Search found 107 matches
- Sun Jan 30, 2022 18:27
- Forum: WIP Games
- Topic: [Game] Exile v0.3.17
- Replies: 278
- Views: 80370
Re: [Game] Exile v0.3.5
Ran into a crash. No idea if it's Minetest engine itself or the Exile game. It was raining, i was under a hollow tree, my blanket in hand, i had punched my bed to get it back and rebuild it closer to the fire (as in the previous location it was slightly too far and so i had no temperature benefit fr...
- Sat Jan 29, 2022 22:13
- Forum: WIP Games
- Topic: [Game] Exile v0.3.17
- Replies: 278
- Views: 80370
Re: [Game] Exile v0.3.5
Thanks, so that must be the temperature as due to nearly having no more energy i had set up the bed in a hollow tree and i had left the fire outside so the temperature may not have been ideal unfortunately (i left the fire outside due to not having enough time to build some protection in the hollow ...
- Sat Jan 29, 2022 18:12
- Forum: WIP Games
- Topic: [Game] Exile v0.3.17
- Replies: 278
- Views: 80370
Re: [Game] Exile v0.3.5
Some questions : after nearly dying of exhaustation (i was left at 10% of energy) from collecting enough to build a primitive bed, i noticed that i regain 1% of energy every +/- 8 seconds when i'm in the bed doing nothing. Meaning that to come back to 100% i would have to wait doing nothing on the b...
- Fri Jan 28, 2022 20:14
- Forum: WIP Games
- Topic: [Game] Exile v0.3.17
- Replies: 278
- Views: 80370
Re: [Game] Exile v0.3.5
I gave a quick try and after burning down my hollow tree shelter (oops forgot how fire + wood isn't always a great idea) i ended dying completely exhausted in a hole i dug from which i was too tired to get out :D , i found this game fantastic ! The survival elements are really well done, there's a l...
- Mon Mar 29, 2021 17:14
- Forum: Mod Releases
- Topic: [Mod] Motorbikes [motorbike]
- Replies: 40
- Views: 8890
Re: [Mod] Motorbikes [motorbike]
Hello, Just tested this mod : - created a world (in the default Minetest Game) - added the motorbike mod (only this mod) to it - started in creative mod, added the 1st motorbike (the black one) to my inventory - tried to place that motorbike on the ground -> Minetest crash error log if it can help :...
- Sat Mar 27, 2021 16:27
- Forum: WIP Mods
- Topic: [mod] Vehicles [vehicles]
- Replies: 342
- Views: 90109
Re: [mod] Vehicles [vehicles]
Hello, I noticed (i'm using minetest 5.4.0 and i'm using the latest version of this Vehicles mod from github) that when walking on the road blocks (that are part of this mod) , there is no walking sound at all. If i punch those road blocks there is a sound, but there's never any when i walk on them ...
- Sun Oct 13, 2019 02:39
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11091
- Views: 2058730
Re: Post your screenshots!
Ruins of the mountain fortress ( catacomb mod with local OBCHECK = false )
still amazing what this mod can generate when you want to explore stuff
still amazing what this mod can generate when you want to explore stuff
- Wed Oct 09, 2019 17:46
- Forum: WIP Games
- Topic: [Game] MineClone2 [0.86]
- Replies: 2999
- Views: 829318
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...
- Wed Oct 09, 2019 12:35
- Forum: Mod Releases
- Topic: [Mod] Unified Inventory [git][unified_inventory]
- Replies: 159
- Views: 67881
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...
- Wed Oct 02, 2019 01:37
- Forum: WIP Mods
- Topic: Mobkit - Entity API [mobkit][alpha]
- Replies: 570
- Views: 69591
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 ...
- Tue Oct 01, 2019 22:46
- Forum: WIP Games
- Topic: [Game] MineClone2 [0.86]
- Replies: 2999
- Views: 829318
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 :
lots of land animals seems to spawn on the sea surface.
And i don't think what i saw was intended :
lots of land animals seems to spawn on the sea surface.
- Tue Oct 01, 2019 00:57
- Forum: WIP Games
- Topic: [Game] MineClone2 [0.86]
- Replies: 2999
- Views: 829318
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...
- Mon Sep 30, 2019 10:53
- Forum: WIP Games
- Topic: [Game] MineClone2 [0.86]
- Replies: 2999
- Views: 829318
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 )
- Mon Sep 30, 2019 03:07
- Forum: WIP Games
- Topic: [Game] MineClone2 [0.86]
- Replies: 2999
- Views: 829318
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...
- Sat Jun 22, 2019 08:59
- Forum: General Discussion
- Topic: Minetest is boring (clickbait) A few thoughts about Minetest
- Replies: 93
- Views: 14377
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...
- Sat May 04, 2019 16:05
- Forum: Problems
- Topic: texture selector ?
- Replies: 0
- Views: 994
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...
- Wed Mar 14, 2018 18:35
- Forum: Feature Discussion
- Topic: Maybe mg Mountains?
- Replies: 13
- Views: 2176
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...
- Wed Mar 14, 2018 18:14
- Forum: Problems
- Topic: Default jungle lag
- Replies: 12
- Views: 1686
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...
- Tue Aug 01, 2017 19:52
- Forum: Old Mods
- Topic: [Mod] MineClone 2 Supplemental [0.4.0] [mcl_supplemental]
- Replies: 11
- Views: 5458
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...
- Tue Aug 01, 2017 12:05
- Forum: Old Mods
- Topic: [Mod] MineClone 2 Supplemental [0.4.0] [mcl_supplemental]
- Replies: 11
- Views: 5458
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 ...
- Mon Jun 26, 2017 19:52
- Forum: General Discussion
- Topic: Questions about the situation of Minetest
- Replies: 11
- Views: 1762
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...
- Tue Jun 20, 2017 13:11
- Forum: Mod Releases
- Topic: [Modpack] WorldEdit [worldedit]
- Replies: 862
- Views: 370030
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 ...
- Mon Jun 19, 2017 11:59
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571733
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...
- Mon Jun 19, 2017 11:10
- Forum: Mod Releases
- Topic: [Modpack] WorldEdit [worldedit]
- Replies: 862
- Views: 370030
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...
- Mon Jun 12, 2017 21:30
- Forum: Problems
- Topic: Extremely slow.
- Replies: 9
- Views: 3261
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...