Post your mod requests/ideas here

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Lord_Vlad
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Re: Post your mod requests/ideas here

by Lord_Vlad » Mon Nov 26, 2018 10:39

Hi, I would really like to disable all flowing liquid blocks and only have source liquids (which move thanks to dynamic_liquid) How can I do this ?
 

FaceDeer
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Re: Post your mod requests/ideas here

by FaceDeer » Mon Nov 26, 2018 14:18

Unfortunately that isn't possible with the way dynamic_liquid is written right now. To make the ABM that dynamic_liquid uses more efficient it only moves source nodes that are adjacent to flowing nodes, since normally the only situations where it would need to move stuff is when there's flowing nodes present.

It should be possible to tweak the dynamic_liquid mod so that it tests source nodes adjacent to air nodes for movement, but this would result in a lot of needless extra checks being done - consider the ocean, its surface is adjacent to air so every second the ABM would need to check every surface node for movement possibilities.

I suppose this would be fine if the liquid type was rare, though. I'm curious what the purpose behind your question is, are you just wanting a node type that "wanders" randomly? Like some sort of weird magic rock that slides around on the ground, or something like that?
 

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Lord_Vlad
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Re: Post your mod requests/ideas here

by Lord_Vlad » Thu Nov 29, 2018 00:19

Basically with dynamic liquids, watersources are flowing liquids, so for me it makes no sense that it creates flowing water blocks near it... basically what I'm really annoyed at is the liquids that will just invade any given space... like flow everywhere but you can only pick up source blocks anyway. Some caves are completely flooded by a single lava source slowly making it's way down. but you still have to find the source to stop the rest.

Maybe just reduce the length of the flowing then ? Like if it could only flow one block instead of what... 8 ?
I know it's going to look weird but since the liquid is moving it makes sense to me. It would only wander randomly on a flat surfaces... otherwise I prefer to say find a way down...
It kinda already does the weird stuff anyways since if you drop a bucket on a flat surface you will see the top move weirdly.
 

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Re: Post your mod requests/ideas here

by FaceDeer » Thu Nov 29, 2018 05:59

The "flowing" nodes adjacent to source nodes fulfill two basic functions in the context of dynamic_liquid: They look nice, and they are free "pathfinding" provided by the engine's C++ code. LUA code is slow to execute so it's important to avoid it as much as possible, so it's a huge savings to be able to just check "does this liquid source node have a flowing node adjacent to it?" before doing any further work. If a source node doesn't have a flowing node adjacent to it, then there is nowhere that it can move to and nothing further needs to be done. We never even get into the LUA code because the ABM never triggers for that node in the first place.

The nice look is also important, because without flowing nodes smoothing the surface of the liquid out it just looks like a bunch of translucent cubes sliding around chunkily. Minetest is visually crude enough as it is, eliminating the smooth surfaces of liquids is a step pretty far down.

Anyway. There is indeed an option to lessen the effect without eliminating it entirely. The key property you'll need to adjust in the liquid's definition is liquid_range. By default liquid_range is 8, meaning the flowing liquid will stretch out 8 nodes away from a source node on a flat surface. If you want to see a shorter range in action, try placing some river water on a flat surface; its liquid_range is only 2.

If you want to set the liquid_range on existing node definitions such as water and lava, this code should do it:

Code: Select all
minetest.override_item("default:lava_source", {liquid_range = 2})
minetest.override_item("default:lava_flowing", {liquid_range = 2})
minetest.override_item("default:water_source", {liquid_range = 2})
minetest.override_item("default:water_flowing", {liquid_range = 2})

(Note: code is untested)

Just stick that in dynamic_liquid's init.lua file somewhere and all liquids will behave like river water does. Note that if you have a steep slope you'll still get the liquid extending all the way down it, but with the reduced range it will be a lot less likely to find ways to reach slopes like that.
 

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Re: Post your mod requests/ideas here

by Cussock » Fri Jan 04, 2019 01:28

I think it would be very cool if we could get a Lovecraft inspired mod, with idols to all the old ones (Shub-Niggurath, Cthulhu, Nyarlathotep, Yig, etc.)

I wouldn't recommend having these entities being in-game mobs though, as the very nature of them means they're incapable of the natural form of death, but rather giving players an in-game armor set (like cultist robes or horrific ooze) that goes with them that could be crafted by sacrificing other players. As for possible mobs, I would suggest Nightgaunts and Mi-Go. Ghouls would also be appropriate if spawned in little generated graveyards. As for the function of these gods, I think it would be very fun to sacrifice other players with "ritual daggers" that gave them special items when killing someone else/a mob with said daggers. It would also give an actual use to the randomly generated dungeons Minetest already had if the code was tweaked and these were turned into Great Race of Yith libraries/labs with special mobs (abominable floating polyps) and items, making these structures widely sought after in servers. I dunno, I thought it would be very cool to add lovecraftian elements into the game. We need more eldritch abominations in Minetest. Let me know what ya'll think, and if anyone would like to work on it!
 

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Re: Post your mod requests/ideas here

by IcyDiamond » Fri Jan 11, 2019 20:26

Sires wrote:Uhm minetest needs mods like "Towny in MC".

May our collective wish be my command.
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Re: Post your mod requests/ideas here

by texmex » Fri Jan 11, 2019 20:54

IcyDiamond wrote:
Sires wrote:Uhm minetest needs mods like "Towny in MC".

May our collective wish be my command.

Yes please! Personally I’d like to see it supporting MineClone2 as well as MTG…
 

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Re: Post your mod requests/ideas here

by IcyDiamond » Sun Jan 13, 2019 00:25

texmex wrote:
IcyDiamond wrote:
Sires wrote:Uhm minetest needs mods like "Towny in MC".

May our collective wish be my command.

Yes please! Personally I’d like to see it supporting MineClone2 as well as MTG…

It's happening! viewtopic.php?f=9&t=21912
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Hybrid Dog
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Re: Post your mod requests/ideas here

by Hybrid Dog » Fri Jan 18, 2019 18:15

I'm requesting a persian-cat mod.
Image
https://www.anyabozartist.com/persian-cat-gallery

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DS-minetest
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Re: Post your mod requests/ideas here

by DS-minetest » Fri Jan 18, 2019 18:31

Hybrid Dog wrote:I'm requesting a persian-cat mod.

So scary!

It would be a bit hard to make the hair, I think.
Do not call me -minetest.
Call me DS or DS-minetest.
I am German, so you don't have to pm me English if you are also German.
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Re: Post your mod requests/ideas here

by Sokomine » Sat Jan 19, 2019 00:42

Hybrid Dog wrote:Could CityEngine be implemented in minetest?
https://graphics.ethz.ch/Downloads/Publ ... _Par01.pdf

That's definitely a very intresting project. Yet I fear it may be far too large for MT worlds. Just keep in mind how few of the world around us we actually see in the game. Players in a really huge city would be lost. Also generators tend to be a bit at a loss when it comes to create intresting/realistic buildings. Skyscrapers may seem easy, but...either they're too large (big obstacle with nothing inside), or feel far too small at their base.

The village generator nore wrote and which I used for mg_villages does work procedurally already. It can create very large villages. It's just that quite a lot of diffrent (pre-built) buildings are necessary in order to make it look good.
A list of my mods can be found here.
 

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Hybrid Dog
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Re: Post your mod requests/ideas here

by Hybrid Dog » Sat Jan 19, 2019 14:03

Sokomine wrote:The village generator nore wrote and which I used for mg_villages does work procedurally already. It can create very large villages. It's just that quite a lot of diffrent (pre-built) buildings are necessary in order to make it look good.

Maybe you can add a function to register house generator functions which take boundary coordinates, a height map, pseudorandom function, and other data and calculate a building which looks different almost every time.
Pre-built buildings can then be added as one house-generator function (instead of hard-coding for modularity).

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