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Daily link dump
Forum: SPAM
Last Post: Corenat Rovarnus
07-28-2025, 01:19 AM
» Replies: 324
» Views: 124,831
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Fate/Grand Order Chat
Forum: Type Moon Works Discussion
Last Post: Corenat Rovarnus
07-28-2025, 01:18 AM
» Replies: 236
» Views: 78,346
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League Chat
Forum: League of Legends
Last Post: Corenat Rovarnus
06-30-2025, 02:48 PM
» Replies: 7
» Views: 2,769
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Baldur's Gate 3 [PC, PS5,...
Forum: Gaming General
Last Post: Corenat Rovarnus
12-28-2024, 11:24 AM
» Replies: 3
» Views: 594
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Anime Manga VN Chat
Forum: Anime/Manga/Visual Novels
Last Post: Corenat Rovarnus
11-27-2024, 08:14 PM
» Replies: 44
» Views: 19,052
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Genshin Impact Chat
Forum: Gaming General
Last Post: Corenat Rovarnus
11-13-2024, 01:51 PM
» Replies: 100
» Views: 35,604
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Haxx Chat
Forum: Hax ^.^
Last Post: Corenat Rovarnus
06-24-2024, 08:21 PM
» Replies: 59
» Views: 41,750
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Fixing Good CYOA
Forum: The Forum Games
Last Post: Corenat Rovarnus
06-15-2024, 12:55 PM
» Replies: 58
» Views: 7,900
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Project Zomboid
Forum: Gaming General
Last Post: SilkScarf
05-27-2024, 10:43 PM
» Replies: 5
» Views: 947
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Gaming Link Dump
Forum: Gaming General
Last Post: Corenat Rovarnus
04-10-2024, 03:23 AM
» Replies: 69
» Views: 33,806
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Project Zomboid |
Posted by: SilkScarf - 04-29-2024, 12:15 AM - Forum: Gaming General
- Replies (5)
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Details to come later
https://steamcommunity.com/app/108600/discussions/0/3324240298484610770/#c3882724699531748968
Most replies are incorrect either partially or entirely. I have struggled with this myself for several hours and will present to you my work.
As another pointed out, you can chain bathtubs. The bathtubs must be exactly above eachother. This may already be the case in your building's floorplan.
Check "the project zomboid map project" (google it) - and find the floorplan of the building you're in to confirm.
HOWEVER
Bathtub chaining only works for the first 3 floors.
So what are your options for the lower floors?
Get clever. In my case, I used wall water fountains, and put the fountains on an exterior wall of the building.
Then, on the floor above the water fountain, I sledgehammered the wall out, put down some wood floors to make a shelf, put a rain collector barrel on the shelf, and it works.
After all. The building may be 7 stories, but if I make a shelf, it doesn't matter. Just make sure there aren't any balconys above your new "balcony".
Yet again, the map website will help.
Another option could exist with more clever chaining of bathtubs allowed you to walk the water fountain a couple tiles in from the edge. However, the max you can get is probably 4 tiles, and that's with custom placing bathtubs on the floors above. Still, in some cases, that might be your best option.
One final bit, to plumb the bathtubs - you plumb one square PER FLOOR. As in, don't plumb both squares on the same floor!
Good luck!
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Fixing Good CYOA |
Posted by: Corenat Rovarnus - 03-07-2024, 02:51 PM - Forum: The Forum Games
- Replies (58)
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It's been a while since the last Choose Your Own Adventure, so I'm starting up another one, inspired by a certain popular television series that aired some years ago.
Rules:
- Vote for the letter choice you want to see happen.
- As per usual, write-in options are allowed though I may request further elaboration.
- If there is a tie, try to resolve it among yourselves first. If you can't I'll flip a coin or choose arbitrarily.
Scenario: Our story begins in the United States at the turn of the 21st century. You are Balter Black, a 50 year old high school chemistry teacher going through some tough times. Your teenage son is handicapped, recent budget cuts have cut your salary in half, and your stay at home wife is pregnant with another child. To make matters worse, the doctor has diagnosed you with testicular cancer, estimating that you have only a few months left to live. There's a surgical operation that might increase your lifespan, but it's not covered by your insurance.
The bottom line: You're going to need a lot of money, and fast. How are you going to get it?
A. Take up a second job B. Start selling drugs C. Better Call Paul!
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Generative AI+ML tools |
Posted by: Corenat Rovarnus - 01-27-2024, 06:38 PM - Forum: Hax ^.^
- No Replies
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Using AI models and machine learning to generate content is all the rage nowadays, so here are some resources if you want to get in on that.
Text: Enter a text prompt, get a text response back.
ChatGPT ( https://chat.openai.com/ ) The most basic, but also the most controversial. Ask it for advice or info like any search engine, converse with it like a person, or have it write some "original" content for you(donut steel). I've heard it helped people with programming problems but I haven't used it for that purpose yet.
Images: Enter text prompt, get an image back with the characteristics you specified.
Bing image creator ( https://www.bing.com/images/create) Very good general use image generator powered by the DALL-E 3 model, I've been getting the best results with this one. Each prompt will get you up to 4 images. Note that there are content filters that block NSFW content and anything involving the names of real life celebrities. Fictional characters appear to be fine though.
Stable Diffusion ( https://stablediffusionweb.com/ ) This web version isn't so good, but with a bit of effort you can set up an instance on your own machine and use a dataset that's closer to what you want.
Artflow.ai (https://app.artflow.ai) focused on creating faces
Audio: Reads a text prompt aloud (also known as Text To Speech or TTS)
Eleven Labs ( https://elevenlabs.io/ ) We've come a long way from Microsoft Sam. Most of the voices sound very natural
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Polearm Wielder RPG |
Posted by: Xenoe - 09-05-2023, 08:17 PM - Forum: The Forum Games
- Replies (2)
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Hi guys, we haven't had a forum RPG in a while, and since that is obviously what we need in our lives right now, I've decided to host the latest addition to our forum RPG fleet.
The rules system will be this abomination cobbled together through original thought, and bits and pieces of what I think would work. Rules document
If you are interested, then there are not one, not two, but three choices of settings for you guys to choose from.
- Fantasy kingdom slave revolt
- Post apocalyptic semi-modern age
- Space mercenaries/pirates
Please indicate your interest below if you wish to join, and choose a setting.
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Minetest mountain based world |
Posted by: SilkScarf - 01-26-2023, 09:23 PM - Forum: Gaming General
- Replies (2)
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awef
Sunken pirate ship (I looted it) and dolphins around -76,1.5,-197
-560, 1.5, 905 - underwater house with lanterns
-601, 1.5, 961 - sand canyon biome, arrive by boat
-794, 1.5, 1291 - empyt nether portal, arrive by boat
-562, 1.5, 1155 - lava falls and redsand
-352, 1.5, 1004 - natural waterfall from interesting sheer rock clifface
-289, 1.5, 1052 - snow biome with snow houses
375, 1.5, 1327 - birch forest
633, 1.5, 1001 - pretty cave sytem with waterfall, thick darktree forest nearby 676, 1.5, 837 - purple grass mushroom forest
520, 1.5, 518 - arena looking underwater area with white trees to either side
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mineclone2 |
Posted by: SilkScarf - 01-22-2023, 11:39 PM - Forum: Gaming General
- No Replies
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INSTALLING WITH THE APT VERSION OF MINETESTSERVER
If you install minetestserver via apt (on debian-based systems), you must move mineclone2 to: `/usr/share/games/minetest/games/ `
Here's the mineclone2 changelog, since they don't summarize on their git page
https://forum.minetest.net/viewtopic.php?f=50&t=16407&start=2600 Key changes since mineclone2 0.76.0
https://forum.minetest.net/viewtopic.php?p=412332#p412332 0.77 The Netheraquatics updated released
Changelog
Better arrow hit detection (epCode) Suspicious Stews (chmodsayshello, cora) Amethyst Geodes (cora) Surface lakes and Lavapools (cora) Nether Biomes (cora) Spyglass (NO11, PrarieWind) /lightning command can strike (other) players now (MrRar) Particle amount of rain, thunderstorm rain, snow and nether dust is configurable now (cora) Coral reefs (cora) Ocean ruins (PrarieWind, cora) Water Mobs: Cod, Salmon and Dolphin (epCode, cora) Jungle Temples (cora) Small variants of some mc structures until we can figure out large structures: Nether Outpost (fortress) (cora) Woodland cabin (mansion) ( RandomLegoBrick, cora) Mapgen performance improved (cora) Lots of new advancements (PrarieWind) Campfires (PrarieWind, Gerold55) Mud (RandomLegoBrick) Items despawn after 5 minutes being *loaded* not 5 minutes in general (MysticTempest) Weather client performance imrpoved (cora) Ruined nether portals (RandomLegoBrick, cora) Small fixes by Lazerbreak12345 mrminer and pepebotella
Full changelog as requested:
https://forum.minetest.net/viewtopic.php?p=413827#p413827 0.78 - The beacons update
Minetest 5.6 is not officially supported yet! There is an unknown number of crashes introduced by a certain bugfix. The most obvious ones are fixed but an unknown number remains.
While mcl2 will probably work fine with minetest 5.6 in singleplayer we advise against running it on a server with minetest 5.6 at this point.
debug hud (kay27,cora) mob improvements group spawning for all mobs (cora) mc like mob cap (cora) wolves attack sheep (cora) llamas spit in retaliation (cora) animals don't accept more food than they need anymore (SumianVoice) parrots imitate nearby mobs (cora) Slimeblock Piston launchers (MysticTempest) Tropical Fish (cora) Beacons (chmodsayshello) Raw Ores (PrarieWind, NO11) Items float on water (SumianVoice) Performance: Fixed some globalsteps that were taking unusually long for nothing (cora) Dripping droplets use particles instead of entities now (cora) Slabs block magma damage (SumianVoice) Mangrove swamps (thunder1035, cora) Biome specific weather (cora) Valleys mapgen improvements: River water is transparent now (cora) Boats don't sink in river water (cora) Shipwreck loot nerfed (cora) Pillager outposts (PrarieWind,RandomLegoBrick) Ruined portals are rarer now (cora) Structure foundations look less cubic (cora) Boats can get destroyed by fire and Lava (opfromthestart) Heads can be rotated in 16 directions (ilikeprogrammar) Players can't glitch through ice (and other non-opaque nodes) by swimming anymore (opfromthestart) As always lots of small fixes
https://forum.minetest.net/viewtopic.php?p=415226#p415226 0.79 - The end update
Elytra physics overhaul (SumianVoice) Fixed old bug in mcl_mapgen_core preventing mods from properly registering generators(FaceDeer) Endermen TP away from sunlight (cora) Player death position is logged now (cora) Pillagers (PrarieWind, MrRar) Wieldview optimizations (MrRar) Pillager outpost top level chest fixed (PrairieWind) Monsters less likely to spawn in groups (cora) Villagers summon Iron golems (cora) Baby Zombies have big heads (MrRar) Items don't drop into nodes when a player dies (cora) Added bookshelf inventories (PrairieWind) Updated french translations (3raven) Mapgen generators run in correct order (FaceDeer) Mob spawning is logged now (PrairieWind) Advanced Skin Customization (MrRar) Added a /spawn_mob command (e.g. /spawn_mob horse) (cora) Only zombies and illagers attack villagers (cora, PrairieWind) Made sleeping times more consistent (PrairieWind) New Settings: (cora) mcl_mob_cap_{monster,animal,ambient} mcl_logging_mapgen - logging of chunk generation mcl_logging_structures - logging of structure generation mcl_logging_mob_spawns - logging of mob spawns mcl_enable_fapples - toggles speed effect on enchanted golden apples (non-mc feature) mcl_bookshelf_inventories - toggles bookshelf inventories (non-mc feature) Mobs can despawn now (cora) Insta-dig and -kill in /gamemode creative (cora) Keep itemstack size when placing in /gamemode creative (cora) Nether return portals always link back to the origin portal (cora) End update Obsidian pillars with crystals (cora) Dragon heals from crystals (cora) No terrain around the end island (cora) Shulkers do not randomly spawn in the end anymore (cora) Shulkers move by teleporting now (cora) End boats and End Shipwrecks with shulkers and Elytra added (cora) New End-related Achievements (PrairieWind) As always lots of small fixes
https://forum.minetest.net/viewtopic.php?p=416717#p416717 0.80.0 New dev: talamh New contributors: Faerraven, FossFanatic, Ancientmarinerdev
Invisibility effect works across restart/rejoin now (MrRar) Nylium spreads to netherrack when bonemealed, nylium grows nether plants (cora) "Enable Damage" is respected by mcl2 now (cora) Furnace minecarts enabled (PrarieWind) Entity-inventory api: chest minecarts, chest boats, chest llamas, donkeys, mules (cora) All baby mobs have big heads now (MrRar) Optimized and redesigned spawn eggs (talamh) Optimized mobs textures (talamh) Enderman and spider eyes glow in the dark (epCode) Added basic sculk (cora) Allium-sus-stew with fire resistance added (MysticTempest) Optionally bring the old spawn icons instead of eggs back (cora) Mobs heads can look at players now (epCode) Enderman and spider eyes glow in the dark (epCode) Fixed several issues with non standard sized texture packs (talamh) Achievements are called advancements now (PrairieWind) Some flower pot fixes (AFCMS) mcl_title API supports font styles now (AFCMS) Reenabled smooth mob rotation (epCode) Spider/Skeleton Jockey added (epCode) Torch visuals reworked (talamh) Glow Squids (epCode,kay27,Faerraven) Piglins (epCode,kay27,cora) New breaking animation (FossFanatic) Monsters attack somewhat smarter now (epCode) Lightning rods (cora) Added global mob caps setting (cora) Mobs far from the player stop moving (cora) Vastly improved mob movement (epCode)
https://forum.minetest.net/viewtopic.php?p=418289#p418289 0.81.0 New devs: Faerraven, Ancientmarinerdev New contributors: TheOnlyJoeEnderman, anarquimico, Ranko_Saotome mcl_signs rewrite: all wood signs, colored text (Faerraven) Villager schedule implemented, villager fixes (ancientmarinerdev) Nether terrain generation improved for a lot more open space (cora) Nether bulwark (mini-bastion) added (cora) Nether bridge fragment (cora) Striders (epCode,kay27,cora) Wither rose (cora) Sweet berries (kay27,PrairieWind,cora) Events api (cora) Raids (PrairieWind) Skeletons stay at distance and strafe when in combat (epCode) Many small improvements on mob behavior (epCode) Axolotl (TheOnlyJoeEnderman) itemframes api, glow itemframes (Faerraven/Michieal) Mobs can wear armor now (epCode) Added setting to disable hunger (cora) Added setting for mob movement range (cora) Crimson and warped doors and trapdoors added (cora) mcl_itemframes rewrite, glow itemframes (Faerraven) Mason villager profession (anarquimico) Ocean temple (cora) Hopper Minecarts (ancientmarinerdev) Hopper work with composters (anarquimico) Nether plants can be put in flowerpot (3raven) Mycelium townaura particles (epCode) Chest and shulkerbox selectionboxes fixed (epCode) Lightning rod improvements (AFCMS) Some missing crafting recipes for crimson wood added (PrairieWind) Custom crimson and warped door and trapdoor textures added (Nicu) Beehives and honey added (PrairieWind) Hoppers work with hopper minecarts and chest minecarts now (anarquimico,ancientmarinerdev) Itemframes recover from /clearobjects now (Faerraven) Added colors.txt for minetestmapmaker to the game (Ranko Saotome) Fixes and Cleanups (MrRar, AFCMS, cora)
Note for texture pack developers: We're going to change the cocoa pods to use meshes instead of a nodebox which will sadly require a change in texture packs - this is however being done to better support (non standard size) texture packs. Similar things might be done with other nodeboxes in the future.
Note for Mapgen v6 users: Starting with 0.82 it mapgen v6 will be removed from the "create world" dialog. v6 support in the game might eventually be discontinued as well. If you use v6 please contact us – just so we know if there are even any v6 users (support isn't great as is because v6 does not support the biome api).
https://forum.minetest.net/viewtopic.php?p=420758#p420758 Hi all, I'm proud to announce the release of 0.82.0. Here are the release notes:
Important notes
Due to a much needed dye refactor, the following items have been added:
"mcl_bone_meal:bone_meal" "mcl_mobitems:ink_sac" "mcl_core:lapis" "mcl_cocoas:cocoa_beans"
Due to this, those items now appear as dye (which they were named as in the backend. e.g. Lapis was called mcl_dye:blue). We have added new crafting recipes in so that users can convert their dye back to those items. We will be leaving these recipes in for a period of time (3 - 6 months), so it is best to convert your old lapis back into lapis from blue dye as soon as you can.
Zombie siege raids will be turned off by default. Once we resolve a bug where zombies will path through doors causing a blood bath, we will readd these in, but your villager's safety is a priority (ish) to us. If you feel like living dangerously, or are of sadistic disposition / simply hate villagers, you can still turn these back on...
Improvements
Bamboo and bamboo blocks added (MineClone2 dev team)
Bamboo Textures (Nicu)
Main Menu Rework (new pictures and menu music added) (FossFanatic)
Added game music (code by kay27 from mcl5)
New lectern block added (Michieal/Faerraven)
Light blocks added (AFCMS)
Add Recovery Compass (chmodsayshello)
Add japanese translation (SakuraRiu)
Update sounds from MTG (grorp)
Villager pathfinding improvement - pathing through single and multiple doors better, path to town bell when off the ground (AncientMariner)
Dye refactoring; untangle bone meal, lapis, ink sac and cocoa beans from dye items. (Kabou)
Burger now pulls one villager on right click (AncientMariner)
New version command to improve support (Michieal/Faerraven)
Villages spawn more effectively in desert and snow (AncientMariner)
Village town bell platform is now correctly sized (AncientMariner)
Adjusts mcl_crimson Doors to have a specified side texture (Wbjitscool)
Grass Footstep Sound Fix (FossFanatic)
Overworld Biome Sky And Fog Colours (FossFanatic)
Cocoa Pods Cleanup (FossFanatic)
Replace lighting rod nodebox by 3d model (AFCMS)
Respawn Anchor Cleanup & Fixes (FossFanatic)
Nylium and bee block sounds (FossFanatic)
Make Night Sky Darker (FossFanatic)
Animated Nether Tree Textures Groundwork (FossFanatic)
Nether Ores And Blackstone Texture Fixes (FossFanatic)
Add Seagrass Item Texture (FossFanatic)
Small Useless Textures Cleanup (FossFanatic)
Code Improvements / Quality
Mob code has been significantly refactored to improve maintainability (Cora and AncientMariner)
Add .editorconfig file to enforce codestyle in compatible editors (AFCMS)
Performance Improvements
check_head_swivel is expensive when you have a lot of mobs near (e.g. cow farm) (AncientMariner)
Refactor leaf decay mechanics. (Kabou)
Bugs Fixed
Fix tamed ocelot textures not being set correctly (b3nderman)
Fix animals jumping way too high upon growing up (b3nderman)
Allow blaze spawners to be deactivated with light (AncientMariner)
Fix geode crash (AncientMariner)
Villagers now use lectern to become a librarian (AncientMariner)
Fix Country Lode HUD Issue (PrairieWind)
Fix crash for sky colour if cannot find biome (AncientMariner)
fix-cocoa-place (Kabou)
Fix the disapearance of christmas texture of the ender chest once it is placed (3raven)
Slime, magma cube and cow spawning fixes. (Kabou)
Beetroot harvesting should not drop 0 seeds (Michieal/Faerraven)
Add bookshelves and anvils as structure constructed nodes (PrairieWind)
Fix creative inventory view being reset upon taking damage (CyberMango)
Fix the bug that baby (non-monster) mobs cant jump over blocks (CyberMango)
Fix right click on copper crash (AncientMariner)
Zombie Villagers despawn during curing process (AncientMariner)
Sweetberry, nethervines: Fix placing in protected area (Cora)
Additional sweet berry fixes (CyberMango and Cora)
Fix twisted vines breaking block when growing (Cora)
Pressure plates check for entity contact (MrRar)
Village buildings can now be escaped (AncientMariner)
Baby zombies can no longer fit through one node spaces (MrRar)
Endermen don't despawn (AncientMariner)
Give longer to breed mobs. 1.5s is not enough (AncientMariner)
Cows don't come for food after mating but they accept it anyway (AncientMariner)
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