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lkjoel wrote:Yeah, it does require more text. The good side is that it's a LOT faster, because it doesn't have to parse anything.

But you have to hold the structures in memory all the time, and I parse the file on every ABM run. I can move the 'parsing' code to mod loading, but then it will consume more memory.
by neko259
Mon Apr 16, 2012 18:26
 
Forum: WIP Mods
Topic: [mod] livehouse [0.1.0]
Replies: 22
Views: 7895

Nice. But it requires more text and results in larger file. I think I also need to add a possibility to define geometric shapes, cause there will be too much points for large structures.
by neko259
Mon Apr 16, 2012 17:58
 
Forum: WIP Mods
Topic: [mod] livehouse [0.1.0]
Replies: 22
Views: 7895

lkjoel wrote:I'm basing my mod (nether) on this :). Except it uses arrays and objects instead of parsing a file.

Can you give me an example?
by neko259
Mon Apr 16, 2012 17:18
 
Forum: WIP Mods
Topic: [mod] livehouse [0.1.0]
Replies: 22
Views: 7895

I think I found the new use for matches in my fire mod :3
by neko259
Mon Apr 16, 2012 08:06
 
Forum: WIP Mods
Topic: Flint and steel
Replies: 18
Views: 6750

Are they switching? In what time?
by neko259
Sun Apr 15, 2012 17:41
 
Forum: WIP Mods
Topic: [mod] Traffic Lights!
Replies: 11
Views: 3011

BTW, I can add commands to place a specific structure (not random) from structures file, if somebody needs that. But not this week, I'm too tired today :)
by neko259
Sun Apr 15, 2012 17:39
 
Forum: WIP Mods
Topic: [mod] livehouse [0.1.0]
Replies: 22
Views: 7895

RabbiBob wrote:Great, thanks. Very interested in prefab distribution and this may do what I want perfectly.

BTW, one more post and you're evil (666).

EEEVVVIIIILLLLLLLL!
by neko259
Sun Apr 15, 2012 17:31
 
Forum: WIP Mods
Topic: [mod] livehouse [0.1.0]
Replies: 22
Views: 7895

RabbiBob wrote:Sweet!

Is "0 0 0" relative to where the is dropped livehouse:kit, and then goes out directionally (x,y.z) from there?

Yes. For example, 0 1 0 is a node above the kit.
by neko259
Sun Apr 15, 2012 17:26
 
Forum: WIP Mods
Topic: [mod] livehouse [0.1.0]
Replies: 22
Views: 7895

[mod] livehouse [0.1.0]

This mod is for creating starting house kits (or not starting...). You can craft a kit block and place it somewhere in the world. In ~10min it will spawn to a random house taken from structures.txt (example definition is included). You can write any house structure to that file (even mountain, river...
by neko259
Sun Apr 15, 2012 17:18
 
Forum: WIP Mods
Topic: [mod] livehouse [0.1.0]
Replies: 22
Views: 7895

Great! I hope your features will be merged upstream in some time.
by neko259
Sun Apr 15, 2012 09:03
 
Forum: Minetest General
Topic: Ultimate modded game (Minetest++)
Replies: 73
Views: 17430

mauvebic wrote:Buildings are the one thing i dont want autogenerating on my maps - otherwise, whats left for the user to do?

Users can blow them up or hide in them and attack peaceful passengers or caravans :3
by neko259
Sat Apr 14, 2012 19:49
 
Forum: WIP Mods
Topic: [mod] Lamplings!
Replies: 10
Views: 2313

I'm thinking about sapling-like houses with random structure spawning (defined in text files with schemes) :3
I'll try to do that now.
by neko259
Sat Apr 14, 2012 15:56
 
Forum: WIP Mods
Topic: [mod] Lamplings!
Replies: 10
Views: 2313

What's minetest++?
by neko259
Sat Apr 14, 2012 13:05
 
Forum: WIP Mods
Topic: [MOD REQUEST] Eather or Nether
Replies: 21
Views: 6146

Nether is a nice idea and is simple to implement. Just make a generator to make nether stones under -1000 or -2000.
by neko259
Sat Apr 14, 2012 12:44
 
Forum: WIP Mods
Topic: [MOD REQUEST] Eather or Nether
Replies: 21
Views: 6146

1. No walking sounds for mobs.
2. No damage sounds (btw, did you adapt them to the new entity HP system?)

Is it possible to fix that?
by neko259
Fri Apr 13, 2012 04:56
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 830256

I try to make code understandable, but I haven't read lua coding conventions yet :) Ah, if you think I'm saying your Lua, in particular, is occasionally frustrating, then I have failed again at communication, which is pretty common for me. I found both your code and the Lua in vanilla Minetest to b...
by neko259
Thu Apr 12, 2012 21:12
 
Forum: Old Mods
Topic: [Mod] Nature Pack [1.0.4]
Replies: 223
Views: 127021

I try to make code understandable, but I haven't read lua coding conventions yet :)
by neko259
Thu Apr 12, 2012 20:54
 
Forum: Old Mods
Topic: [Mod] Nature Pack [1.0.4]
Replies: 223
Views: 127021

masternetra wrote:I think this mod is great but yea...growth needs its limits, nature is limited by physics and its not a bad thing. Maybe like... 100 blocks high and maybe 20 blocks for the branches. Should allow for Redwood equivlents I would think.

Fork it and make some algorithm to limit the growth :)
by neko259
Thu Apr 12, 2012 04:33
 
Forum: Old Mods
Topic: [Mod] Nature Pack [1.0.4]
Replies: 223
Views: 127021

You have to compile minetest from git to use the latest version of this mod properly. That's because the latest update of my plugin was dedicated to the fix of an old ABM bug.
by neko259
Wed Apr 11, 2012 16:55
 
Forum: Old Mods
Topic: [Mod] Nature Pack [1.0.4]
Replies: 223
Views: 127021

Well, not every build can be made a release.
by neko259
Wed Apr 11, 2012 05:09
 
Forum: Minetest General
Topic: MineTest Versions vs. Builds?
Replies: 2
Views: 947

hello, i dont know if somebody has the same problem, i read abt the vine and his behavior, but as i can see the trees are somehow http://i43.tinypic.com/15dtfcy.png is this a normal behavior? i run nature pack 0.4.2 and minetest 04.dev_20120408... The latest version works normal only with the lates...
by neko259
Tue Apr 10, 2012 16:54
 
Forum: Old Mods
Topic: [Mod] Nature Pack [1.0.4]
Replies: 223
Views: 127021

Fixed in the latest git version.
by neko259
Mon Apr 09, 2012 20:28
 
Forum: WIP Mods
Topic: Understanding ABM chance
Replies: 21
Views: 4228

Interesting idea. I need to make some more types of growing trees for my nature mod :)
by neko259
Mon Apr 09, 2012 17:27
 
Forum: WIP Mods
Topic: [gt_alien][gt_bouleau] new growing tree types
Replies: 15
Views: 2935

Emm, neko259.
by neko259
Mon Apr 09, 2012 16:39
 
Forum: WIP Mods
Topic: [Modpack] The Bushmod [1.1]
Replies: 22
Views: 5134

I think this appears for node that don't have any group. Don't know if this is a bug or not (cause all nodes must have groups for now). Maybe you use old mods?
by neko259
Sun Apr 08, 2012 18:24
 
Forum: Minetest Problems
Topic: Leafdecay.lua error
Replies: 4
Views: 1550

I'll start :)

Name: Vine
Size: Any, 64x64 is best.
Drawtype: Plantlike.
Description: Better vine for my nature mod pack.
Already got them. Thanks kddekadenz.
by neko259
Sun Apr 08, 2012 18:23
 
Forum: Modding Discussion
Topic: Post your mod texture requests here
Replies: 157
Views: 76768

Post your mod texture requests here

Mod developers that need textures can place their requests here. Describe what texture you need, what size, drawtype and other characteristics (realistic, cartoon, etc). Request template: [b]Name:[/b] [b]Size[/b]: [b]Drawtype:[/b] [b]Description:[/b]
by neko259
Sun Apr 08, 2012 18:22
 
Forum: Modding Discussion
Topic: Post your mod texture requests here
Replies: 157
Views: 76768

cosarara97 wrote:Celeron's fire mod doesn't have matches or bombs, you need lava to start a fire...

I think he would add fire spreading and other pretty things. I can only keep matches and bombs later (and maybe I'll tune explosions code to be less laggy).
by neko259
Sun Apr 08, 2012 17:10
 
Forum: Old Mods
Topic: [Mod] Fire [0.1.2] [fire]
Replies: 97
Views: 38181

It's very simple to code a mod with just items/nodes. But I need textures, and I don't have any good painter. For me painting stuff is very simple and coding medium. We could do something together! I come up with suggestions and improvements and do the textures and you write the code. Good thought....
by neko259
Sun Apr 08, 2012 16:59
 
Forum: WIP Mods
Topic: [Modpack] The Bushmod [1.1]
Replies: 22
Views: 5134

It's very simple to code a mod with just items/nodes. But I need textures, and I don't have any good painter.
by neko259
Sun Apr 08, 2012 16:54
 
Forum: WIP Mods
Topic: [Modpack] The Bushmod [1.1]
Replies: 22
Views: 5134
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