Search found 697 matches

by Hume2
Mon Sep 26, 2022 19:04
Forum: General Discussion
Topic: Why i not use GitHub
Replies: 18
Views: 5117

Re: Why i not use GitHub

If I'm not mistaken, github offers two methods of 2FA. One involves a smartphone app and the other involves SMS. So if you don't have a smartphone and you don't want MICROS~1 to know your personal phone number, this viewpoint is completely understandable. It is my case also, so I know well. I unders...
by Hume2
Fri Aug 26, 2022 19:26
Forum: Mod Releases
Topic: [Mod] Carcassonne [carcasonne]
Replies: 11
Views: 1954

Re: [Mod] Carcassonne [carcasonne]

That looks cool, I like this game!
by Hume2
Thu Jul 28, 2022 09:12
Forum: General Discussion
Topic: Poll : support of large world size
Replies: 17
Views: 2100

Re: Poll : support of large world size

It is actually a good question how mesecons would be affected. I don't know much about mesecons so I can't give a certain answer. I think that the most costly operations in mesecons is reading/writing to map. Also I don't know how much the new hash function is slower than the current one but I assum...
by Hume2
Tue Jul 26, 2022 19:51
Forum: General Discussion
Topic: Poll : support of large world size
Replies: 17
Views: 2100

Re: Poll : support of large world size

When it goes on the bandwidth, nothing much would change either. I think, the sent data is mostly mapblocks, which, as I explained, wouldn't grow much in size. The coordinates of players and entities would be double in size but there usually aren't many players and entities anyway. All other player ...
by Hume2
Mon Jul 25, 2022 18:08
Forum: General Discussion
Topic: Poll : support of large world size
Replies: 17
Views: 2100

Re: Poll : support of large world size

The problem I have with this is that I don't need it, and if break things, introduces incompatibilities or doubles the size of the world database, network bandwidth requirement or RAM footprint I won't be happy. Call me selfish all you want, but as you asked me , this is my answer. Please note that...
by Hume2
Wed Jul 13, 2022 08:43
Forum: Feature Discussion
Topic: A function to detect if a node is inside the active block radius?
Replies: 10
Views: 1971

Re: A function to detect if a node is inside the active block radius?

I'm surprised that this function exists, thanks!
by Hume2
Wed Jun 22, 2022 09:15
Forum: WIP Mods
Topic: [Mod] Means of transport tracking lines [linetrack]
Replies: 45
Views: 9755

Re: [Mod] Means of transport tracking lines [linetrack]

Hi, Any update for this mod ? First, the thumbnail for the bus is wrong, i had to put another image. Second, the bus does not climb on slopes, am I the only one ? Thanks :) I didn't update the mod for a long time but I plan to do so. The thumbnail of bus is a placeholder, I'm aware of this. By defa...
by Hume2
Fri May 20, 2022 19:33
Forum: Feature Discussion
Topic: New, less moddable minetest game?
Replies: 57
Views: 10154

Re: New, less moddable minetest game?

It was nearly two years ago and I changed my opinion on this slightly since then. In short, I'm even more opposed against made-up religions in games. I know that you will not agree with me at all and I don't even expect that you would heed to my advice, even given that this project ever began. So I ...
by Hume2
Tue May 17, 2022 19:08
Forum: Mod Releases
Topic: [mod] Wooden Bucket [1.0.1] [bucket_wooden]
Replies: 34
Views: 7570

Re: [mod] Wooden Bucket [1.0.1] [bucket_wooden]

Interesting question. I think, you should delegate this request to the developers of the mods which add cows into game. If that is not an option, you (or somebody) should make a mod which adds this inter-operability. I can help you with it in that case. Generally, the more complex mods should depend...
by Hume2
Tue May 10, 2022 11:27
Forum: Feature Discussion
Topic: Let's compare mesecons and redstone
Replies: 4
Views: 1468

Re: Let's compare mesecons and redstone

Well, as far as I know, when the mesecon wire exceeds the loaded region and it is switched on, then whole the wire is forceloaded. And the action queue has no option to leave some actions for later if processing the queue has already taken too long time. I also noticed that all queued actions are pe...
by Hume2
Sun May 01, 2022 17:53
Forum: Texture Packs
Topic: PureBDcraft e SEUS
Replies: 6
Views: 2250

Re: PureBDcraft e SEUS

Maybe there should be a checkbox in the registration form saying: I'm aware that this is not MINECR~1.
by Hume2
Sun May 01, 2022 17:36
Forum: Feature Discussion
Topic: Let's compare mesecons and redstone
Replies: 4
Views: 1468

Let's compare mesecons and redstone

As you may know, the counterpart of mesecons in that other game is redstone, which can be used for similar purposes but it acts differently. Mesecons have only two states, they are either on or off. If one piece of mesecon is powered, it powers whole the line regardless of how long it is. Redstone h...
by Hume2
Sun Mar 13, 2022 12:02
Forum: Maps
Topic: [ADVENTURE/PUZZLE/PARKOUR MAP] "Escape The Sewer"
Replies: 31
Views: 8810

Re: [ADVENTURE/PUZZLE/PARKOUR MAP] "Escape The Sewer"

I'm glad you enjoyed it, I've made a couple of maps similar to this one, but for Minecraft. I would love to make more of these for Minetest, but I don't know if doing this is way harder in Minetest because doing things like dialogues, scripted events, or cutscenes requires writing a custom mod, and...
by Hume2
Wed Mar 09, 2022 10:47
Forum: Feature Discussion
Topic: My approach for waterlogging
Replies: 7
Views: 1498

Re: My approach for waterlogging

Of course that waterlogging needs to be properly supported by the engine. But note that if just the first bug gets fixed, we can implement waterlogging at least in a very limited way. The thing that objects can't connect is indeed another limiting factor. The second bug could be bypassed by creating...
by Hume2
Wed Mar 09, 2022 07:06
Forum: Feature Discussion
Topic: My approach for waterlogging
Replies: 7
Views: 1498

My approach for waterlogging

I had an idea that waterlogging could be theoretically supported by the current engine. I can register the waterlogged nodes extra and give them properties of both the original node and the water source node. And when I set the `liquid_alternative_source` to the node itself and `liquid_alternative_f...
by Hume2
Thu Mar 03, 2022 21:13
Forum: Maps
Topic: [ADVENTURE/PUZZLE/PARKOUR MAP] "Escape The Sewer"
Replies: 31
Views: 8810

Re: [ADVENTURE/PUZZLE/PARKOUR MAP] "Escape The Sewer"

The download link seems to be working now. I advise you linking the mods from here, so it is clear what versions to use. I enjoyed the map although I had to cheat once over time. Once I had to cheat at the place where I had to activate one pressure plate because I did not see the apple after it fell...
by Hume2
Sat Feb 05, 2022 13:47
Forum: Servers
Topic: [Server] Tunnelers' Abyss
Replies: 211
Views: 69032

Re: [Server] Tunnelers' Abyss

56independent_actual wrote:
Fri Feb 04, 2022 17:49
Where is the server's version of linetrack hosted? I need it to begin complementing my Advtrains network.
We use the same version as I put on this forum. In case you couldn't find it, it's this repo: https://gitlab.com/Hume2/linetrack
by Hume2
Wed Jan 19, 2022 18:46
Forum: General Discussion
Topic: Ecoterrorists are attacking tracks in Minetest
Replies: 16
Views: 9893

Re: Ecoterrorists are attacking tracks in Minetest

why are they "ecoterrorists"? this is a game, why not simply call them what they are, griefers? did the perpetrator(s) leave some manifesto and saying that they did the griefing to save the environment, the digital world? Yes, they planted many trees instead. They also called themselves &...
by Hume2
Thu Dec 16, 2021 14:42
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.2.2] [underch]
Replies: 201
Views: 38774

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

I'm going to release version 1.2. There will be some bugfixes and ores-JIT will be an optional feature. I also limited the pressure above the sea level, so I'm curious whether this also fixes the lava issue.
by Hume2
Fri Nov 19, 2021 15:04
Forum: Servers
Topic: [Server] Tunnelers' Abyss
Replies: 211
Views: 69032

Re: [Server] Tunnelers' Abyss

My granddaughter and I are interesting in playing on the server but I get a Invalid Password. Can I request a password? If you visit a server on the first time and you see this message, it means only one thing. Your nickname is already used by somebody else and you have to pick a different one. You...
by Hume2
Sun Oct 17, 2021 12:04
Forum: Maps
Topic: [ADVENTURE/PUZZLE/PARKOUR MAP] "Escape The Sewer"
Replies: 31
Views: 8810

Re: [ADVENTURE/PUZZLE/PARKOUR MAP] "Escape The Sewer"

MHL wrote:
Sun Oct 17, 2021 03:45
Hume2 wrote:
Sat Jul 24, 2021 17:55
Download link is invalid, can you please fix it?
Fixed.
Now the link leads to a page with some text. There are two download links but none of them work.
by Hume2
Sun Oct 10, 2021 16:22
Forum: WIP Mods
Topic: [Mod]Super Duck Hydroplane[hidroplane]
Replies: 92
Views: 11766

Re: [Mod]Super Duck Hydroplane[hidroplane]

I tested the mod on the server Tunnelers' Abyss. It looks like the hydroplane is very unstable on servers with higher load. Usually, when I press A or D during flight just once, the hydroplane starts to shake from left to right and back. Sometimes it starts shaking even without pressing these keys. ...
by Hume2
Mon Oct 04, 2021 05:21
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.2.2] [underch]
Replies: 201
Views: 38774

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

j0j0n4th4n wrote:
Sun Oct 03, 2021 02:51
Wow, this is a gorgeous mod!
I'm wondering if there is any incompatibility withPedology mod by Wuzzy?
The mod Pedology modifies only the dirt on the surface according to the description, so there should be no clash. I didn't try it though.
by Hume2
Thu Sep 30, 2021 13:25
Forum: Feature Discussion
Topic: A node which resets sunlight?
Replies: 5
Views: 1810

Re: A node which resets sunlight?

I know. The point of that is that it wouldn't be needed anymore. So if someone went there anyway, it wouldn't make a catastrophe.
by Hume2
Thu Sep 30, 2021 11:02
Forum: Feature Discussion
Topic: A node which resets sunlight?
Replies: 5
Views: 1810

A node which resets sunlight?

I'm not sure if it hasn't been discussed before. There are nodes which propagate sunlight, there are nodes which block sunlight but there are no nodes which increase sunlight. That could be useful in a number of cases. For example in stacked worlds. Currently, when there is one world above another w...