Search found 1634 matches

by burli
Fri Jan 05, 2018 19:12
Forum: Modding Discussion
Topic: Python as a modding language
Replies: 109
Views: 14249

Re: Python as a modding language

Yeah, the difference is, you know Python as a language that comes with tons of libraries. But the interpreter itself can't do much more than the lua interpreter.

If Python would be added to Minetest you had to install all the libs yourself. You would just have the bare interpreter
by burli
Thu Jan 04, 2018 19:06
Forum: Feature Discussion
Topic: Common transport API
Replies: 6
Views: 1045

Re: Common transport API

I would make it even more generic. One callback for insert, one for take. The node has to deal itself what to do with the incoming. For example the furnace. The node gets an insert callback for an item, e.g. cobblestone. The furnace itself needs to decide what to do with it. Next insert callback wan...
by burli
Thu Jan 04, 2018 17:27
Forum: Modding Discussion
Topic: Multi Block Nodes
Replies: 8
Views: 1373

Re: Multi Block Nodes

I assume that the chest is one mesh like the door. Doesn't work with multiple nodes. I tried it.

EDIT: nope, I'm sorry. Is not a mesh. I'll take a look
by burli
Thu Jan 04, 2018 13:09
Forum: Modding Discussion
Topic: Multi Block Nodes
Replies: 8
Views: 1373

Re: Multi Block Nodes

It seems that doors simply expand the selection box. But that's not what I want, because I can't select the other nodes. If I try to dig a node the expanded node would be digged first. And I don't know if I can attach things like pipes. I think I need to add some kind of controller node and the othe...
by burli
Thu Jan 04, 2018 11:57
Forum: Modding Discussion
Topic: Multi Block Nodes
Replies: 8
Views: 1373

Re: Multi Block Nodes

TenPlus1 wrote:Doors are 2 blocks high but are a single node, so you can easily enlarge a node and when hit acts like a single block.
Didn't thought about that, but I'm not sure if this works as I expect. Will take a look at it
by burli
Thu Jan 04, 2018 10:25
Forum: Modding Discussion
Topic: Multi Block Nodes
Replies: 8
Views: 1373

Multi Block Nodes

I want to be able to make multi block nodes. That means, a structure build of more than one node, but acts like a single node. One example is the blast furnace from a Minecraft Mod. The furnace only works if it is build with predefined blocks in a certain pattern. And when it is active, the entire s...
by burli
Thu Jan 04, 2018 10:13
Forum: Feature Discussion
Topic: Common transport API
Replies: 6
Views: 1045

Re: Common transport API

Ok, this gives me a hint. As addition this transport API should be generic. Not only for items, but also for liquids, energy and so on. I think it would be enough to define callbacks for get_item and put_item. As parameter a type could be used that the node knows what type should be transported. The...
by burli
Wed Jan 03, 2018 09:06
Forum: Modding Discussion
Topic: Python as a modding language
Replies: 109
Views: 14249

Re: Python as a modding language

So in an apples-to-apples comparison Python is about 18% slower (66 seconds vs. 56 seconds) for this particular benchmark. Did you run the python code on multiple cores? If yes, then YOU don't make an apples-to-apples comparison, because you removed the optimization on one language, but leave it to...
by burli
Tue Jan 02, 2018 19:55
Forum: Feature Discussion
Topic: Do you like the crafting grid?
Replies: 39
Views: 8642

Re: Do you like the crafting grid?

Imagine a chest mod allowing small, medium, and large chests. Instead of surrounding a chest with wood which would make it thicker but not larger, imagine x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x Well, you can also have recipes like two chests to make a double chest o...
by burli
Tue Jan 02, 2018 17:15
Forum: Feature Discussion
Topic: Common transport API
Replies: 6
Views: 1045

Common transport API

Item transport in Minetest is hacky. Hoppers for example use the inventory of nodes like chests or furnace, but this only works if the inventories have specific names. You need to add support for each new node in the hopper. A while ago I made a hopper mod with additional nodes like ducts and a sort...
by burli
Sat Dec 30, 2017 22:06
Forum: Feature Discussion
Topic: Do you like the crafting grid?
Replies: 39
Views: 8642

Re: Do you like the crafting grid?

Well, how should this work on mobile devices? It is difficult to place a recipe in a 3*3 grid. A 5*5 grid would be only annoying. Or if someone wants to play with a gamepad.
by burli
Sat Dec 30, 2017 20:41
Forum: Feature Discussion
Topic: Do you like the crafting grid?
Replies: 39
Views: 8642

Re: Do you like the crafting grid?

Where is the benefit to have more and complex recipes you can't remember?
by burli
Sat Dec 30, 2017 18:45
Forum: Feature Discussion
Topic: Do you like the crafting grid?
Replies: 39
Views: 8642

Re: Do you like the crafting grid?

I would like to know why you like the crafting grid
by burli
Sat Dec 30, 2017 08:46
Forum: Feature Discussion
Topic: Do you like the crafting grid?
Replies: 39
Views: 8642

Do you like the crafting grid?

Shaped crafting is an interesting feature... for about 20 minutes. With increasing amount and complexity it becomes more and more annoying. You need to search in wikis for the recipe or you install a crafting guide. From now on the crafting grid is more or less useless because it is just one more st...
by burli
Thu Dec 28, 2017 18:03
Forum: Modding Discussion
Topic: pathfinding questions...
Replies: 18
Views: 1312

Re: pathfinding questions...

I'm not at home, so I can't you show my code. But you can search for steering behaviours pathfinding.

That's what I use in my videos
by burli
Thu Dec 28, 2017 16:10
Forum: Modding Discussion
Topic: pathfinding questions...
Replies: 18
Views: 1312

Re: pathfinding questions...

There are two ways to follow a path. The simple one is to move from node to node. If the mob is close enough select the next node as target. A bit more complicated is it to calculate the nearest segment and move along the path, but you need some vector calculation for this. The problem of the first ...
by burli
Wed Dec 27, 2017 06:53
Forum: Modding Discussion
Topic: Removed all sounds, but punch sounds still playing
Replies: 4
Views: 426

Re: Removed all sounds, but punch sounds still playing

Well, I found it. Wasn't easy. Need to make a full text search for "default_dig" in the engine source to find it. It's located in game.cpp if (sound_dig.exists() && params.diggable) { if (sound_dig.name == "__group") { if (!params.main_group.empty()) { soundmaker->m_playe...
by burli
Tue Dec 26, 2017 23:35
Forum: Modding Discussion
Topic: Removed all sounds, but punch sounds still playing
Replies: 4
Views: 426

Re: Removed all sounds, but punch sounds still playing

It's not even a full Minetest Game. Just a handful of nodes, one biome, steel tools and players_api mod. Removed most of the mods. Haven't found anything in builtin yet.

Will search again when I'm back from holiday. Really obscure
by burli
Mon Dec 25, 2017 14:32
Forum: WIP Mods
Topic: [Mod] MicroExpansion [0.2] [microexpansion]
Replies: 50
Views: 16594

Re: [Mod] MicroExpansion [0.2] [microexpansion]

Neat. Wait for updates
by burli
Sun Dec 24, 2017 22:06
Forum: Mod Releases
Topic: [Mod] HUD Bars [2.3.5] [hudbars]
Replies: 246
Views: 87211

Re: [Mod] HUD bars [1.10.0] [hudbars]

Is is possible to show hudbars if damage is disabled? I know there is hudbars_forceload_default_hudbars and I know that it is Experimental setting: Changing this setting is not officially supported, do NOT rely on it! I also know you don't support bleeding edge versions of Minetest. But is it possib...
by burli
Sun Dec 24, 2017 15:26
Forum: Modding Discussion
Topic: Removed all sounds, but punch sounds still playing
Replies: 4
Views: 426

Removed all sounds, but punch sounds still playing

I removed all sound functions for functions.lua and from node definition, but if I punch a node with the hand or a tool the correct punch sound is still played. (the sound files are still available)

Is this hard coded in the engine? Cause I can't find anything that plays this sounds
by burli
Sun Dec 24, 2017 10:25
Forum: Modding Discussion
Topic: Securing formspec code (code examples)
Replies: 42
Views: 20076

Re: [GUIDE]Securing formspec code[WIP]

Interesting, thx
by burli
Fri Dec 22, 2017 08:19
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 834
Views: 150987

Re: Post your mapgen questions here (modding or engine)

I am absolutely fine with decorations (bushes, grass, occasional trees, etc.) but I wouldn't call giant forests as "flat". Could be done as mod or subgame. You can write a mod that overrides MTG biomes and replaced them with a single grassland with rare decoration. That's the problem with...
by burli
Fri Dec 22, 2017 08:05
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 834
Views: 150987

Re: Post your mapgen questions here (modding or engine)

You can disable trees with "nodecoration", but you always have biomes.
by burli
Fri Dec 22, 2017 05:23
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 834
Views: 150987

Re: Post your mapgen questions here (modding or engine)

The flat mapgen always generates biomes. The ground nodes will change. He wants grass only