[Collection] All the tiny mods
- azekill_DIABLO
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Re: [Collection] All the tiny mods
check the doc!
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- Linuxdirk
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Re: [Collection] All the tiny mods
Set maximum stack size to 100 for all registered things that have max stack size set to 99.
Make sure to run this mod last by (opt-)depending it on all your other mods.
Code: Select all
local all_objects = {}
for _,what in pairs({'items', 'nodes', 'craftitems', 'tools'}) do
for name,definition in pairs(minetest['registered_'..what]) do
if definition.stack_max == 99 then table.insert(all_objects, name) end
end
end
for _,name in pairs(all_objects) do
minetest.override_item(name, { stack_max = 100 })
end
Re: [Collection] All the tiny mods
azekill_DIABLO wrote:Check the doc!
Code: Select all
-- ^ Whether to run the LBM's action every time a block gets loaded,
-- and not just for blocks that were saved last time before LBMs were
-- introduced to the world.
- azekill_DIABLO
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Re: [Collection] All the tiny mods
which means?
LBM are just ABM that happen when a chunk is generated.
LBM are just ABM that happen when a chunk is generated.
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- orwell
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Re: [Collection] All the tiny mods
Or, every time a block is loaded, when you specify this. (run_at/on_every_load), which is what you want here.azekill_DIABLO wrote:ABM run continuously, LBM run on_generate only.
Else, this is a CPU waste, because every water source is checked all over the time
Actually, most of the code does not need to be changed, only register_abm->lbm() and add a name and the run_at/on_every_load=true
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Re: [Collection] All the tiny mods
Here's a really tiny mod, just adds 1 decorative block, called cracked stone, it looks very nice:viewtopic.php?f=11&t=9727
What is SCP-055?
Re: [Collection] All the tiny mods
I prefer this:Linuxdirk wrote:Set maximum stack size to 100 for all registered things that have max stack size set to 99.
Make sure to run this mod last by (opt-)depending it on all your other mods.Code: Select all
local all_objects = {} for _,what in pairs({'items', 'nodes', 'craftitems', 'tools'}) do for name,definition in pairs(minetest['registered_'..what]) do if definition.stack_max == 99 then table.insert(all_objects, name) end end end for _,name in pairs(all_objects) do minetest.override_item(name, { stack_max = 100 }) end
viewtopic.php?f=21&t=14252#p211526
Can your read this?
Re: [Collection] All the tiny mods
Re: LBM
If the lowering of the liquid source node is only done once - whenever the block is loaded - then the liquid won't drop more than one node. (Video demonstration: https://www.youtube.com/watch?v=YGyBALrcWL0)
(I'm not disputing the inefficiency of checking every liquid source near air every second.)
If the lowering of the liquid source node is only done once - whenever the block is loaded - then the liquid won't drop more than one node. (Video demonstration: https://www.youtube.com/watch?v=YGyBALrcWL0)
(I'm not disputing the inefficiency of checking every liquid source near air every second.)
- Linuxdirk
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Re: [Collection] All the tiny mods
I prefer not modifying files that come with the packages because it makes it harder to update them.cx384 wrote:I prefer this:
viewtopic.php?f=21&t=14252#p211526
- orwell
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Re: [Collection] All the tiny mods
No, AFAIK when flowing liquid flows it keeps flowing until it can't flow anymore...jas wrote:Re: LBM
If the lowering of the liquid source node is only done once - whenever the block is loaded - then the liquid won't drop more than one node. (Video demonstration: https://www.youtube.com/watch?v=YGyBALrcWL0)
(I'm not disputing the inefficiency of checking every liquid source near air every second.)
- azekill_DIABLO
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Re: [Collection] All the tiny mods
The what liquid usually does. Imagine if water ceased flowing in the middle of the river. Sailing would be fun.
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Re: [Collection] All the tiny mods
This ABM doesn't set flowing liquid nodes, it moves source liquid nodes down one vertically.
Ps. Only if there isn't already a source liquid node below.
Ps. Only if there isn't already a source liquid node below.
- v-rob
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Re: [Collection] All the tiny mods
Tiny mod that... well, see for yourself. Don't throw up.
This mod will be reversed when you disable it, so don't worry and go ahead and use it in any world you want.
This mod will be reversed when you disable it, so don't worry and go ahead and use it in any world you want.
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- sorcerykid
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Re: [Collection] All the tiny mods
Actually, it's not that simple. LBMs are proven to be unreliable, as there is no guarantee the functionwill execute every time that a block with matching nodes is loaded.azekill_DIABLO wrote:which means?
LBM are just ABM that happen when a chunk is generated.
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Re: [Collection] All the tiny mods
it also deosn't work with already loaded chunks that existed before the mod was actvied. I just wanted to do a simple explanation :)
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- sorcerykid
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Re: [Collection] All the tiny mods
True, but that's a documented feature. I was just warning about the undocumented behavior (or bug) in case anybody wasn't aware. :D
- TechNolaByte
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Re: [Collection] All the tiny mods
skyfactory v2.4Casimir wrote: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.
320982
or about 321k items
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- azekill_DIABLO
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Re: [Collection] All the tiny mods
Games support it? What is the loading time for a server?
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- TechNolaByte
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Re: [Collection] All the tiny mods
for skyfactory? haven't tested with multiplayer but single player takes about 15-20 mins to load with my new computerazekill_DIABLO wrote:Games support it? What is the loading time for a server?
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- azekill_DIABLO
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Re: [Collection] All the tiny mods
LOL, you should find a better way to register node then!
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- TechNolaByte
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Re: [Collection] All the tiny mods
the modpack is about 450 mg so there isn't much I can do
except rewrite it all from scratch(which I am doing)
except rewrite it all from scratch(which I am doing)
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- azekill_DIABLO
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Re: [Collection] All the tiny mods
Good luck, I hope you have caffeine!
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- TechNolaByte
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Re: [Collection] All the tiny mods
lol thanks!azekill_DIABLO wrote:Good luck, I hope you have caffeine!
The great quest of alchemy neither failed nor attained gold; programmers are those great alchemists who transmute caffeine into code.
Re: [Collection] All the tiny mods
+1
thanks...
R
Re: [Collection] All the tiny mods
I can't code myself out of a wet paper bag and I know this could be made much more elegant and efficient with loops and using tables, concatenation, etc. effectively and have better presentation, but it works for my purposes. Reports on humidity, heat, current and nearby biomes every second in chat. I'm currently trying to better align a mix of biomes and this helps me understand what's going on ingame by showing me :)
I've switched to Minetest 0.5 dev so no idea if this works on 0.4.x
Code based on viewtopic.php?p=309472#p309472
I've switched to Minetest 0.5 dev so no idea if this works on 0.4.x
Code based on viewtopic.php?p=309472#p309472
Code: Select all
local function biomefinder ()
for _,player in ipairs(minetest.get_connected_players()) do
local pos = player:getpos()
pos.x = math.floor(pos.x)
pos.y = math.floor(pos.y)
pos.z = math.floor(pos.z)
local biome_data = minetest.get_biome_data(pos)
local report = "Heat:" ..math.floor(minetest.get_heat(pos))
report = report ..", humidity:" ..math.floor(minetest.get_humidity(pos))
report = report ..", in biome:" ..minetest.get_biome_name(biome_data.biome)
report = report ..", at location: (" ..pos.x
report = report .."," ..pos.y
report = report .."," ..pos.z
report = report .."). nearby biomes: "
pos.x = pos.x + 50
local biome_data2 = minetest.get_biome_data(pos)
pos.x = pos.x -100
local biome_data3 = minetest.get_biome_data(pos)
pos.x = pos.x + 50
pos.z = pos.z + 50
local biome_data4 = minetest.get_biome_data(pos)
pos.z = pos.z - 100
local biome_data5 = minetest.get_biome_data(pos)
pos.z = pos.z + 50
pos.y = pos.y + 10
local biome_data6 = minetest.get_biome_data(pos)
pos.y = pos.y - 20
local biome_data7 = minetest.get_biome_data(pos)
pos.y = pos.y + 10
report = report ..minetest.get_biome_name(biome_data2.biome) ..","
report = report ..minetest.get_biome_name(biome_data3.biome) ..","
report = report ..minetest.get_biome_name(biome_data4.biome) ..","
report = report ..minetest.get_biome_name(biome_data5.biome) ..","
report = report ..minetest.get_biome_name(biome_data6.biome) ..","
report = report ..minetest.get_biome_name(biome_data7.biome) ..","
minetest.chat_send_player(player:get_player_name(), report)
end
minetest.after(1, biomefinder)
end
minetest.after(1, biomefinder)
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