jimy wrote:I can't download any archive of this mod, your links seems to point removed files. Can you solve it ?
Hamlet wrote:I've made a fork on GitHub.
https://github.com/H4mlet/sea
https://github.com/H4mlet/sea/archive/master.zip
I haven't yet started looking at the code, but I'd like to use it on mgv7.
R-One wrote:Hi, the links are dead due to your migration hosting deposits.
I actually know the bug of air pockets around objects which is corrected in version 0.5+.
texmex wrote:I don’t think it is.
R-One wrote:Hello, first of all thank you for your answer.
R-One wrote:Sea_plants is not the same as the original mod of this post.
R-One wrote:It was especially to look at the code side of the generations of wrecks and chests.
By the way I have a question, the mod uses minetest.register_abm to generate the wrecks ... would not it be more optimized to use minetest.register_on_generated? but at this moment how to detect the sea level?
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer > 2 then
timer = 0
for _, player in ipairs(minetest.get_connected_players()) do
local name = minetest.get_biome_id(biome_name)
print(name)
end
end
end)
texmex wrote:Oh I see, you're completely right. :)
galundrux wrote:Not entirely happy with this as it makes it impossible to interact with the plants in any way, and they won't grow taller either, so from my point of view it's a worse hack than the noairblocks mod. This makes it completly useless in a game like this, it's purely visual, and in this kinda game you need to be able to interact with everything otherwise it's basically just 3D pixel-art. There has to be a better way to do this?
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