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Re: [mod] Dwarf Fortress style caverns [dfcaverns]

I've just updated the farming code to use node timers, so farm plants will now grow while you're not present and have a more consistent growth time. This is in line with modern farming mods (I rolled my own plant growth code rather than using existing farm mods directly so that I could have better c...
by FaceDeer
Sun Apr 02, 2017 22:22
 
Forum: WIP Mods
Topic: [mod] Dwarf Fortress style caverns [dfcaverns]
Replies: 9
Views: 5555

Re: [Mod] Hoppers

Good news, I was picking through Pipeworks to see if I could borrow its API and I think my original approach might be salvageable after all. Pipeworks does a neat trick where it creates "fake" player objects to pass into the allow_metadata_inventory_take etc. methods. here's where it does ...
by FaceDeer
Sun Apr 02, 2017 03:58
 
Forum: Mod Releases
Topic: [Mod] Hoppers
Replies: 77
Views: 31351

Re: [Mod] Hoppers

I wish people would stop posting this xkcd comic when it barely applies. A better API in the engine would prevent proliferation of similar APIs. But we don't have that better engine API, so proliferation ahoy it seems. I think that makes the comic applicable here. I don't want to add custom stuff, ...
by FaceDeer
Sun Apr 02, 2017 01:07
 
Forum: Mod Releases
Topic: [Mod] Hoppers
Replies: 77
Views: 31351

[Mod] Castle gates [castle_gates]

This mod actually came into existence a month ago when I embarked on a project to split up the castle mod into self-contained sub-mods, but it occurs to me that it might be well served to have its own forum topic since it can be used on its own. https://raw.githubusercontent.com/minetest-mods/castle...
by FaceDeer
Sun Apr 02, 2017 00:59
 
Forum: WIP Mods
Topic: [Mod] Castle gates [castle_gates]
Replies: 3
Views: 3133

Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]

I'm told my sounding line mod is "weird". :) It's a block you can place that, when clicked on, will tell you how far down the next solid and liquid surfaces are (or in the case of lava, just the liquid surface - the sounding line isn't magma-safe). http://i.imgur.com/REJt3MR.png
by FaceDeer
Sun Apr 02, 2017 00:09
 
Forum: Modding Discussion
Topic: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Replies: 28
Views: 14092

Re: [Mod] Sounding line [0.5] [sounding_line]

azekill_DIABLO wrote:you should submit this mod to my modding contest, it's awesome


Sure. Didn't think it was particuarly weird, but I guess if nobody else has done something like this before maybe it is. Sofar did tell me it seemed a bit "niche" when I submitted it to minetest-mods. :)
by FaceDeer
Sat Apr 01, 2017 23:59
 
Forum: WIP Mods
Topic: [Mod] Sounding line [0.5] [sounding_line]
Replies: 6
Views: 4026

Re: [Mod] Hoppers

I really wish inventories had callbacks that were called for both player and non-player interactions. Some standards are good, so more must be better I guess. :) I've worked with Pipeworks compatibility in the past and it wasn't too bad, I'll see if I can have hoppers take advantage of existing Pip...
by FaceDeer
Sat Apr 01, 2017 23:50
 
Forum: Mod Releases
Topic: [Mod] Hoppers
Replies: 77
Views: 31351

Re: [Mod] Hoppers

What do you mean keeps track of the player? Keeps the player object around (by saving it in an upvalue or table field or somewhere)? You will have issues if the player logs out or their object is otherwise invalidated. You could limit use to when the player is online, but wouldn't that be too limit...
by FaceDeer
Sat Apr 01, 2017 16:29
 
Forum: Mod Releases
Topic: [Mod] Hoppers
Replies: 77
Views: 31351

Re: [Mod] Sounding line [0.5] [sounding_line]

If the sounding line encounters the edge of generated world map it will report "Unknown void %dm down", so you'll at least know how far down you'd need to go to trigger more mapgen. It also lets you know if the sounding line hit magma at the bottom of its descent, reporting that the line b...
by FaceDeer
Sat Apr 01, 2017 06:33
 
Forum: WIP Mods
Topic: [Mod] Sounding line [0.5] [sounding_line]
Replies: 6
Views: 4026

Re: Post your mapgen questions here (modding or engine)

How can I use the decorations API to spawn simple decorations underground? For example, placing mushrooms on top of stone in caves. Or do I have to use LuaVoxelManip (or similar)? With my experiments so far, I only managed to make mushrooms appear at Y chunk borders. I don't know of a way to use th...
by FaceDeer
Fri Mar 31, 2017 22:20
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 76701

Re: [Mod] Hoppers

My version of hoppers keeps track of the player who placed the hopper in question and passes that in the parameters for the inventory callbacks, this allows them to make appropriate use of locked chests and other protected inventories. Sure, the new callbacks could be used by things other than hoppe...
by FaceDeer
Fri Mar 31, 2017 22:14
 
Forum: Mod Releases
Topic: [Mod] Hoppers
Replies: 77
Views: 31351

Re: [Mod] Hoppers

Maybe you can allow the user to optionally specify a function instead of an inventory list name when defining a container? If you want to both take and put items, you would need to take two functions, though. If I can update drawers to make use of the standard inventory put/take API then that will ...
by FaceDeer
Fri Mar 31, 2017 19:34
 
Forum: Mod Releases
Topic: [Mod] Hoppers
Replies: 77
Views: 31351

Re: [Mod] Hoppers

Not relating to the immediate discussion in this thread, but I will try the sorter node out later because the new feature sounds great. A dream situation would be for it to work in conjunction with the freshly released drawers mod, don't you think? Just had a look through drawer's code and compatib...
by FaceDeer
Fri Mar 31, 2017 17:08
 
Forum: Mod Releases
Topic: [Mod] Hoppers
Replies: 77
Views: 31351

Re: [Mod] Hoppers

I've made an update to the minetest-mods hopper version , adding a new type of block: a "sorter" node. This is essentially a chute node with an alternate output that you can use to shunt particular items to a different destination. There is a set of inventory slots labeled "Filter&quo...
by FaceDeer
Fri Mar 31, 2017 07:09
 
Forum: Mod Releases
Topic: [Mod] Hoppers
Replies: 77
Views: 31351

Re: [mod] Air tanks [airtanks]

Okay, I got home and tested airtanks with a 0.4.15 release build of Minetest, and sure enough the [multiply: modifier was the culprit. As a temporary measure until 0.4.16 comes out I've switched over to a colorize-and-mask approach that looks a bit more garish but that at least clearly distinguishes...
by FaceDeer
Tue Mar 28, 2017 19:44
 
Forum: WIP Mods
Topic: [mod] Air tanks [airtanks]
Replies: 15
Views: 3245

Re: [mod] Dwarf Fortress style caverns [dfcaverns]

The giant caverns are somewhat sparsely distributed under the default settings, most of the underground is still solid stone. You may have just had bad luck with that seed. I'm working with a test map with seed "6" right now and when I go straight down from the origin there's a small Tower...
by FaceDeer
Tue Mar 28, 2017 17:51
 
Forum: WIP Mods
Topic: [mod] Dwarf Fortress style caverns [dfcaverns]
Replies: 9
Views: 5555

Re: [mod] Air tanks [airtanks]

Great! The only objection i have is that now players have to have one more item in the already crowded hotbar, but that could also be intentional (that it should be "expensive" to use"). In another case I imagine a craft recipe with some sticks and the tank in order to make the new i...
by FaceDeer
Tue Mar 28, 2017 13:43
 
Forum: WIP Mods
Topic: [mod] Air tanks [airtanks]
Replies: 15
Views: 3245

Re: [mod] Hopper with hopper sorter [wip][hopper]

Actually, I misremembered - my version still uses an ABM for the central item-transfer functionality. Looks like implementing your sorters in my fork will take a bit more work than I expected. Still taking a stab at it, though. Edit: I've finished implementing a sorter in the minetest-mods hopper fo...
by FaceDeer
Tue Mar 28, 2017 07:00
 
Forum: WIP Mods
Topic: [mod] Hopper with hopper sorter [wip][hopper]
Replies: 21
Views: 4805

Re: [mod] Air tanks [airtanks]

I've updated the mod with a breathing tube. If the breathing tube is in your inventory quick-use slots, then when your breath bar goes below 5 you will automatically take a breath from any non-empty air tank that is also in your inventory quick-use slot. If there are no air tanks to get air from it'...
by FaceDeer
Mon Mar 27, 2017 20:58
 
Forum: WIP Mods
Topic: [mod] Air tanks [airtanks]
Replies: 15
Views: 3245

Re: [mod] Air tanks [airtanks]

Thanks. This mod was actually something I came up with last-minute when I went to post dfcaverns, since there are water-flooded caves in that mod and I wasn't able to find any good scuba mods with a cursory search. Figured this would be handy for exploring them. :) Good ideas for new features, I wil...
by FaceDeer
Mon Mar 27, 2017 15:16
 
Forum: WIP Mods
Topic: [mod] Air tanks [airtanks]
Replies: 15
Views: 3245

Re: [Mod] Villages for Minetest [mg_villages]

If anyone's still interested in the villages-in-caves idea, I just recently did some work on another mod that might be of use here. I wanted to make my own version of Caverealms with different cave decor and in the process of pulling Caverealms apart to get the useful pieces out of it I created the ...
by FaceDeer
Mon Mar 27, 2017 01:20
 
Forum: WIP Mods
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 64
Views: 23739

Re: [mod] Hopper with hopper sorter [wip][hopper]

I also went the node-timer route with my rewrite, so my version might have some code compatibility with yours. I hope you don't mind, but I'm going to see if I can implement your sorters in my fork too. The joys of open source and all that. :) It seems like a good feature that'll greatly increase th...
by FaceDeer
Mon Mar 27, 2017 01:02
 
Forum: WIP Mods
Topic: [mod] Hopper with hopper sorter [wip][hopper]
Replies: 21
Views: 4805

Re: [mod] Air tanks [airtanks]

klunk wrote:Hello
There is a problem with "metal_sound" wich can't be found because it is not in default, at line 124 of init.lua, maybe because I'm running MT 0.4.14.


Yeah, the metal sounds were added to default in 0.4.15. I'll add a fallback so it won't crash on older versions.
by FaceDeer
Sun Mar 26, 2017 15:44
 
Forum: WIP Mods
Topic: [mod] Air tanks [airtanks]
Replies: 15
Views: 3245

Re: [mod] Dwarf Fortress style caverns [dfcaverns]

You might find my sounding line and ropes mods useful for navigating large caverns like these. I've found that a 50m rope is often sufficient for climbing down from the ceiling, and only very rarely is a 100m rope not enough. Draw distance depends in part on client settings, I'm usually able to see ...
by FaceDeer
Sun Mar 26, 2017 10:20
 
Forum: WIP Mods
Topic: [mod] Dwarf Fortress style caverns [dfcaverns]
Replies: 9
Views: 5555

[mod] Air tanks [airtanks]

A simple mod for extending one's underwater excursion time. https://raw.githubusercontent.com/minetest-mods/airtanks/master/screenshot.png Air tanks are crafted from copper, steel, or bronze ingots and are wielded like tools. A compressor is crafted from steel, mese shard, and wood. Place a compress...
by FaceDeer
Sun Mar 26, 2017 08:08
 
Forum: WIP Mods
Topic: [mod] Air tanks [airtanks]
Replies: 15
Views: 3245

Re: [mod] Dwarf Fortress style caverns [dfcaverns]

Thanks for the feedback! Comments from a non-DF player are greatly welcome too, helps me to know that the mods' appeal is more than just "cool, always wondered what a tower cap looked like" :) It is also nice to see that they all present differnet challenges / rewards to the player. Leavin...
by FaceDeer
Sun Mar 26, 2017 04:12
 
Forum: WIP Mods
Topic: [mod] Dwarf Fortress style caverns [dfcaverns]
Replies: 9
Views: 5555

Re: [mod] Underground Realms [0.8] [caverealms]

A few weeks back I started working on a mod whose concept is similar to this one's; dfcaverns , an attempt to replicate the underground cavern layers of Dwarf Fortress in Minetest. Step one of any good project is of course "find some other good project to crib off of", so I started with ca...
by FaceDeer
Sat Mar 25, 2017 23:57
 
Forum: Mod Releases
Topic: [mod] Underground Realms [0.8] [caverealms]
Replies: 126
Views: 39317

[mod] Dwarf Fortress style caverns [dfcaverns]

Inspired by caverealms and the epic work of gaming art that is Dwarf Fortress , this mod adds a series of vast cavern layers to the depths of Minetest that are populated with the flora of Dwarf Fortress. https://raw.githubusercontent.com/FaceDeer/dfcaverns/master/screenshot.png New "trees"...
by FaceDeer
Sat Mar 25, 2017 18:32
 
Forum: WIP Mods
Topic: [mod] Dwarf Fortress style caverns [dfcaverns]
Replies: 9
Views: 5555

Re: Alternatives to sneak elevators

Beerholder wrote:Lol XD and I *just* started working on a Lua implementation of the sneak ladder O_o


Might not be wasted work, maybe it can be generalized into a more versatile "climbing stuff" mod that goes beyond merely replicating sneak elevators?
by FaceDeer
Fri Mar 24, 2017 14:36
 
Forum: Minetest Features
Topic: Alternatives to sneak elevators
Replies: 42
Views: 15882

Re: [Mod] Modular tunnel boring/building machine [digtron][0

No hurries! For me this detail is not that important. Good to hear, given I still haven't got around to looking into it. :) I've been spending almost all my spare time for the past couple of weeks working on a big mapgen project, I'm hoping it'll have finally reached a state where I can post it her...
by FaceDeer
Thu Mar 23, 2017 18:05
 
Forum: WIP Mods
Topic: [Mod] Modular tunnel boring/building machine [digtron][0.8]
Replies: 120
Views: 22746
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