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View Code? Open in Web Editor NEWA Minetest subgame geared towards minimalist survival
Home Page: http://www.minetest.net
License: Other
A Minetest subgame geared towards minimalist survival
Home Page: http://www.minetest.net
License: Other
Flowing water can be collected if you use a TNT next to it. The flowing water will drop if it is affected by a TNT explosion, and you can collect the flowing water item.
Without having looked at the code, I wanna bet that you just have to write drop = "",
to fix this bug. :P
I'm thinking of renaming some ores, as well as adding a few more new ones for the sake of realism and a larger gameplay challenge.
The changes I'm thinking of are:
The Gold Rush achievement does not accept it when you dig gold ore.
The crafting guide is confusing. It shows stairs for many recipes, like the basic tools or doors.
For example, the crafting guide shows 3 wooden stairs for pickaxes. This is very odd.
I can recall from one let's play that the player thought the recipes were wery weird because you apparently need 3 wooden stairs to craft a pickaxe. The player didn't know that normal wood works as well (the crafting guide didn't show the normal recipe). Fun fact: You can actually use stairs to craft a pickaxe. Whether or not this is intentional is not my concern here.
I think the real problem is here that Pixture shows an inappropriate/misleading symbol for group slots.
This can be fixed by doing the following:
Just look how the mod craftguide
by jp / kilbith does this. In this mod, the stereotype is implemented by using a simple lookup table with a fallback option in case the group is unknown (important for modding).
In the crafting guide, the group letter “G” is obscured by the item image, but I think it is supposed to be drawn in front of the item image, right? Otherwise the player does not know this slot stands for a group.
Visible example: Recipe for net.
Tested in: f01a005
EDIT: There is a related issue: The crafting result number is also partially or completely invisible. Take the fertilzer recipe for example. The number in the result slot is hard to read beause the fertilzer icon is drawn over it.
How to reproduce:
Tested in: dec846e
If you're unlucky, you may spawn right in the middle of dirt which is created by a village.
How to reproduce:
Smelting a copper lump yields an unknown item (default:ingot_copper
).
Same for tin lumps (default:ingot_tin
).
If you place a chest, and rightclick it, nothing happens. Even after trying multiple times.
If you eat anything (e.g. hold apple in hand and leftclick), you get this:
2017-05-15 04:25:46: ERROR[Main]: ServerError: Lua: Runtime error from mod 'mobs' in callback item_OnUse(): /home/wuzzy/.minetest/games/pixture/mods/hunger/init.lua:223: attempt to call field 'save_hunger' (a nil value)
2017-05-15 04:25:46: ERROR[Main]: stack traceback:
2017-05-15 04:25:46: ERROR[Main]: /home/wuzzy/.minetest/games/pixture/mods/hunger/init.lua:223: in function 'callback'
2017-05-15 04:25:46: ERROR[Main]: /usr/share/minetest/builtin/game/item.lua:382: in function </usr/share/minetest/builtin/game/item.lua:380>
Tested in fce9574.
I have dug deep underground (Y < 200, water level at Y=0) but I have sometimes heard rain even at this height.
If you use a water bucket on a water source, you create an empty bucket out of thin air while keeping your water bucket.
That way, you can create tons of empty buckets in a very short time.
The achievements “Enlightened” and “True Navigator” do not work. They don't recognize it when you completed the tasks.
In the crafting guide, the output slot does not really show the output number correctly. It can appear behind the item icon.
This can be seen very clearly if you select any stair in the crafting guide.
Tested in: dec846e
Edit: Same problem in trading menu as well.
The chest formspec still has the crafting guide button (question mark). It does nothing.
Right now, dry dirt is close to useless. Is there a particular reason why it cannot be used in recipes using dirt?
Fun bug:
Expected behaviour: Nothing
Actual behaviour: Water is placed where the fence is, destroying the fence in the process
Tested in: dec846e
Testing using OSX + 0.4.13 + pixture with v7 mapgen
Using all seeds (beach, wl....) i cant see villages.
It generates the map as it says but without villages, do u have in mind what it might be?
I'm trying to test using giveme items, but i can see a list will all itemstrings, do u have that?
For example, i dont know hot to ignite a tnt.
Everytime that i quit to menu or the game, it freeze and i have to force minitest to close.
Awesome game!
It would be really neat if pixture had boats! Are there plans for this?
Minecarts and riding animals would also be cool, but less important than boats.
It looks odd that the crafting guide shows the itemstring instead of the “real” item name (description
field). E.g. if you ask for the gravel recipe, you see “default:gravel” instead of “Gravel”. For an end-user application, showing internal data seems odd.
In the unlikely case this is intentional, may I suggest a compromise in showing both “real” name and the itemstring?
Tested in: f01a005
maybe you should leave a note in the readme that say this doesn't work on the release
and maybe a link to the forum topic.
Here's a really strange bug:
In MT 0.4.15, when I open the chat with the chat key, the console gets spammed with this:
Loaded mesh: character.b3d
Loaded mesh: character.b3d
Loaded mesh: character.b3d
Loaded mesh: character.b3d
And so on, until I close the chat thingie. Also, when I look at my player model, I see that the animation constantly resets to start.
Tested in dec846e.
For anybody interested, after 0.1.0 I'm thinking of putting Pixture on Itch.io bundled with Minetest.
Any thoughts or suggestions on this?
I can craft 1000 wooden doors and 1000000 stone doors and still don't get the “Adoorable” achievement.
Tested in: f01a005
The behaviour of the crafting recipe alternatives arrows (up and down) is odd. Up means next alternative and down means previous.
But somehow I think the reverse order “feels” more natural to me. Do you agree?
Tested in: f01a005
In Minetest 5.0.0, the player model is sunken into the ground.
This is due to a breaking change in Minetest 5.0.0.
From the changelog:
Attachment and player positions have been shifted by 1 node, to allow support for custom player selection boxes. Fix: update
default
andplayer_api
, subtract 10 from any attachment positions, shift the origin of player models to the feet
When I try to jewel a bronze pickaxe or a carbon steel pickaxe, it crashes:
2017-05-18 18:31:25: ERROR[Main]: ServerError: Lua: Runtime error from mod 'jewels' in callback node_on_punch(): /home/wuzzy/.minetest/games/pixture/mods/jewels/init.lua:198: attempt to call field 'can_jewel' (a nil value)
2017-05-18 18:31:25: ERROR[Main]: stack traceback:
2017-05-18 18:31:25: ERROR[Main]: /home/wuzzy/.minetest/games/pixture/mods/jewels/init.lua:198: in function </home/wuzzy/.minetest/games/pixture/mods/jewels/init.lua:189>
2017-05-18 18:31:25: ACTION[Server]: singleplayer leaves game. List of players:
2017-05-18 18:31:26: ERROR[MeshUpdate]: Waiting for texture jewels_bench_sides.png^[applyfiltersformesh^[crack:1:0^[applyfiltersformesh timed out.
Note: Both tools had a small amount of damage already.
On Minetest 0.4.15 (built from source) on Ubuntu Xenial, using the Pixture code from master.
When I walk on or near running water, the game eventually crashes with:
Lua: Invalid float vector dimension range 'x' (expected -2.14748e+06 < x < 2.14748e+06 got -nan).
Here are more ideas for achievements:
Footnotes:
* = Only animals which drop food are counted
** = Could replace the achievement “Welcome to the mountains”, becaue the idea for this one was mostly just exploration. Not sure how to implement this now, but I heard the next Minetest release will include functions to query the biome for any given pos
Thanks for your attention. :-)
While testing this game out, I found that attempting to eat anything while damage is disabled results in a crash, seen here:
2015-09-08 18:05:49: ACTION[Server]: singleplayer uses default:apple, pointing at [nothing]
2015-09-08 18:05:49: ERROR[Main]: ServerError: Lua: Runtime error from mod 'default' in callback
item_OnUse(): /home/mint/minetest/bin/../builtin/game/item.lua:368: attempt to perform arithmetic on local 'hp_change' (a table value)
2015-09-08 18:05:49: ERROR[Main]: stack traceback:
2015-09-08 18:05:49: ERROR[Main]: /home/mint/minetest/bin/../builtin/game/item.lua:368: in function </home/mint/minetest/bin/../builtin/game/item.lua:360>
I realize there's no need to eat anything when damage is disabled, but then again, I don't think it should cause a crash, either.
On another note, this game is already one of my new favourites :D
I suggest to remove the following boring or unfair achievements:
Reason: There is no skill involved and also do not relate to the gameplay at all. The Killathon achievement is an award for poor skills, so is paradoxical. xD Also, if you built your home base far from spawn, you certainly do not want to try to earn this award by killing yourselves 10 times.
Currently, only "Tree" makes coal. Birch and oak, etc. should also make coal when smelted.
I am not sure, but I think Pixture may have lost some crafting recipes when introducing the new crafting system.
If I recall correctly, you were previously able to craft lumien crystals from lumien blocks. This is no longer possible.
I suspect there could be other crafting recipes which somehow went missing. Can you please check?
load_achievements()
at the end of the fileminetest.register_on_newplayer
to initialize the player tableI noticed that all achievements which require you to craft something do not work at all.
it should use an area base sounding like the current default fire or a player base global step to avoid something like this
eg:
2015-10-02 11:52:54: ERROR[Main]: WARNING: createPlayingSoundAt: out of memory
2015-10-02 11:52:54: ERROR[Main]: WARNING: before createPlayingSoundAt: invalid name
2015-10-02 11:52:54: ERROR[Main]: WARNING: createPlayingSoundAt: out of memory
2015-10-02 11:52:54: ERROR[Main]: WARNING: before createPlayingSoundAt: invalid name
2015-10-02 11:52:54: ERROR[Main]: WARNING: createPlayingSoundAt: out of memory
2015-10-02 11:52:54: ERROR[Main]: WARNING: before createPlayingSoundAt: invalid name
If you start the Smelting Room achievement (craft 20 furnaces), and look at the achievement progress, you'll notice the actual number is not 20, but 200!
lol
Hi! I have some ideas for new achievements:
* = If this can't be checked directly, it might need a different goal or a task which could only be done in villages (as “proof” the player found a village), like digging an unique block or whatever.
Title
The walking and other animations of the player looks very strange. If you walk, the animation looks like it very quickly “resets” which looks pretty buggy. I think the idle animation does not really play for the same reason.
And if you look closely at the wielditem (of the player model), you will notice that it heavily flickers.
Interestingly, the idle animation does play if you go into pause mode in singleplayer.
I recently updated Pixture to dec846e and whenever I open the achievements screen, I get this:
2017-05-12 14:19:38: ERROR[Main]: stack traceback:
2017-05-12 14:19:38: ERROR[Main]: ...wuzzy/.minetest/games/pixture/mods/achievements/init.lua:193: in function 'get_formspec'
2017-05-12 14:19:38: ERROR[Main]: .../wuzzy/.minetest/games/pixture/mods/default/formspec.lua:246: in function 'receive_fields'
2017-05-12 14:19:38: ERROR[Main]: .../wuzzy/.minetest/games/pixture/mods/default/formspec.lua:254: in function <.../wuzzy/.minetest/games/pixture/mods/default/formspec.lua:253>
2017-05-12 14:19:38: ERROR[Main]: /usr/share/minetest/builtin/game/register.lua:412: in function </usr/share/minetest/builtin/game/register.lua:392>
Note that I use a world which I have since a couple of months. Backwards-compability, anyone?
Minetest 0.4.14 included the minimap feature.
So why not changing the way how the map item works? At the start, the minimap feature could be disabled. The player has to carry the map item somewhere in the inventory to be allowed to use the minimap.
Implementation is fairly straightforward: In my orienteering
mod I basically implemented the feature with the Automapper item. Feel free to use the code from this mod, if you wish.
I noticed that singleplayer has some privileges enabled by default which I think should be off by default:
weather
uberspeed
fixlight
(Is this fixlight
command really needed? Would make more sense to have this in builtin
of Minetest)I opine in the current version of Pixture (e0865f7) the crafting system is completely ruined, it is very inconvenient to use, much less that the simple default crafting system of Minetest. I'd say it is so bad that it also completely ruins the game by sucking out the entire game flow. I have basically stopped playing because of this, that's how bad it is.
The reason is, you just need way more searching, clicks, thinking and scrolling to perform a craft. The more items you need to craft, the worse it gets.
Note I do like some approaches of this crafting system, but the practical execution of it is just terrible.
If you don't believe me, just play your own game! And compare how long it takes in average to craft like 10 different items in Pixture compared with Minetest Game.
Here is my full rant:
https://forum.minetest.net/viewtopic.php?f=15&t=13181&start=250#p300782
Suggestions to fix this:
When I run the game, my console gets spammed by deprecation messages:
WARNING[Server]: Deprecated usage of get_node_group, use get_item_group instead
Perhaps use the current method?
It seems I can't sleep in my bed. I tried rightclicking, jumping, punching, shift+rightclick, etc.
Nothing works, neither at day or night.
Please remove the message “You have no saved PMs” for singleplayer after joining the game.
Rationale: It is impossible to ever send or receive PMs to someone else as singleplayer. :D
Tested in dec846e.
If you check out the crafting guide, you'll see the name “Wrought Iron Spear” twice.
One appears to be actually the bronze spear.
When it rains, the rain drops look pretty awkward when they hit the floor. Those look like little blue spikes projecting out of the floor because the do not instantly or quickly disappear after impact.
Tested in: f01a005
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