Search found 747 matches

by Kilarin
Sun Sep 30, 2018 15:43
Forum: Modding Discussion
Topic: jungletree overwriting generated area
Replies: 17
Views: 936

Re: jungletree overwriting generated area

for anyone who is interested in the overgeneration issue, I wrote a VERY simple testing mod: https://github.com/Kilarin/flatland All this does is for ANY chunk that contains nodes from y=0 to y=200, it replaces all content with air, except for the outline of the chunk, which it replaces with cobble ...
by Kilarin
Thu Sep 27, 2018 04:22
Forum: Modding Discussion
Topic: jungletree overwriting generated area
Replies: 17
Views: 936

Re: jungletree overwriting generated area

here is one place that matches your description. The canyon is being generated seemingly correctly, I can fly to this spot and see that everything had been removed and replaced with air, then suddenly, boom! the trees flash into being: https://i.imgur.com/IgpB98W.jpg I added a mod to show the chunk ...
by Kilarin
Mon Sep 24, 2018 23:50
Forum: Modding Discussion
Topic: jungletree overwriting generated area
Replies: 17
Views: 936

Re: jungletree overwriting generated area

We have a register_on_generated. Seems like we need a register_after_decorations. :) I'm thinking that one, rather crazy, way to get around this would be to put an invisible block in each chunk that would clean up any decorations the first time it is loaded after generation, then delete itself. Unfo...
by Kilarin
Mon Sep 24, 2018 12:21
Forum: Modding Discussion
Topic: jungletree overwriting generated area
Replies: 17
Views: 936

Re: jungletree overwriting generated area

Now, before anybody gets mad at this confusing state of affairs, let me assure you that it works really well for generating pretty terrain very quickly, which is the developers' goal. Nothing to get mad about. But it does seem like there ought tho be some way around this. Thank you so VERY much for...
by Kilarin
Mon Sep 24, 2018 02:40
Forum: Modding Discussion
Topic: jungletree overwriting generated area
Replies: 17
Views: 936

jungletree overwriting generated area

So, I've got a mod. It soft depends on default (default?) it has a register_on_generated function that clears a certain area, setting the nodes to air. I can see it clear that area, in debug.txt I can watch a particular node get set to air and saved. As several other chunks are generated, that node ...
by Kilarin
Fri Sep 14, 2018 20:56
Forum: Modding Discussion
Topic: is_ground_content question
Replies: 2
Views: 222

Re: is_ground_content question

Awesome! thank you so very much!

and the pre-cache table idea is brilliant. Just loop through all the nodes ONCE, create a table of entries that are ground content, and then, viola, done!

Thank you!
by Kilarin
Fri Sep 14, 2018 16:37
Forum: Modding Discussion
Topic: Modding Tutorial Book (new: Code architecture, unit testing)
Replies: 145
Views: 33540

Re: Modding Tutorial Book (new: Code architecture, unit test

Just wanted to add my voice to the other saying that this book is AWESOME and very helpful. THANK YOU!
by Kilarin
Thu Sep 13, 2018 17:30
Forum: Modding Discussion
Topic: Python as a modding language
Replies: 109
Views: 7849

Re: Python as a modding language

There IS a solution here.
The people who want to code in python, need to write an interpreter that translates python into lua. :)

It's all Turing machines at the bottom.
by Kilarin
Thu Sep 13, 2018 17:25
Forum: Modding Discussion
Topic: is_ground_content question
Replies: 2
Views: 222

is_ground_content question

I want to check if a node is ground content or not. data[area:index(x,y,z)) gives me the content id of that node. A number that uniquely identifies the kind of node at that position. I want to check if that node is ground content. example I found: p is a position: if minetest.registered_nodes[minete...
by Kilarin
Thu Sep 06, 2018 12:14
Forum: Problems
Topic: bug deletes material from chunk below
Replies: 10
Views: 539

Re: bug deletes material from chunk below

indeed, it looks like that COULD be the exact same issue DrFrakenstone! Thank you!
by Kilarin
Thu Sep 06, 2018 04:51
Forum: Problems
Topic: bug deletes material from chunk below
Replies: 10
Views: 539

Re: bug deletes material from chunk below

Thank you GreenDimond. I saw your bug report. But I haven't messed with the default chunk size. I don't know how to change the chunk size. And my son just installed minetest on his laptop fresh a few weeks ago, hasn't messed with anything other than installing some mods, and sees the same gaps. So, ...
by Kilarin
Thu Sep 06, 2018 00:41
Forum: Problems
Topic: bug deletes material from chunk below
Replies: 10
Views: 539

Re: bug deletes material from chunk below

Just to point out that these gaps extend up (and probably out):
Image
by Kilarin
Thu Sep 06, 2018 00:34
Forum: Problems
Topic: bug deletes material from chunk below
Replies: 10
Views: 539

Re: bug deletes material from chunk below

I modified chunktest to create solid blocks, so I could see the shape of what is actually getting deleted. this is the result: https://i.imgur.com/BF5U2OW.jpg This bug is consistent on both my computer and my sons. I would really appreciate it if someone else could validate that they can reproduce i...
by Kilarin
Wed Sep 05, 2018 22:53
Forum: Problems
Topic: bug deletes material from chunk below
Replies: 10
Views: 539

Re: bug deletes material from chunk below

I updated ChunkTest to alternate between brick and cobble for chunks so that you can discern the individual chunks more easily. https://github.com/Kilarin/chunktest I also confirmed that this does not seem to happen below y=0. But something in mapgen v7 is taking hunks out of chunk edges above groun...
by Kilarin
Wed Sep 05, 2018 21:51
Forum: Problems
Topic: bug deletes material from chunk below
Replies: 10
Views: 539

Re: bug deletes material from chunk below

Good question, no, I can't seem to find any instances of the problem happening in single node, or v6. It seems to be v7 related.
by Kilarin
Tue Sep 04, 2018 23:04
Forum: Problems
Topic: bug deletes material from chunk below
Replies: 10
Views: 539

bug deletes material from chunk below

I think I've found a bug. My son and I were working on a mod that builds tall structures, and some of them kept having one y layer, at exactly the top of the chunk, disappear. You could SEE it happen, chunk one would load, top layer complete, then chunk 2 loads directly above it, and the top layer (...
by Kilarin
Fri Aug 31, 2018 23:49
Forum: Modding Discussion
Topic: node box coming up invisible
Replies: 3
Views: 192

Re: node box coming up invisible

NOPE. It was a mistake made by the idiot who cut and pasted the node box info from your wonderful node box editor into his previously worked on node code.

and THANK YOU for that node box editor, it's wonderful!
by Kilarin
Fri Aug 31, 2018 22:08
Forum: Modding Discussion
Topic: node box coming up invisible
Replies: 3
Views: 192

Re: node box coming up invisible

ok, haven't fixed all my problems yet, but found the biggest. stupid typo.
I had
type = "fixed", list of node boxes
it has to be:
type = "fixed",fixed={ list of node boxes }
by Kilarin
Fri Aug 31, 2018 20:14
Forum: Modding Discussion
Topic: node box coming up invisible
Replies: 3
Views: 192

node box coming up invisible

first time trying to play with nodeboxes. I download rubanwardy's nodeboxeditor, which was extremely helpful. BUT, now I've got a node that seems to be going down invisible? This works: minetest.register_node("mymod:test", { description = "mymod:test", drawtype = "nodebox", tiles = {"mymod-test-top....
by Kilarin
Thu Aug 30, 2018 18:19
Forum: Modding Discussion
Topic: perlin noise problem
Replies: 3
Views: 175

Re: perlin noise problem

ARGH!!!!
THANK YOU. No wonder it was baffling me.
since I wasn't using the map seed, didn't think that mattered, but it does.
Sheesh, I would have been researching that for weeks.
Thank you.
by Kilarin
Thu Aug 30, 2018 18:07
Forum: Modding Discussion
Topic: perlin noise problem
Replies: 3
Views: 175

Re: perlin noise problem

Just in case anyone is wondering, what I am trying to do is to get a source of 1D perlin noise. I need a random, but fairly smooth source. (I could just use the lua random number function if I didn't want something smooth)
by Kilarin
Thu Aug 30, 2018 17:05
Forum: Modding Discussion
Topic: perlin noise problem
Replies: 3
Views: 175

perlin noise problem

I'm unable to figure out what is probably a very simple problem. I have the following code: local np_crazy = { offset = 0, scale = 1, spread = {x=15, y=8, z=8}, seed = 314159, octaves = 1, persist = 0.67 } local chulens = {x=101, y=1, z=1} local minposxz = {x=0, y=0} local nvals_crazy = minetest.get...
by Kilarin
Sun Aug 19, 2018 21:30
Forum: Modding Discussion
Topic: box collision
Replies: 2
Views: 149

Re: box collision

I was just wondering if there was a super fast implementation, since I seem to be doing a lot of this. :)
But, the old fashioned way is pretty fast in lua, I guess I'll stick to it.

thank you
by Kilarin
Sun Aug 19, 2018 21:17
Forum: Modding Discussion
Topic: box collision
Replies: 2
Views: 149

box collision

Does the minetest lua api have a built in function to quickly and efficiently check if two boxes intersect given minp an maxp for each?
by Kilarin
Thu Aug 09, 2018 21:49
Forum: Servers
Topic: [Server] Xanadu
Replies: 3770
Views: 380000

Re: [Server] Xanadu

Whats About An Custom skin buttom to Skins GUI?
Without oversight you risk people uploading offensive skins, or flooding the server with skins.