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I should have set this up years ago. But it's no tale of woe.
Whether the temperature is high or low, regardless of cold winds blow,
away we go like Edgar Allan Poe, on now with the show. BTW rhymes are welcome.
Well, one quick solution which would not copy from Minecraft is to trigger the eating action via the "use" key, which Minecraft does not have ;-) . Unfortunately, I think Minetest Game and just about all food mods eat via the left mouse button. That's a lot of changing ahead.
If you're talking about the first-person animation, then I'm annoyed with it too; but it cannot be fixed with mods.
On the other hand, I'm secretly working on a patch / pull request to the core engine that would allow for different wield item animations. But that's still a long way to go…
Knowing the different biomes is something I would love to be able to do. I know there was some talk about it. Lets hope it does happen. I check the nodes to get the biome but it is far from perfect. I think part of the problem is that there is only a vague notion of "biomes", or whether b...
You could make a companion mod that sets the thirst_factor (see above) according to the biome, but yes, this sounds like something that makes sense "by default".
I've been occasionally reading something about biomes and temperature maps – does anyone know how "official" this is?
I've been thinking a lot about various food sources, and would like to share my views and get some feedback. As food (and hunger) are currently the realm of mods, I'm posting this to the "Modding Discussion" forum. This is specifically a ludic view, i.e. focussing on game mechanics as oppo...
It seems you are the server admin. Like rubenwardy said, the admin has all privileges and most of them can NOT be revoked. I was about to write that I think they should all be revokable except for the "privs" privilege itself – then an admin would always be able to re-grant themselves eve...
So I'm integrating this mod with the mymonths mod, integrating is probably the wrong word, anyway, I'm wondering does thirsty.set_thirst_factor 2 mean you get thirsty twice as fast or half as fast, I couldn't find anything that said. Good point, the docs are probably too thin on this. A factor of 2...
Version 0.4.0 released Well, that was fast :-P The configuration now also defines a table "insane_damage_for_light". This can be used to adjust the (HP) damage when a player's sanity is completely gone. Missing values default to the original "damage_for_light" values. For exampl...
Version 0.3.6 released Another bugfix: the sanity loss / damage had not been scaled by the tick time (default 0.5 seconds) as it should. I've fixed this, meaning the damage per second should not change if the tick time changes. However, I did not adjust the damage values in the default configuratio...
I like the idea and the implementation seems good. Thanks! I noticed the sanity changes quick, while i think of insanity as an slowly increasing problem, which is hardly cured, so i changed the damage in the config (nice feature!). The problem is that the "real damage" is as bad as the &q...
Yay! I've been thinking about something like this too, for a while. It does make a lot of sense, given the vertical space available. Nice to know that the shadow issue is being tackled – there's not much more that needs to be done from the engine, is there? (Originally, I had assumed that sunshadows...
Small note: in your README.md file, the installation instructions tells the user to rename the extracted folder "bewarethedark" ... I suppose it should be "telemosaic" :) Argh, thanks. I guess you can tell a lot of this is copy & paste :-P I'll fix it when I get around to it.
My take on this: I was hesitant to vote "core, do include", because it seems like a slightly arbitrary thing for the engine/core. I would rather see a "general attribute system", like some commenters on the pull request (PilzAdam, I think?) said. Then again: eating is in the core...
Quick sidenote: I recommend running the MineTest server under supervisord . I haven't used it for MineTest itself, but various other programs. There are several benefits: the server is restarted automatically if it crashes, you gain a shell command to restart the server (basically "supervisorct...
Version 0.10.1 released No new functionality. There were two points I had wanted to refactor before declaring this mod ready to release: ⋅ A player's hydration level is saved by my attempt at a "shareable mixin" , which I've since concluded is not worth it. It won't have any out...
The screenshot does not seem to work – calling the URL directly gives something of an "invalid cookie" error. Did you maybe link to a version that requires you to be logged in?
About the distance calculation, perhaps the best is to use vector.distance(p1, p2) I just looked up vector.distance: it's still implemented in Lua, and calls math.hypot twice. I've got a mind to make a pull request for vector.distance2 or similar. But that would be premature optimization ;-P in my ...
It's faster because it uses globalstep. But that's also very hacky, and it doesn't look like he ever removes the node from the maze_closer table.. and you still have both an ABM and a globalstep handler running. I'm guessing you could use an on_destruct handler (or whatever it's called) to remove n...
Version 0.5.0 released This version adds colored extenders. Extenders can be colored with any of the dyes from the dye mod (craft an extender and some dye in any order). Colored extenders work just as well as normal extenders, they just look prettier ;-) Well, actually, the colors are not tuned yet...
Caves, as they stand right now, just need more hazards in general. Long drops or a reason to fear the dark or anything. For what it's worth, the goal of my Beware the Dark mod is exactly that: to add a reason to fear the dark without mobs. It may fall a bit short of that, though, since it's only co...
I finally found the time to try this out! Wow, these are huge! I really like the multiple colors of the "forests" around the ends. Though I must admit I flew up ;-) Two things, though: there were big horizontal gaps in the trunk – I assume this is for development? And I found odd floating ...
Version 0.3.3 released No new features, so just a version number bump at the patch level. (Then again, I never promised a rigid versioning scheme. Maybe I should at some point.) The only change is in configurability: There's a new file "bewarethedark.default.conf" which contains the entir...
A great way to troll someone with this mod would be to knock out the torches behind them while they are mining, knock out the torches in their house when they have run out of coal, etc. Yes, or even more drastic: block a skylight they're standing under ;-) Actually, you made me think of something: ...
Thanks, my main concern is that this may not be the thread to elaborate this, and that I'm prematurely solving non-problems. But here it is: ⋅ Don't use default leaves, but create a new, opaque block representing a single (or at most a few) leaves. It's a giant tree anyway. The new leaves ...