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Re: Post your screenshots!

Ruins of the mountain fortress ( catacomb mod with local OBCHECK = false )

Image

still amazing what this mod can generate when you want to explore stuff
by Robsoie
Sun Oct 13, 2019 02:39
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9157
Views: 1071276

Re: [Game] MineClone 2 [0.54.1]

But I agree, if MC villages are generated in 2D and just dropped on the terrain then it's lame. We could easily do much better! What I proposed would follow the terrain's height, and also because houses would be generated next to the road (as chests in corridors), that would guarantee passage betwe...
by Robsoie
Wed Oct 09, 2019 17:46
 
Forum: WIP Games
Topic: [Game] MineClone 2 [0.55.1]
Replies: 1583
Views: 198760

Re: [Mod] Unified Inventory [git][unified_inventory]

Hello, I use Backspace to open/close my inventory, but i noticed when using unified inventory that i am not always able to close it with Backspace, sometime i can sometime not, it puzzled me for a while but i noticed the reason : the line with "Search" (the searchbox) sometime seems to ena...
by Robsoie
Wed Oct 09, 2019 12:35
 
Forum: Mod Releases
Topic: [Mod] Unified Inventory [git][unified_inventory]
Replies: 110
Views: 27681

Re: Mobkit - Entity API [mobkit][alpha]

After a quick test, the less i can say is that i am extremely impressed by the sharks, i never thought i would see in minetest a mob moving so naturally, that's brillant. On my quick test so far i met mostly zombies that were all "mario-jumping" on me, it felt rather hilarious coming from ...
by Robsoie
Wed Oct 02, 2019 01:37
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 327
Views: 15819

Re: [Game] MineClone 2 [0.54.1]

Having made a fishrod and a boat, i went to fish a bit at sea.
And i don't think what i saw was intended :
Image

lots of land animals seems to spawn on the sea surface.
by Robsoie
Tue Oct 01, 2019 22:46
 
Forum: WIP Games
Topic: [Game] MineClone 2 [0.55.1]
Replies: 1583
Views: 198760

Re: [Game] MineClone 2 [0.54.1]

I think villages simply should be varied size, there should be small villages, big ones, little community habitat, different type of building found in a settlement bit not in another etc... to allow more diversity and so more interest in exploring more the world. But that's more about wishfull think...
by Robsoie
Tue Oct 01, 2019 00:57
 
Forum: WIP Games
Topic: [Game] MineClone 2 [0.55.1]
Replies: 1583
Views: 198760

Re: [Game] MineClone 2 [0.54.1]

Thank you for the coordinates, i must have had very bad luck in my world (or maybe as i was not playing creative i wasn't digging on the correct directions , yeah bad luck :D )
by Robsoie
Mon Sep 30, 2019 10:53
 
Forum: WIP Games
Topic: [Game] MineClone 2 [0.55.1]
Replies: 1583
Views: 198760

Re: [Game] MineClone 2 [0.54.0]

A pity villages have problems and so aren't enabled, having more different stuff to see on the surface (and underground, i wish there were more underground structures) makes exploration more interesting. About the biome size, to only affect a specific game, you should edit the minetest.conf file ins...
by Robsoie
Mon Sep 30, 2019 03:07
 
Forum: WIP Games
Topic: [Game] MineClone 2 [0.55.1]
Replies: 1583
Views: 198760

Re: Minetest is boring (clickbait) A few thoughts about Mine

It's not my point to add subgames. The discussion about additional subgames is as old as Minetest itself. The problem for new players is to find information. Information about minetest itself, MTG or about subgames is often hard to find, unordered, outdated or not available at all. But the thing is...
by Robsoie
Sat Jun 22, 2019 08:59
 
Forum: General Discussion
Topic: Minetest is boring (clickbait) A few thoughts about Minetest
Replies: 85
Views: 3584

texture selector ?

Hello, Recently moved from Minetest 0.4.17.1 to 0.5.1 and i am unable to find the texture selector tab to switch between textures packs. In 0.4.17.1 i had the tab was very noticable in the main menu but in 0.5.1 i can't find it, looked into the settings tab to see if it had been moved there but i do...
by Robsoie
Sat May 04, 2019 16:05
 
Forum: Problems
Topic: texture selector ?
Replies: 0
Views: 266

Re: Maybe mg Mountains?

Maybe for each mapgen there should be a "presets" option, so every mapgen could come with various preset settings to obtain very different results ? This way users attached to default of a specific mapgen would still be able to use them, but people without the "know how" of the m...
by Robsoie
Wed Mar 14, 2018 18:35
 
Forum: Feature Discussion
Topic: Maybe mg Mountains?
Replies: 13
Views: 1187

Re: Default jungle lag

Some possible additional performance boost in addition to turning off those leaf alpha transparency - edit the mapgen.lua (from ..\minetest_game\mods\default\ ) fill_ratio = 0.1, And decrease that value to have less numerous trees and that number related lag. personnally i use fill_ratio = 0.02, and...
by Robsoie
Wed Mar 14, 2018 18:14
 
Forum: Problems
Topic: Default jungle lag
Replies: 12
Views: 671

Re: [Mod] MineClone 2 Supplemental [0.3.0] [mcl_supplemental

This is a mod, you are supposed to put this folder into the mods folder and NOT into the subgame's folder. For example: C:\WHEREVER_MINETEST_IS_INSTALLED\mods\mcl_supplemental Also, I just released version 0.3.0 with updated nether brick fence textures. I thought it was a mod only for mineclone (an...
by Robsoie
Tue Aug 01, 2017 19:52
 
Forum: Old Mods
Topic: [Mod] MineClone 2 Supplemental [0.4.0] [mcl_supplemental]
Replies: 11
Views: 2937

Re: [Mod] MineClone 2 Supplemental [0.2.0] [mcl_supplemental

Hello, after downloading the current Mineclone , i downloaded this Supplemental, renamed the downloaded folder to mcl_supplemental exactly to fit with what is wrote in this supplemental own mod.conf I then moved that folder to ....\games\MineClone2\mods\ITEMS\ And after generating a new v6 world, i ...
by Robsoie
Tue Aug 01, 2017 12:05
 
Forum: Old Mods
Topic: [Mod] MineClone 2 Supplemental [0.4.0] [mcl_supplemental]
Replies: 11
Views: 2937

Re: Questions about the situation of Minetest

With that client scripting, is there anyone working on making the inventory management being client -sided to solve those very annoying lags due to the inventory being server-only ? I can understand some people being afraid of cheating with a local/client inventory system, but when you're playing on...
by Robsoie
Mon Jun 26, 2017 19:52
 
Forum: General Discussion
Topic: Questions about the situation of Minetest
Replies: 11
Views: 991

Re: [Modpack] WorldEdit [worldedit]

Thanks for the pos1 and pos2 in same location trick, i didn't thought about it to solve the node replacement by air taking out a few more nodes than i wanted. For the handle schematic trick, on those building i stayed away from this mod due to their sheer size , as i had problems with some very big ...
by Robsoie
Tue Jun 20, 2017 13:11
 
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 790
Views: 258537

Re: Post your modding questions here

Hello, On a specific world using Minetest 0.4.16 on win32, i have buildings made rather far from the new player starting position. So after looking if it was possible to set on a specific world a new player new start position instead of using a conf entry that would then impact all worlds, i found t...
by Robsoie
Mon Jun 19, 2017 11:59
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 328380

Re: [Modpack] WorldEdit [worldedit]

Hello, I got some trouble with WorldEdit and can't seem to fix it. On some of my various worlds, i exported some buildings in .we format, then created a world and loaded them. It worked great. On one of my biggest building i wasn't satisfied with its orientation, so i used the worldedit "Rotate...
by Robsoie
Mon Jun 19, 2017 11:10
 
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 790
Views: 258537

Re: Extremely slow.

I found that the minimap makes a big impact on framerate. make sure to have it disabled in the minetest.conf enable_minimap = false As apparently even if you don't have it displayed , it still hit performance by gathering data if you don't disable it on the conf file : https://forum.minetest.net/vie...
by Robsoie
Mon Jun 12, 2017 21:30
 
Forum: Problems
Topic: Extremely slow.
Replies: 9
Views: 1872

Re: compatibility nodes for MC schematics [mccompat]

Hello, As i noticed that unfortunately the MC schematic to Minetest mts converter : https://forum.minetest.net/viewtopic.php?f=12&t=6007&p=277041#p277041 Does miss several type of blocks when creating the mts (and those blocks aren't in the resulting mts) , you pointed me to your mccompat. S...
by Robsoie
Mon Jun 12, 2017 21:19
 
Forum: WIP Mods
Topic: compatibility nodes for MC schematics [mccompat]
Replies: 20
Views: 3698

Re: Convert Minecraft maps to Minetest WorldEdit schematics

Didn't noticed this mod before, thanks for pointing to it, i'll give it a try to see if it can convert the schematic into mts without losing several nodes.
by Robsoie
Mon Jun 12, 2017 21:11
 
Forum: Maps
Topic: Convert (parts of) Minecraft maps to WorldEdit schematics
Replies: 96
Views: 43983

Re: What's Minetest still missing over Minecraft?

Have minetest_game renamed as minetest_base , as it's usually the base of what people (adding mods to it) use it for. Then have a full featured game developped on the side. Now problems : - to be included the game must be bug free and still offer good performance without having a nasa computer, havi...
by Robsoie
Mon Jun 12, 2017 15:22
 
Forum: Feature Discussion
Topic: What's Minetest still missing over Minecraft?
Replies: 942
Views: 109273

Re: Convert Minecraft maps to Minetest WorldEdit schematics

I also noticed there are several type of minecraft blocks aren't exported at all (as they're not even appearing as unknown so can't be replaced in handle schematics by example) , by example everything quartz or red clay isn't exported by example as i noticed when toying with a mini coloseum mc schem...
by Robsoie
Mon Jun 12, 2017 12:14
 
Forum: Maps
Topic: Convert (parts of) Minecraft maps to WorldEdit schematics
Replies: 96
Views: 43983

Re: Convert Minecraft maps to Minetest WorldEdit schematics

Ah thanks, i thought there were some mods with such items floating somewhere as i had found this mysterious "doors:door_steel_t_1" mentionned in the bottom of :
https://github.com/minetest-mods/meseco ... s/init.lua
by Robsoie
Mon Jun 12, 2017 11:24
 
Forum: Maps
Topic: Convert (parts of) Minecraft maps to WorldEdit schematics
Replies: 96
Views: 43983

Re: Convert Minecraft maps to Minetest WorldEdit schematics

Hello, When i convert some minecraft schematics into minetest mts , i notice when using worledit (or handle schematics) that there are always several unknown nodes. Things like doors:door_steel_t_1 stairs:slab_stonebrickupside_down stairs:stair_woodupside_down and several more with the "upside_...
by Robsoie
Sun Jun 11, 2017 19:31
 
Forum: Maps
Topic: Convert (parts of) Minecraft maps to WorldEdit schematics
Replies: 96
Views: 43983
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