Search found 106 matches
- Fri Jan 20, 2017 19:28
- Forum: WIP Games
- Topic: [Game] Minetest Saturn [Spacesim]
- Replies: 46
- Views: 18049
Re: [Game] Minetest Saturn [Spacesim]
How do you use the microfactories? I can't figure out how to make the power supply supply power... Put a generator (same as used in ships) in a slot. How do I do that? I've bought and placed the microfactory_power_generator, as well as a hydroponic farm and a mmfnr2. How do I put the reactor inside...
- Fri Jan 20, 2017 16:25
- Forum: WIP Games
- Topic: [Game] Minetest Saturn [Spacesim]
- Replies: 46
- Views: 18049
Re: [Game] Minetest Saturn [Spacesim]
How do you use the microfactories? I can't figure out how to make the power supply supply power...
- Thu Oct 29, 2015 19:46
- Forum: Modding Discussion
- Topic: Post your mod requests/ideas here
- Replies: 2324
- Views: 441660
Re: Post your mod requests/ideas here
Power tools: power tap A rechargeable version of the rubber tap used to extract latex. At the very least, I want a more durable one. Just chop down the rubber trees (including the logs up in the trees) and wait for leafdecay to drop dozens of saplings, then replant those and use a grinder and extra...
- Thu Oct 29, 2015 11:42
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1611
- Views: 642337
Re: [Mod] Technic [0.4.11] [technic]
I always use v6, v7 is designed more towards mods using its API to register own biomes. I'm not 100% sure, but it may be that v7 doesn't actually have desert registered by default. Currently, v6 is meant for general gameplay without mapgen mods like ethereal etc.
- Thu Oct 29, 2015 11:07
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1611
- Views: 642337
Re: [Mod] Technic [0.4.11] [technic]
Weird. Have you tried creating a new world with a different seed but the same mods to see what happens?
- Thu Oct 29, 2015 10:41
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1611
- Views: 642337
Re: [Mod] Technic [0.4.11] [technic]
Afaik, no. Can you give a list of all the mods you are using? And how far have you travelled looking for deserts?
- Thu Oct 29, 2015 08:16
- Forum: Problems
- Topic: mg_flags arent working right [SOLVED]
- Replies: 4
- Views: 812
Re: mg_flags arent working right?
You could try to set these options in your minetest.conf file instead of the map_meta.txt file. But then they will apply to any new world you generate. I have it set up like this in minetest.conf currently: mg_name = v6 mg_flags = trees, nocaves, nodungeons, flat mgv6_spflags = nojungles You should ...
- Wed Oct 28, 2015 12:06
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1611
- Views: 642337
Re: [Mod] Technic [0.4.11] [technic]
You have to find a desert and dig a bit below the surface. The technic mapgen mod shouldn't be the cause of this.
- Tue Oct 27, 2015 18:31
- Forum: Servers
- Topic: Server does not read from minetest.conf file
- Replies: 13
- Views: 2560
Re: Server does not read from minetest.conf file
./minetestserver --config /root/.minetest/minetest.conf --info Are you sure it's /root? Not /home/root/.minetest/minetest.conf Home directory of root user is /root, not /home/root, so that looks alright. @whtemple1959 Why are you running minetestserver as root though? I'd recommend creating a new u...
- Tue Oct 27, 2015 14:49
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1611
- Views: 642337
Re: [Mod] Technic [0.4.11] [technic]
No, they don't have a limit by themselves, minetest unloads the areas of the map that are too far away, so parts of your power network are unloaded. You need to place the world anchor nodes that technic supplies in order to force areas to stay loaded in memory. It isn't craftable, you need to use &q...
- Mon Oct 26, 2015 17:17
- Forum: WIP Mods
- Topic: Help Me Please!!!
- Replies: 6
- Views: 1358
Re: Help Me Please!!!
I don't think there's an option for that, you'll just have to use @nearest and place the button so that whoever pressed it is nearest to the commandblock.
- Sun Oct 25, 2015 19:27
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1611
- Views: 642337
Re: [Mod] Technic [0.4.11] [technic]
I think you can upload images as attachments to your forum posts on here :)
- Sun Oct 25, 2015 15:01
- Forum: General Discussion
- Topic: Minetest on ancient hardware
- Replies: 8
- Views: 1359
Re: Minetest on ancient hardware
Minetest is very CPU intensive, while 0AD probably uses more GPU intensive stuff, so it would run much faster on a good graphics card, while MT stays about the same. Probably, although there is a lot more stuff going on in a 0AD game (pathfinding, AI, etc.) than in a singleplayer MT game (even when...
- Sun Oct 25, 2015 08:32
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1611
- Views: 642337
Re: [Mod] Technic [0.4.11] [technic]
Can you post a screenshot of your setup so we can see it?
- Fri Oct 23, 2015 18:53
- Forum: General Discussion
- Topic: Minetest on ancient hardware
- Replies: 8
- Views: 1359
Re: Minetest on ancient hardware
I thought I was pushing it when I ran MT 0.4.11 and .12 on my Precision M60 laptop from 2003 [...] it was basically the only 3D game that ran on it. Try DooM shareware :} Don't have the laptop myself anymore, replaced it with a Precision M6400 monster :D What's weird is that 0ad usually gets over 1...
- Fri Oct 23, 2015 06:46
- Forum: General Discussion
- Topic: Minetest on ancient hardware
- Replies: 8
- Views: 1359
Re: Minetest on ancient hardware
I thought I was pushing it when I ran MT 0.4.11 and .12 on my Precision M60 laptop from 2003 with the specs below :P 1.6GHz Pentium M 2GB SDRAM 266MHz NVIDIA Quadro FX Go700, 128MB DDR SDRAM openSUSE 12.3 Got decent fps (30+) with low viewing range and no shaders, it was basically the only 3D game t...
- Wed Oct 21, 2015 15:00
- Forum: Problems
- Topic: Apples not generating right
- Replies: 23
- Views: 2320
Re: Apples not generating right
Not necessarily, I just checked my tree farm (with regular minetest game) and managed to find one apple completely covered by leaves in roughly 15 apple trees. So it's quite unlikely, and digging one block of leaves isn't that much work :)
Besides, it's more realistic like this.
Besides, it's more realistic like this.
- Wed Oct 21, 2015 05:16
- Forum: General Discussion
- Topic: linux versions out of date?
- Replies: 7
- Views: 1217
Re: linux versions out of date?
The minetest packages for the individual distros are maintained by different people, most of which aren't actively following development (as they also maintain other packages) and thus are not aware of newer versions. You can usually request for them to update the package. You can also compile minet...
- Mon Oct 19, 2015 14:42
- Forum: General Discussion
- Topic: How to create maps?
- Replies: 13
- Views: 2076
Re: How to create maps?
Did you start a new world? Certain settings will only take effect on new worlds or ungenerated chunks.
- Mon Oct 19, 2015 13:34
- Forum: General Discussion
- Topic: How to create maps?
- Replies: 13
- Views: 2076
Re: How to create maps?
Don't remove example, there should be a separate file without the .example in its' name. Although you might have noticed that if you tried renaming it :)Don wrote:Remove .example. It needs to be
minetest.conf
- Mon Oct 19, 2015 13:32
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1611
- Views: 642337
Re: [Mod] Technic [0.4.11] [technic]
It's used for extracting raw latex from rubber tree grindings.
Steps:
1. Cut rubber tree wood
2. Grind it, each block of wood yields 4 grindings
3. Put grindings in extractor to yield 1 raw latex per 4 grindings
Steps:
1. Cut rubber tree wood
2. Grind it, each block of wood yields 4 grindings
3. Put grindings in extractor to yield 1 raw latex per 4 grindings
- Sun Oct 18, 2015 17:54
- Forum: News
- Topic: New settings menu
- Replies: 42
- Views: 15433
Re: New settings menu
I have seen a lot of open source games that use that advanced settings approach. I think that just providing a check box that shows advanced would be sufficient. As long as it's implemented nicely (works immediately when toggling) that would easily do the job. This would need a way to differentiate...
- Sun Oct 18, 2015 16:10
- Forum: General Discussion
- Topic: What's the difference between Freeminer & Minetest?
- Replies: 15
- Views: 2232
Re: What's the difference between Freeminer & Minetest?
Freeminer also seems to depend on some weird library that I can't find for my distro, so I have never tried it because it won't compile.
- Sun Oct 18, 2015 16:09
- Forum: General Discussion
- Topic: wiki account, how long should it take?
- Replies: 4
- Views: 723
Re: wiki account, how long should it take?
They might be busy, give it a week or so :)
Edit: nvm, see below.
Edit: nvm, see below.
- Sun Oct 18, 2015 09:27
- Forum: News
- Topic: New settings menu
- Replies: 42
- Views: 15433
Re: New settings menu
Also while developing this we had discussions about adding a more aggregated view as default, and moving this new view behind a "Advanced" button.. Look what settings are usual and what are advanced. Mark advanced settings like "advanced". Hide them by default in trees and add a...