ABJ wrote:Inspired by ^
A mod that finds a solution to the problem of shadows - how about detecting if the nodes casting the shadow have any link with the nodes shadowed? If there is, as in a ceiling, traditional shadow code is used. If not, as in huge sky cities and skylands, a code is implemented which makes the shadows fade by distance. I know it's rather cheap, but what other affordable ways?
ABJ wrote:No. What if some nutcase decides to build a 100 node tall hall? Then after he finishes, he discovers that all of his work is gone to crap because of Minetest's flawed shadow system. No. The risks are too great.
ABJ wrote:....or a 1000 node tall hall.
ABJ wrote:Well, it's still possible. Minetest works on the principle of KISS, which tends to offer the advantage of accounting for any possibility. This would violate it. We need better ideas.
D00Med wrote:^I'm working on something similar, I'll let you know if I finish it.
D00Med wrote:^I'm working on something similar, I'll let you know if I finish it.
BrunoMine wrote:We need a MOB-Engine.
I searched the forum but only found lists of mobs. Is there any engine to facilitate the creation of mobs?
(CME is discontinued)
DS-minetest wrote:new mod idea: digitubes
wanted features:
- lua controlled sorting pipe: features of lua controlled pipe + lua controllable features of sorting pipe {mix lua controlled pipe and 4 mese shards}
- lua controlled filter: lua controllable features of mese filter injector {?}
pls comment
DS-minetest wrote:@Byakuren:
- which mod adds the digiline filter? :O
DS-minetest wrote:@Byakuren:maybe it would be good to have only
- its convenient to have digiline connecting pipes
- its good to have cheaper pipes
- which mod adds the digiline filter? :O
- the digiline conducting pipes
- and a lua controlled pipe, which you can upgrade by laying special items inside like: sorting upgrade, detector upgrade & CO.
Byakuren wrote:Every time a mod API is left undocumented, a koala dies.
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