Particles Mod can support any Mod, without any DependencyRabbiBob wrote:Nice!
Just had a random though looking at the code: would it be possible to have Particles Mod react to a node that belongs to a specific group? If so, define a custom group namespace in your mod and mod Devs would add that to their own mod code: instant integration without dependency.
Again, random thought not based on any actual working code reality.
[Mod] Particles Mod [0.3.1] [particles]
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My idea came when I read this, which is a dependency of interaction on your part if I read it correctly.sfan5 wrote:Particles Mod can support any Mod, without any Dependency
sfan5 wrote:BTW for Modders: If you want Digging Particle Support for your Mod make a List with all Block and their Color
Example:...Code: Select all
--== Modname ==-- {"modname:my_block1", "gray"}, {"modname:my_block2", "sandcolor"},
Send me the List and extra Colors (if there are any) and i'll include it
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I need to add it to my Mod, you don't need to add something to e.g. BobBlocksRabbiBob wrote:My idea came when I read this, which is a dependency of interaction on your part if I read it correctly.sfan5 wrote:Particles Mod can support any Mod, without any Dependency
sfan5 wrote:BTW for Modders: If you want Digging Particle Support for your Mod make a List with all Block and their Color
Example:...Code: Select all
--== Modname ==-- {"modname:my_block1", "gray"}, {"modname:my_block2", "sandcolor"},
Send me the List and extra Colors (if there are any) and i'll include it
Right, I get that and it's not what I'm saying.
I have the current groups on my nodes:
The engine knows that my block belongs to those groups and acts accordingly.
My question was "would it be possible to have Particles Mod react to a node that belongs to a specific group?", meaning this as an example:
and arbitrarily 2 equates to, lets say, red.
If the engine allowed the mod to react to that value in someway, you would not need to add things to your mod (i.e. this is a dependency of a different sort) and I could decide one day to just add it to my Mod without needing your adding/updating/me waiting for server Admins to update their servers/etc.
Does that make more sense?
Just saw this post:
http://minetest.net/forum/viewtopic.php ... 632#p19632
I have the current groups on my nodes:
Code: Select all
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
My question was "would it be possible to have Particles Mod react to a node that belongs to a specific group?", meaning this as an example:
Code: Select all
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3, particle_mod=2},
If the engine allowed the mod to react to that value in someway, you would not need to add things to your mod (i.e. this is a dependency of a different sort) and I could decide one day to just add it to my Mod without needing your adding/updating/me waiting for server Admins to update their servers/etc.
Does that make more sense?
Just saw this post:
http://minetest.net/forum/viewtopic.php ... 632#p19632
Last edited by RabbiBob on Sun Apr 08, 2012 10:12, edited 1 time in total.
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Hi,
Sfan5, when i want delete the particle mod, i can't play on my map because the game crashed !
Can you help me, please ?
My map is very great.
Sfan5, when i want delete the particle mod, i can't play on my map because the game crashed !
Can you help me, please ?
My map is very great.
Last edited by Utilisatrice on Sun Apr 08, 2012 10:44, edited 1 time in total.
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Code: Select all
14:04:26: VERBOSE[ServerThread]: ServerEnvironment::deactivateFarObjects(): deactivating object id=2 on inactive block (676,3,689)
14:04:26: INFO[ServerThread]: ItemSAO::getStaticData
14:04:26: VERBOSE[ServerThread]: ServerEnvironment::deactivateFarObjects(): object id=2 is known by clients; not deleting yet
14:04:26: INFO[main]: Pointing at [node under=10779,52,11032 above=10779,53,11032]
14:04:26: VERBOSE[ServerThread]: ServerEnvironment::activateObjects(): activating objects of block (673,1,689) (2 objects)
14:04:26: INFO[ServerThread]: LuaEntitySAO::create(name="particles:smoke" state="")
14:04:26: VERBOSE[ServerThread]: ServerEnvironment::activateObjects(): activated static object pos=(10780.3,28.7076,11026.1) type=7
14:04:26: VERBOSE[ServerThread]: ServerEnvironment::addActiveObjectRaw(): Added id=3; there are now 3 active objects.
14:04:26: VERBOSE[ServerThread]: scriptapi_luaentity_add: id=3 name="particles:smoke"
14:04:26: ERROR[ServerThread]: LuaEntity name "particles:smoke" not defined
14:04:26: VERBOSE[ServerThread]: scriptapi_luaentity_activate: id=3
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- VanessaE
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The download links don't work properly - if I just click one of them, all I get is a completely empty page (and no download occurs). I have to first copy the link address, navigate to ubuntuone.com (the main landing page) and then paste-and-go on the copied link address. Only then does the download start.
(using Firefox 11, and I don't have an Ubuntu One account)
(using Firefox 11, and I don't have an Ubuntu One account)
Last edited by VanessaE on Wed Apr 25, 2012 05:06, edited 1 time in total.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
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Some particles you could add for desert sand and desert stone:
Code: Select all
{"default:desert_sand","orange"},
RGB for texture: 223 127 69
{"default:desert_stone","brownish_red"},
RGB for texture: 111 59 45
Games: Builda City, The Hungry Games Mods: Lifters, Snow Biomes and Gates. Also checkout my texture pack Gridtoon!
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I've been meaning to mention: for me, particles spawning on torches always seem to be offset rather than centered on the torch head. Also, seems like they should spawn a bit more often than they do now.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
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