Search found 822 matches

Return to advanced search

Re: Quickly find a specific Entry in a massively long Table

Any time. I have no clue if it still iterates through the table but, I would assume that if it does, it would do it in the fastest way possible. I think it is just like calling a variable though. you can always test it if you like. See here... http://dev.minetest.net/minetest.get_us_time Alright, I...
by SegFault22
Fri Aug 28, 2015 06:31
 
Forum: Modding Discussion
Topic: Quickly find a specific Entry in a massively long Table
Replies: 5
Views: 590

Re: Quickly find a specific Entry in a massively long Table

Do you mean something like this... local table = { red = "Red", green = "Green", blue = "Blue" } print(table.red) -- or you could do print(table["red"]) -- or even local color = "red" print(table[color]) edit: If all you want to do is capitalize the...
by SegFault22
Fri Aug 28, 2015 05:57
 
Forum: Modding Discussion
Topic: Quickly find a specific Entry in a massively long Table
Replies: 5
Views: 590

Quickly find a specific Entry in a massively long Table

With Lua, you can make an ipairs function to iterate through a list until it finds the right entry, then return that entry (or something on the same line, like another property of that entry) - like this: table = { {"red","Red"}, {"green","Green"}, {"blue...
by SegFault22
Fri Aug 28, 2015 03:51
 
Forum: Modding Discussion
Topic: Quickly find a specific Entry in a massively long Table
Replies: 5
Views: 590

Re: Sheet Ore Generation woes

...blah... I see no reason why those parameters shouldn't work. The noise should be in the range -2.655 to 2.655, so a threshold of 2.4 should produce very infrequent patches. I've never used sheet ore generation before so I don't have any working examples to test, but if you haven't solved the pro...
by SegFault22
Fri Aug 28, 2015 01:57
 
Forum: Modding Discussion
Topic: Sheet Ore Generation woes
Replies: 18
Views: 1690

Re: Sheet Ore Generation woes

I have been using these parameters: clust_scarcity = 1 clust_num_ores = 1 clust_size = 2 noise_threshold = 2.4 noise_params = { offset = 0, scale = 2, spread = {x=32, y=32, z=32}, seed = 65550, octaves = 3, persist = 0.26 } This worked in the past to generate only a few dozen ore nodes per 1000^3 ar...
by SegFault22
Fri Aug 28, 2015 00:51
 
Forum: Modding Discussion
Topic: Sheet Ore Generation woes
Replies: 18
Views: 1690

Re: Connection dropping when playing on servers in Ubuntu

You might have to install a different wifi card driver/firmware to get it working without periodically dropping the connection. I read some about that problem when I was looking for how to get my laptop to connect to wifi (the proprietary driver/firmware was on the fritz due to not being compatible ...
by SegFault22
Thu Aug 27, 2015 06:17
 
Forum: Minetest General
Topic: Connection dropping when playing on servers in Ubuntu
Replies: 4
Views: 843

Re: Sheet Ore Generation woes

bump for inactivity EDIT: Added some screenshots to define the problem better. Here is what I am getting regardless of the "noise_threshold" and "persist" values: http://i1331.photobucket.com/albums/w597/SegFault22/screenshot_20150826_183825_zpsxrporrdh.png Don't mind all of the ...
by SegFault22
Wed Aug 26, 2015 20:06
 
Forum: Modding Discussion
Topic: Sheet Ore Generation woes
Replies: 18
Views: 1690

Re: Numbers within Tables not being interpreted properly

I do not use Windows. My OS is Linux Mint, and I installed the latest Minetest from the PPA through the Update Manager.
by SegFault22
Tue Aug 25, 2015 21:20
 
Forum: Minetest Problems
Topic: Numbers within Tables not being interpreted properly
Replies: 6
Views: 827

Re: Sheet Ore Generation woes

Even when I use the parameters that I used earlier to generate Iridium, which ended up only generating a few dozen nodes per 1000x1000x1000 area, the clusters are still relatively massive and nothing is changed. I am quickly becoming convinced that at least one of the developers have decided to trol...
by SegFault22
Tue Aug 25, 2015 19:26
 
Forum: Modding Discussion
Topic: Sheet Ore Generation woes
Replies: 18
Views: 1690

Re: Numbers within Tables not being interpreted properly

I just tested this on Minetest 0.4.13-dev using the following code: local nums = {{1,2,3},{4,5,6},{7,8,9}} for _, row in ipairs(nums) do minetest.chat_send_all(row[1]+row[2]+row[3]) end It seems to work exactly as expected. Then it is a problem with my mod code. Probably a missing bracket or someth...
by SegFault22
Tue Aug 25, 2015 08:54
 
Forum: Minetest Problems
Topic: Numbers within Tables not being interpreted properly
Replies: 6
Views: 827

Re: Sheet Ore Generation woes

I agree that blob generation can be used for a quick workaround - however, I read somewhere that such mode is very much resource-hogging (or is it just vein generation? or both?), so it will probably be a bad idea to try to implement that for all 46 ores (plus some misc. number for the ones I forgot...
by SegFault22
Tue Aug 25, 2015 08:51
 
Forum: Modding Discussion
Topic: Sheet Ore Generation woes
Replies: 18
Views: 1690

Re: Numbers within Tables not being interpreted properly

Whichever comes standard with Minetest 0.4.13 is the one I am using. It might just be a simple problem with my tables being formatted improperly (or a similar error), which has happened several times when importing old code from the earlier manifestation of the mod I am working on. I now doubt that ...
by SegFault22
Tue Aug 25, 2015 08:26
 
Forum: Minetest Problems
Topic: Numbers within Tables not being interpreted properly
Replies: 6
Views: 827

Sheet Ore Generation woes

I have somewhat figured out how to manipulate sheet ore generation to do what I want with it - but there remains one big problem: regardless of to what I change the noise_threshold, octaves or persistence, it always generates massive swathes of the ore that extend for hundreds of blocks. I want it t...
by SegFault22
Mon Aug 24, 2015 01:17
 
Forum: Modding Discussion
Topic: Sheet Ore Generation woes
Replies: 18
Views: 1690

Re: Can't find any diamonds

redstone does not exist in Minetest; that is a Minecraft item. Diamonds are generally only found very deep underground, past a couple hundred nodes deep orso. The most sure way to find ores is to dig several long parallel tunnels one block wide and several blocks tall, which have stone no more than ...
by SegFault22
Sun Aug 23, 2015 22:10
 
Forum: Minetest Problems
Topic: Can't find any diamonds
Replies: 7
Views: 855

Re: 4.13 CRASHES and BUGS

Let me guess - one of those "new checks" to "stop problems" was the one that prevents ipairs() from being able to read number values from tables, right?
by SegFault22
Sun Aug 23, 2015 20:14
 
Forum: Minetest Problems
Topic: 4.13 CRASHES and BUGS
Replies: 12
Views: 2833

Numbers within Tables not being interpreted properly

In the latest release, any attempt to interpret number values from entries in a table which is iterated through by ipairs() (using each row in the table for the next property to be passed on to the registering code) fails on account of "attempt to index local 'row' (a number value)". Consi...
by SegFault22
Sun Aug 23, 2015 19:42
 
Forum: Minetest Problems
Topic: Numbers within Tables not being interpreted properly
Replies: 6
Views: 827

Re: What about short aliases?

Aliases do not have to be registered within the mod which adds the item that the alias references; the alias registering code can be contained within a separate mod. Server owners could simply include one "aliases" mod which registers all of the aliases for all mods' items, so that conflic...
by SegFault22
Sun Aug 23, 2015 07:33
 
Forum: Minetest General
Topic: What about short aliases?
Replies: 6
Views: 682

Re: [0.4.12-dev] Craig's Server

hey Craig, I'm making a town way far out somewhere and I want to connect it to the Towns and Cities travelnet network accessed from near spawn... but since you are the owner, I do not have access rights to modify the network. Can you sometime come and fix it up, since you own the travelnet terminals...
by SegFault22
Sun Aug 02, 2015 22:53
 
Forum: Minetest Servers
Topic: Craig's Server
Replies: 406
Views: 80358

Re: Creating A server

SAMIAMNOT wrote:What's cURL?

Please refer to curl.haxx.se/
by SegFault22
Sat Jul 11, 2015 05:08
 
Forum: Minetest Servers
Topic: Creating A server
Replies: 21
Views: 6536

Re: Ensure to be loaded last

A lot of that code will work for a lot of the things I'm making the mod to do. However, the code that reads the registered items list must only execute after other mods have registered their materials, because the items (ingots, lumps, nuggets, piles of dust or grains, crystals, etc.) have to be reg...
by SegFault22
Sat Jun 20, 2015 00:45
 
Forum: Modding Discussion
Topic: Ensure to be loaded last
Replies: 8
Views: 1179

Re: Preserving item meta data in stacks

There may be a way for it to be possible without modifying the c++ part of the engine, but I doubt it because the behaviour of stacks suggests that the implementation is too simple to handle stacking items by the item's id and the metadata. Someone who built the code could probably explain better ho...
by SegFault22
Sat Jun 20, 2015 00:16
 
Forum: Modding Discussion
Topic: Preserving item meta data in stacks
Replies: 3
Views: 677

Re: Preserving item meta data in stacks

It might be possible to make items with the same (exact) metadata stack together, however I don't know what kind of modifications would have to be done to the c++ part of the engine, for it to be handled properly. It may be possible to "store" items with differing metadata, in the metadata...
by SegFault22
Fri Jun 19, 2015 01:03
 
Forum: Modding Discussion
Topic: Preserving item meta data in stacks
Replies: 3
Views: 677

Re: Ensure to be loaded last

If minetest.after never runs during the load phase, the code registering items made from the materials (added by other mods) would be called after the server starts tick-ing. If I remember correctly, items can only be registered during the load phase. If there is some way to register items after the...
by SegFault22
Fri Jun 19, 2015 00:41
 
Forum: Modding Discussion
Topic: Ensure to be loaded last
Replies: 8
Views: 1179

Re: Ensure to be loaded last

I would prefer not to use minetest.after for that, because any function (especially one registering items) which is executed after the timer has expired would not be usable by (or visible to) the function which makes the compatibility work. It also would leave the system idle for some time during lo...
by SegFault22
Thu Jun 18, 2015 07:13
 
Forum: Modding Discussion
Topic: Ensure to be loaded last
Replies: 8
Views: 1179

Ensure to be loaded last

I'm working on a mod where it would be a great advantage to "force" the mod to be loaded last. I am working on an algorithm to list the mods which add items, the items which they add, and to add compatibility with the materials api/system (while respecting those mods' naming conventions, w...
by SegFault22
Thu Jun 18, 2015 02:42
 
Forum: Modding Discussion
Topic: Ensure to be loaded last
Replies: 8
Views: 1179

Re: Getting a List of Currently Registered Items

keys = {} for key, val in pairs(minetest.registered_items) do -- iterate through items, for example to add keys to a table table.insert(keys, key) end Also see Lua Patterns and string.split(key, ":"). Thank you, I did not know there was access to minetest.registered_items outside of the &...
by SegFault22
Tue Jun 16, 2015 00:40
 
Forum: Modding Discussion
Topic: Getting a List of Currently Registered Items
Replies: 4
Views: 720

Getting a List of Currently Registered Items

I'm working on a mod, where it would be very helpful to be able to "get" (return, via function output) a list of the names (itemstrings) of all currently registered items. I'm working on a bit of code that can scan the list for items that conform to an existing naming convention, and regis...
by SegFault22
Mon Jun 15, 2015 08:49
 
Forum: Modding Discussion
Topic: Getting a List of Currently Registered Items
Replies: 4
Views: 720

Re: Biome integration

I think that the best option would be to make types of terrain generate in regions defined by noise, similar to the biome generator but on a larger scale. That way, an area of flat terrain could have grassland, desert, and forest biomes generated in it, but they would not extend into nearby mountain...
by SegFault22
Wed May 27, 2015 04:32
 
Forum: Modding Discussion
Topic: Biome integration
Replies: 2
Views: 540

Biome integration

I'm experimenting with biomes. Currently I have succeeded in replacing the stone/regolith/covering with various different types of nodes, but I can not find which parameters to modify in order to control the terrain features per biome. I see that the only three biomes in minetest-game are "gras...
by SegFault22
Wed May 27, 2015 00:05
 
Forum: Modding Discussion
Topic: Biome integration
Replies: 2
Views: 540

Re: [WIP][Mod] More rocks [rocks]

This mod is very interesting. It adds a good amount of diversity to the stone underground, which is good for making things less boring, especially considering how things can be made to generate only in certain types of stone. I have a suggestion - instead of doing this: minetest.register_node( "...
by SegFault22
Fri May 08, 2015 05:25
 
Forum: WIP Mods
Topic: [Experimental][Mod] More rocks / oregen / geology [rocks]
Replies: 53
Views: 8811
PreviousNext

Return to advanced search

cron