Casimir wrote:For almost everything an option to disable it would be usefull, both for subgames and for server. A server [...] thats gets spamed often could disable doping of items.
function minetest.item_drop(itemstack, dropper, pos)
local name = dropper:get_player_name()
if name then
minetest.chat_send_player(name, "Itemdrop is disabled.")
end
return itemstack
end
spillz wrote:The game shouldn't be displaying options that either have no effect or are incompatible.
BrandonReese wrote:I would like to see an option that would make it so name tags do not show through nodes, that would make it possible for people to hide.
Sokomine wrote:Pavel_S wrote:Also get_id() function will make easy to create entity inventory.
Good idea. When writing my traders, I found it annyoing that I had to come up with my own uniq_id function for them. Reliable uniq id's for entities would be helpful. Such things are better done in a library than in each mod individually.
dev wiki wrote:get_armor_groups() - Returns {group1=rating, group2=rating, ...}) (NOTE: Documented in lua_api.txt but not yet implemented as of version 0.4.4)
Topywo wrote:AFAIK ABMs keep going once put on. If that's really true (not my lack of knowledge), I would like to see the possibilities to shut them off and on later in the game, after meeting a condition, paired with the computers internal clock or connected with the Minetest time.
Kilarin wrote:Now a request that may be very difficult or even unwise to implement:
Normally objects can only be active within the region loaded around a player, and the vast majority of the time that makes perfect sense. But it would be nice if it was possible to override this behavior, so that, for example, a cart could be sent heading down a long track, and just keep loading the region around it until it reaches the end of it's track.
minetest.forceload_block(pos)
^ forceloads the position pos.
^ returns true if area could be forceloaded
rubenwardy wrote:minetest.forceload_block(pos)
It would probably be better to include something which alwos modders to push and pull the player, and a way to rotate the player model.Kilarin wrote:rubenwardy wrote:minetest.forceload_block(pos)
So, for example, I could modify the cart mod to check if it gets an "ignore" for a node, and if so, force load it? Hmmm, that is worth trying. Thank you!
Another suggestion for the developers:
The ability to set gravity locally. So that, for example, the "Dyson Cube" mod could make gravity for each different side of the cube point towards that edge. And any mod could make gravity in a local area point in whatever direction they wanted, (or turn it off entirely). Is there already a way to do this? And if not, could it be implemented without completely rewriting the existing engine?
Kilarin wrote:rubenwardy wrote:minetest.forceload_block(pos)
So, for example, I could modify the cart mod to check if it gets an "ignore" for a node, and if so, force load it? Hmmm, that is worth trying. Thank you!
Another suggestion for the developers:
The ability to set gravity locally. So that, for example, the "Dyson Cube" mod could make gravity for each different side of the cube point towards that edge. And any mod could make gravity in a local area point in whatever direction they wanted, (or turn it off entirely). Is there already a way to do this? And if not, could it be implemented without completely rewriting the existing engine?
rubenwardy wrote:Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
minetest.forceload_block(pos)
^ forceloads the position pos.
^ returns true if area could be forceloaded
https://github.com/minetest/minetest/bl ... .txt#L1704
spootonium wrote:I'd like to be able to define default and alternative keyboard controls as part of a gamemode, and to assign additional keys for mod functions. An example of usage might be if I wanted to implement a "crouch" or "crawl" capability instead of, or in addition to "sneak".
From what I can glean from the dev wiki, the Player object's get_player_control() and get_player_control_bits() can only return specific, hard-coded values. What I propose, is the ability to modify or add to these, through some sort of a minetest.register_player_control(key,controlbit) function.
spillz wrote:This isn't quite what it seems. (And people writing API docs really need to care more for their users than this)
https://github.com/minetest/minetest/bl ... v.cpp#L778
It adds the block to a list of blocks that should be kept loaded. It doesn't synchronously load the block right away, it is an asynchronous request. Presumably there is a way to get chunk load notifications....
dgm5555 wrote:And on that note, is there a function to poll if a mod is enabled?
if minetest.get_modpath("foobarmod") then
-- Code using `foobarmod' features goes here.
end
philipbenr wrote:press [ f1 ] webdesigner. -.-
;)
void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
{
// If the object is attached client-side, don't waste bandwidth sending its position to clients
if(isAttached())
return;
...
// Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
// If the object gets detached this comes into effect automatically from the last known origin
if(isAttached())
{
v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
m_base_position = pos;
m_velocity = v3f(0,0,0);
m_acceleration = v3f(0,0,0);
}
else
...
webdesigner97 wrote:What about being able to hide/show the entity collision_box? When sitting in a car, this box just looks ugly...
local boat = {
physical = true,
collisionbox = {-0.6,0.75,-0.6, 0.6,0.75,0.6},
visual = "mesh",
visual_size = {x=1,y=1.6},
mesh = "mesecar.x",
textures = {"mesecar_mesecar.png"},
--stepheight = 1.1,
driver = nil,
v = 0,
}
paramat wrote:webdesigner97 wrote:What about being able to hide/show the entity collision_box? When sitting in a car, this box just looks ugly...
You can resize the collision box to be a flat square that sits low in the car, still visible when entering the car but out of the way when driving, here's what i did in my 'mesecar' mod:Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
local boat = {
physical = true,
collisionbox = {-0.6,0.75,-0.6, 0.6,0.75,0.6},
visual = "mesh",
visual_size = {x=1,y=1.6},
mesh = "mesecar.x",
textures = {"mesecar_mesecar.png"},
--stepheight = 1.1,
driver = nil,
v = 0,
}
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