, 2018 23:19
 
Forum: WIP Mods
Topic: [Mod] Better slab/log placement [place_rotated]
Replies: 24
Views: 1599

[Mod] Better Digiline LCD [lcd]

I've gotten tried of the original LCD's font and text alignment... http://kland.smilebasicsource.com/i/trupe.png http://kland.smilebasicsource.com/i/zisqb.png http://kland.smilebasicsource.com/i/yheop.png Features: ⋅ Line breaks are standard "\n" (rather than " | "). &s...
by 12Me21
Thu Sep 13, 2018 03:29
 
Forum: WIP Mods
Topic: [Mod] Better Digiline LCD [lcd]
Replies: 1
Views: 511

Re: [Mod] Better slab/log placement [place_rotated]

Some time ago I've used the same way to place technic cable plates. ( https://github.com/minetest-mods/technic/blob/29f746369f756651c60031a7c86194d79d47a4ce/technic/machines/register/cables.lua#L203-L236 ) There are multiple mods that use this exact pointed pos, eg. digipad . Oh, nice, I didn't kno...
by 12Me21
Wed Sep 12, 2018 17:54
 
Forum: WIP Mods
Topic: [Mod] Better slab/log placement [place_rotated]
Replies: 24
Views: 1599

Re: [Mod] 3D Wires (for mesecons) [wires3d]

Ok, I renamed the mod and fixed *part* of the problem with gates. The input wires will change color to match the state of each input. However, I didn't do the same for the output, for a few reasons. If I did this, then all the gates pointing IN to a circuit would have to update every time it changes...
by 12Me21
Tue Sep 11, 2018 18:31
 
Forum: WIP Mods
Topic: [Mod] 3D Wires (for mesecons) [wires3d]
Replies: 11
Views: 984

Re: [Mod] 3D Wires (for mesecons) [3d_wires]

Sort of like Technic cables? technic cables connect to all 6 sides always. Afaik the not insulated ones here are comparable but for the insulated ones you can decide to what sides they connect. Btw. if not insulated cables really connect to all sides, you don't need to register so many nodes for th...
by 12Me21
Tue Sep 11, 2018 14:12
 
Forum: WIP Mods
Topic: [Mod] 3D Wires (for mesecons) [wires3d]
Replies: 11
Views: 984

Re: [Mod] 3D Wires (for mesecons) [3d_wires]

I've tested it now. Btw. it would be convenient for installers if there were links on the forum page to the forum pages of the dependencies. (added) Great mod! The design is nice, the output is always red, you can climb the wires and gates. The placement of the wires works great. All in all, I'd li...
by 12Me21
Sun Sep 09, 2018 18:57
 
Forum: WIP Mods
Topic: [Mod] 3D Wires (for mesecons) [wires3d]
Replies: 11
Views: 984

Re: scrollbar[] formspec and formspec updates

Yeah this is very annoying...
It should be relatively simple to fix, though.
by 12Me21
Fri Sep 07, 2018 14:04
 
Forum: Modding Discussion
Topic: scrollbar[] formspec and formspec updates
Replies: 2
Views: 236

Re: [Mod] 3D Wires (for mesecons) [3d_wires]

DS-minetest wrote:You might want to add better textures. Therefor you should look to the design information here.
It would be nice to have a direct link to the git repo and not only t the download btw.

Ok I added the link

The current textures are just temporary, and hopefully I'll make some better ones soon...
by 12Me21
Fri Sep 07, 2018 00:42
 
Forum: WIP Mods
Topic: [Mod] 3D Wires (for mesecons) [wires3d]
Replies: 11
Views: 984

Re: Getting the exact spot the player is pointing at

Byakuren wrote:What about Raycast? (which is coming in the 5.0.0 modding API)

Yeah, that does exactly what I needed
I was going to update my post but I forgot...
by 12Me21
Thu Sep 06, 2018 01:20
 
Forum: Feature Discussion
Topic: Getting the exact spot the player is pointing at
Replies: 5
Views: 696

[Mod] 3D Wires (for mesecons) [wires3d]

This mod adds mesecon wires that connect in all 6 directions, as well as tools for adding/removing insulation and changing the shape of insulated wires. It also includes all of the 1 and 2-input logic gates, which can be rotated using the screwdriver. There are 256 different insulated wire colors. h...
by 12Me21
Thu Sep 06, 2018 00:43
 
Forum: WIP Mods
Topic: [Mod] 3D Wires (for mesecons) [wires3d]
Replies: 11
Views: 984

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

I've been working on a mod that adds some new wires: http://kland.smilebasicsource.com/i/pzzqz.png The wires connect in 6 directions and there are tools for adding/removing insulation to placed wires, as well as changing the shape of insulated wires. I'm almost done adding a system that lets you cha...
by 12Me21
Wed Sep 05, 2018 06:40
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1827
Views: 501311

Re: What Git (or other) repo are people migrating to?

Switching seems rather pointless and inconvenient for everyone...
by 12Me21
Tue Sep 04, 2018 20:34
 
Forum: General Discussion
Topic: What Git (or other) repo are people migrating to?
Replies: 22
Views: 947

Re: [Mod] Better slab/log placement + Wire test [place_rotat

Haven't tried this yet but most def will at some point to test it and maybe use it in my games :-D I was wondering why you use the painting mod's way of determining where on the face you are clicking though... I happen to know there is a way to determine the absolute coordinate of the intersection ...
by 12Me21
Mon Sep 03, 2018 18:11
 
Forum: WIP Mods
Topic: [Mod] Better slab/log placement [place_rotated]
Replies: 24
Views: 1599

Getting the exact spot the player is pointing at

Right now there's no easy way to find out what part of a node the player is looking at, using the Lua API. (That is, the exact position where the camera vector first intersects with a node/entity selection box) It's relatively simple to figure out when you're dealing with full nodes, but complex nod...
by 12Me21
Sun Sep 02, 2018 20:58
 
Forum: Feature Discussion
Topic: Getting the exact spot the player is pointing at
Replies: 5
Views: 696

Re: [Mod] Better slab/log placement [place_rotated]

It would be better to check the groups rather than the name, like: local definition=minetest.registered_nodes[newnode.name] if definition and (definition.groups.slab or definition.groups.stair) then ... Adding that as well could be good yes, but that wont catch any stairs/slabs not in the stair/sla...
by 12Me21
Sun Sep 02, 2018 15:52
 
Forum: WIP Mods
Topic: [Mod] Better slab/log placement [place_rotated]
Replies: 24
Views: 1599

Re: [Mod] Better slab/log placement [place_rotated]

Adding this code to the init.lua lets this apply to all slabs. I added stairs to it as well because I was fine with the behavior of it. ... This should catch all slabs or stairs nodes if they are named properly. And yes, it still respects protection. I should also note: This allows the stair functi...
by 12Me21
Sat Sep 01, 2018 23:39
 
Forum: WIP Mods
Topic: [Mod] Better slab/log placement [place_rotated]
Replies: 24
Views: 1599

Get camera position

Is there a way to get the player's camera position? Not the value set by set_eye_offset, just the position that is normally 1.625 units above the player location.
I don't want to just hard code it to be 1.625 units, and anyway, it's not always exactly 1.625 because of view bobbing.
by 12Me21
Sat Sep 01, 2018 18:42
 
Forum: Modding Discussion
Topic: Get camera position
Replies: 3
Views: 315

[Mod] Better slab/log placement [place_rotated]

A long time ago, I had this idea for placing slabs in all orientations: http://kland.smilebasicsource.com/i/twxce.png Now I finally decided to actually do it: http://kland.smilebasicsource.com/i/kilxj.png https://github.com/12Me21/place_rotated/archive/master.zip So... right after I write 300 lines ...
by 12Me21
Thu Aug 30, 2018 22:08
 
Forum: WIP Mods
Topic: [Mod] Better slab/log placement [place_rotated]
Replies: 24
Views: 1599

Re: Mod Problems

While many of my arguments are based on my opinion, there is another reason.
I used to say that consistency is more important than quality, but now I think it's more than that: Quality IS consistency; it's when everything looks "right", and fits in.
by 12Me21
Wed Dec 09, 2015 00:46
 
Forum: Modding Discussion
Topic: Mod Problems
Replies: 10
Views: 853

Mod Problems

We need to fix these before it's too late... -- Bad textures . I know that not everyone is great at making textures (I'm not), but it isn't hard to use pieces from existing textures, with some editing. Here are my simple rules for making textures: -Try to make them 16x16, unless you NEED detail in s...
by 12Me21
Tue Dec 08, 2015 20:55
 
Forum: Modding Discussion
Topic: Mod Problems
Replies: 10
Views: 853
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