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Re: What's Minetest still missing over Minecraft?

Just my thoughts on what can be improved: 1. Mobs (skins, animations, personality) - All mobs should have a consistent, clean look, and a good variety come pre-installed. - Their animations can be better. (Swaying of the PC should be removed) - Mobs should also interact with one another, rarely. (Wo...
by SamCinnamon
Sun Jan 03, 2016 20:34
 
Forum: Feature Discussion
Topic: What's Minetest still missing over Minecraft?
Replies: 942
Views: 109146

Re: [Mod] Ethereal [1.16] [ethereal]

I prefer the simplicity of mods opposed to editing code. I think the more mods and in-game settings created for stuff, the more accessible minetest will be. Some more ideas for Ethereal biomes: - Strange Fields (small hills, minimal trees, bushes, completely covered with cotton, or some other unique...
by SamCinnamon
Sat Jan 02, 2016 20:04
 
Forum: Mod Releases
Topic: [Mod] Ethereal [1.16] [ethereal]
Replies: 344
Views: 99051

Re: [Mod] Ethereal [1.16] [ethereal]

Thanks, but I can't get it to work. I'm still getting random biomes. No mods activated, mapgen v6, and added the following to minetest.conf: mg_flags = flat, notrees, nocaves, nodecorations mg_biome_np_heat = 15, 1, (750, 750, 750), 5349, 3, 0.5, 2.0 mg_biome_np_humidity = 39, 1, (750, 750, 750), 84...
by SamCinnamon
Fri Jan 01, 2016 19:32
 
Forum: Mod Releases
Topic: [Mod] Ethereal [1.16] [ethereal]
Replies: 344
Views: 99051

Re: [Mod] Ethereal [1.16] [ethereal]

Would it be possible to add a flat or "field" biome to ethereal, with no trees, plants, or hills? I'm only interested in using Minetest to make a neighborhood of homes and buildings on completely flat, green ground. I realize you can use mg_flags = flat, notrees, nocaves, but that doesn't ...
by SamCinnamon
Fri Jan 01, 2016 03:43
 
Forum: Mod Releases
Topic: [Mod] Ethereal [1.16] [ethereal]
Replies: 344
Views: 99051

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