I actually thought one beautiful day, outside, that I should rather learn to 3D model in Blender for my minetest mods. Then, I was on Trisquel GNU+Linux-libre (this is important and relevant to the narrative). I quickly installed some 3.x.x version, launched it and... realized that it's kinda slow, almost uncomfortable to use. That's because my video drivers... they were kind of poopy and completely non-bouncy (0% kromer content). That's when I learned that newer versions of Nouveau support my card with 3D and 2D acceleration, and I decided to return to something relict, maybe even derelict... Or I am just dramaticizing... GNU Guix!
I installed GNU Guix rather fast (the metallic pocket of this computing machine already had this GNU once) and [i] did so for a reason: it's cool; and for another reason too: it is very cool and lispy (100% Scheme lisp!); and the actual initial reason was the presence of newest nouveau drivers on their recommended substitue servers. In terms of freedom, wasn't much of an upgrade, though, because my Trisquel already was: 0% drugs, 0% naked girls, 0% alcohol, 100% free software, 1997% [Hyperlink Blocked].
(This is turning in to an advertisement for GNU Guix...) And it actually had acceleration, my minetest ran very good, 10/10, [Would definitely run again]! I even defined my own minetest configuration using Scheme lisp with some extra spicy settings... I don't even remember what they were and why did I apply them.
And basically, since then I did nothing to start modeling. That's just me.
I also came to a very toothpasty conclusion that I rather shouldn't touch computer programming until I complete at least 2 more chapters of SICP...
And many, many more... To be continued...
Now Gravy Darling Sweetie I Will Wash My Precious Bodily Shapes (Shower)
Toodles
(I have just almost lost all these scriptires after clicking on the link to the elevator [$$!$] video I sent you.)
Hello. I hope you are fine. And safe from anyone who might control you by puppet strings.
I am trying to understand what am I. But I can't because I am a biological little pumpkin, tethered to my physical body? ... (long minutes of thinking) ... Eureka! I can describe it in simple logical words: I am everything except myself.
Fun freshwater turtle fact number 2: I have got a confession to make. My hair aren't short at all by now, but still not long enough. Because of this awkward condition, some hair on my left side of the frontal lobe tend to cover my left eye, and it is very annoying because I automatically shake my head to move that rascal out of the way, but it comes back! Can you believe that? And even more fun frog facts ! ,, : it is not long enough for me to stuff it behind my left ear.
Okay, speaking of copyright: I believe that the notion of the shy guy himself (themselves??) is not tangled by copyright... But the contents of the original SCP-096 article are covered by the Creative Commons Attribution-ShareAlike 3.0 License, which is, amazingly, free (but for a price... (zero dollars)). But you are doing something separate from that work, so feel free to choose any free license. I will thrash you if you don't.
TO BE CONTINUED BELOW... STAY TUNED, FOLKS! NO, DO NOT TURN OFF YOUR TELEVISION, NO, DON'T! NOOOOOOOOOO
So yeah, I believe that a banishment room would be a little more fun.
I imagine it to be like this:
The only items in the mod that can be accessed from the inventory are a door and possibly a key to it, like the 'Skeleton Key' from default, but only usable by the owner of the door which is to be locked.
The door requires some free space in order to be placed, for it will spawn a little chamber. Oh... I understand it now. It is the SCP-2701 (https://scp-wiki.wikidot.com/scp-2701). Okay, why not just make SCP-2701? I believe it would be very fun to lock up one's comrades (and possibly oneself) in the void for prolonged periods of time.
The isolation chamber would, first of all, change the physical properties of the player for it to become completely transparent and untouchable. Then it would overlay a jet black HUD with maximum precedence so that it would even cover the hotbar and nothing is seen. Then the player will have their physical properties set all to 0 so that they would not be able to be moved by any means.
But what to do about the sound? Teleport the poor imprisoned to the end of the world, into the void of space somewhere at the height of 30000?
sorry, i exhausted my cognitive potential and couldnltt reply to your mod idea. I think that it is just one of the possibilities that may utilize this flexible design. I don't understand the wand thing, though. Maces usually consist of a rod (with a handle) of some length, hand-wielded by the player, the ball itself of some raius and mass (and some other special properties) and a chain of some length that connects the mace ball with the rod. The property of the mace that you suggested -- exploding the player after hitting him/her/them some number of times -- can be defined as a special procedure 'on_hit', which is hypothetically called whenever an entity gets 'hit' by the ball. Getting hit is actually just touching the ball, but at a high velocity. Procedure 'on_hit' checks up on a table, contained either in the mace object properties or in some external data structure, that keeps track of the amount of times an entity was actually "hit" (and did not just touch the mace lightly). At some point, when the conditions are right (amount of strikes more than some limit), another subroutine is called, given the struck ObjectRef and the change in kinetic energy (we will get to that later). And it just goes boom like Killer Queen, BITE ZA DASTU!
Today I have also exhausted my mental potential by speaking pure Korean the whole day, and now it's down to the bone, so I might not be able to continue writing down my Balls Specification for you (and me) to see. But you got the basic idea of it, I believe. Idealize balls so that you work not with low-level objects that look nothing like pure balls but with actual ideal big balls.
(Contraty to that statement, I have just described you in detail the process of detonating a mace.)
I believe that it can readily be remade using my library and some extra bullet and gun-related abstractions, but I want to know how will my entity projectile variant perform because right now I have only got ray-based projectiles. They are cool, but the original rangedweapons used entities. Perhaps it should be mixed: rays for very fast small shots and entities for small BIG shots like rockets and grenades, and mayhaps something else I will add.
An ideal ball, also called a sphere, is characterized by the following four essential properties: position in coordinate space, radius (those describe its spatial configuration, thus being geometrical properties), and mass and velocity, which describe a ball's physical properties and how it interacts with other objects and shapes in space.
Radius and mass should be considered immutable properties.
Velocity and coordinates are, on the other hand, mutable.
To describe a ball to Minetest, one needs proper constructors, selectors and mutators.
Let's assume that we have already got an entity prototype that refers to a basic ball with default mass (1 kg) and radius (1 m).
Returns an object ref. Modifying other properties that do not relate to ideal balls (like texture, mesh, nametag, et cetera) requires modifying them after creating the entity using this constructor.
Mutators that set the corresponding properties of ball 'object'.
In my belief, only the velocity and perhaps the position-related procedures will be used widely when altering ball properties, unless we are doing ball vore + stuffing + inflation, in which case the ball's mass and radius can be modified.
I believe that using this ball description most ball manipulation-related actions can be performed and things achieved.
(Now I am a little tired and I want to drink some milk and perhaps take a nap. I will come back, sweetie~)
This mod is kinda weird. And incredibly cool. As if the author knew little to nothing about actual programming, but through the sheer power of determination... they never gave up. Like, just look at the code, especially the pre-update version! There isn't a single 'table' data structure, and yet it works, even fuming a little!
There is room for improvement. Lots of room. I am currently working on my projectiles library, and I am planning on improving this mod with some abstractions from that very package.
Even with all the shortcomings and mistakes of this firearms modpack (it's not really a small "mod" but rather a pack that adds a ton of new weapons), all my friends enjoy it. Yeah, it's up to proper interpretation to call them "friends", but it converted even the most hardcore minecraft fanatics to minetest enjoyers.
Thanks for delivering this to us from the heavens of lead showers.
In spite of it being a rather antique mod, combines very well with MTG. I tend to unconsciously add NSSM to most my playthroughs to increase the level of hardcoreness. However, I have only recently read its 'GUIDE' and realized that there is actually a goal -- to defeat the Mese Dragon. I have actually realized a lot of things lately, like that ants don't spawn in anything other than v6 mapgen for unknown reasons. Ropes, which are crafted from quite expensive cobweb strings, aren't much useful either, being equivalent to ladders.
That's why I have been hacking on it and improving it to my liking. I fixed ants, made ropes useful (they can extend downwards now!), repaired mob difficulty and enchanced settings greatly. I want to show you my changes (I am sure you will like them), but I can't find a way: I don't have write access to your codeberg git repository. Please, answer... Or else I will die here... Help...
This introduces a whole new class of weaponry: the balls. In my understanding, such balls would deal damage proportionally to difference in velocity between colliding entities, one being the victim and another being the ball. I will hack on it when I have free time. And if the velocity and mass are high enough, the kinetic energy can get wholly transfered to thermal, detonating the ball.
Thinking further about it, I have discovered that this can make for yet another class of weaponry: the mace, although that would be slightly harder to implement due to difficulties with the chain... I am just afraid of lag, that's why.
There is so much potential. I can even imagine riding some balls and using that as transportation...
As for hockey, I believe that a different kind of a 'ball' should be introduced: a plain black short cylindrical puck with rotation and proximity pushing disabled, being only moveable with either bare hands or a special club.
In a hypothetical scenario, I imagine an anarchy server being given only one such box...
Or even a creative server player acquiring it somehow, perhaps via admin help... and the fun begins.
Upon testing I have discovered that entities residing within the active zone get pulled in too, equivalently to the dropped node item entities. However, it appears that you had deliberately disabled this functionality for players. I believe that this should be controlled by a setting, like this:
Instead of
if obj:is_player() then
-- Skip if the object is a player
else
Write
if obj:is_player and not player_suction then
-- Skip if the object is a player
else
Where 'player_suction' would be a setting defined as a boolean in 'settingtypes.txt' and pulled in by the program into a local variable using:
local player_suction = minetest.settings:get_bool ("player_suction") or true
Solid 10/10. Does what's promised with an extra twist: items picked up by the gravitational field don't just stupidly approach the containment box linearly but SwIrL arOuNd iT like a quantum tornado!
It could be 9/10, but the sound of the box opening/closing scared me so much that I even inspected the source code (line 268) to see why are the sounds global. Perhaps they aren't and they are just so damn loud! Because of extra horror, this earns an ironclad 1000000/1000000!
Plus the model... A talented fellow you are, I opine.
I could've missed this mod on the contentDB page, but my SCP-tuned brain automatically reacted to 'containment'.
The sound design is indisputably good. Especially the mining laser -- its SFX is just so badass.
The warp boots might appear dull to some, but for me the sound they emit justifies their function: they simply... warp momentarily, an event of unremarkable magnitude. The blink launcher sounds slimy, as if it shoots some cold delicious jelly, just out of the refrigerator, and not unbearably hot plasma, tingling with electric needles even, if we could ever sense it with bare hands.
Overall, this set of futuristic miner equipment is good, too good even... Advice for those who yearn for challenge: if you're playing with 'techage', modify the craft recipes to fit the TA4/TA5 theme, otherwise it will feel out of order and style. Just imagine a mining laser in the bronze age, or a Roman general warping around the battlefield through the use of blink launcher.
However, I have encountered a single issue, and it concerns the mining laser. If its beam connects with an item entity lying on the ground (rotating and spinning as usual), the game crashes, signaling that a certain 'a' has been attempted to be indexed, resulting in systematic failure and that the root of the error is at line 105 or its neighborhood in 'mining_laser.lua'. The only thing being indexed on that line is 'pointed_thing.ref', and apparently the 'ref' value of 'pointed_thing' is NIL whenever pointed_thing refers to an item entity. This is truly strange, but I have repaired it by substituting 'pointed_thing.intersection_point' for the indexage.
Personally, I have never found TenPlus1 mods to possess conflicting graphical resources or even bloat. I opine (believe) the very term "bloat" here comes from the Arch/Gentoo "[GNU/]Linux" fanbase that really enjoys boiling, burning the abstraction layers down to the very bottom, until only a dark layer of cracky caramel remains -- and they! O, do they boast its apparent "lightweightedness", sacrificing... like, everything? cuz i don't really know, their computers appear ugly, coquettish and uncoy
i include farming redo in my every MTG survival world to have fun with my friends in, with little to no exceptions (unless i lose focus and forget about food whatsoever while selecting mods)
TenPlus1's mods are simply little, cute and functional just like TenPlus1 him/her/it/themself :3
but since you, guys/girls, mentioned it, i likely won't get it out of my head any soon; that's why i may as well satiate my artistic hunger and draw better textures where I believe they would be necessary~~~ xoxoxo (merry christmas!)
Oddly depends on 'default'. May be freely omitted as no dependant elements detected inside Modification.
using this thing, i did a crossover with 'corngirl' and made her spawn much more frequently when the player attempts to step on corn
for that, i took some of my old code from the 'bakov' mod (to calculate a random point on a circumference at a given radius around the player) and transformed it into a raycasting device
very cool i like it even more after making amod with it
the corngirl (with her 4 sisters which were born in an anomalous cloning splurge) very unexpectedly and belligirently walked out of the corns into an opening and began chasing me, trying to wear my player down. but i am wise and did not react to provocations and dashed out of their view and on a nearby acacia where my old body now resides permanently
the texture of the corngirl is just amazing (fantastic (cocacolastic)), i can't not betray my awe, it fits the sound and the corny environment perfectly
the corn satiated my hunger rather well; i didn't happen to get hit by the girl once, but i am sure that corn would be able to keep the player up, given that her damage isn't lethal (idk about damage yet, it's just a hypothesis)
(the 'unhelpful' reviews are from those whose girl got corned)
the mobs library wants the max_hp and min_hp to be different numbers, otherwise procedure 'math.random' throws an 'empty interval' error
if this error bothers u (and anyone else (pls report to [REDACTED]))
then go to init.lua from corngirl/ and modify line 5 or 6 (at least one) so that the interval isn't empty
EDIT: apparently it didn't fix the error for me (i have the latest version of mobs api)
weird, i will send over a Mobile Task Force to investigate the code
the mobs library wants the max_hp and min_hp to be different numbers, otherwise procedure 'math.random' throws an 'empty interval' error
if this error bothers u (and anyone else (pls report to [REDACTED]))
then go to init.lua from corngirl/ and modify line 5 or 6 (at least one) so that the interval isn't empty
tjanks bro i am proud of this mod and grateful for ur honest revie w
at the same time, i am not too proud, because this mod's program code is very unfunctional (not separated into smaller procedures) and not abstract at all: it's just an undebuggable steaming pile of code that runs on fumes (fumes seem to be a rather reliable medium for running minetest mods, apparently)
well, what can i do, that's usually what it is like to make one's first mod
of COURSE, feel free (libre) to use it, it's free (as in freedom) software (check the license!) (no money back guarantee!)
apolloX also contributed a lot, but since then i had felt very frightful of the code, so i was afraid to modify it further
i drew the flashlight myself from the photograph of a my flashlight (it's still utilized by me) and the on/off switch sound effect was recorded similarly!1
but i have been absent from minetest for way too long
i just can't get my hands on actually write that library for defining and launching projectiles: i want to construct it to make 'rangedweapons' somewhat more modular and bearable to work with (my friends happen to like that mod, but it's somewhat bulky and inconvenient from my perspective, yet fun)
i have been going through certain ██████-related hardships, but i iwll strike them down by changing my ███
i will do it, I will make it, I will ██████ a ████.
[DATA EXPUNGED]
And you -- you don't give up your dreams either (it's a recommendation, not an order).
who explains it fairly well (even i understood the thingnn!g1!)
but if you have a hard time understandening the thing through his thicc aksent (accent), i might try to break it down for you using my reality-restructuring and narrative manipulation superpowers
basiclly (in caveman langauge):
YOU CREATE BONE, YOU CREATE MORE BONE
YOU SELECT MESH AND BONE
AND YOU GROUP MESH AND BONE WITH "PARENT" (somewhere in "object" below the top bar, slightly left)
i hve always dreamed of successfully containing SCP-682, and today is my lucky day; more to that, i can not only successfully contain the happy gecko and even feed it with as happy little worms and have fun with it but even kill it; that is, with this mod i can now neutralize the unbeatable lizard
but in the end, it will haunt me in my worst nightmares, it will make me go through hell i made it experience
But for reals, don't f with the gecko. >:(
EDIT (UPDATEZ):
Hey, Bro, I have heard that you are in search of a method to export animated b3d cartoonies? Jabroni, today is your lucky day:
long storiez shirt: apparently one must add a skeleton and animate it, instead of animating the mesh itself; try boning around with bones in blender!
and hav fun (i will be very unhappy if u don't fun >:(
bro i dont deserve anyone's respect because i am just a lazy gelatinous sludge, but you aren't: you keep pushing forward towards victory, that's why u deserve all the respect and love from blueberry juice and golden bread fans (i am one of them), keep 👑grinding👑 king💪💪💪💪
sorry, l sort of thoughtht "hey, this bread is not mese!" and then starlted very emonitionally writhling the shitpost as if the author was ever supposed to make it mese
dw ma' man, gold is cool, and since time is gold, gold is time, respectfully
"Mese" derives from Middle English mese, mes, mees (“dinner, dish”), from Old English mēse, mēose, mīse, mȳse (“table; that which is set on a table; dish; food, meal”), a vernacular loan from Latin/Late Latin mē(n)sa (“table; meal”). Cognate with Scots mes, mese (“a serving of food”), Old High German mias, meas (German Mus, Gemüse), Gothic 𐌼𐌴𐍃 (mēs). Compare Old English mēsan (“to eat, dine”), from Proto-Germanic mōsijaną, from Proto-Germanic mōsą, an ablaut variant of the root Proto-Germanic mat- (“food”).
One of the reasons to add a mese bread instead of 金. 金 in pure form (not in circuits) is for mere fools, anyway, and always has been.
Second: mese, by an old minetester tradition, has magical powers that tend to misrepresent themselves as technologically advanced chunks of conscious matter. That means that you could've at least created smart bread, a 大脳パン. Ever thought of embedding a Scheme interpreter in your bread? Well, you've missed your chance to show yourself. But let's just be friends again, ok? I promise you will love me again.
I will leave all my friends and go living in a god damn garbage van (not darkholm, though) just to see the unseeable and live with it, forever and ever, -- the little slimes.
maybe it's cuz ur eating extra silicon from delicious crunchy glass (very healthy carbon replacement + good for ur bones), and maybe due to blueberry inflation: it's very cheap and its price is as low as never, so the game actually makes a single blueberry item correspond to 10 blueberriez
By the way, I am currently in process of writing a library for general-purpose projectiles.
A projectile is anything that appears at a certain position (e.g. fired from a shotgun or shot from a bow), manifests in a certain way and takes some specific path, or doesn't take a path at all: it depends entirely on its definition. With such a general notion, one can write a very general higher-order procedure to handle very general kinds of projectiles.
A higher order procedure is such that accepts procedures as its arguments and itself can (but not necessarily does) return procedures. Such a projectile procedure can take a function of time that would describe its full trajectory, a procedure to call when it strikes something and when it's shot from a gun.
To ease one's life, one could define a procedure that would be a special case of that general projectile procedure: for instance, that would describe the behavior of a generic bullet, shot from some firearm. Such procedure would not be ready for use as we haven't defined individual properties of the bullet yet. Upon defining those very specific properties using our bullet abstraction (assuming that we wrote it and all the necessary procedures to describe the general behavior of a bullet).
On the other hand, the general procedure can describe a rocket charge from a "Grad", a flash grenade, a petard or a ballistic missile. Since it is very general, it is very extensible.
Overall, that's what computer engineering is about. It's fun.
"I think that it's extraordinarily important that we in computer science keep fun in computing."
-- Alan J. Perlis.
As private as my own house: in fact, this can be compared to having a party at someone's place, and in this case mine.
It's a server where I have fun with my friends in pure survival. Through real testing and practice we discover what mods would best work together, or what fixes do they need, or what mods does the game need. And we share the software because that's a good thing to do.
I actually thought one beautiful day, outside, that I should rather learn to 3D model in Blender for my minetest mods. Then, I was on Trisquel GNU+Linux-libre (this is important and relevant to the narrative). I quickly installed some 3.x.x version, launched it and... realized that it's kinda slow, almost uncomfortable to use. That's because my video drivers... they were kind of poopy and completely non-bouncy (0% kromer content). That's when I learned that newer versions of Nouveau support my card with 3D and 2D acceleration, and I decided to return to something relict, maybe even derelict... Or I am just dramaticizing... GNU Guix!
I installed GNU Guix rather fast (the metallic pocket of this computing machine already had this GNU once) and [i] did so for a reason: it's cool; and for another reason too: it is very cool and lispy (100% Scheme lisp!); and the actual initial reason was the presence of newest nouveau drivers on their recommended substitue servers. In terms of freedom, wasn't much of an upgrade, though, because my Trisquel already was: 0% drugs, 0% naked girls, 0% alcohol, 100% free software, 1997% [Hyperlink Blocked].
(This is turning in to an advertisement for GNU Guix...) And it actually had acceleration, my minetest ran very good, 10/10, [Would definitely run again]! I even defined my own minetest configuration using Scheme lisp with some extra spicy settings... I don't even remember what they were and why did I apply them.
And basically, since then I did nothing to start modeling. That's just me.
I also came to a very toothpasty conclusion that I rather shouldn't touch computer programming until I complete at least 2 more chapters of SICP...
And many, many more... To be continued...
Now Gravy Darling Sweetie I Will Wash My Precious Bodily Shapes (Shower) Toodles
(I have just almost lost all these scriptires after clicking on the link to the elevator [$$!$] video I sent you.)
Hello. I hope you are fine. And safe from anyone who might control you by puppet strings.
I am trying to understand what am I. But I can't because I am a biological little pumpkin, tethered to my physical body? ... (long minutes of thinking) ... Eureka! I can describe it in simple logical words: I am everything except myself.
Fun freshwater turtle fact number 2: I have got a confession to make. My hair aren't short at all by now, but still not long enough. Because of this awkward condition, some hair on my left side of the frontal lobe tend to cover my left eye, and it is very annoying because I automatically shake my head to move that rascal out of the way, but it comes back! Can you believe that? And even more fun frog facts ! ,, : it is not long enough for me to stuff it behind my left ear.
Okay, speaking of copyright: I believe that the notion of the shy guy himself (themselves??) is not tangled by copyright... But the contents of the original SCP-096 article are covered by the Creative Commons Attribution-ShareAlike 3.0 License, which is, amazingly, free (but for a price... (zero dollars)). But you are doing something separate from that work, so feel free to choose any free license. I will thrash you if you don't.
TO BE CONTINUED BELOW... STAY TUNED, FOLKS! NO, DO NOT TURN OFF YOUR TELEVISION, NO, DON'T! NOOOOOOOOOO
Hello. Sorry for not replying. I was in deep hibernation, fighting my own demons.
Speaking of the elevator, I believe that there already is one such that you have described. I even saw a video of it! I just have to find it in my Emacs IRC logs... https://cheapiesystems.com/media/2024-04-20%2001-14-26.webm
So yeah, I believe that a banishment room would be a little more fun.
I imagine it to be like this:
The only items in the mod that can be accessed from the inventory are a door and possibly a key to it, like the 'Skeleton Key' from default, but only usable by the owner of the door which is to be locked.
The door requires some free space in order to be placed, for it will spawn a little chamber. Oh... I understand it now. It is the SCP-2701 (https://scp-wiki.wikidot.com/scp-2701). Okay, why not just make SCP-2701? I believe it would be very fun to lock up one's comrades (and possibly oneself) in the void for prolonged periods of time.
The isolation chamber would, first of all, change the physical properties of the player for it to become completely transparent and untouchable. Then it would overlay a jet black HUD with maximum precedence so that it would even cover the hotbar and nothing is seen. Then the player will have their physical properties set all to 0 so that they would not be able to be moved by any means.
But what to do about the sound? Teleport the poor imprisoned to the end of the world, into the void of space somewhere at the height of 30000?
sorry, i exhausted my cognitive potential and couldnltt reply to your mod idea. I think that it is just one of the possibilities that may utilize this flexible design. I don't understand the wand thing, though. Maces usually consist of a rod (with a handle) of some length, hand-wielded by the player, the ball itself of some raius and mass (and some other special properties) and a chain of some length that connects the mace ball with the rod. The property of the mace that you suggested -- exploding the player after hitting him/her/them some number of times -- can be defined as a special procedure 'on_hit', which is hypothetically called whenever an entity gets 'hit' by the ball. Getting hit is actually just touching the ball, but at a high velocity. Procedure 'on_hit' checks up on a table, contained either in the mace object properties or in some external data structure, that keeps track of the amount of times an entity was actually "hit" (and did not just touch the mace lightly). At some point, when the conditions are right (amount of strikes more than some limit), another subroutine is called, given the struck ObjectRef and the change in kinetic energy (we will get to that later). And it just goes boom like Killer Queen, BITE ZA DASTU!
Today I have also exhausted my mental potential by speaking pure Korean the whole day, and now it's down to the bone, so I might not be able to continue writing down my Balls Specification for you (and me) to see. But you got the basic idea of it, I believe. Idealize balls so that you work not with low-level objects that look nothing like pure balls but with actual ideal big balls.
(Contraty to that statement, I have just described you in detail the process of detonating a mace.)
I believe that it can readily be remade using my library and some extra bullet and gun-related abstractions, but I want to know how will my entity projectile variant perform because right now I have only got ray-based projectiles. They are cool, but the original rangedweapons used entities. Perhaps it should be mixed: rays for very fast small shots and entities for small BIG shots like rockets and grenades, and mayhaps something else I will add.
An ideal ball, also called a sphere, is characterized by the following four essential properties: position in coordinate space, radius (those describe its spatial configuration, thus being geometrical properties), and mass and velocity, which describe a ball's physical properties and how it interacts with other objects and shapes in space.
Radius and mass should be considered immutable properties. Velocity and coordinates are, on the other hand, mutable.
To describe a ball to Minetest, one needs proper constructors, selectors and mutators.
Let's assume that we have already got an entity prototype that refers to a basic ball with default mass (1 kg) and radius (1 m).
=-= Procedure: make_ball (mass, radius, pos, velocity)
Returns an object ref. Modifying other properties that do not relate to ideal balls (like texture, mesh, nametag, et cetera) requires modifying them after creating the entity using this constructor.
=-= Procedure: ball_velocity (object) =-= Procedure: ball_radius (object) =-= Procedure: ball_mass (object) =-= Procedure: ball_pos (object)
Ball property selectors. Do what they stand for.
=-= Procedure: set_ball_velocity (object, vector) =-= Procedure: set_ball_radius (object, radius) =-= Procedure: set_ball_mass (object, mass) =-= Procedure: set_ball_pos (object, vector)
Mutators that set the corresponding properties of ball 'object'.
In my belief, only the velocity and perhaps the position-related procedures will be used widely when altering ball properties, unless we are doing ball vore + stuffing + inflation, in which case the ball's mass and radius can be modified.
I believe that using this ball description most ball manipulation-related actions can be performed and things achieved.
(Now I am a little tired and I want to drink some milk and perhaps take a nap. I will come back, sweetie~)
But still.
This mod is kinda weird. And incredibly cool. As if the author knew little to nothing about actual programming, but through the sheer power of determination... they never gave up. Like, just look at the code, especially the pre-update version! There isn't a single 'table' data structure, and yet it works, even fuming a little!
There is room for improvement. Lots of room. I am currently working on my projectiles library, and I am planning on improving this mod with some abstractions from that very package.
Even with all the shortcomings and mistakes of this firearms modpack (it's not really a small "mod" but rather a pack that adds a ton of new weapons), all my friends enjoy it. Yeah, it's up to proper interpretation to call them "friends", but it converted even the most hardcore minecraft fanatics to minetest enjoyers.
Thanks for delivering this to us from the heavens of lead showers.
Okay, I will try that. Tomorrow, because it's 12:00 AM. Thank you.
In spite of it being a rather antique mod, combines very well with MTG. I tend to unconsciously add NSSM to most my playthroughs to increase the level of hardcoreness. However, I have only recently read its 'GUIDE' and realized that there is actually a goal -- to defeat the Mese Dragon. I have actually realized a lot of things lately, like that ants don't spawn in anything other than v6 mapgen for unknown reasons. Ropes, which are crafted from quite expensive cobweb strings, aren't much useful either, being equivalent to ladders.
That's why I have been hacking on it and improving it to my liking. I fixed ants, made ropes useful (they can extend downwards now!), repaired mob difficulty and enchanced settings greatly. I want to show you my changes (I am sure you will like them), but I can't find a way: I don't have write access to your codeberg git repository. Please, answer... Or else I will die here... Help...
This introduces a whole new class of weaponry: the balls. In my understanding, such balls would deal damage proportionally to difference in velocity between colliding entities, one being the victim and another being the ball. I will hack on it when I have free time. And if the velocity and mass are high enough, the kinetic energy can get wholly transfered to thermal, detonating the ball.
Thinking further about it, I have discovered that this can make for yet another class of weaponry: the mace, although that would be slightly harder to implement due to difficulties with the chain... I am just afraid of lag, that's why.
There is so much potential. I can even imagine riding some balls and using that as transportation...
As for hockey, I believe that a different kind of a 'ball' should be introduced: a plain black short cylindrical puck with rotation and proximity pushing disabled, being only moveable with either bare hands or a special club.
That's actually nice. I will use that technique from now on.
In a hypothetical scenario, I imagine an anarchy server being given only one such box... Or even a creative server player acquiring it somehow, perhaps via admin help... and the fun begins.
Upon testing I have discovered that entities residing within the active zone get pulled in too, equivalently to the dropped node item entities. However, it appears that you had deliberately disabled this functionality for players. I believe that this should be controlled by a setting, like this:
Instead of
Write
Where 'player_suction' would be a setting defined as a boolean in 'settingtypes.txt' and pulled in by the program into a local variable using:
local player_suction = minetest.settings:get_bool ("player_suction") or true
Now I must depart briefly to commence dinner.
Solid 10/10. Does what's promised with an extra twist: items picked up by the gravitational field don't just stupidly approach the containment box linearly but SwIrL arOuNd iT like a quantum tornado!
It could be 9/10, but the sound of the box opening/closing scared me so much that I even inspected the source code (line 268) to see why are the sounds global. Perhaps they aren't and they are just so damn loud! Because of extra horror, this earns an ironclad 1000000/1000000!
Plus the model... A talented fellow you are, I opine.
I could've missed this mod on the contentDB page, but my SCP-tuned brain automatically reacted to 'containment'.
The sound design is indisputably good. Especially the mining laser -- its SFX is just so badass. The warp boots might appear dull to some, but for me the sound they emit justifies their function: they simply... warp momentarily, an event of unremarkable magnitude. The blink launcher sounds slimy, as if it shoots some cold delicious jelly, just out of the refrigerator, and not unbearably hot plasma, tingling with electric needles even, if we could ever sense it with bare hands.
Overall, this set of futuristic miner equipment is good, too good even... Advice for those who yearn for challenge: if you're playing with 'techage', modify the craft recipes to fit the TA4/TA5 theme, otherwise it will feel out of order and style. Just imagine a mining laser in the bronze age, or a Roman general warping around the battlefield through the use of blink launcher.
However, I have encountered a single issue, and it concerns the mining laser. If its beam connects with an item entity lying on the ground (rotating and spinning as usual), the game crashes, signaling that a certain 'a' has been attempted to be indexed, resulting in systematic failure and that the root of the error is at line 105 or its neighborhood in 'mining_laser.lua'. The only thing being indexed on that line is 'pointed_thing.ref', and apparently the 'ref' value of 'pointed_thing' is NIL whenever pointed_thing refers to an item entity. This is truly strange, but I have repaired it by substituting 'pointed_thing.intersection_point' for the indexage.
Нужна поддержка огнём.
Потому что нужно работать не 12 часов в сутки, а артой по Донецку😈😈 -- Стив Джобс.
Battlefield, long quiet.
Personally, I have never found TenPlus1 mods to possess conflicting graphical resources or even bloat. I opine (believe) the very term "bloat" here comes from the Arch/Gentoo "[GNU/]Linux" fanbase that really enjoys boiling, burning the abstraction layers down to the very bottom, until only a dark layer of cracky caramel remains -- and they! O, do they boast its apparent "lightweightedness", sacrificing... like, everything? cuz i don't really know, their computers appear ugly, coquettish and uncoy
i include farming redo in my every MTG survival world to have fun with my friends in, with little to no exceptions (unless i lose focus and forget about food whatsoever while selecting mods)
TenPlus1's mods are simply little, cute and functional just like TenPlus1 him/her/it/themself :3
but since you, guys/girls, mentioned it, i likely won't get it out of my head any soon; that's why i may as well satiate my artistic hunger and draw better textures where I believe they would be necessary~~~ xoxoxo (merry christmas!)
does what it is intented for, no extraneous stuff
Oddly depends on 'default'. May be freely omitted as no dependant elements detected inside Modification.
using this thing, i did a crossover with 'corngirl' and made her spawn much more frequently when the player attempts to step on corn
for that, i took some of my old code from the 'bakov' mod (to calculate a random point on a circumference at a given radius around the player) and transformed it into a raycasting device
very cool i like it even more after making amod with it
the bug appears to reside inside mobs API itself
i temporarily repaired the mob definition by setting 'hp_min' to 0; i am not sure yet what's the limit, but it apparently angers 'mobs'
(i fixed the bug by reducing 'min_hp' to 0, might be something between 0 and 20000)
the corngirl (with her 4 sisters which were born in an anomalous cloning splurge) very unexpectedly and belligirently walked out of the corns into an opening and began chasing me, trying to wear my player down. but i am wise and did not react to provocations and dashed out of their view and on a nearby acacia where my old body now resides permanently
the texture of the corngirl is just amazing (fantastic (cocacolastic)), i can't not betray my awe, it fits the sound and the corny environment perfectly
the corn satiated my hunger rather well; i didn't happen to get hit by the girl once, but i am sure that corn would be able to keep the player up, given that her damage isn't lethal (idk about damage yet, it's just a hypothesis)
(the 'unhelpful' reviews are from those whose girl got corned)
the mobs library wants the max_hp and min_hp to be different numbers, otherwise procedure 'math.random' throws an 'empty interval' error
if this error bothers u (and anyone else (pls report to [REDACTED])) then go to init.lua from corngirl/ and modify line 5 or 6 (at least one) so that the interval isn't empty
EDIT: apparently it didn't fix the error for me (i have the latest version of mobs api) weird, i will send over a Mobile Task Force to investigate the code
the mobs library wants the max_hp and min_hp to be different numbers, otherwise procedure 'math.random' throws an 'empty interval' error
if this error bothers u (and anyone else (pls report to [REDACTED])) then go to init.lua from corngirl/ and modify line 5 or 6 (at least one) so that the interval isn't empty
may you have happy hacking
tjanks bro i am proud of this mod and grateful for ur honest revie w
at the same time, i am not too proud, because this mod's program code is very unfunctional (not separated into smaller procedures) and not abstract at all: it's just an undebuggable steaming pile of code that runs on fumes (fumes seem to be a rather reliable medium for running minetest mods, apparently) well, what can i do, that's usually what it is like to make one's first mod
of COURSE, feel free (libre) to use it, it's free (as in freedom) software (check the license!) (no money back guarantee!)
apolloX also contributed a lot, but since then i had felt very frightful of the code, so i was afraid to modify it further
i drew the flashlight myself from the photograph of a my flashlight (it's still utilized by me) and the on/off switch sound effect was recorded similarly!1
but i have been absent from minetest for way too long
i just can't get my hands on actually write that library for defining and launching projectiles: i want to construct it to make 'rangedweapons' somewhat more modular and bearable to work with (my friends happen to like that mod, but it's somewhat bulky and inconvenient from my perspective, yet fun)
i have been going through certain ██████-related hardships, but i iwll strike them down by changing my ███
i will do it, I will make it, I will ██████ a ████. [DATA EXPUNGED] And you -- you don't give up your dreams either (it's a recommendation, not an order).
Per aspera ad astra.
idk, i am suepr new too, i have worked in blender for minetest purposes only once (and with a massive failure); but the terraria zoologist
but i believe that i would be a bad explanator, that's why i foundened this bri'ish guy:
https://yewtu.be/watch?v=ZmiZ6VkSJBE
who explains it fairly well (even i understood the thingnn!g1!)
but if you have a hard time understandening the thing through his thicc aksent (accent), i might try to break it down for you using my reality-restructuring and narrative manipulation superpowers
basiclly (in caveman langauge):
YOU CREATE BONE, YOU CREATE MORE BONE YOU SELECT MESH AND BONE AND YOU GROUP MESH AND BONE WITH "PARENT" (somewhere in "object" below the top bar, slightly left)
and then you justCONNECTION TERMINATED.
i hve always dreamed of successfully containing SCP-682, and today is my lucky day; more to that, i can not only successfully contain the happy gecko and even feed it with as happy little worms and have fun with it but even kill it; that is, with this mod i can now neutralize the unbeatable lizard
but in the end, it will haunt me in my worst nightmares, it will make me go through hell i made it experience
But for reals, don't f with the gecko. >:(
EDIT (UPDATEZ): Hey, Bro, I have heard that you are in search of a method to export animated b3d cartoonies? Jabroni, today is your lucky day:
https://forum.minetest.net/viewtopic.php?f=47&t=24292
long storiez shirt: apparently one must add a skeleton and animate it, instead of animating the mesh itself; try boning around with bones in blender! and hav fun (i will be very unhappy if u don't fun >:(
always has been
finally, some ACTUAL belly inflation in MINETEST💪🏻💪🏻💪🏻
unfortunately, the poor hampter wasn't part of that fetish community...
Rest in peace, warrior.
Even better than the Black Sun or the Kolovrat; should rather be ported to every texture pack that lacks a sun.
can't wait to see what did the LAVAGOLD v2 deliver to us
air inflation
your'e, yr'oue, ryou'e, ryoou, ryou, ryu, 理
bro i dont deserve anyone's respect because i am just a lazy gelatinous sludge, but you aren't: you keep pushing forward towards victory, that's why u deserve all the respect and love from blueberry juice and golden bread fans (i am one of them), keep 👑grinding👑 king💪💪💪💪
looking forward!
sorry, l sort of thoughtht "hey, this bread is not mese!" and then starlted very emonitionally writhling the shitpost as if the author was ever supposed to make it mese
dw ma' man, gold is cool, and since time is gold, gold is time, respectfully
anaanos_dev: bro keep up the good work, never give up on the minetest sigma grind💪💪
"Mese" derives from Middle English mese, mes, mees (“dinner, dish”), from Old English mēse, mēose, mīse, mȳse (“table; that which is set on a table; dish; food, meal”), a vernacular loan from Latin/Late Latin mē(n)sa (“table; meal”). Cognate with Scots mes, mese (“a serving of food”), Old High German mias, meas (German Mus, Gemüse), Gothic 𐌼𐌴𐍃 (mēs). Compare Old English mēsan (“to eat, dine”), from Proto-Germanic mōsijaną, from Proto-Germanic mōsą, an ablaut variant of the root Proto-Germanic mat- (“food”).
One of the reasons to add a mese bread instead of 金. 金 in pure form (not in circuits) is for mere fools, anyway, and always has been.
Second: mese, by an old minetester tradition, has magical powers that tend to misrepresent themselves as technologically advanced chunks of conscious matter. That means that you could've at least created smart bread, a 大脳パン. Ever thought of embedding a Scheme interpreter in your bread? Well, you've missed your chance to show yourself. But let's just be friends again, ok? I promise you will love me again.
I will leave all my friends and go living in a god damn garbage van (not darkholm, though) just to see the unseeable and live with it, forever and ever, -- the little slimes.
maybe it's cuz ur eating extra silicon from delicious crunchy glass (very healthy carbon replacement + good for ur bones), and maybe due to blueberry inflation: it's very cheap and its price is as low as never, so the game actually makes a single blueberry item correspond to 10 blueberriez
look up "blueberry inflation" for more info
The simplicity of this texture pack reduces the load on the visual centers and allows for more performance in other sections of the brain.
To put it simple, it unwinds my rusty strained springs and lets my visors rest.
By the way, I am currently in process of writing a library for general-purpose projectiles.
A projectile is anything that appears at a certain position (e.g. fired from a shotgun or shot from a bow), manifests in a certain way and takes some specific path, or doesn't take a path at all: it depends entirely on its definition. With such a general notion, one can write a very general higher-order procedure to handle very general kinds of projectiles.
A higher order procedure is such that accepts procedures as its arguments and itself can (but not necessarily does) return procedures. Such a projectile procedure can take a function of time that would describe its full trajectory, a procedure to call when it strikes something and when it's shot from a gun.
To ease one's life, one could define a procedure that would be a special case of that general projectile procedure: for instance, that would describe the behavior of a generic bullet, shot from some firearm. Such procedure would not be ready for use as we haven't defined individual properties of the bullet yet. Upon defining those very specific properties using our bullet abstraction (assuming that we wrote it and all the necessary procedures to describe the general behavior of a bullet).
On the other hand, the general procedure can describe a rocket charge from a "Grad", a flash grenade, a petard or a ballistic missile. Since it is very general, it is very extensible.
Overall, that's what computer engineering is about. It's fun.
"I think that it's extraordinarily important that we in computer science keep fun in computing." -- Alan J. Perlis.
As private as my own house: in fact, this can be compared to having a party at someone's place, and in this case mine.
It's a server where I have fun with my friends in pure survival. Through real testing and practice we discover what mods would best work together, or what fixes do they need, or what mods does the game need. And we share the software because that's a good thing to do.