Here's my random list I've been working on. Code: planetstorage {} universestorage {} planet.size planet.type planet.sector planet.coord planet.biome planet.setweather planet.getweather world.placePlant? world.plantStage? world.plantType/Name? world.placeLiquid world.removeLiquid "collidable" tag set on monsters/npcs (makes player unable to move past them) Different damage responses based on damage type "healthResponses" : [ { "threshold" : 0, [new]"damagetype": "fire/explosion/energy/custom", ability to force playermovement using objects? (force a knockback/push through a object maybe?) ability to add scripts to ALL objects(in future everything)?? can materials auto-indexed to prevent mod issues?? any way to load a chunk better than our hackery way?? inventory/chest lua management??
Parts of trees (treetop,leaves,stem) dont return an ID if world.entityQuery ed they should return one wich world.entityType(ID) returns as "plant" though. position of trees is thus currently not detectable afaik.
if scanning a grid position by position with world.entityQuery the positions in which "player" exists are not the same in which the player prevents foreground block placement. There are more locations where the player prevents foreground block placement (so collides with the world) then the querry returns. This is the same for objects in some cases also (not 100% sure). consistency please.
Im not sure if i said it already but materials have a unique ID like races did use to have. This needs to be made flexible so we can add materials without interfering with other mods.
Oh god realy need function to access chests and players inventory, also npc access to chests and player inventory... awfull without this...
My biggest wants right now are: - Container hooks: query container contents, add items, remove items - Player inventory hooks: query contents, add items, remove items - Interface hooks: Callbacks from buttons (click events), refresh/update display, add & remove elements, string input boxes - Custom player scripts that can be attached or detached and run at intervals like scripts on objects or other entities. - Player-based storage.* or data.* access.
We need player click hooks, to use and place some items, what can be placed and used , for expmple bottle of whiskey....
Is it possible to say assign a uuid to lock chests and doors for servers? If not this would also be a great addition or ip locks even?
shouldDie() implementation for NPCs similar to monsters. Or some other way to kill them from .lua script without direct damage. Read/Write access to all theese parameters from .species file so we can change full appearance of NPCs from lua. Code: "genders" : [ { "name" : "male", "image" : "/interface/title/male.png", "characterImage" : "/interface/title/sapemale.png", "hairGroup" : "hairmale", "hair" : [ "1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12", "13", "14", "15", "16", "17", "18", "19", "20" ], "shirt" : [ "apexcommanderjacket", "apexnavyjacket", "apexofficerjacket", "apexspecialistjacket" ], "pants" : [ "apexcommanderpants", "apexnavypants", "apexofficerpants", "apexspecialistpants" ], "facialHairGroup" : "beardmale", "facialHair" : [ "1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12", "13", "14", "15", "16", "17", "18", "19", "20" ], "facialMaskGroup" : "", "facialMask" : [ ] },
winfo = world.info() if winfo == nil then world.logInfo("Player is on a ship") else world.logInfo("Player is on " .. winfo.name) end
Hook for foreground, background hard and soft (platform) collision map changes passing {x,y,new_state} lists. Else parsing the whole map every now and then for everything that wants to interact with the enviroment is extremly costly.
Hey guys, sorry I haven't been around in awhile - glad to see everyone putting in their own binding requests, maybe we should setup a github repo listing and documenting the bindings we want, should be easier for the devs to review.
Code: function Entity_Jump() if (self.Did_jump_recently == nil) then self.Did_jump_recently = true entity.jump() -- jump else self.Did_jump_recently = nil end end -- from main: if entity.isJumping() or (not entity.onGround()) then entity.holdJump() -- continue jump else Entity_Jump() -- entity.jump() fix end entity.jump() of an NPC standing on an open plain locks up (not jumping anymore) if called like this every call to main. Some flag never resets. Only skipping one execution of main() unlocks it again (jumping all the time). please fix.
I noticed that args.moves["special"] is 1 if F is pressed, and 2 if G is pressed. I'd think there are more keypresses and value for args.moves["special"]. Let's experiment and find out.