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Re: [Mod]Frame - lag-free non-entity item frames![frame]

I Can't make it attached_node, since then it can't hang on a wall. Making it wallmounted would make it not rotatable! I don't like either of these options. I agree it should fall if the node backing it disappears, but I don't see how I can do that without sacrificing something else yet. Oh boy. I h...
by sofar
Sun Feb 12, 2017 03:15
 
Forum: WIP Mods
Topic: [Mod]Frame - lag-free non-entity item frames![frame]
Replies: 21
Views: 11722

Re: [Mod]Frame - lag-free non-entity item frames![frame]

https://github.com/minetest/minetest_game/pull/1563

Fix for minetest_game's issues with right click. I omitted the screwdriver, but this fixes boats, beds, seeds, carts and keys.
by sofar
Sun Feb 12, 2017 00:26
 
Forum: WIP Mods
Topic: [Mod]Frame - lag-free non-entity item frames![frame]
Replies: 21
Views: 11722

Re: [Mod]Frame - lag-free non-entity item frames![frame]

FYI, If `meta set nodedef` ever makes it into minetest_game, It will solve so many issues that remain, and things like stairs, slabs, walls and fences become very reasonable to include in this mod. https://github.com/minetest/minetest/pull/1118 Having that PR will allow me to use ONE node for all it...
by sofar
Sat Feb 11, 2017 20:43
 
Forum: WIP Mods
Topic: [Mod]Frame - lag-free non-entity item frames![frame]
Replies: 21
Views: 11722

Re: [Mod]Frame - lag-free non-entity item frames![frame]

Lag-free itemframes sounds really cool, especially important for servers. It's annoying that the items are invisible unless you stand 2 cm in front of the item frame. xD you mean, that was an issue with other itemframe mods? Having not tested it so far, does this work with boats, carts, water bucke...
by sofar
Sat Feb 11, 2017 20:39
 
Forum: WIP Mods
Topic: [Mod]Frame - lag-free non-entity item frames![frame]
Replies: 21
Views: 11722

Re: [Mod]Frame - lag-free non-entity item frames![frame]

No, sorry. This mod is no alternative for MineClone 2 so far. Support for items is way too limited, so I wouldn't even use it on a server either. A good item frame mod should support as many items as possible (ideally all of them). You know, you write this in a fashion which is entirely demoralizin...
by sofar
Sat Feb 11, 2017 19:46
 
Forum: WIP Mods
Topic: [Mod]Frame - lag-free non-entity item frames![frame]
Replies: 21
Views: 11722

Re:

l think to keep toolwear, metadata, whatsoever, you could simply use stack:to_string() and save the result to meta. I've changed over to use this method, but somewhat different. I need an ItemStack table (not a string) to get the full metadata back with the new itemstack format, so I serialize it b...
by sofar
Sat Feb 11, 2017 06:09
 
Forum: WIP Mods
Topic: [Mod]Frame - lag-free non-entity item frames![frame]
Replies: 21
Views: 11722

Re: [Mod]Flowerpot[flowerpot]

An important note is that due to the API, you can (if registered!) also place pretty much anything in it, including cobblestone or wood plants. All that's needed is a mod with a line like this:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
flowerpot.register_node("default:wood")
by sofar
Sat Feb 11, 2017 05:36
 
Forum: WIP Mods
Topic: [Mod]Flowerpot[flowerpot]
Replies: 31
Views: 7193

Re: [Mod]Flowerpot[flowerpot]

I'd be willing to add a second pot model that has the dimensions of what you want. But I'm inclined to only enable one pot model by default... would it help if there's a switch available?
by sofar
Sat Feb 11, 2017 05:33
 
Forum: WIP Mods
Topic: [Mod]Flowerpot[flowerpot]
Replies: 31
Views: 7193

Re: [Mod]Flowerpot[flowerpot]

About the bug: Normally, when you dig grass in Minetest Game, you only get grass of ONE size (default:grass_5 if I recall correctly), the other grass sizes all drop the same. The other 4 grass sizes are unobtainable (not in game, not in Creative Mode), probably to avoid inventory clutter. Which is ...
by sofar
Sat Feb 11, 2017 05:28
 
Forum: WIP Mods
Topic: [Mod]Flowerpot[flowerpot]
Replies: 31
Views: 7193

Re: [Mod]Flowerpot[flowerpot]

PS: If you place a wooden door into a flowerpot, the game crashes. xD


yes, found that and fixed it too.
by sofar
Sat Feb 11, 2017 04:51
 
Forum: WIP Mods
Topic: [Mod]Flowerpot[flowerpot]
Replies: 31
Views: 7193

Re: [Mod]Flowerpot[flowerpot]

Alright so I made the pots drop if they're e.g. on a sand node, and they will drop 2 items instead of one. Second, when you dig a plant now (no more punching a plant out) out of the pot, the empty pot remains, which has to be dug separately, and it's not that hard to do, at least for me. I changed t...
by sofar
Sat Feb 11, 2017 04:41
 
Forum: WIP Mods
Topic: [Mod]Flowerpot[flowerpot]
Replies: 31
Views: 7193

Re: [Mod]Flowerpot[flowerpot]

- Flowers look too small Will look at this, sizing is important. So, in reality, the pot is 15px high (or 15/16 in nodes) with the plant. That leaves 1px (at 16px) of space underneath another node. The MC pot is only barely larger, I mean, it's 6.25cm difference. I'm not so sure it's worth changing...
by sofar
Sat Feb 11, 2017 04:05
 
Forum: WIP Mods
Topic: [Mod]Flowerpot[flowerpot]
Replies: 31
Views: 7193

Re: [Mod]Flowerpot[flowerpot]

- Mod does not actually register only a single node. Lies! >:-O Actually, it is one node for the empty pot and one additional node per plant, just like in [flowerpots] Ohhh now I understand what you mean here. "Single node" in this mod means "a pot with a plant is one node". I'm...
by sofar
Sat Feb 11, 2017 03:56
 
Forum: WIP Mods
Topic: [Mod]Flowerpot[flowerpot]
Replies: 31
Views: 7193

Re: [Mod]Flowerpot[flowerpot]

Ok let's see if we can fix some of these (excellent) review issues found: Bad: - Mod does not actually register only a single node. Lies! >:-O Actually, it is one node for the empty pot and one additional node per plant, just like in [flowerpots] Can't and Won't, because entity-based pots that avoid...
by sofar
Sat Feb 11, 2017 02:33
 
Forum: WIP Mods
Topic: [Mod]Flowerpot[flowerpot]
Replies: 31
Views: 7193

Re: [Mod]Flowerpot[flowerpot]

by sofar
Sat Feb 11, 2017 02:09
 
Forum: WIP Mods
Topic: [Mod]Flowerpot[flowerpot]
Replies: 31
Views: 7193

Re: Post your screenshots!

Jordach wrote:Complete set of plants using "meshoptions";
Image


I only see # shaped nodes. You know there are like 5 shapes right?
by sofar
Fri Feb 10, 2017 00:43
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1360149

Re: [mod] flowerpots [flowerpots]

I would love to include this mod in MineClone 2, as I still need a functionioning flower pot. My current flower pot is broken. This mod looks promising as it supports both plantlike flowers as well as cuboid plants (like the cactus). I need both. So it's very good this mod gives me both. This would...
by sofar
Mon Feb 06, 2017 08:53
 
Forum: WIP Mods
Topic: [mod] flowerpots [flowerpots]
Replies: 24
Views: 3204

Re: Minetest-Mods team[Mod repository]

TheReaperKing wrote:Also, if UjEdwins blessing, would be able to put his mods in there:
viewtopic.php?p=249854#p249854


I believe he doesn't have his code in github, right? That complicates things a bit. I would certainly prefer if he could confirm that he is OK with that.
by sofar
Sun Feb 05, 2017 22:47
 
Forum: Modding Discussion
Topic: Minetest-Mods team[Mod repository]
Replies: 61
Views: 10680

Re: Minetest-Mods team[Mod repository]

Would it be possible to change all the WTF licenses to CC0? I was thinking that since there is such a great collection of mods that it would be a good chance for my students to learn how to clone git repos and also mess around with the code and learn about lots of mods available for minetest. Thank...
by sofar
Sun Feb 05, 2017 22:46
 
Forum: Modding Discussion
Topic: Minetest-Mods team[Mod repository]
Replies: 61
Views: 10680

Re: Minetest-Mods team[Mod repository]

I want to add my drinks mod to the minetest-mods, but for some reason I can't transfer the ownership there? Any ideas/help. Direct transfers are not possible. You need to submit an issue ticket first here so that we can review whether the mods fit the requirements :) https://github.com/minetest-mod...
by sofar
Sun Feb 05, 2017 22:41
 
Forum: Modding Discussion
Topic: Minetest-Mods team[Mod repository]
Replies: 61
Views: 10680

Re: [Mod]Flowerpot[flowerpot]

Indeed the digging cracks are not a problem. I don't find this fundamental enough to be in MTGame, it's more of a specialist decor mod thing. Well, considering that it contains an API that may be desirable to subgame and other mod makers, it's not just "a decor thing" anymore. Plus it's a...
by sofar
Sun Feb 05, 2017 22:39
 
Forum: WIP Mods
Topic: [Mod]Flowerpot[flowerpot]
Replies: 31
Views: 7193

Re: [Mod]Flowerpot[flowerpot]

TenPlus1 wrote:Since it's a flowerpot you could use the 'dig_immediate = 3' group to pick up the node without cracks appearing.


I have indeed considered, and will likely do just that.

Aaaand I just did. Pushed.
by sofar
Sun Feb 05, 2017 22:35
 
Forum: WIP Mods
Topic: [Mod]Flowerpot[flowerpot]
Replies: 31
Views: 7193

Re: [mod] flowerpots [flowerpots]

Yes, I'm well aware that this mod came out at roughly the same time. One would wonder how they're different! This mod uses a single texture for the mesh node, which means that if the player uses a texture pack, they will only ever see the standard textures, not the texture pack textures. It also mea...
by sofar
Sun Feb 05, 2017 22:32
 
Forum: WIP Mods
Topic: [mod] flowerpots [flowerpots]
Replies: 24
Views: 3204

Re: [Mod]Frame - lag-free non-entity item frames![frame]

extra nodes are a lot more efficient than entities. Is it really more efficient to make lots of nodes rather than a few entities that can swap their textures? (I ask this in a general sense, not specifically for itemframes) entities have several major drawbacks: - they're as heavy on a server as pl...
by sofar
Sat Feb 04, 2017 21:14
 
Forum: WIP Mods
Topic: [Mod]Frame - lag-free non-entity item frames![frame]
Replies: 21
Views: 11722

Re: [Mod]Flowerpot[flowerpot]

What about a nodebox? Same problem, besides, that wouldn't allow you to put plant textures on it, so you'd just have an empty pot. I mean only for the empty pot a nodebox. You can't UV map a nodebox, so it wouldn't look anywhere nearly as good as the current model, and it would force me to create 2...
by sofar
Sat Feb 04, 2017 18:44
 
Forum: WIP Mods
Topic: [Mod]Flowerpot[flowerpot]
Replies: 31
Views: 7193

Re: Post your screenshots!

stuff I've made in the last two days: A nifty flowerpot: https://forum.minetest.net/viewtopic.php?f=9&t=16574 http://i.imgur.com/Vv9RIOL.png A lag-free itemframe mod that doesn't use entities: https://forum.minetest.net/viewtopic.php?f=9&t=16585 http://i.imgur.com/m0Uf8cC.png
by sofar
Sat Feb 04, 2017 09:36
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1360149

[Mod]Frame - lag-free non-entity item frames![frame]

Similar to the flowerpot, I've made a new item frame that does not use entities. It should make it possible for multiplayer servers to use item frames without adding lag or much extra loading time, while still offering a large amount of item frame possibilities. The item frame will either display th...
by sofar
Sat Feb 04, 2017 09:33
 
Forum: WIP Mods
Topic: [Mod]Frame - lag-free non-entity item frames![frame]
Replies: 21
Views: 11722

Re: [Mod]Flowerpot[flowerpot]

Could you use a mask to stop plants being oversized? lol, so I can actually fix this in the model, and just have (pushed a new commit). What I did was omit the bottom 2x2 pixels from each bottom corner from the UV map. It adds a few more triangles but isn't that expensive to do, and this doesn't me...
by sofar
Sat Feb 04, 2017 05:15
 
Forum: WIP Mods
Topic: [Mod]Flowerpot[flowerpot]
Replies: 31
Views: 7193

Re: [Mod]Flowerpot[flowerpot]

What about a nodebox? Same problem, besides, that wouldn't allow you to put plant textures on it, so you'd just have an empty pot. Do you really care that much? I mean, you see it for what, 1 second? But these oversized plants are a bit meh. In real life you don't plant wheat into a flower pot. Don...
by sofar
Fri Feb 03, 2017 19:43
 
Forum: WIP Mods
Topic: [Mod]Flowerpot[flowerpot]
Replies: 31
Views: 7193

Re: [Mod]Flowerpot[flowerpot]

I have tested. 1: Cracking animation "hovers" above the pot when breaking 2: The inventory image is a bit small 3: Maybe allow to plant cacti? 4: Papyrus in the pot is a bit big. Maybe a tad bit smaller? 5: White dandelions and violets stick out of the pot (similar to papyrus). 6: Grass a...
by sofar
Fri Feb 03, 2017 05:19
 
Forum: WIP Mods
Topic: [Mod]Flowerpot[flowerpot]
Replies: 31
Views: 7193
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