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.
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.
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.
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