If there is meseglass and a blue star, then correspondingly we need a RED star, and something opposing mese, too. Though I wonder what the latter is...
I love this mod: it allows for so much expressive space on our minetest farms and in great communal kolkhozes. However, when one attemps to grow a tree, it takes multiple attempts, during which nothing happens and the fertilizer isn't spent, and only once the random number generator strikes a '1' it generates particles and erects the tree from the sapling. This just begs the fix.
I suppose it should spend the bonemeal in the meantime: that would just achieve the desired balance, for if there is only one meal per tree, one can unfairly and unrealistically make plenty within mere minutes.
Next comes the fix.
On line 127 in 'init.lua' there is a predicate to test whether we can actually grow the tree. Inside, the procedure that grows the tree is evaluated and the bonemeal:on_use procedure returns true. That's so bad!
I fixed it and it should resemble this (but that's not all to it):
-- check if we can grow sapling at current light level
if can_grow and (light_ok or saplings[n][4] == true) then
particle_effect(pos)
if math.random (5 - strength) == 1 then
grow_tree(pos, saplings[n][2])
end
return true
end
What I did is I added an extra predicate inside the very procedure that's called every time a bonemeal is used and the sapling is checked for validity: a random number generator, contrary to the one that evaluates the check_sapling procedure outside.
-- check for sapling growth
if check_sapling(pos, node.name, light_ok, strength) then
return true
end
On line 479, remove the "and", also erasing the extra random number generator, which, as you could have seen, has been moved inside check_sapling.
Don't forget to modify check_sampling and the procedure call so that it accepts an extra "strength" argument, which is needed for 'math.random (5 - strength)'.
I just happened to watch this anime with my family this week, and I loved it! Just as I, I expect, will love this projection of Porco Rosso's airplane into Minetest.
bro u don't need permission, it's Free Software (and free as in freedom, not price), which means you don't have to ask for permission to use it for any purpose
To actually more or less fully restore a metal from an oxide like Fe2O3, one would need an ion of hydrogen of aluminium. Acids can corrode the metal further by reacting with it and forming tough sulfates. What actually can unspoil iron is lemon juice and the citric acid in it -- a weak one -- that provides a lot of hydrogen ions if dissolved generously in water.
Not sure what you mean by "custom node": all nodes you see in your average minetest world (regardless of the game; if it has nodes, of course) are registered by minetest.register_node(), so there's no real difference between, for instance, a default minetest_game furnace and a hydrogen canister from TechAge other than their properties and the license (TechPack is under GNU AGPLv3 and MTG is GNU LGPLv2.1 -- both are free).
Any node will do. Just select it in your hotbar (try it with scifi_nodes!) and write '/blockhead' in the chat. Enjoy, bro! And don't forget to share the software.
why do you have 8 unknown nodes in you rinventory
Also cool little mod, reminds me of the backpacks from Unified Inventory but more or less realistic and just (as in justice), because those backpacks do not drop upon death, basically comprising a permanent inventory.
thank f4 reviewin (u make me feel proudz :3)
just write ur sugestins here if u see any bugz (lol)
ill defintely do more fun usful FREE (as in fr33d0m) m0dz this week
also ch3k out the sauce codez [GNU GPLv3-licensed!] [Free as in Freedom!], it's written horribly and incomprehensibly and serves as a good example of how NOT to program (even myself I cower in fright at the sight of it).
DON'T FORGET TO [[Leave a Like and Subscribe]] AND ALSO [Join us now and share the software!] FOR MORE [illegal malicious modifications].
To be used in a minigame where the player would be required to run from the deadly abnormally fast growing cells, the blocks would have to damage any bystander. Overall, cool, but 3D automata slows down significantly after a few cycles, according to my observations.
And hacked my way through some minor inconveniences, like having to punch in order to place the boat and board it -- I changed the code slightly to fit my needs. This is what free software is for. I will completely unexpectedly show this to my friends in order to ,
Thank you for the review. That's what free software is for -- to freely share it and improve. I will likely merge your changes so more people will be able to access your contributions on CDB. And I might do something helpful on my own too when I have time!
Gave me a lot of goosebumps. Played alone first, then entered the last level with reflective sky blue ground. I found "Riders on the storm" a rather fitting theme for this very level. Then I played with my two friends. This was something extraordinary. Especially the pool level - I oddly loved it... It was so beautiful. I want to come back and remain. My childhood dream of being small and hiding in tiny holes and passages came true. We found finding new paths together very fascinating.
This mod reminds me of a game I played in 2016 -- Spooky's House of Jump Scares. I always dreamed of having such structures in minetest. The built-in dungeons are, of course, creepy, but not enough, and they often lack in size. Now, me and my friends (and others' friends also) can finally play hide and seek in a programmatically generated deep, dark dungeon. With their deep, dark fantasies. The only insignificant issue I have detected: upon generating a new world (or entering, I don't know yet), log messages are printed in the chat.
I haven't tested it without the 3d_armor mod, but what you should do to replicate it: first, enter the UFO; second, use any item or switch to a different item in the hotbar. This will inevitably result in the player's model becoming MASSIVE. Resets to the ordinary default upon exiting the UFO.
Works as expected, would be fun to use in my manhunts (needs no fuel, unlike apercy's airplanes, but gets destroyed by a single glock 17 shot: pretty balanced, isn't it?). There's a bug though. When I select other items in my hotbar, the player model breaks and becomes giant. I have got 3d_armor installed. Likely has something to do with the armor mod.
Now I can secretly deliver presents to my friends (and enemies). I will definitely NOT gift them fissile uranium or strontium powder.
And also it's really nice how the ribbon due to being a particle appears almost three-dimensional, and you can also jump and bounce on those!
This mod is like a breath of fresh air for the commonly dull building process. I will use it to construct some nice arenas in order to conduct epic battles with my friends using firearms.
Input:
"I have been arrested for multiple crimes",
"The last capitalist we hang shall be the one who sold us the rope".
Output:
"I have been awwested fow muwtipwe cwimes. owo",
"The wast capitawist we hang shaww be he one who sowd us the wope. UwU", respectively.
Overall, great, but definitely needs some more triggers that would increase the owoness of the output text, because substituting all of the "r"s for "w"s and placing an "OwO" at the end is too little. More should be done in order to reach the level of Visions of Glory.
Minetest how-to-fly guide number 2 (the floppy edition).
Step 1: Find (steal) floppies. Minetest bro tip: install ROllerozxa's floppy mod for faster acquiring of throwable floppies.
Step 2: Use mese magnets to collect all of the floppies and gather them in your hotbar.
Step 3: Gain some velocity using mese thrusters.
Step 4: Start throwing floppies in the direction of your free flight, tilted downwards by approximately 45 degrees.
Step 5: Jump.
Step 6: Successfully fly.
Step 7: Lose focus and (also successfully) crash and break every single bone in your body and turn your innards into (some) delicious mince.
At first sight, it does not look any different from MTG or MineClone with an exception of relatively unevenly situated trees and little forest formations. On second thought, you realise that it is indeed different from anything you've seen before. Blocking your ears with earbuds to not hear the muffled screams of your minetest modding slaves, you proceed further into the game. Your failures do not face any aid, and you start thinking that Warr1024 was right, it is indeed brutal... and indifferent to your mistakes. Some may give up, some might search for help online, but only the few ones persist - the future scientists. What I really enjoy about nodecore is the fervor it has been kindly filled with and the freedom of discovery. As others stated, each element serves a single function, with no node appearing useless. And it is in fact like a test, a challenge that determines if you are a scientist by nature. The mine-test.
I haven't ever seen such creative mods before. What an obvious yet outstanding idea. The stair carpets are indeed very important not only in real life, softening our heavy steps from the first floor towards the attic that houses our minetest modding slaves, but also as a mere decoration that pleases, placates, pacifies and satisfies our eyes, tired from the usual humdrum. (Trust me, this is my honest and earnest opinion.)
Speaking of aerial combat, I have already done so with a couple of my friends: we built a few towers and a church, and we used guns from rangedweapons to bomb and explode each other with rockets and grenades and shoot each other with machine guns. It was super fun, we also conducted some actual dogfigts with apercy's fantastic super cub airplane. Though the projectiles sometimes damage the aircraft they were shot from, it was still very fascinating and interesting.
Ye, I also wanted to make it sort of use the technic RE batteries for extra realism, that's why 'technic' is in optional dependencies (but never actually used). As rubenwardy's modding book says, I can look at other mods' code, that's why I'll borrow some from headlamp, since it utilizes the battery. I'm slightly busy at the moment with taking care of my sister, but I'll surely continue with making the mod.
By the way, I made my own repository, which I had opened for everyone to contribute and view, and it's also linked to this very contentdb page to release new versions with ease. Check it out (it's basically your repo, but with a few fixes, and also opened for contributions).
After carefully looking through your improved code I have concluded that you're far more experienced than me in lua and minetest modding. Well, not that far, but I have a lot of to learn from you.
Aye, I woke up a few hours ago, now it's time to test out all your dandy ideas. I think that there might be an issue with toggling the flashlight with only right mouse button, since one may wish to use this button while pointing on a useable node, and I don't know if the flashlight or the node will be activated first. It's better, I think, to temporarily disable right-click toggling while pointing at doors and/or add an option to change the activating button. That's what I'm going to do now. And thanks for your silent comment-bound effort.
Also note that GPL is free software, and you can change, convey and redistribute changed copies it (and even sell!) in any required way, but just keep the code GPL.
And I begin to think that it's better to just make it always emit light if it's in the inventory and switched on.
Thanks a lot for your dandy review and for this code suggestion. I honestly wanted to add a right-click flashlight toggle, but did not know how (I was not aware of on_secondary_use yet) and was quite tired after figuring out why did it crash after shining the flashlight far into the distance that exceeds 100 nodes. The solution was to simply return "goodtorch:light_0" (thank you, illumination, for the idea of light blocks) if i exceeds 100. I can probably optimize it further and just not set any nodes if not required, as 0-light air nodes are essentially equal to air, but waste the performance. I will test your code out tomorrow as I have to go to sleep now, and I shall return with more epic mod ideas at any time soon.
P.S.: I didn't even look at indentation until you noted it in your further comment, so worry not, pal, about this miniscule issue.
This amount of work undoubtably deserves a like from me and from literally anyone else visiting this page. Well done, I love survival that involves technology, even if it's simple.
If there is meseglass and a blue star, then correspondingly we need a RED star, and something opposing mese, too. Though I wonder what the latter is...
I love this mod: it allows for so much expressive space on our minetest farms and in great communal kolkhozes. However, when one attemps to grow a tree, it takes multiple attempts, during which nothing happens and the fertilizer isn't spent, and only once the random number generator strikes a '1' it generates particles and erects the tree from the sapling. This just begs the fix.
I suppose it should spend the bonemeal in the meantime: that would just achieve the desired balance, for if there is only one meal per tree, one can unfairly and unrealistically make plenty within mere minutes.
Next comes the fix.
On line 127 in 'init.lua' there is a predicate to test whether we can actually grow the tree. Inside, the procedure that grows the tree is evaluated and the bonemeal:on_use procedure returns true. That's so bad!
I fixed it and it should resemble this (but that's not all to it):
What I did is I added an extra predicate inside the very procedure that's called every time a bonemeal is used and the sapling is checked for validity: a random number generator, contrary to the one that evaluates the check_sapling procedure outside.
On line 479, remove the "and", also erasing the extra random number generator, which, as you could have seen, has been moved inside check_sapling.
Don't forget to modify check_sampling and the procedure call so that it accepts an extra "strength" argument, which is needed for 'math.random (5 - strength)'.
Happy hacking.
I just happened to watch this anime with my family this week, and I loved it! Just as I, I expect, will love this projection of Porco Rosso's airplane into Minetest.
yo that's SICK, bro
bro u don't need permission, it's Free Software (and free as in freedom, not price), which means you don't have to ask for permission to use it for any purpose
To actually more or less fully restore a metal from an oxide like Fe2O3, one would need an ion of hydrogen of aluminium. Acids can corrode the metal further by reacting with it and forming tough sulfates. What actually can unspoil iron is lemon juice and the citric acid in it -- a weak one -- that provides a lot of hydrogen ions if dissolved generously in water.
Not sure what you mean by "custom node": all nodes you see in your average minetest world (regardless of the game; if it has nodes, of course) are registered by minetest.register_node(), so there's no real difference between, for instance, a default minetest_game furnace and a hydrogen canister from TechAge other than their properties and the license (TechPack is under GNU AGPLv3 and MTG is GNU LGPLv2.1 -- both are free).
Any node will do. Just select it in your hotbar (try it with scifi_nodes!) and write '/blockhead' in the chat. Enjoy, bro! And don't forget to share the software.
why do you have 8 unknown nodes in you rinventory Also cool little mod, reminds me of the backpacks from Unified Inventory but more or less realistic and just (as in justice), because those backpacks do not drop upon death, basically comprising a permanent inventory.
thank f4 reviewin (u make me feel proudz :3) just write ur sugestins here if u see any bugz (lol)
ill defintely do more fun usful FREE (as in fr33d0m) m0dz this week
also ch3k out the sauce codez [GNU GPLv3-licensed!] [Free as in Freedom!], it's written horribly and incomprehensibly and serves as a good example of how NOT to program (even myself I cower in fright at the sight of it).
DON'T FORGET TO [[Leave a Like and Subscribe]] AND ALSO [Join us now and share the software!] FOR MORE [illegal malicious modifications].
You might consider editing or even deleting the file "ipban.txt".
To be used in a minigame where the player would be required to run from the deadly abnormally fast growing cells, the blocks would have to damage any bystander. Overall, cool, but 3D automata slows down significantly after a few cycles, according to my observations.
TODAY is MY DAY! THANK you, [Stranger], now the [Scamp] has [[Nowhere to hide]]. Also, can I unprotect players using Unprotector ™®©? Would be great to remove protection while committing [Crimes against humanity] and N,
And hacked my way through some minor inconveniences, like having to punch in order to place the boat and board it -- I changed the code slightly to fit my needs. This is what free software is for. I will completely unexpectedly show this to my friends in order to ,
Thank you for the review. That's what free software is for -- to freely share it and improve. I will likely merge your changes so more people will be able to access your contributions on CDB. And I might do something helpful on my own too when I have time!
Gave me a lot of goosebumps. Played alone first, then entered the last level with reflective sky blue ground. I found "Riders on the storm" a rather fitting theme for this very level. Then I played with my two friends. This was something extraordinary. Especially the pool level - I oddly loved it... It was so beautiful. I want to come back and remain. My childhood dream of being small and hiding in tiny holes and passages came true. We found finding new paths together very fascinating.
Then update, since it fixed bugs.
This mod reminds me of a game I played in 2016 -- Spooky's House of Jump Scares. I always dreamed of having such structures in minetest. The built-in dungeons are, of course, creepy, but not enough, and they often lack in size. Now, me and my friends (and others' friends also) can finally play hide and seek in a programmatically generated deep, dark dungeon. With their deep, dark fantasies. The only insignificant issue I have detected: upon generating a new world (or entering, I don't know yet), log messages are printed in the chat.
Officially one of my favorite mods.
Results: the problem is the mod by the name "skinsdb".
Appears that with the armor mod only the position of the player model is slightly off, but it has to be a different mod then.
I haven't tested it without the 3d_armor mod, but what you should do to replicate it: first, enter the UFO; second, use any item or switch to a different item in the hotbar. This will inevitably result in the player's model becoming MASSIVE. Resets to the ordinary default upon exiting the UFO.
Works as expected, would be fun to use in my manhunts (needs no fuel, unlike apercy's airplanes, but gets destroyed by a single glock 17 shot: pretty balanced, isn't it?). There's a bug though. When I select other items in my hotbar, the player model breaks and becomes giant. I have got 3d_armor installed. Likely has something to do with the armor mod.
Now I can secretly deliver presents to my friends (and enemies). I will definitely NOT gift them fissile uranium or strontium powder. And also it's really nice how the ribbon due to being a particle appears almost three-dimensional, and you can also jump and bounce on those!
This mod is like a breath of fresh air for the commonly dull building process. I will use it to construct some nice arenas in order to conduct epic battles with my friends using firearms.
The best mod that deals with chatting so far.
My experiments have produced interesting results.
Input: "I have been arrested for multiple crimes", "The last capitalist we hang shall be the one who sold us the rope".
Output: "I have been awwested fow muwtipwe cwimes. owo", "The wast capitawist we hang shaww be he one who sowd us the wope. UwU", respectively.
Overall, great, but definitely needs some more triggers that would increase the owoness of the output text, because substituting all of the "r"s for "w"s and placing an "OwO" at the end is too little. More should be done in order to reach the level of Visions of Glory.
Minetest how-to-fly guide number 2 (the floppy edition).
Step 1: Find (steal) floppies. Minetest bro tip: install ROllerozxa's floppy mod for faster acquiring of throwable floppies. Step 2: Use mese magnets to collect all of the floppies and gather them in your hotbar. Step 3: Gain some velocity using mese thrusters. Step 4: Start throwing floppies in the direction of your free flight, tilted downwards by approximately 45 degrees. Step 5: Jump. Step 6: Successfully fly. Step 7: Lose focus and (also successfully) crash and break every single bone in your body and turn your innards into (some) delicious mince.
NodeCore is both different and indifferent.
At first sight, it does not look any different from MTG or MineClone with an exception of relatively unevenly situated trees and little forest formations. On second thought, you realise that it is indeed different from anything you've seen before. Blocking your ears with earbuds to not hear the muffled screams of your minetest modding slaves, you proceed further into the game. Your failures do not face any aid, and you start thinking that Warr1024 was right, it is indeed brutal... and indifferent to your mistakes. Some may give up, some might search for help online, but only the few ones persist - the future scientists. What I really enjoy about nodecore is the fervor it has been kindly filled with and the freedom of discovery. As others stated, each element serves a single function, with no node appearing useless. And it is in fact like a test, a challenge that determines if you are a scientist by nature. The mine-test.
I haven't ever seen such creative mods before. What an obvious yet outstanding idea. The stair carpets are indeed very important not only in real life, softening our heavy steps from the first floor towards the attic that houses our minetest modding slaves, but also as a mere decoration that pleases, placates, pacifies and satisfies our eyes, tired from the usual humdrum. (Trust me, this is my honest and earnest opinion.)
Speaking of aerial combat, I have already done so with a couple of my friends: we built a few towers and a church, and we used guns from rangedweapons to bomb and explode each other with rockets and grenades and shoot each other with machine guns. It was super fun, we also conducted some actual dogfigts with apercy's fantastic super cub airplane. Though the projectiles sometimes damage the aircraft they were shot from, it was still very fascinating and interesting.
Ye, I also wanted to make it sort of use the technic RE batteries for extra realism, that's why 'technic' is in optional dependencies (but never actually used). As rubenwardy's modding book says, I can look at other mods' code, that's why I'll borrow some from
headlamp
, since it utilizes the battery. I'm slightly busy at the moment with taking care of my sister, but I'll surely continue with making the mod. By the way, I made my own repository, which I had opened for everyone to contribute and view, and it's also linked to this very contentdb page to release new versions with ease. Check it out (it's basically your repo, but with a few fixes, and also opened for contributions).After carefully looking through your improved code I have concluded that you're far more experienced than me in lua and minetest modding. Well, not that far, but I have a lot of to learn from you.
Aye, I woke up a few hours ago, now it's time to test out all your dandy ideas. I think that there might be an issue with toggling the flashlight with only right mouse button, since one may wish to use this button while pointing on a useable node, and I don't know if the flashlight or the node will be activated first. It's better, I think, to temporarily disable right-click toggling while pointing at doors and/or add an option to change the activating button. That's what I'm going to do now. And thanks for your silent comment-bound effort. Also note that GPL is free software, and you can change, convey and redistribute changed copies it (and even sell!) in any required way, but just keep the code GPL. And I begin to think that it's better to just make it always emit light if it's in the inventory and switched on.
Thanks a lot for your dandy review and for this code suggestion. I honestly wanted to add a right-click flashlight toggle, but did not know how (I was not aware of
on_secondary_use
yet) and was quite tired after figuring out why did it crash after shining the flashlight far into the distance that exceeds 100 nodes. The solution was to simply return"goodtorch:light_0"
(thank you, illumination, for the idea of light blocks) ifi
exceeds 100. I can probably optimize it further and just not set any nodes if not required, as 0-light air nodes are essentially equal to air, but waste the performance. I will test your code out tomorrow as I have to go to sleep now, and I shall return with more epic mod ideas at any time soon. P.S.: I didn't even look at indentation until you noted it in your further comment, so worry not, pal, about this miniscule issue.This amount of work undoubtably deserves a like from me and from literally anyone else visiting this page. Well done, I love survival that involves technology, even if it's simple.