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Re: Post your modding questions here

Hi, can I restrict actions on player inventories somehow? Like the allow_* callbacks on detached inventories, or the allow_metadata_inventory_* callbacks on nodes. The idea is to show the player an formspec of a player-based inventory that they can take items from, but not insert items to.
by Ben
Mon Aug 31, 2015 19:42
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 671713

Re: [Mod] Beware the Dark [bewarethedark] (WIP)

"It's not about sanity" but... "Darkness kills" ??? Ok, ok, I edited my parts in the quote of your post, sorry ;-) All I meant was: many ideas seemed to focus on the "sanity" part. Like different effects of sanity loss, and ways to restore sanity, via flowers, or potio...
by Ben
Fri Aug 28, 2015 16:48
 
Forum: Mod Releases
Topic: [Mod] Beware the Dark [bewarethedark]
Replies: 57
Views: 11998

Re: [Mod] Beware the Dark [bewarethedark] (WIP)

I have thirsty mod installed with this. The sanity bar is hidden by the thirsty bar. I tried it with better hud and it made the thirsty bar hidden by sanity bar. Edit - If you set your x offset to -262 then it works. I have armor, thirst and hunger and they all work fine. Yeah, that's a problem wit...
by Ben
Fri Aug 28, 2015 16:34
 
Forum: Mod Releases
Topic: [Mod] Beware the Dark [bewarethedark]
Replies: 57
Views: 11998

Re: [WIP] Goblins [mobs_goblins]

https://forum.minetest.net/viewtopic.php?f=9&t=11517 ...and survival... I would actually try and make a subgame out of this... Survival: Beware the goblin hordes in the dark! Sounds like a winner %\D Yes! Of course, Survival is much more than this, but a minimalistic subgame where the goal was ...
by Ben
Thu Aug 27, 2015 20:00
 
Forum: WIP Mods
Topic: [WIP] Goblins [mobs_goblins]
Replies: 148
Views: 26595

Re: [WIP] Goblins [mobs_goblins]

FreeLikeGNU wrote:Yes most of them put out torches.. The light hurts their eyes


Hehe... pair this with my Beware the Dark mod, and this goes from annoying to downright deadly :-P
by Ben
Wed Aug 26, 2015 19:46
 
Forum: WIP Mods
Topic: [WIP] Goblins [mobs_goblins]
Replies: 148
Views: 26595

Re: [Mod] Beware the Dark [bewarethedark] (WIP)

A lot of people are focussing on the "sanity" part of the mod – don't get me wrong, this is a good thing; a lot of interesting ideas and a lot of interest. But I have to say that it's not the purpose of this mod. The purpose of this mod is to add a light management mechanic. To make "...
by Ben
Wed Aug 26, 2015 18:46
 
Forum: Mod Releases
Topic: [Mod] Beware the Dark [bewarethedark]
Replies: 57
Views: 11998

Re: [Mod] Beware the Dark [bewarethedark] (WIP)

Version 0.3.1 released

Bugfix: sanity was not reset on death.
by Ben
Mon Aug 24, 2015 19:28
 
Forum: Mod Releases
Topic: [Mod] Beware the Dark [bewarethedark]
Replies: 57
Views: 11998

Re: Battle Towers - Open-PreAlpha

Wow, looks impressive! Good work :-D
by Ben
Mon Aug 24, 2015 19:00
 
Forum: WIP Mods
Topic: Battle Towers - Open-PreAlpha - 0.1.1 - R1
Replies: 25
Views: 3145

Re: [Mod] Beware the Dark [bewarethedark] (WIP)

Version 0.3.0 released

Now with support for Better HUD and Hudbars!

Well, not so much "and" as "or", what with them being mutually exclusive. But you get the idea.
by Ben
Tue Aug 18, 2015 20:30
 
Forum: Mod Releases
Topic: [Mod] Beware the Dark [bewarethedark]
Replies: 57
Views: 11998

Re: [Mod] Beware the Dark [bewarethedark] (WIP)

The premise reminds me of Amnesia: Dark Descent… Yes, that's partly where I got the idea of calling it "sanity" from. But Amnesia wasn't the original impulse for this mod – it was really that Minecraft's important "survive your first night" thing simply made no sense in Minetest...
by Ben
Sat Aug 15, 2015 20:06
 
Forum: Mod Releases
Topic: [Mod] Beware the Dark [bewarethedark]
Replies: 57
Views: 11998

Re: "System mods" vs "Mixins"

Alright, I've got some test instances: the mods Beware the Dark, version 0.2.1 and Thirsty, version 0.10.0 both use the same "persistent player attributes" mixin. Note that both mods include the (currently) identical file "persistent_player_attributes.lua". Yes, they can both wor...
by Ben
Sat Aug 15, 2015 19:44
 
Forum: Modding Discussion
Topic: "System mods" vs "Mixins"
Replies: 18
Views: 2040

Re: [Mod] Thirsty [thirsty] (WIP)

Version 0.10.0 released

No user-visible changes, but this version no longer saves the current hydration of players in a file in the world, but in a hidden inventory slot. Warning: this means players will start at "not thirsty" again. But hopefully, few people will mind :-P
by Ben
Sat Aug 15, 2015 19:30
 
Forum: WIP Mods
Topic: [Mod] Thirsty [thirsty] (WIP)
Replies: 68
Views: 11367

Re: "System mods" vs "Mixins"

I still don't get what's new about "mixins". Why including a file w/o which your mod can't even be loaded by MT suddenly turned to be a concept/feature? O_O Maybe nothing's new, I dunno. That's why I'm asking ;-) . But the file would be part of the mod, same as "init.lua". MT wo...
by Ben
Thu Aug 13, 2015 21:39
 
Forum: Modding Discussion
Topic: "System mods" vs "Mixins"
Replies: 18
Views: 2040

Re: [Mod] Beware the Dark [bewarethedark] (WIP)

Version 0.2.1 released

Nothing major, though I have "milded down" the damage for darkness a bit. The most important change is an internal refactoring of the sanity storage code, which I now plan to use elsewhere as well.
by Ben
Thu Aug 13, 2015 20:13
 
Forum: Mod Releases
Topic: [Mod] Beware the Dark [bewarethedark]
Replies: 57
Views: 11998

Re: "System mods" vs "Mixins"

This thread seems to have digressed a bit towards the concrete example of storing mod data, so I'm going to address that first. For reference, the "first mod" in my example, Thirsty , does loading and saving of per-player values like this: function thirsty.read_stash()    local filename = ...
by Ben
Thu Aug 13, 2015 19:21
 
Forum: Modding Discussion
Topic: "System mods" vs "Mixins"
Replies: 18
Views: 2040

"System mods" vs "Mixins"

Hello there, Summary : how do people share code across mods? Here's my example: I'm currently implementing my second mod which has what I call "persistent player attributes"; like "hunger", "mana" or "energy". These should be persisted somewhere when the playe...
by Ben
Mon Aug 10, 2015 11:26
 
Forum: Modding Discussion
Topic: "System mods" vs "Mixins"
Replies: 18
Views: 2040

Re: [Mod] Beware the Dark [bewarethedark] (WIP)

Version 0.2.0 released First the simple stuff: instead of direct damage, you now gradually "lose sanity". It effectively works like hunger (or thirst!) now. Go to the light to "fill up your sanity". For now, this change is mandatory (though I do know how much fun the direct-dama...
by Ben
Thu Jul 30, 2015 11:06
 
Forum: Mod Releases
Topic: [Mod] Beware the Dark [bewarethedark]
Replies: 57
Views: 11998

Re: [Mod] Beware the Dark [bewarethedark] (WIP)

At the moment, you'd need a lot of health regeneration to fully counter the damage from light level 0: 4 health per second at the moment. That's probably game breaking :-P That does give me another idea, though: if I add per-player "darkness factors", you could have special armor (or amule...
by Ben
Tue Jul 21, 2015 19:53
 
Forum: Mod Releases
Topic: [Mod] Beware the Dark [bewarethedark]
Replies: 57
Views: 11998

Re: [Mod] Beware the Dark [bewarethedark] (WIP)

Nice mod :) I will might just use this in my Dark Minetest Subgame. Thanks! Ooh, a "Dark Minetest"? I'm intrigued :-D You made a challenging mod there, nice work! Thanks also ;-) It's not really tweaked yet, and is probably best paired with some health regeneration mod, but then again, so...
by Ben
Mon Jul 20, 2015 20:23
 
Forum: Mod Releases
Topic: [Mod] Beware the Dark [bewarethedark]
Replies: 57
Views: 11998

Re: [Mod] Beware the Dark [bewarethedark] (WIP)

I just found a semi major bug. If you leave the game while it is night and rejoin, you will start taking damage until minetest can catch up and load the world around you. Yep, that can happen since minetest reports non-existing nodes (named "ignore") as having light level 0. I've added a ...
by Ben
Sun Jul 19, 2015 09:49
 
Forum: Mod Releases
Topic: [Mod] Beware the Dark [bewarethedark]
Replies: 57
Views: 11998

Re: [Mod] Beware the Dark [bewarethedark] (WIP)

Yes, I know everyone™ adds mobs via mods, but the standard minetest_game has none, seemingly on purpose. That got me thinking of ways to add danger without actually adding mobs ;-) (My thirsty mod also follows that thought somewhat.) I haven't found any other mod that does this, but then I'm horribl...
by Ben
Sat Jul 18, 2015 20:34
 
Forum: Mod Releases
Topic: [Mod] Beware the Dark [bewarethedark]
Replies: 57
Views: 11998

[Mod] Beware the Dark [bewarethedark]

Beware the Dark mod In Other Well-Known Voxel Games™, darkness is dangerous because it spawns monsters. In MineTest (specifically, minetest_game), darkness just makes it more likely for you to walk into a tree. This mod changes that in a very direct fashion: you are damaged by darkness, the darker ...
by Ben
Sat Jul 18, 2015 20:31
 
Forum: Mod Releases
Topic: [Mod] Beware the Dark [bewarethedark]
Replies: 57
Views: 11998

Re: [Mod] Thirsty [thirsty] (WIP)

Got it, I think: Try the following code (hydration and food are hardcoded, but you get the idea): minetest.override_item('default:apple', {    on_use = function(itemstack, user, pointed_thing)        thirsty.drink(user, 2, 20)        local eat_func = minetest.item_eat(1)        return eat_func(items...
by Ben
Sat Jul 18, 2015 20:21
 
Forum: WIP Mods
Topic: [Mod] Thirsty [thirsty] (WIP)
Replies: 68
Views: 11367

Re: [Mod] Thirsty [thirsty] (WIP)

Which "on_use" function are you calling? Are you passing it to "register_node"? Because the on_use handler's signature is more like on_use = function(itemstack, user, pointed_thing) So your function should expect those parameters, too. You should be able to do something like this...
by Ben
Sat Jul 18, 2015 20:10
 
Forum: WIP Mods
Topic: [Mod] Thirsty [thirsty] (WIP)
Replies: 68
Views: 11367

Re: [Mod] Thirsty [thirsty] (WIP)

Nathan.S wrote:Sorry to keep finding all these bugs.
...


Nonsense, I'm grateful for it! I'll look into this bug as soon as I can.
by Ben
Sat Jul 18, 2015 20:00
 
Forum: WIP Mods
Topic: [Mod] Thirsty [thirsty] (WIP)
Replies: 68
Views: 11367

Re: [Mod] Thirsty [thirsty] (WIP)

I've got a new version out, 0.9.1, which should fix this bug. I'm leaving 0.9.0 and 0.9.1 listed as "current versions" in the top post, if anyone else runs into this problem and can't access the GitHub commit I did yesterday.
by Ben
Fri Jul 17, 2015 20:20
 
Forum: WIP Mods
Topic: [Mod] Thirsty [thirsty] (WIP)
Replies: 68
Views: 11367

Re: [Mod] Thirsty [thirsty] (WIP)

Version 0.9.0 released This version adds a few API methods, thanks again to Nathan for the inspiration! thirsty.drink(player, amount, [max])      --# instantly drink a bit (up to a max value, default 20)thirsty.get_hydro(player)                 --# returns the current hydration of a playerthirsty.s...
by Ben
Tue Jul 14, 2015 18:44
 
Forum: WIP Mods
Topic: [Mod] Thirsty [thirsty] (WIP)
Replies: 68
Views: 11367

Re: Proposal to improve Minetest’s horrible controls

Dragonop wrote:Also it will be anoying, and most people will not be used to it. It could make a lot of potential players fall back.


Yep, the "not used to it" argument is actually quite strong. But that counts against any change proposal here ;-)
by Ben
Sat Jul 11, 2015 12:04
 
Forum: Minetest Features
Topic: Proposal to improve Minetest’s horrible controls
Replies: 95
Views: 117507

Re: [Mod] Solar Mana [solarmana] (WIP)

Version 0.4.0 released I recently noticed that the mana mod now supported fractional and negative regeneration, so I've made another release. Now standing on wood or gold will regenerate mana much more slowly; standing on stone, on the other hand, will drain your mana! (No, the stone thing is not s...
by Ben
Fri Jul 10, 2015 20:02
 
Forum: WIP Mods
Topic: [Mod] Solar Mana [solarmana] (WIP)
Replies: 12
Views: 2928

Re: [Mod] Thirsty [thirsty] (WIP)

Version 0.8.1 released

Adds river water (source and flowing) for you to stand in and/or drink from; thanks Nathan for the tip!. (I'll probably also have to add river water buckets to recipes, I'm still checking how these work…)
by Ben
Fri Jul 10, 2015 19:02
 
Forum: WIP Mods
Topic: [Mod] Thirsty [thirsty] (WIP)
Replies: 68
Views: 11367
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