Search found 4116 matches

by Sokomine
Thu Jul 14, 2022 02:31
Forum: WIP Mods
Topic: [Mod] Simple_Dialogs for Minetest entities [simple_dialogs]
Replies: 34
Views: 6471

Re: [Mod] Simple_Dialogs for Minetest entities [simple_dialogs]

Ha! Synchronicity! It DOES seem to happen a lot. Wouldn't be MT without :-) That would be cool to do. So far though, I haven't seen any actual interest in my mod. So there might not be any market for the transfer tool. :) I hope your mod will attract more attention, because I think users being able...
by Sokomine
Tue Jul 12, 2022 18:01
Forum: WIP Mods
Topic: [Mod] Simple_Dialogs for Minetest entities [simple_dialogs]
Replies: 34
Views: 6471

Re: [Mod] Simple_Dialogs for Minetest entities [simple_dialogs]

It happened again - diffrent people working on a similar problem and comming up with a comparable solution at roughly the same time :-) I've been planning to write a mod to talk to NPC for several years now. Then I was pointed to the Your Land server and found a mod that was already pretty useful - ...
by Sokomine
Tue Mar 15, 2022 04:05
Forum: Modding Discussion
Topic: AdventureTest - how many of you would be interested in this?
Replies: 6
Views: 1371

Re: AdventureTest - how many of you would be interested in this?

I'm still working on a mod that allows to "talk" with mobs through formspecs in a point&click adventure style mode. That alone is a big project and might be of intrest to your project as well. A lot of work has already been done by the admin of the YourLand-Server who wrote the origina...
by Sokomine
Mon Oct 11, 2021 11:15
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 862
Views: 370538

Re: [Modpack] WorldEdit [worldedit]

As far as I can see, there's no problem if the changes are well compressible. I'm less worried about disk space here. More about available RAM and time/lag. There are situations where those limits are reached. Any additional operation may make things worse. While minetest.create_schematic works pre...
by Sokomine
Sat Oct 09, 2021 16:55
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 862
Views: 370538

Re: [Modpack] WorldEdit [worldedit]

When working with worldedit, mistakes can happen and you can't backup your world every few minutes, would be too tedious and downright silly when the more logical option is simply an undo command. An undo command would certainly be great and useful. Sadly the information for the undoing needs to be...
by Sokomine
Sat Oct 09, 2021 12:48
Forum: Mod Releases
Topic: [Mod] exchange/replace nodes with one click [replacer]
Replies: 44
Views: 28768

Re: [Mod] exchange/replace nodes with one click [replacer]

The replacer has - after a long time - received some updates that will hopefully be helpful: The message when storing a new pattern tells you the name of the node and its rotation in a more human-readable way. A new pattern can now be stored with AUX1 + right-click in addition to SHIFT + right-click...
by Sokomine
Sat Sep 18, 2021 04:26
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.2.2] [underch]
Replies: 201
Views: 38796

Re: [mod] 62 underground biomes! [1.1.4] [underch]

If you want things to generate exactly the same way a second time, you have to assure the seed into math.random is the same. I've seen a mod somewhere that does this. Maybe something from Sokomine, I'm thinking? [basic_houses], maybe? That's something every mapgen mod that wants to use some additio...
by Sokomine
Sat Sep 18, 2021 04:14
Forum: Servers
Topic: Redcrab's server
Replies: 5042
Views: 874699

Re: Redcrab's server

Excellent that the server is back again! And it works :-) Just couldn't get the font size up to a readable level with the oldest binary I had lying around. I hope to keep it working as long as necessary for me to dive into it again and understand a minimumall my mess, in order to be able to provide ...
by Sokomine
Sat Sep 18, 2021 04:09
Forum: News
Topic: [REVERTED!] Debug coordinates will no longer be visible for unprivileged players after 5.4.0
Replies: 93
Views: 42755

Re: Debug coordinates will no longer be visible for unprivileged players after 5.4.0

So of to counting nodes again when trying to align tunnels. nope, not really thrilled Same here. In the end - if the server doesn't provide the priv - the server is not worthy playing on. There may be exceptions, but those are rare. The priv ought to be inverse. The way it's now, server owners have...
by Sokomine
Mon Sep 13, 2021 04:11
Forum: Mod Releases
Topic: [Mod] Bees and beekeeper [2.0] [bees]
Replies: 91
Views: 43449

Re: [Mod] Bees and beekeeper [2.0] [bees]

Thanks for the quick fix, TenPlus1! I'm sure we can live with hives not falling immediately if they notice there's nothing to hang from.
by Sokomine
Mon Sep 13, 2021 04:10
Forum: Modding Discussion
Topic: Any way or mod to make transfering items from inventory to chest easier?
Replies: 8
Views: 2337

Re: Any way or mod to make transfering items from inventory to chest easier?

My chesttools mod adds such buttons: DA - drop all from your inventory into the chest TA - take all out of the chest and put it into your inventory SA - swap all - swap the inventory of the chest and your own FA - filter all - that is, put all from your inventory into the chest from which there's al...
by Sokomine
Fri Sep 03, 2021 13:59
Forum: Mod Releases
Topic: [Mod] Bees and beekeeper [2.0] [bees]
Replies: 91
Views: 43449

Re: [Mod] Bees and beekeeper [2.0] [bees]

There's a problem with wild hives hanging from (some) tree leaves: You can walk through leaves of many trees - and that makes them unsuitable for the engine's attached_node mechanism. The result is that a wild hive hanging from leaves that can be walked through will disappear without comment when so...
by Sokomine
Fri Aug 06, 2021 01:19
Forum: Deutsch
Topic: [Map] Karsthafen - Diskussionsthread
Replies: 397
Views: 74175

Re: [Map] Karsthafen - Diskussionsthread

Festus1965 wrote: Zustimmung, oder Ablehnung Einspruch:
In Zeiten großer Hitze, Feuer und Tornados sind innen liegende Räume die perfekte Sicherheit.
Das stimmt sicher (wobei - Feuer und Innenräume?). Bisher ging ich allerdings davon aus daß Karsthafen in einer relativ sicheren gemäßigten Zone liegt.
by Sokomine
Thu Aug 05, 2021 19:27
Forum: Deutsch
Topic: [Map] Karsthafen - Diskussionsthread
Replies: 397
Views: 74175

Re: [Map] Karsthafen - Diskussionsthread

solars wrote: Links von der Mitte eine 3-Zimmerwohnung. Rechts davon sind 2 solche Wohnungen zu einer großen 5-Zimmerwohnung verbunden.
Einspruch! Die Schlafräume sind innen - ganz ohne Fenster. Das geht doch nicht! Wer soll da wohnen?
by Sokomine
Thu Aug 05, 2021 19:09
Forum: Mod Releases
Topic: [Mod] Shared chests with bag support [chesttools]
Replies: 18
Views: 9033

Re: [Mod] Shared chests with bag support [chesttools]

protected chest = can be accessed by the protector block's whitelist This is perfect. This means I only have to update the list in one entity per 10 nodes. Yes. That method turned out to be the most practical, so I've implemented it in these chests. My own locks mod used whitelists and a (general) ...
by Sokomine
Sat Jul 10, 2021 19:02
Forum: Partly official engine development
Topic: New MTS format
Replies: 24
Views: 6388

Re: New MTS format

This additional value should be simply added to the place_schematic's rotation parameter modulo 360. (So if the field in the file is zero, it would work as now, no difference. If the field would be 90, then placing with rotation=0 would actually place as 90 degree, placing with rotation=90 as 180 d...
by Sokomine
Sat Jul 10, 2021 18:57
Forum: Modding Discussion
Topic: Some mod ideas/tweaks/usability improvements
Replies: 6
Views: 1066

Re: Some mod ideas/tweaks/usability improvements

This trash slot is tedious when dealing with thousands of items unless I'm missing some other shortcuts. Where do you get your thousands of items from? In survival, wishing to destroy items is pretty rare, and the size of your inventory is limited. Still very annoying when building megafarms like I...
by Sokomine
Sat Jul 10, 2021 15:35
Forum: Modding Discussion
Topic: Some mod ideas/tweaks/usability improvements
Replies: 6
Views: 1066

Re: Some mod ideas/tweaks/usability improvements

Quicker ways to get rid of "trash". Maybe press/hold a key and click to make clicked item go away. Maybe a /trash command that will open a chest-like interface with a button to move all items to it and it will delete items upon closing the interface. The mod unified_inventory (and probabl...
by Sokomine
Fri Jul 09, 2021 01:16
Forum: WIP Mods
Topic: [Mod] Wilhelmines People [people]
Replies: 34
Views: 9116

Re: [Mod] Wilhelmines People [people]

I've looked at the mod and I'm rather skeptical. The mod seems to have already a support for another mod providing NPCs. No, not a particular mod as such - more NPC mods in general. I try to write my mods so that other mods have plenty of options to plug into my mods and access their functions. The...
by Sokomine
Thu Jul 08, 2021 23:15
Forum: Servers
Topic: [Server] Not So Simple Server
Replies: 95
Views: 31285

Re: [Server] Not So Simple Server

To be clear. Server is d, e, a, d. I have not beeen maintaining anything in Minetest space for a long time now. I want to get back to this stuff, but from a modder point of view. Server hosting is a lot of work.... That's understandable. The version of your server that I played on for a while was v...
by Sokomine
Thu Jul 08, 2021 23:02
Forum: Partly official engine development
Topic: New MTS format
Replies: 24
Views: 6388

Re: New MTS format

Having the y-offset stored in the .mts file would be very helpful. In handle_schematics, I'm storing rotation (most builds have a front side, and that may not always be the same) and y offset in the file name - because there is no other reasonable way. minetest.place_schematic is more or less useles...
by Sokomine
Thu Jul 08, 2021 22:41
Forum: Feature Discussion
Topic: object:get_id() and get_object_by_id()
Replies: 11
Views: 7421

Re: object:get_id() and get_object_by_id()

Such functions would be really useful as part of the general MT api. Right now, all mob mods that need IDs have to implement their own system. It'd really be better to have that done only once.
by Sokomine
Thu Jul 08, 2021 22:21
Forum: WIP Mods
Topic: [mod] Beautiful flowers [beautiflowers]
Replies: 7
Views: 1835

Re: [mod] Beautiful flowers [beautiflowers]

The flowers look very nice. Good to have a new source for dyes as well.
by Sokomine
Thu Jul 08, 2021 22:17
Forum: Mod Releases
Topic: [Mod] Instant Buildings [V 5.0] [instabuild]
Replies: 45
Views: 29212

Re: [Mod] Instant Buildings [V 5.0] [instabuild]

Is this mod still being maintained? If not, is there a newer, updated mod that would be good alternative to this? Perhaps MT_Village_set might be of intrest to you. Those houses there can be placed with a single block. My handle_schematics mod can also spawn structures. There may be other, similar ...
by Sokomine
Thu Jul 08, 2021 22:07
Forum: Mod Releases
Topic: [Abandoned] [Mod] Mobs Umbra [0.2.1] [mobs_umbra]
Replies: 9
Views: 3462

Re: [Abandoned] [Mod] Mobs Umbra [0.2.1] [mobs_umbra]

Some of these umbras can be found on the Your Land server. They fight against hostile mobs and are neutral/friendly towards the player. Such mobs deserve to live :-) Have a heart for them! Allow them to exist on the minetest content database - and to live in your caves.