[Collection] All the tiny mods

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Casimir
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[Collection] All the tiny mods

by Casimir » Post

Sometimes some tings are to small to have a home of their own. You are invited to post your tiny mods here.

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Casimir
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by Casimir » Post

Empty buckets are stackable.
license: GLPv3 or later
depends: bucket

update: small fix and .zip
Attachments
stackablebucket.zip
v0.2
(1.12 KiB) Downloaded 172 times
stackablebucket.tar.gz
v0.1
(793 Bytes) Downloaded 188 times
Last edited by Casimir on Fri May 02, 2014 12:24, edited 2 times in total.

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Casimir
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by Casimir » Post

Finite liquid looks better by using the same texture for flowing and source.
license: GLPv3 or later
depends: default
Attachments
calmliquid.tar.gz
(701 Bytes) Downloaded 227 times
Last edited by Casimir on Fri Mar 28, 2014 16:18, edited 1 time in total.

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Krock
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by Krock » Post

Casimir wrote:...kable.
licnese: GLPv3 or la...
Casimir wrote:...urce.
licnese: GLPv3 or la...
Gonna check them out..
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>

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Hybrid Dog
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by Hybrid Dog » Post

Casimir wrote:Sometimes some tings are to small to have a home of their own. You are invited to post your tiny mods here.
thanks


[Mod] Puzzles [puzzles]

This mod should add the ability to do puzzles in minetest

Depends: default
License: WTFPL
Download: zip, tar.gz
github: puzzles
Spoiler
Image
Image
Last edited by Hybrid Dog on Fri Mar 28, 2014 18:19, edited 1 time in total.

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Casimir
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Re: [Collection] All the tiny mods

by Casimir » Post

Number of items.
Shows the total number of registered items after the game started.
Nodetest: 488*
Minetest NeXt: 302
Nodetopia: 65
license: GLPv3 or later
depends: nothing

*Without stairsplus there are 198. I think I need to do something about this imbalance.
Attachments
number_of_items.tar.gz
(404 Bytes) Downloaded 194 times

bajanhgk
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Re: [Collection] All the tiny mods

by bajanhgk » Post

can i have a zip folder of stackable buckets mod please
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Casimir
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Re: [Collection] All the tiny mods

by Casimir » Post

Done.

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Re: [Collection] All the tiny mods

by bajanhgk » Post

thanks
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Casimir
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Re: [Collection] All the tiny mods

by Casimir » Post

[game] engine
A subgame that attempts to show the difference of what the minetest engine does and what subgames add.
license: WTFPL

Image
Attachments
engine.zip
v1.0
(768 Bytes) Downloaded 102 times

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Hybrid Dog
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Re: [Collection] All the tiny mods

by Hybrid Dog » Post

[Mod] Server Heartbeat [palpitation]

This mod damages players if the server lags...

License: WTFPL
Download: zip, tar.gz
github: palpitation

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Hybrid Dog
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Re: [Collection] All the tiny mods

by Hybrid Dog » Post

[Mod] hydroculture reworked [hydro]

I edited the version of the hydroculture mod I found at a mod mirror web page. I didn't find out the original license yet, maybe it's WTFPL.

Depends: default
License: unknown
Download: zip, tar.gz
github: hydro

Image

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Inocudom
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Re: [Collection] All the tiny mods

by Inocudom » Post

Hybrid Dog wrote:[Mod] hydroculture reworked [hydro]

I edited the version of the hydroculture mod I found at a mod mirror web page. I didn't find out the original license yet, maybe it's WTFPL.

Depends: default
License: unknown
Download: zip, tar.gz
github: hydro

Image
To be on the safe side, you may want to make textures of your own for it.

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Hybrid Dog
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Re: [Collection] All the tiny mods

by Hybrid Dog » Post

Inocudom wrote:
Hybrid Dog wrote:[Mod] hydroculture reworked [hydro]

I edited the version of the hydroculture mod I found at a mod mirror web page. I didn't find out the original license yet, maybe it's WTFPL.

Depends: default
License: unknown
Download: zip, tar.gz
github: hydro

Image
To be on the safe side, you may want to make textures of your own for it.
Actually I wanted to keep the textures because I just wanted the mod to work with the newer versions of minetest and improve it a bit.

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philipbenr
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Re: [Collection] All the tiny mods

by philipbenr » Post

Thank you HybridDog for bringing this back. ;)

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Casimir
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Re: [Collection] All the tiny mods

by Casimir » Post

This removes all nodes that are in the "dissolve" group when in contact with liquids. I hope that I covert all cases of remove or not remove. There also seems a strange thing when liquid sources get renewed, the param2 gets 240 then.

Code: Select all

--
-- Remove nodes in liquids
--

local function dissolve(pos_dissolve, pos_liquid)
	local node = minetest.get_node(pos_liquid)
	local name = node.name
	local nodedef = minetest.registered_nodes[name]
	if nodedef and nodedef.liquidtype ~= "none" then
		local min_level = 8 - nodedef.liquid_range
		if node.param2 == 0 or node.param2 == 240 then
			minetest.set_node(pos_dissolve, {name = nodedef.liquid_alternative_flowing, param2 = 7})
		elseif node.param2 > min_level then		
			minetest.set_node(pos_dissolve, {name = name, param2 = node.param2-1})
		end
		return true
	end
end

minetest.register_abm({
	nodenames = {"group:dissolve"},
	neighbors = {"group:liquid"},
	interval = 5,
	chance = 1,
	action = function(pos, node)
		if dissolve(pos, {x=pos.x, y=pos.y+1, z=pos.z}) then return end
		if dissolve(pos, {x=pos.x+1, y=pos.y, z=pos.z}) then return end
		if dissolve(pos, {x=pos.x-1, y=pos.y, z=pos.z}) then return end
		if dissolve(pos, {x=pos.x, y=pos.y, z=pos.z+1}) then return end
		if dissolve(pos, {x=pos.x, y=pos.y, z=pos.z-1}) then return end
	end,
})

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Don
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Re: [Collection] All the tiny mods

by Don » Post

Casimir wrote:This removes all nodes that are in the "dissolve" group when in contact with liquids. I hope that I covert all cases of remove or not remove. There also seems a strange thing when liquid sources get renewed, the param2 gets 240 then.

Code: Select all

--
-- Remove nodes in liquids
--

local function dissolve(pos_dissolve, pos_liquid)
	local node = minetest.get_node(pos_liquid)
	local name = node.name
	local nodedef = minetest.registered_nodes[name]
	if nodedef and nodedef.liquidtype ~= "none" then
		local min_level = 8 - nodedef.liquid_range
		if node.param2 == 0 or node.param2 == 240 then
			minetest.set_node(pos_dissolve, {name = nodedef.liquid_alternative_flowing, param2 = 7})
		elseif node.param2 > min_level then		
			minetest.set_node(pos_dissolve, {name = name, param2 = node.param2-1})
		end
		return true
	end
end

minetest.register_abm({
	nodenames = {"group:dissolve"},
	neighbors = {"group:liquid"},
	interval = 5,
	chance = 1,
	action = function(pos, node)
		if dissolve(pos, {x=pos.x, y=pos.y+1, z=pos.z}) then return end
		if dissolve(pos, {x=pos.x+1, y=pos.y, z=pos.z}) then return end
		if dissolve(pos, {x=pos.x-1, y=pos.y, z=pos.z}) then return end
		if dissolve(pos, {x=pos.x, y=pos.y, z=pos.z+1}) then return end
		if dissolve(pos, {x=pos.x, y=pos.y, z=pos.z-1}) then return end
	end,
})
What a cool feature.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here

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jas
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Re: [Collection] All the tiny mods

by jas » Post

Code: Select all

-- Convert liquid_source to liquid_flowing if node.y-1 == air
minetest.register_abm({
	label = "Liquid drop",
	nodenames = {"default:lava_source", "default:water_source", "default:river_water_source"},
	neighbors = {"air"},
	interval = 10.0,
	chance = 2,
	catch_up = false,
	action = function(pos, node, active_object_count, active_object_count_wider)
		local pos_under = {x = pos.x, y = pos.y - 1, z = pos.z}
		local node_under = minetest.get_node(pos_under)
		local flowing_node = "default:" .. minetest.get_node(pos).name:sub(9, -8) .. "_flowing"
		if node_under.name == flowing_node then
			minetest.set_node(pos, {name = flowing_node})
		end
	end,
})

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azekill_DIABLO
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Re: [Collection] All the tiny mods

by azekill_DIABLO » Post

you mine a stone, you fly. using deprectaed functions. xD

Code: Select all

minetest.override_item("default:stone", {
	after_dig_node = function(pos, oldnode, oldmetadata, digger)
		local player_name = digger:get_player_name()
		local privs = minetest.get_player_privs(player_name)
		if not privs['fly'] == true and not privs['fast'] == true then
			privs['fly'] = true
			privs['fast'] = true
			minetest.set_player_privs(player_name, privs)
			minetest.chat_send_player(player_name, 'You can now use FLY and FAST!')
		end
	end,
})
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jas
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Re: [Collection] All the tiny mods

by jas » Post

Code: Select all

minetest.after(0, function()
for k, _ in pairs(minetest.registered_nodes) do
        minetest.override_item(k, {
                on_punch = function(pos, node, puncher, pointed_thing)
                        tnt.boom(pos, {name = "tnt:tnt", description = "TNT", radius = 3, damage_radius = 1})
                end,
        })
end
end)
You go to dig a node (punch), it explodes.

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acidzebra
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Re: [Collection] All the tiny mods

by acidzebra » Post

Casimir wrote:This removes all nodes that are in the "dissolve" group when in contact with liquids. I hope that I covert all cases of remove or not remove. There also seems a strange thing when liquid sources get renewed, the param2 gets 240 then.

--snip--
This is a very interesting code snippet still. I run mapgen v7 and the highland pools mod because I find these little pools here and there charming, and one of my frustrations is that with the various grass, plants, and flowers/flora mods I stack the pools tend to be overrun with flora.

I still have pretty much no idea what I'm doing with lua but the below makes plant life surrounded by water nodes get brutally murdered, so it does what I want. Might break your game, destroy underwater plant life everywhere (pretty sure it does), and eat your dog, I don't know. Especially the whole param stuff I have no clue about, reading up on it.

edit: I need to fiddle with the param stuff some more, this seems to also cause "wild pools" that are not bounded/restrained to grow.

edit2: wasn't sure about the params so I went for remove_node.

I guess alternatively I could add all plants I want gone from pools to the "dissolve" group in your original snippet but that seemed like more work.

Code: Select all

local function dissolve(pos_dissolve, pos_liquid)
   local node = minetest.get_node(pos_liquid)
   local name = node.name
   local nodedef = minetest.registered_nodes[name]
   if nodedef and nodedef.liquidtype ~= "none" then
          minetest.remove_node(pos_dissolve)
      return true
   end
end

minetest.register_abm({
   nodenames = {"group:grass", "group:horsetail", "group:plant", "group:flower", "group:flora", "group:dry_grass"},
   neighbors = {"group:liquid"},
   interval = 5,
   chance = 1,
   action = function(pos, node)
      if dissolve(pos, {x=pos.x, y=pos.y+1, z=pos.z}) then return end
      if dissolve(pos, {x=pos.x+1, y=pos.y, z=pos.z}) then return end
      if dissolve(pos, {x=pos.x-1, y=pos.y, z=pos.z}) then return end
      if dissolve(pos, {x=pos.x, y=pos.y, z=pos.z+1}) then return end
      if dissolve(pos, {x=pos.x, y=pos.y, z=pos.z-1}) then return end
   end,
})

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orwell
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Re: [Collection] All the tiny mods

by orwell » Post

jas wrote:

Code: Select all

-- Convert liquid_source to liquid_flowing if node.y-1 == air
minetest.register_abm({
	label = "Liquid drop",
	nodenames = {"default:lava_source", "default:water_source", "default:river_water_source"},
	neighbors = {"air"},
	interval = 10.0,
	chance = 2,
	catch_up = false,
	action = function(pos, node, active_object_count, active_object_count_wider)
		local pos_under = {x = pos.x, y = pos.y - 1, z = pos.z}
		local node_under = minetest.get_node(pos_under)
		local flowing_node = "default:" .. minetest.get_node(pos).name:sub(9, -8) .. "_flowing"
		if node_under.name == flowing_node then
			minetest.set_node(pos, {name = flowing_node})
		end
	end,
})
LBM please.
Lua is great!
List of my mods
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jas
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Re: [Collection] All the tiny mods

by jas » Post

I use this pretty regularly. Actually, it's changed: https://github.com/jastevenson303/dcbl_ ... es.lua#L59

It removes some floating water/lava pools in caverealms, but it's not perfect. It's fun to place a liquid source node and watch it drop with what seems like gravity.

I have no idea what LBMs are good for, or how to use them.

Code: Select all

-- Convert liquid_source to liquid_flowing if node.y-1 == source_flowing.
-- Make top source node a flowing node.
minetest.register_abm({
	label = "Liquid drop",
	nodenames = {"default:lava_source", "default:water_source", "default:river_water_source"},
	neighbors = {"air"},
	interval = 1.0,
	chance = 1,
	catch_up = false,
	action = function(pos, node, active_object_count, active_object_count_wider)
		local flowing_node = "default:" .. node.name:sub(9, -8) .. "_flowing"

		local pos_under = {x = pos.x, y = pos.y - 1, z = pos.z}
		local node_under = minetest.get_node(pos_under)

		if node_under.name == flowing_node then
			minetest.set_node(pos_under, {name = node.name})
			minetest.set_node(pos, {name = flowing_node})
		end
	end,
})
orwell, what's this LBM stuff all about?

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azekill_DIABLO
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Re: [Collection] All the tiny mods

by azekill_DIABLO » Post

ABM run continuously, LBM run on_generate only.
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jas
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Re: [Collection] All the tiny mods

by jas » Post

I'm even more confused now. Maybe I'll test it.

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