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Re: [Mod] Hoppers

I know about that trick and think it's a big hack, but I guess that's fine for working temporarily. It also doesn't account for things like drawers that don't have a real inventory.
by Byakuren
Sun Apr 02, 2017 09:09
 
Forum: Mod Releases
Topic: [Mod] Hoppers
Replies: 77
Views: 28242

Re: [Mod] Hoppers

What's the "difference in how they're placed" mentioned in the OP? That you get unexpected results if you have multiple things next to a hopper?

Is that why the chests aren't next to each other in the screenshot?

EDIT: Actually looking at the code, the answer is no.
by Byakuren
Sun Apr 02, 2017 03:18
 
Forum: Mod Releases
Topic: [Mod] Hoppers
Replies: 77
Views: 28242

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 Byakuren
Sun Apr 02, 2017 03:16
 
Forum: Mod Releases
Topic: [Mod] Hoppers
Replies: 77
Views: 28242

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 Byakuren
Sun Apr 02, 2017 01:00
 
Forum: Mod Releases
Topic: [Mod] Hoppers
Replies: 77
Views: 28242

Re: [Mod] Hoppers

I really wish inventories had callbacks that were called for both player and non-player interactions. Maybe something like that could be integrated into the current API in the engine as something alongside the player-specific ones (which might be deprecated). If hoppers implements its own API then w...
by Byakuren
Sat Apr 01, 2017 23:12
 
Forum: Mod Releases
Topic: [Mod] Hoppers
Replies: 77
Views: 28242

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

From what I know about Minetest, Lua entity ticking just calls the on_step of every live lua entity. Wouldn't it be really cheap then (in terms of Lua execution time only) to have ten thousand entities with no on_step callbacks, since it just adds (a loop iteration + a few table accesses) times ten...
by Byakuren
Sat Apr 01, 2017 23:03
 
Forum: WIP Mods
Topic: [Mod]Frame - lag-free non-entity item frames![frame]
Replies: 21
Views: 10045

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

From what I know about Minetest, Lua entity ticking just calls the on_step of every live lua entity. Wouldn't it be really cheap then (in terms of Lua execution time only) to have ten thousand entities with no on_step callbacks, since it just adds (a loop iteration + a few table accesses) times ten ...
by Byakuren
Sat Apr 01, 2017 08:45
 
Forum: WIP Mods
Topic: [Mod]Frame - lag-free non-entity item frames![frame]
Replies: 21
Views: 10045

Re: Minecraft industry mods

There have been some efforts. The most popular one right now is Technic, which feels to me like an older version of IC2, but with less toys. I guess it would be nice if Technic itself added them, or if someone made a mod that extends Technic with toys. There's also a WIP mod Micro Expansion, which i...
by Byakuren
Sat Apr 01, 2017 08:28
 
Forum: Modding Discussion
Topic: Minecraft industry mods
Replies: 1
Views: 1734

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 hopp...
by Byakuren
Sat Apr 01, 2017 07:55
 
Forum: Mod Releases
Topic: [Mod] Hoppers
Replies: 77
Views: 28242

Re: [Mod] Hoppers

The "standard inventory put/take API" expects a valid player for one of its arguments, so it's not really a solution for automated insertion/taking. And anyway, there's no reason the callbacks I described would have to be limited to hopper use, it could be used for any insertion/extraction...
by Byakuren
Fri Mar 31, 2017 21:09
 
Forum: Mod Releases
Topic: [Mod] Hoppers
Replies: 77
Views: 28242

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 Byakuren
Fri Mar 31, 2017 18:27
 
Forum: Mod Releases
Topic: [Mod] Hoppers
Replies: 77
Views: 28242

Re: [Mod] Hoppers

I don't really understand your callback approach, to be honest. But if you say that every chest-like node now must supply its own callback functions, this is clearly the wrong way. There are many many nodes in Minetest mods which are basically just chest variants which behave like the Minetest Game...
by Byakuren
Fri Mar 31, 2017 10:39
 
Forum: Mod Releases
Topic: [Mod] Hoppers
Replies: 77
Views: 28242

Re:

There's no benefit for cheaters. When editing source code you can do a lot more, whereas when using CSM, you have to be aware of how minetest works (see source code). The benefit is that you don't need to build or know how to build minetest from source. You still need to know how minetest works if ...
by Byakuren
Sun Mar 26, 2017 01:39
 
Forum: Modding Discussion
Topic: Client-sided modding: Good or bad?
Replies: 34
Views: 15016

Re: Decreasing load times

I have heard that using the separate HTML asset server feature thing can reduce download times.
by Byakuren
Thu Mar 23, 2017 09:19
 
Forum: Modding Discussion
Topic: Decreasing load times
Replies: 8
Views: 3176

Re: Client-sided modding: Good or bad?

I don't see any issue with gameplay-relevant client<->server messaging since players can already send bad formspec submissions A client<->server / mod <-> mod messaging presupposes a mod at the server site provide an additional sender/receiver. Such sender/receiver is always an additional risk like...
by Byakuren
Thu Mar 23, 2017 08:44
 
Forum: Modding Discussion
Topic: Client-sided modding: Good or bad?
Replies: 34
Views: 15016

Re: Client-sided modding: Good or bad?

I readed the client_lua_api.md, some brainstorming for it minetest.register_alias() Really? Could client site aliases be useful? Oj, I need just to set an alias for dirt to mese ! formspec list[context;main;0,0;8,4;] The context could be other players inventory, locked chests and so one. Is this fe...
by Byakuren
Thu Mar 23, 2017 01:28
 
Forum: Modding Discussion
Topic: Client-sided modding: Good or bad?
Replies: 34
Views: 15016

Re: Mod replacements needed for sneak bug features

I think a mod-defined 2-node jump would only work as a client mod, since the latency between the client and the server would be too large.
by Byakuren
Tue Mar 21, 2017 20:47
 
Forum: Modding Discussion
Topic: Mod replacements needed for sneak bug features
Replies: 10
Views: 4268

Re: Client-sided modding: Good or bad?

One use case for client side modding is GUI with fast response time and mod-defined behavior. Current GUI (formspecs) have a slow response time since the input has to travel to the server and back, but if GUI stuff could run on the client side then you would only need to send a message to the server...
by Byakuren
Tue Mar 21, 2017 20:45
 
Forum: Modding Discussion
Topic: Client-sided modding: Good or bad?
Replies: 34
Views: 15016

Re: Declare your game to be ready to be bundled with Minetes

I don't think so, not sure where the proper place is though.
by Byakuren
Tue Mar 21, 2017 06:21
 
Forum: Subgame Releases
Topic: Declare your game to be ready to be bundled with Minetest
Replies: 30
Views: 14741

Re: Most serious bugs (according to you)

1) Sneaking prevents fall damage (Fixed after only 4 years) False. If i fall on the side of a node (easy to do) i don't get damage. And if i sprint fast with sneak it's nearly impossible to get fall damage. I often use that trick in 4.15. It was fixed after 0.4.15, it's not in a stable release yet.
by Byakuren
Mon Mar 20, 2017 17:55
 
Forum: Minetest Problems
Topic: Most serious bugs (according to you)
Replies: 25
Views: 8984

Re: Post your modding questions here

⋅ Any good way to find out if player's wielded item is a tool (and not a block)? ⋅ Any good way to find out which of the registered items are tools (basically, get a list of available tools)? There is minetest.registered_tools which is a table of all the registered tools. You ca...
by Byakuren
Mon Mar 20, 2017 15:43
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 593429

Re: Old. [game]

I don't think so, what do you think makes the idea good?
by Byakuren
Sun Mar 19, 2017 09:42
 
Forum: Subgame Discussion
Topic: Old. [game]
Replies: 6
Views: 2377

Re: Idea for a universal node/item creator

It should be very expensive to operate, something you dump your resources when you have just too many diamonds.
by Byakuren
Sat Mar 18, 2017 04:50
 
Forum: Modding Discussion
Topic: Idea for a universal node/item creator
Replies: 5
Views: 2621

Re: Finally got Chrome to work inside Minetest ...

I don't think it would be an issue.
by Byakuren
Thu Mar 16, 2017 18:09
 
Forum: Minetest Engine
Topic: Finally got Chrome to work inside Minetest ...
Replies: 15
Views: 25371

Re: Finally got Chrome to work inside Minetest ...

I'm against the inclusion of any proprietary dependencies or libraries.
by Byakuren
Thu Mar 16, 2017 16:11
 
Forum: Minetest Engine
Topic: Finally got Chrome to work inside Minetest ...
Replies: 15
Views: 25371

Re: [Mod] HUD Plus [hudplus]

Could you make this mod have just the API, and separate the actual stat bars into their own mods?

And what problems do you see with existing APIs like hudbars?
by Byakuren
Tue Mar 14, 2017 16:35
 
Forum: WIP Mods
Topic: [Mod] HUD Plus [hudplus]
Replies: 16
Views: 4168

Re: function return after(some time)

No, and the cost of minetest.after is not large enough to matter unless you were calling it thousands of times per tick. I also don't see how allowing it to pause and return somehow would improve performance.
by Byakuren
Tue Mar 14, 2017 16:31
 
Forum: Modding Discussion
Topic: function return after(some time)
Replies: 9
Views: 4066

Re: Shouldn't ores reserves be proporsional to the depth?

You could grow mushrooms underground.
by Byakuren
Tue Mar 14, 2017 03:02
 
Forum: Minetest Features
Topic: Shouldn't ores reserves be proporsional to the depth?
Replies: 16
Views: 7125

Re: [Mod] Armor Monoid [armor_monoid]

I've released a new version, 0.3.0.0. This release does not include any new features, but no longer overrides 3d_armor's armor-giving function, since armor_monoid compatibility is planned for 3d_armor itself.

EDIT: armor_monoid and player_monoids support was merged into 3d_armor.
by Byakuren
Fri Mar 10, 2017 20:11
 
Forum: Mod Releases
Topic: [Mod] Armor Monoid [armor_monoid]
Replies: 2
Views: 1915
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