Search found 85 matches

by Deadlock
Wed Apr 09, 2025 00:11
Forum: Modding Discussion
Topic: [Solved] Why is my biome configuration being ignored? Answer: Mapgen alias conflict
Replies: 16
Views: 1684

Re: Why is my biome configuration being ignored?

evidently you can't alias the same node as stone and water. If you remove the water aliases or just set them to a different node mapgen works as expected. Nice find! I tried some things myself, but never even thought about that. That's a really surprising behaviour, it should probably be documented...
by Deadlock
Tue Apr 08, 2025 10:24
Forum: Modding Discussion
Topic: [Solved] Why is my biome configuration being ignored? Answer: Mapgen alias conflict
Replies: 16
Views: 1684

Re: Why is my biome configuration being ignored?

Sorry to hear that.
Can you post the whole game you are using?
Might be helpful to actually see what you are seeing.

Cheers
by Deadlock
Mon Apr 07, 2025 22:52
Forum: Modding Discussion
Topic: [Solved] Why is my biome configuration being ignored? Answer: Mapgen alias conflict
Replies: 16
Views: 1684

Re: Why is my biome configuration being ignored?

Hi, i think you have a dependency problem. i'm not sure what your minimal setup is, i tested your code with the minetest-game as base (on luanti 5.10 in windows) and got no effect at all. Then i cleared all biomes before registering your biome and made the mod depend on default, and got: screenshot_...
by Deadlock
Wed Mar 26, 2025 06:57
Forum: Modding Discussion
Topic: Prevent schematics from floating
Replies: 8
Views: 1582

Re: Prevent schematics from floating

Some more Situations:
build_flat.jpg
build_flat.jpg (131.1 KiB) Viewed 1420 times
build_slope.jpg
build_slope.jpg (134.83 KiB) Viewed 1420 times
build_cliff.jpg
build_cliff.jpg (188.23 KiB) Viewed 1420 times
by Deadlock
Wed Mar 26, 2025 06:45
Forum: Modding Discussion
Topic: Prevent schematics from floating
Replies: 8
Views: 1582

Re: Prevent schematics from floating

Hi, i think a lot of problems with placing schematics can be circumvented by having a piece of optional terrain added below the actual build. In a schematic, you can specify a probability for every node to be placed (or not be placed): https://docs.luanti.org/for-creators/schematic/ Probability 255 ...
by Deadlock
Wed Mar 26, 2025 03:55
Forum: WIP Mods
Topic: [Mod] NPC for yl_speak_up [npc_talk]
Replies: 10
Views: 3063

Re: [Mod] NPC for yl_speak_up [npc_talk]

Hi, i encountered some errors while testing this mod together with the mobs_npc mod On Luanti 5.10 in the Minetest-Game with only these mods: yl_speak_up npc_talk npc_talk_edit mobs_npc mobs When i place a npc_talk:npc and right-click it, my game crashes with: AsyncErr: Lua: Runtime error from mod '...
by Deadlock
Sat Mar 08, 2025 18:47
Forum: Problems
Topic: My Luanti Lua Terminal Mod
Replies: 2
Views: 771

Re: My Luanti Lua Terminal Mod

Not sure, but you might have a recursion in that code. you put new content in a formspec-field here: "textarea[0.5,1;9,6;terminal_output;Terminal Output;" .. player_name .. " $ " .. command .. "\n" .. output .. "]" .. which probably triggers your minetest.regi...
by Deadlock
Sun Feb 16, 2025 22:13
Forum: Modding Discussion
Topic: Changing registered ores after load-time
Replies: 11
Views: 1647

Re: Changing registered ores after load-time

Hi, thanks to all your support, the ore-generation in my mountain is now in an acceptable state. After some testing i choose Blockheads 2nd idea in a variation demonstrated by sfan5. Let me sum up, what i found out: the core.register_on_mods_loaded-callback is still load time. Surrounding Biomes (on...
by Deadlock
Sat Feb 08, 2025 23:56
Forum: Modding Discussion
Topic: Changing registered ores after load-time
Replies: 11
Views: 1647

Re: Changing registered ores after load-time

Wow, that was great, and i'm an idiot. I crashed my game so many times testing stupid ideas. I was so sure about what the api-docs meant, i never tested the thing i should have tested. Are you sure about this? IIRC core.register_on_mods_loaded is still load time. And looking at ServerModManager::loa...
by Deadlock
Sat Feb 08, 2025 10:26
Forum: Modding Discussion
Topic: Changing registered ores after load-time
Replies: 11
Views: 1647

Re: Changing registered ores after load-ime

You could backup the registered_ores table and use core.clear_registered_ores() to clear current ore definitions before re-registering an altered version. Thanks, but i can't do that. That would need to happen on load-time, and at that point, the ore definitions aren't there yet. I can only collect...
by Deadlock
Sat Feb 08, 2025 02:29
Forum: Modding Discussion
Topic: Changing registered ores after load-time
Replies: 11
Views: 1647

Re: Changing registered ores after load-ime

Assuming you want to roll your own voxelmanip-based generator, Thanks, but i don't want to use my own voxelmanip-based generator. I want to get rid of it. I want to only rely on core.generate_ores() , but with slightly changed values. Shouldn't there be an object somewhere that holds the actual ore...
by Deadlock
Fri Feb 07, 2025 15:52
Forum: Modding Discussion
Topic: Changing registered ores after load-time
Replies: 11
Views: 1647

Re: Changing registered ores after load-ime

Ores can only be registered on load time, I think. So you could either use optional_depends for every mod you want to be loaded before yours, or you implement your own ore generation, which may also have other benefits in your mountain use case. Thank you. The optional_dependecies idea is where i c...
by Deadlock
Fri Feb 07, 2025 13:07
Forum: Modding Discussion
Topic: Changing registered ores after load-time
Replies: 11
Views: 1647

Changing registered ores after load-time

Is there a way to change the registered ores (or register new ores) after load time? I currently have kind of a chicken and egg problem: I want to change the ore distribution so the ores will spawn in a mountain i'm constructing in my mod, but i don't want to introduce any dependencies. I can see th...
by Deadlock
Thu Feb 06, 2025 02:48
Forum: Mod Releases
Topic: [mod] Just a Mountain [01_a_mountain]
Replies: 1
Views: 626

Re: [mod] Just a Mountain

Added Ores & removed dependencies.
by Deadlock
Tue Feb 04, 2025 20:17
Forum: Mod Releases
Topic: [mod] Only a Coin [only_a_coin]
Replies: 4
Views: 656

Re: [mod] Only a Coin

The answer is all of them, I check the whole "unread posts" list from the quick links menu >:) But as long as you post with a quote I'm 100% guaranteed to see it as soon as I log in. Nice! The ideal moderator ;-) But honestly, Thank you very much for your engagement and patience. Cheers
by Deadlock
Tue Feb 04, 2025 12:54
Forum: Mod Releases
Topic: [mod] Only a Coin [only_a_coin]
Replies: 4
Views: 656

Re: [mod] Only a Coin

I don't think the MT logo coin qualifies for CC0, it's a derivative work of the original, which is CC BY-SA 3.0 by erle. You'll have to mark that specifically in your GitHub repository and here before I'll move this to releases. Thanks, i have changed the description here & on github, and i've ...
by Deadlock
Mon Jan 27, 2025 13:15
Forum: Mod Releases
Topic: [Mod] Protector Redo [3.5] [protector]
Replies: 350
Views: 138312

Re: [Mod] Protector Redo [3.5] [protector]

Thank you. I'm currently working on a mod that restricts the use of your protetection-blocks, chests & doors (as well as beds, set-home and tp-commands) to an adjustable area. finding the on_place-funtion in the core.registered_nodes solved my problems with your mod. But as a general idea, it mi...
by Deadlock
Mon Jan 27, 2025 09:06
Forum: Mod Releases
Topic: [Mod] Protector Redo [3.5] [protector]
Replies: 350
Views: 138312

Re: [Mod] Protector Redo [3.5] [protector]

Hi, can you make all those local functions globally accessible? I'm currently trying to hook your "check_overlap" and "inside_spawn" functions. I can override the "on_place"-function of the nodes with core.override_item, but there is currently no way to get the handle ...
by Deadlock
Mon Jan 27, 2025 07:44
Forum: General Discussion
Topic: [Archived] Post your screenshots!
Replies: 11423
Views: 2787967

Re: Post your screenshots!

Swapping out the mapgen multiple times:
Swapping out the mapgen multiple times
Swapping out the mapgen multiple times
mapgenchanging.jpg (441.61 KiB) Viewed 8378 times
by Deadlock
Sun Jan 26, 2025 02:58
Forum: Mod Releases
Topic: [mod] Runner Game Core Logic [g_runner_logic]
Replies: 3
Views: 620

Re: [mod] Runner Game Core Logic

Added a "Season"-Feature. Now the admin can start a new season, which resets all Highscores and the players best- & last-times( ,but not the Rank). The top 3 players of the current season are stored in the season-winner-list before the new season starts. I suggest to start a new season...
by Deadlock
Wed Jan 22, 2025 08:14
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.33] [ethereal]
Replies: 522
Views: 253262

Re: [MOD] Ethereal NG [1.32] [ethereal]

Missing dependencies in food? installing just Ethereal on the Minetest_Game, the following food items are missing ingredients: lemonade sushi_kappamaki sushi_nigri sushi_tamago teriyaki_beef installing Farming Redo fix all the issues except for sushi_tamago. i think there are some dependencies miss...
by Deadlock
Mon Jan 20, 2025 22:13
Forum: News
Topic: ContentDB - now with package translation support
Replies: 372
Views: 208610

Re: ContentDB - now with package translation support

The e-mail worked now.
I now have a ContentDB Account (Distributed-DeadLock)
Thanks.
by Deadlock
Sun Jan 19, 2025 00:16
Forum: News
Topic: ContentDB - now with package translation support
Replies: 372
Views: 208610

ContentDB registration problems

Hi,
now i tried to make an account that is not linked to my forum-profile.

I used the "register with github"-option to create the user "Distributed-DeadLock",
but i am not receiving the confirmation E-Mail.

Please help.
by Deadlock
Sat Jan 18, 2025 23:36
Forum: Mod Releases
Topic: [mod] Only a Coin [only_a_coin]
Replies: 4
Views: 656

[mod] Only a Coin [only_a_coin]

only_a_coin https://github.com/Distributed-DeadLock/only_a_coin Only a Coin ------------- This mod adds a simple coin, to be used as currency. No gameplay modification, no crafting recipe, no dependencies. Stacks up to 65535. ------------- https://raw.githubusercontent.com/Distributed-DeadLock/only_...