Search found 54 matches

by Ghaydn
Fri Jan 31, 2025 02:29
Forum: Feature Discussion
Topic: How to make the password remember for multiplayer?
Replies: 8
Views: 1949

Re: How to make the password remember for multiplayer?

And I never trusted any of them For those no-trusters it's common to add a checkbox "save password". password manager programs like KeepassXC I personally keep all my passwords in KeepassXC. But also I use browser's builtin password manager, for example, to log in to this forum. Because i...
by Ghaydn
Thu Jan 30, 2025 23:51
Forum: Feature Discussion
Topic: How to make the password remember for multiplayer?
Replies: 8
Views: 1949

Re: How to make the password remember for multiplayer?

Most of applications that connect to some servers with passwords - these applications usually do have some simple builtin password manager. At least, they remember last password. It's a QoL thing. Why Luanti still doesn't have such a small and important feature - is a huge mystery to me.
by Ghaydn
Wed Sep 11, 2024 18:46
Forum: General Discussion
Topic: Poll: MTG stone digging sound
Replies: 7
Views: 2689

Re: Poll: MTG stone digging sound

I prefer the new one, it's more cracky. It feels like breaking something solid. The old one lacks high frequencies, it sounds like inside your head.
by Ghaydn
Sun Jun 30, 2024 21:48
Forum: Mod Releases
Topic: [Mod] XNether [xnether]
Replies: 3
Views: 1452

Re: [Mod] XNether [xnether]

Fixed grow_tree crashes, thanks tanavit.
by Ghaydn
Tue May 21, 2024 16:11
Forum: Mod Releases
Topic: [Mod] XNether [xnether]
Replies: 3
Views: 1452

[Mod] XNether [xnether]

Recently I was surfing on my ssd and found this. It is a year ago made mod, which I then didn't publish somewhy. Maybe I thought, that it was too simple, idr. Well, after adding some necessary things, like translation (only en and ru, other translations are gladly accepted) and fixing minor bugs, I ...
by Ghaydn
Fri May 17, 2024 23:30
Forum: Feature Discussion
Topic: EFX reverberation
Replies: 12
Views: 3778

Re: EFX reverberation

I would say that there are needed not only reverberation, but also all other effects: delay, EQ (highpass, lowpass, highshelf, lowshelf, notch, bell filters), clipping/distortion, chorus/flanger, compressor/limiter. Lots of games use those effects and people don't even notice - it's just a natural t...
by Ghaydn
Fri May 17, 2024 19:06
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1948
Views: 820206

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]

CODE Well, that's exactly the complicated way i'm afraid of. What I'm making is a transport card system, that I'm planning to use with hyperloop. And these cards are of two types: with limited number of rides and limited time. And for the second type I needed to somehow show card's's expiration dat...
by Ghaydn
Sat May 11, 2024 19:56
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1948
Views: 820206

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]

I currently ran into a very dumb problem. I'm trying to calculate datetimes on luacontroller and... can't. What I'm trying to do is: take a date ( local date = os.datetable() ), add N days to it and show new date on a LCD. Looks simple, but it's not. I can convert datetable into seconds, then add N*...
by Ghaydn
Fri May 10, 2024 00:27
Forum: WIP Mods
Topic: [Mod] Item acceptor [item_acceptor]
Replies: 1
Views: 424

[Mod] Item acceptor [item_acceptor]

Let's imagine - you want to open a door to only those who will give you a diamond. How would you do that? Well, if you have pipeworks, you can use vacuum tube and detecting tube. Your visitor must drop an item and then vacuum tube sucks it in. What if it's not a diamond? Use a sorting tube. And then...
by Ghaydn
Thu May 09, 2024 23:08
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.33] [ethereal]
Replies: 520
Views: 252524

Re: [MOD] Ethereal NG [1.31] [ethereal]

BUG: you cannot rightclick things (buttons, levers, doors, chests and other) with ethereal saplings in your hand. There is a function prepare_on_place in sapling.lua, it lacks some checks, that exist in MTG default.sapling_on_place in default/trees.lua. Mainly this one: local pos = pointed_thing.und...
by Ghaydn
Thu Sep 07, 2023 14:05
Forum: WIP Mods
Topic: [mod] Automated Storage & Retrieval System [asrs]
Replies: 44
Views: 12712

Re: [mod]Automated Storage & Retrieval System [asrs]

Wow, this looks like a worthy alternative to drawers.
Does it (will it) support pipeworks/tubelib ?
by Ghaydn
Thu Sep 07, 2023 13:57
Forum: WIP Mods
Topic: [modpack] Automobiles [automobiles_pck]
Replies: 70
Views: 27239

Re: [modpack] Automobiles [automobiles_pck]

1 - because in all cars I had in real life I never used the brakes to go reverse. Well, RL cars don't use driver's sneaking to go reverse either. Just swap: back (S) for reverse, sneak (shift) for braking. Most games use this layout. Anyways. We recently discussed in our server chat that we need a ...
by Ghaydn
Thu Aug 24, 2023 11:21
Forum: WIP Mods
Topic: [modpack] Automobiles [automobiles_pck]
Replies: 70
Views: 27239

Re: [modpack] Automobiles [automobiles_pck]

Really nice mod. But why the controls are so weird? 1. Moving backward. Why it's SNEAK instead of BACK ? It's non-intuitive and non-conventional. Parking is damaging my brain: I need to press shift to move back and press back to stop moving back. Most games use crouch key for braking and S (in wasd)...
by Ghaydn
Sun Aug 13, 2023 20:25
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1948
Views: 820206

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]

Updated blinker. https://github.com/Ghaydn/misc_minetest_scripts/blob/main/blinker_mega.lua This script can now be used in lua tubes and do simple sorting by item names. For more complex sorting you may want to mix it with sorter functions: https://github.com/Ghaydn/misc_minetest_scripts/blob/main/s...
by Ghaydn
Sun Aug 13, 2023 19:10
Forum: Mod Releases
Topic: [Mod] Tech Age [techage]
Replies: 521
Views: 174171

Re: [Mod] Tech Age [techage]

Idk if this is a bug, or if I just don't know how to do this. But how does one remove water from a boiler. You can add water by punching, but if I want to remove the boiler I can't until the water has been used up. Left click with empty bucket on a boiler. About sand. Since the player gets it so mu...
by Ghaydn
Sun Aug 13, 2023 18:54
Forum: WIP Mods
Topic: [Mod] Plastic block [plastic_block]
Replies: 5
Views: 1291

Re: [Mod] Plastic block [plastic_block]

Checked out Technic (from Content DB). Didn't find any plastic blocks there. Tried adding unified dyes, mesecons, digilines - no result.

13.08.2023
FIX: Plastic moreblocks are no longer in "plastic" group, because of which player could craft full-size block using microblock and dye.
by Ghaydn
Sat Aug 12, 2023 21:15
Forum: WIP Mods
Topic: [Mod] Plastic block [plastic_block]
Replies: 5
Views: 1291

Re: [Mod] Plastic block [plastic_block]

Technic includes plastic blocks that can be painted with its painter tool. Didn't know that. Last time I played with Technic (quite long ago), there were no such blocks. Currently I'm playing on Techage servers, and there are no plastic blocks either. Thanks for the advice, I definitely should add ...
by Ghaydn
Sat Aug 12, 2023 13:23
Forum: WIP Mods
Topic: [Mod] Plastic block [plastic_block]
Replies: 5
Views: 1291

[Mod] Plastic block [plastic_block]

Yet another mod that adds colored plastic blocks. Basic Materials has craftable plastic, but you can't use it for building. This mod fixes such an injustice. If you have an automatic tree farm (which is typical for tech-related gameplay), then you probably have lots, LOTS of leaves that you convert ...
by Ghaydn
Sat Sep 03, 2022 02:12
Forum: Servers
Topic: [Play Now] THE SAMZ SERVER
Replies: 152
Views: 81448

Re: [Play Now] THE SAMZ SERVER

I just got a mini-2b2t experience: 1. Joined the server. Died. Found that spawn was flooded with lava. 2. Made it to escape spawn using a bucket. 3. Found that there's "all-item" chest in my inventory. 4. Cleaned up lava around spawn. Just because I can. 5. Tried to walk around and look fo...
by Ghaydn
Sun Aug 21, 2022 07:55
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1948
Views: 820206

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]

SMART BLINKER on luacontroller Sometimes you need to blink with mese signal, but blinking plant is not enough. Then a luacontroller comes to the rescue. What this script can do: 1. Blink. Not just on/off single port. Any reasonable sequence of every unused port is available. 2. Adjust blink rate. 3...
by Ghaydn
Mon May 16, 2022 21:16
Forum: Game Releases
Topic: [Game] NodeCore
Replies: 30
Views: 25918

Re: [Game] NodeCore

Okay then, in nc_woodwork/rake.lua I found a recipe. nodes = { {match = adze, replace = "air"}, {y = -1, match = modname .. ":staff", replace = "air"}, {x = -1, match = adze, replace = "air"}, {x = 1, match = adze, replace = "air"}, }, Tried to make ...
by Ghaydn
Mon May 16, 2022 10:01
Forum: Game Releases
Topic: [Game] NodeCore
Replies: 30
Views: 25918

Re: [Game] NodeCore

Cannot assemble rake and other simiar recipes on current (01845521-98ea7d1c and 01855801-58a046f4) versions of NC. Minetest 5.5.0. On server NodeCore (RUS) it works fine (01483733-7dc18b3e).
by Ghaydn
Mon Jan 03, 2022 05:36
Forum: Modding Discussion
Topic: Ghaydn's miscellaneous modding questions
Replies: 20
Views: 3775

Re: Ghaydn's miscellaneous modding questions

AFAIK there was no way to get collision detection in LUA before it was added in 5.3. That's sad enough. Not too much, but still sad. Another question. MT automatically generates inventory images if those were not specified on node registration. There is a function "inventorycube" to make ...
by Ghaydn
Sun Dec 26, 2021 11:33
Forum: Modding Discussion
Topic: Ghaydn's miscellaneous modding questions
Replies: 20
Views: 3775

Re: Ghaydn's miscellaneous modding questions

Does anybody know how collision detection worked in old MT (at least 5.2)? For entities, i mean. Because currently it's very easy: we have on_step(self, dtime, moveresult) and this moveresult contents all collisions. In 5.2 there was no moveresult.
by Ghaydn
Fri Dec 24, 2021 14:06
Forum: Mod Releases
Topic: [Mod] i3 [1.16] [i3]
Replies: 180
Views: 67485

Re: [Mod] i3 [1.5.2] [i3]

Is it possible to add "i3.clear_craft" function (for custom craft types)? Why is it needed? Well, a) MT has similar function for default craft types, b) an example: 1. Mod_a adds some api and some recipes for it, 2. Mod_b depends on mod_a, but makes it more hardcore, not all players would ...