Page 13 of 93

Posted: Tue Jan 15, 2013 22:03
by jojoa1997
could someone make a mod that adds mud and dry mud. i want to build a quick shelter but dirt just doesnt seem sensible so i thought why not mud. Then i remembered this game doesnt have mud. the one thing that it must have is a easy recipe that you can make from the begining

Posted: Wed Jan 16, 2013 00:09
by chase programer
Image


i want a mod with this

Posted: Wed Jan 16, 2013 00:23
by Menche
chase programer wrote:[image]
i want a mod with this
There's like five different nuke/tnt mods that I found with one quick search. Just install one and add that texture, and there you go :)

Posted: Wed Jan 16, 2013 23:55
by Inocudom
I am suggesting the creation of a version of fire that either spreads and hurts players but doesn't destroy nodes, a version that behaves like normal fire but spreads much more slowly, or a version that doesn't destroy nodes but causes them to be charred and messy looking (which can then be cleaned up, replaced, or used in unique crafting recipes.)

Posted: Thu Jan 17, 2013 18:52
by cactuz_pl
Counter or Statistics,
This mod would count actions and save them in file.
Actions like collected cobble, treeblocks, (...),steps , crafted wood planks, chests(...).

Example:

Code: Select all

Issued command: /stats
Server: total (collected )cobble-1334; mese-32; dirt-554;
Server: total (placed) cobble-213; mese-3; dirt-20;
Server: total (crafted) wood planks-65; furnances-0;
Server: Player stats: total steps-984; deaths-5; eaten apples-2;
...for other players:

Code: Select all

Issued command: /stats RandomPlayer
Server: total (collected )cobble-2; mese-52; dirt-54;
Server: total (placed) cobble-213; mese-3; dirt-40;
Server: total (crafted) wood planks-55; furnances-7;
Server: Player stats: total steps-988; deaths-7; eaten apples-1;
And:

Code: Select all

Issued command: /top_stats
Server: Most (collected) cobble-6677 (player1); dirt-56544(player2)
Server: Most (placed) cobble-2113 (player2); mese-44(player4);
Server: Most (crafted) wood planks-55 (player2); furnances-7(player3);
Server: Most: steps-9884(player1); deaths-70(player5); eaten apples-9001(player2)

Posted: Thu Jan 17, 2013 19:19
by Sokomine
I'd like such a statistic mod as well. Collected and placed nodes can be counted through the same function that is used for node protection. Crafting might be a bit difficult. At least I know of no suitable function there. Same applies to apples eaten. And what is steps supposed to be?

Posted: Thu Jan 17, 2013 19:21
by cactuz_pl
Sokomine wrote:I'd like such a statistic mod as well. Collected and placed nodes can be counted through the same function that is used for node protection. Crafting might be a bit difficult. At least I know of no suitable function there. Same applies to apples eaten. And what is steps supposed to be?
Distance traveled.

Posted: Thu Jan 17, 2013 19:26
by Sokomine
Distance travelled...hm. There's no function for that I'm afraid. The mod could look from time to time where the player is and calculate distance, but.../home and /spawn kind of interfere here. As does the bug that sometimes randomly attaches players to other players elswhere.

Posted: Thu Jan 17, 2013 19:29
by cactuz_pl
I understand, it was only suggestion.
Counting collected and placed nodes is enough for me.
What about deaths counter?

Edit: I found this:

Code: Select all

minetest.register_on_dieplayer(func(ObjectRef))
^ Called when a player dies

Posted: Thu Jan 17, 2013 20:30
by Menche
What about a PvP game mode that uses a death counter to calculate scores, teleports players to a separate observation area after they have respawned a set number of times, and prints and resets scores and begins spawning players back in the main area when all players have been removed from the game?

Another idea I had that may or may not be possible, have a timer for each player, so players can look up the total time they have been active on a server. It would only count for a set time after a player has been active (placed/broke a block, sent a chat message, etc) so the count wouldn't include afk time.

Posted: Thu Jan 17, 2013 20:38
by jojoa1997
Menche wrote:What about a PvP game mode that uses a death counter to calculate scores, teleports players to a separate observation area after they have respawned a set number of times, and prints and resets scores and begins spawning players back in the main area when all players have been removed from the game?
I agree that this should be added but for points it is counted by how many a person killed. Also the points should not be reset so that there could be rankings of who is best. With the respawning to an observation area make the respawn to spawn but get rid of their interact and give them fly, shout, fast. They could be invisible and maybe have their own channel as to not interfere with the people still playing.

Posted: Thu Jan 17, 2013 20:45
by Menche
jojoa1997 wrote:
Menche wrote:What about a PvP game mode that uses a death counter to calculate scores, teleports players to a separate observation area after they have respawned a set number of times, and prints and resets scores and begins spawning players back in the main area when all players have been removed from the game?
I agree that this should be added but for points it is counted by how many a person killed. Also the points should not be reset so that there could be rankings of who is best. With the respawning to an observation area make the respawn to spawn but get rid of their interact and give them fly, shout, fast. They could be invisible and maybe have their own channel as to not interfere with the people still playing.
Whenever a player dies, his score should be decremented and his killer's score incremented. And by "reset score" I meant start a new game, the scores could be saved elsewhere for highscores.

EDIT: maybe the penalty for dying should be less than the bonus for killing, so you don't get really negative scores for some players. How do most fps games count scores?

Posted: Thu Jan 17, 2013 20:50
by jojoa1997
Menche wrote:Whenever a player dies, his score should be decremented and his killer's score incremented. And by "reset score" I meant start a new game, the scores could be saved elsewhere for highscores.
Okay but i think that the score should not be lessened because what if someone falls off a cliff by accident and no one killed him. Also the killer already has a reward of getting a higher score and the killed person has to go back to start and potentially lose all his stuff and isn't that punishment enough.

Posted: Thu Jan 17, 2013 20:55
by Sokomine
Penalities for dying are something for PvP servers. The mod request was for statistics. Dying certainly ought to affect any points gained (after all survival failed), so it is more suitable for a mod that gives points.

Posted: Thu Jan 17, 2013 21:04
by Menche
Sokomine wrote:Penalities for dying are something for PvP servers. The mod request was for statistics. Dying certainly ought to affect any points gained (after all survival failed), so it is more suitable for a mod that gives points.
I understand, the death counter just gave me the idea. I wasn't trying to draw attention away from the stats request, was just posting another idea.

Posted: Thu Jan 17, 2013 21:29
by kaeza
Menche wrote:
Sokomine wrote:Penalities for dying are something for PvP servers. The mod request was for statistics. Dying certainly ought to affect any points gained (after all survival failed), so it is more suitable for a mod that gives points.
I understand, the death counter just gave me the idea. I wasn't trying to draw attention away from the stats request, was just posting another idea.
There's no way to count "Kills" by a player since there's no way in the current API to ascertain who/what killed a player.
You can still decrement points with an on_dieplayer callback.

Posted: Thu Jan 17, 2013 21:37
by jojoa1997
kaeza wrote:There's no way to count "Kills" by a player since there's no way in the current API to ascertain who/what killed a player.
You can still decrement points with an on_dieplayer callback.
for now maybe have 100 points and make the player lose point when they die

Posted: Thu Jan 17, 2013 22:29
by Inocudom
Inocudom wrote:I am suggesting the creation of a version of fire that either spreads and hurts players but doesn't destroy nodes, a version that behaves like normal fire but spreads much more slowly, or a version that doesn't destroy nodes but causes them to be charred and messy looking (which can then be cleaned up, replaced, or used in unique crafting recipes.)
A mod known as moretrees will soon introduce new types of wood planks, so that is why I made the suggestion above.

Is it possible for a mod to be created that allows for the displaying of custom pictures in picture frames? It could have a folder in it where pictures could be placed so that they could be displayed in a frame in the game.

Posted: Thu Jan 17, 2013 23:32
by lord_james
I'm not sure if my idea is for a mod or a new feature: change the speed of player or mobs if they are on a special group of nodes. For example: half speed if group speed =0,2.

Posted: Fri Jan 18, 2013 21:21
by Obiewan1111
3rd person view, much like in minecraft.

Posted: Sat Jan 19, 2013 00:10
by jojoa1997
can someone make a animal mod that adds naturak animals that also drop stuff when killed. I have code for the dropping stuff. finally can they be 3d like the player

Posted: Sat Jan 19, 2013 10:15
by yves_de_beck
Hello all,

what about mod, includes wether or natural phenomenons???

A Mod that add rain, dust or snow...
pehaps windy regions where the grass and leaves blocks are animated.
In the desert region, its very bright and the sun is dazzling. lensflare?

Whats about thunder and lightning when it becomes to rain etc.

Thats make a bit more atmosphere in the game =)

Posted: Sat Jan 19, 2013 10:55
by 4aiman
jojoa1997, look into MOBF (thare are problems, but it's much better than 2 months ago)
yves_de_beck, there was discussion about that in the "rain" and "weather concept" threads. As well as Jeija was talking (IRC) smth about particles emitters that can be used to simulate weather, but yet need to be coded. Maybe one should ask him if he would code some weather support? (IDK, maybe he already making that possible and maybe not)

Posted: Sat Jan 19, 2013 20:33
by Obiewan1111
Block push mod. Like in minecraft when you place a block on a loose one it pushes it along, yeah, somewhat like that. Also, make so you can't right click and put a tool into a placed block, it just bounces off. That would be extremely useful.

Posted: Sat Jan 19, 2013 22:07
by jojoa1997
4aiman i was talking about C++ animals in default