[Mod] Jumpdrive [1.4] [jumpdrive]

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BuckarooBanzay
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Re: [Mod] Jumpdrive [1.4] [jumpdrive]

by BuckarooBanzay » Post

AdamWolf wrote:I have been testing this mod on a standalone game and have had an issue. Could be my own making not sure. When I jump sometimes I will fall off or out of the craft. Is there something I am doing wrong? I hope to work up to a cool craft on the Pandorabox server. Thx in advance
What Version did you use in standalone?
I had problems in earlier versions (where the player-move was a server-step later than the block-move).
The cause was apparently the movement-anti-cheat :(

It should however not be a problem in newer versions, otherwise just send or post the logs of the jump so that i can investigate this...
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Re: [Mod] Jumpdrive [1.3] [jumpdrive]

by Red_King_Cyclops » Post

BuckarooBanzay wrote:
PolySaken wrote:Could I use this in the Starbound Themed sub game I'm working on?
I'd need to make a new texture set.
Of course, please give some feedback if you use it (can be good or bad:)
Are you making a new texture set of my (rather limited) textures?

If you are making something space-themed i can recommend my other mods: If you are into space-battles, i'm working on space-cannons (weapons) and a warzone layer without protection: All of those are of course installed on the pandorabox-server if you need a test drive (except the warzone thing, thats still in progress)

Happy jumping :)
Those mods look interesting. Why haven't I seen them on the forums before?
Currently working on new mods.

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Re: [Mod] Jumpdrive [1.3] [jumpdrive]

by BuckarooBanzay » Post

Red_King_Cyclops wrote:
BuckarooBanzay wrote:
PolySaken wrote:Could I use this in the Starbound Themed sub game I'm working on?
I'd need to make a new texture set.
Of course, please give some feedback if you use it (can be good or bad:)
Are you making a new texture set of my (rather limited) textures?

If you are making something space-themed i can recommend my other mods: If you are into space-battles, i'm working on space-cannons (weapons) and a warzone layer without protection: All of those are of course installed on the pandorabox-server if you need a test drive (except the warzone thing, thats still in progress)

Happy jumping :)
Those mods look interesting. Why haven't I seen them on the forums before?
I write a lot of mods and i'm not a fan of the forum anymore ;(

PS: your planets are cool, are they compatible with each other?
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Re: [Mod] Jumpdrive [1.3] [jumpdrive]

by Red_King_Cyclops » Post

BuckarooBanzay wrote:
I write a lot of mods and i'm not a fan of the forum anymore ;(

PS: your planets are cool, are they compatible with each other?
If you're referring to my mods saturn_moon and europa_moon, currently they are not compatible with each other.
Currently working on new mods.

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Re: [Mod] Jumpdrive [1.4] [jumpdrive]

by Miniontoby » Post

I get every time an error

Code: Select all

jump-target is obstructed (Neither by air or vacuum)


and my room does look so

Image

Does anyone has a solution??
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Re: [Mod] Jumpdrive [1.4] [jumpdrive]

by PolySaken » Post

Miniontoby wrote:I get every time an error

Code: Select all

jump-target is obstructed (Neither by air or vacuum)


and my room does look so

Image

Does anyone has a solution??
Are you trying to jump into an unloaded area or the ground?
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Re: [Mod] Jumpdrive [1.4] [jumpdrive]

by Miniontoby » Post

PolySaken wrote:
Miniontoby wrote:I get every time an error

Code: Select all

jump-target is obstructed (Neither by air or vacuum)


and my room does look so

Image

Does anyone has a solution??
Are you trying to jump into an unloaded area or the ground?
I don't know what you mean and how this mod does work
Working on mtctl ---- Check my mod "Doorbell" -- Stay safe

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Re: [Mod] Jumpdrive [1.4] [jumpdrive]

by BuckarooBanzay » Post

Miniontoby wrote:
PolySaken wrote:
Miniontoby wrote:I get every time an error

Code: Select all

jump-target is obstructed (Neither by air or vacuum)


and my room does look so

Image

Does anyone has a solution??
Are you trying to jump into an unloaded area or the ground?
I don't know what you mean and how this mod does work
Did you put in some coordinates and set the radius of your vehicle?
¯\_(ツ)_/¯ Not active here anymore, contact me on the minetest discord, irc, lemmy or github (for programming issues)

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Re: [Mod] Jumpdrive [1.4] [jumpdrive]

by Miniontoby » Post

With an other world and an the same design as above in my previous screenshot I get an other error
Error: jump into itself! extend your jump target

Can anyone helps me??
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Re: [Mod] Jumpdrive [1.4] [jumpdrive]

by PolySaken » Post

You have to move into an area where the only blocks are air. This includes your own ship.
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Ignaramico
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Re: [Mod] Jumpdrive [1.4] [jumpdrive]

by Ignaramico » Post

Good day,

Just a heads up that the manual that comes with the mod needs an update, it states that the technic mod is optional and that the jump drive can be used with mese crystal, while it does the contrary on both things

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Re: [Mod] Jumpdrive [1.4] [jumpdrive]

by BuckarooBanzay » Post

Ignaramico wrote:
Sat Dec 12, 2020 05:04
Good day,

Just a heads up that the manual that comes with the mod needs an update, it states that the technic mod is optional and that the jump drive can be used with mese crystal, while it does the contrary on both things
The git version does support both ;)
Looks like you used the contentdb version, which was heavily outdated.
I updated it to the latest version:
https://content.minetest.net/packages/B ... jumpdrive/

Let me know if there are more issues
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Re: [Mod] Jumpdrive [1.4] [jumpdrive]

by Ignaramico » Post

Yeah, that update made it everything work, thanks n.n

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Re: [Mod] Jumpdrive [1.4] [jumpdrive]

by Ignaramico » Post

Sorry for double posting,
how does the fleet controller works? i cant manage to make it detect another jumpdrive unless they are adjacent to it

Edit: nevermind, is with the backbone isnt it?

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Re: [Mod] Jumpdrive [1.4] [jumpdrive]

by BuckarooBanzay » Post

Ignaramico wrote:
Tue Dec 15, 2020 01:44
Sorry for double posting,
how does the fleet controller works? i cant manage to make it detect another jumpdrive unless they are adjacent to it

Edit: nevermind, is with the backbone isnt it?
Yes, you can connect multiple jumpdrives with adjecent backbones and the fleetcontroller manages them all.
Just don't overlap the jumpdrive-regions :)
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Re: [Mod] Jumpdrive [1.4] [jumpdrive]

by MeseCraft » Post

I know on PB you guys have a task that autogenerates the map so people can jump drive to areas. How does that work? What is that? I might be interested in using that as I'd eventually like a jumpdrive to be an aspect of exploring space.
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Re: [Mod] Jumpdrive [1.4] [jumpdrive]

by PolySaken » Post

MeseCraft wrote:
Wed Dec 23, 2020 21:57
I know on PB you guys have a task that autogenerates the map so people can jump drive to areas. How does that work? What is that? I might be interested in using that as I'd eventually like a jumpdrive to be an aspect of exploring space.
honestly it shouldn't be difficult. Just put minetest.emerge_area(pos1, pos2) with the positions being the corners of the jumpdrive area before the code that checks if the jumpdrive can move there. maybe add or remove 16 from each pos to increase the area and prevent errors.

replacing the same function in is_area_empty.lua with this should do it:

Code: Select all

jumpdrive.is_area_empty = function(pos1, pos2)
	
	minetest.emerge_area({ -- generates or loads the area before checking emptiness
	x= pos1.x > 0 and pos1.x+16 or pos1.x-16, -- expands area by 16 in each axis to prevent border overlap 
	y= pos1.y > 0 and pos1.y+16 or pos1.y-16,
	z= pos1.z > 0 and pos1.z+16 or pos1.z-16
	}, {
	x= pos2.x > 0 and pos2.x+16 or pos2.x-16,
	y= pos2.y > 0 and pos2.y+16 or pos2.y-16,
	z= pos2.z > 0 and pos2.z+16 or pos2.z-16
	})

	local manip = minetest.get_voxel_manip()
	local e1, e2 = manip:read_from_map(pos1, pos2)
	local area = VoxelArea:new({MinEdge=e1, MaxEdge=e2})
	local data = manip:get_data()

	for z=pos1.z, pos2.z do
	for y=pos1.y, pos2.y do
	for x=pos1.x, pos2.x do

		local index = area:index(x, y, z)
		local id = data[index]

		if id == c_ignore then
			return false, "Uncharted"
		end

		if not buildable_to_nodes[id] then
			-- not buildable_to
			return false, "Occupied"
		end
	end
	end
	end

	-- only buildable_to nodes found
	return true, ""
end
I just tested and was able to successfully jump directly to y 10000 without going there first.
Imo this simple addition would make the mod way better, and the "Uncharted" response still has a purpose: to indicate that the jump attempted to exit the world boundary. I'll make a pr after I test it a bit more.
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Re: [Mod] Jumpdrive [1.4] [jumpdrive]

by BuckarooBanzay » Post

MeseCraft wrote:
Wed Dec 23, 2020 21:57
I know on PB you guys have a task that autogenerates the map so people can jump drive to areas. How does that work? What is that? I might be interested in using that as I'd eventually like a jumpdrive to be an aspect of exploring space.
Err, we don't. The place has to be visited by a player first, otherwise the whole map could be rendered/mapgen'd without restrictions which would result in quite a lot of wasted disk-space :)

There is also a digiline-interface which makes it even worse: you could emerge areas with a luacontroller anywhere on the map

You could alternatively just /teleport there quickly and then move your stuff after the map is generated
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Re: [Mod] Jumpdrive [1.4] [jumpdrive]

by VFT » Post

Image

one of the best mods for minetest/additions to technic - tbh
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