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Re: Animation on eating

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.
by Ben
Sat Jul 02, 2016 13:28
 
Forum: Minetest Features
Topic: Animation on eating
Replies: 8
Views: 1903

Re: Animation on eating

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…
by Ben
Sat Jul 02, 2016 06:27
 
Forum: Minetest Features
Topic: Animation on eating
Replies: 8
Views: 1903

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

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...
by Ben
Thu Jun 30, 2016 18:12
 
Forum: WIP Mods
Topic: [Mod] Thirsty [thirsty] (WIP)
Replies: 68
Views: 10522

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

Version 0.10.2 released

Contains the bug fix by Echoes91, detailed above. Better late than never :-/
by Ben
Sat Jun 25, 2016 19:02
 
Forum: WIP Mods
Topic: [Mod] Thirsty [thirsty] (WIP)
Replies: 68
Views: 10522

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

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?
by Ben
Sat Jun 25, 2016 18:45
 
Forum: WIP Mods
Topic: [Mod] Thirsty [thirsty] (WIP)
Replies: 68
Views: 10522

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

Echoes91 wrote:I've included your mod within my new Minesim subgame


Neat!

Echoes91 wrote:and corrected a typo that prevented the bar to be displayed with the correct size.


Oops! Thanks for catching that, merged (also sorry for the delay).
by Ben
Sun Jun 19, 2016 13:29
 
Forum: WIP Mods
Topic: [Mod] Thirsty [thirsty] (WIP)
Replies: 68
Views: 10522

A taxonomy of food sources

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...
by Ben
Wed Feb 03, 2016 20:52
 
Forum: Modding Discussion
Topic: A taxonomy of food sources
Replies: 1
Views: 560

Re: I have a question about game modes.

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...
by Ben
Sun Jan 31, 2016 15:28
 
Forum: Minetest General
Topic: I have a question about game modes.
Replies: 11
Views: 1323

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

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...
by Ben
Tue Jan 19, 2016 19:49
 
Forum: WIP Mods
Topic: [Mod] Thirsty [thirsty] (WIP)
Replies: 68
Views: 10522

Re: [Mod] Beware the Dark [bewarethedark]

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...
by Ben
Tue Jan 05, 2016 22:13
 
Forum: Mod Releases
Topic: [Mod] Beware the Dark [bewarethedark]
Replies: 57
Views: 10680

Re: [Mod] Beware the Dark [bewarethedark]

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...
by Ben
Tue Jan 05, 2016 21:17
 
Forum: Mod Releases
Topic: [Mod] Beware the Dark [bewarethedark]
Replies: 57
Views: 10680

Re: [Mod] Beware the Dark [bewarethedark]

Version 0.3.5 released

Just confirmed: sanity did indeed not reset on respawn. Fixed, and thanks Gerald!
by Ben
Wed Dec 30, 2015 21:10
 
Forum: Mod Releases
Topic: [Mod] Beware the Dark [bewarethedark]
Replies: 57
Views: 10680

Re: [Mod] Beware the Dark [bewarethedark]

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...
by Ben
Wed Dec 30, 2015 19:38
 
Forum: Mod Releases
Topic: [Mod] Beware the Dark [bewarethedark]
Replies: 57
Views: 10680

Re: Map Layering feature...

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...
by Ben
Sun Dec 06, 2015 22:14
 
Forum: Minetest Features
Topic: Map Layering feature...
Replies: 18
Views: 2780

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

mahmutelmas06 wrote:I have released a mod as a main purpose of this mod.

viewtopic.php?f=9&t=13601


Wow, looks very good! Nice :-D
by Ben
Sun Dec 06, 2015 21:56
 
Forum: WIP Mods
Topic: [Mod] Thirsty [thirsty] (WIP)
Replies: 68
Views: 10522

Re: [Mod] Telemosaic [telemosaic] (WIP)

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.
by Ben
Thu Nov 26, 2015 21:41
 
Forum: WIP Mods
Topic: [Mod] Telemosaic [telemosaic] (WIP)
Replies: 19
Views: 3307

Re: Hunger

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...
by Ben
Thu Nov 26, 2015 21:22
 
Forum: Minetest Features
Topic: Hunger
Replies: 30
Views: 4691

Re: Scheduled shutdown

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...
by Ben
Sun Nov 08, 2015 20:15
 
Forum: Minetest Servers
Topic: Scheduled shutdown
Replies: 13
Views: 2091

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

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...
by Ben
Sun Nov 01, 2015 21:56
 
Forum: WIP Mods
Topic: [Mod] Thirsty [thirsty] (WIP)
Replies: 68
Views: 10522

Re: [Mod] Rainbow Ore [1.0] [rainbowore]

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?
by Ben
Sat Oct 31, 2015 20:45
 
Forum: Mod Releases
Topic: [Mod] Rainbow Ore [1.2.1] [rainbow_ore]
Replies: 18
Views: 3689

Re: Post your modding questions here

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 ...
by Ben
Fri Oct 23, 2015 20:51
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 592930

Re: Post your modding questions here

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...
by Ben
Fri Oct 23, 2015 20:09
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 592930

Re: [Mod] Telemosaic [telemosaic] (WIP)

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...
by Ben
Thu Oct 22, 2015 21:24
 
Forum: WIP Mods
Topic: [Mod] Telemosaic [telemosaic] (WIP)
Replies: 19
Views: 3307

Re: [Mod] Sunburn [sunburn] (WIP)

Version 0.2.2 released

No new features, just externalized the configuration, and added two example configurations for the Better Hud mod.

I now consider this feature complete, and am preparing to have it moved to "released" status.
by Ben
Wed Oct 21, 2015 21:02
 
Forum: Mod Releases
Topic: [Mod] Sunburn [sunburn]
Replies: 17
Views: 3384

Re: More lava and water in caves

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...
by Ben
Wed Oct 21, 2015 20:29
 
Forum: Minetest Features
Topic: More lava and water in caves
Replies: 6
Views: 1021

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

Version 0.3.4 released

And here's the code change I mentioned: the "persistent player attributes" part is no longer a "mixin", but a regular part of the mod.
by Ben
Tue Oct 20, 2015 20:00
 
Forum: Mod Releases
Topic: [Mod] Beware the Dark [bewarethedark]
Replies: 57
Views: 10680

Re: [Mod] Integral Trees [integral]

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 ...
by Ben
Tue Oct 20, 2015 19:47
 
Forum: WIP Mods
Topic: [Mod] Integral Trees [integral]
Replies: 29
Views: 3597

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

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...
by Ben
Mon Oct 19, 2015 20:42
 
Forum: Mod Releases
Topic: [Mod] Beware the Dark [bewarethedark]
Replies: 57
Views: 10680

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

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: ...
by Ben
Mon Oct 19, 2015 05:02
 
Forum: Mod Releases
Topic: [Mod] Beware the Dark [bewarethedark]
Replies: 57
Views: 10680

Re: [Mod] Integral Trees [integral]

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 ...
by Ben
Sat Oct 17, 2015 20:31
 
Forum: WIP Mods
Topic: [Mod] Integral Trees [integral]
Replies: 29
Views: 3597
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