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Re: Topic move requests

Please move the Portals API from WIP Mods to Mod Releases

viewtopic.php?t=24262

It's a separate topic to the Nether because the existence of the API doesn't affect the Nether mod, and is intended for other mods.

thanks
by DrFrankenstone
Sun Feb 23, 2020 09:34
 
Forum: Mod Releases
Topic: Topic move requests
Replies: 24
Views: 35602

[Mod] Portal API for player-constructed portals [nether]

The Nether mod now provides an API to make it easy to define custom portals, or for other realm-ish mods to add their own portal mechanic. Players being able to build portals to other realms — like the Nether portal — allows a Minetest server to have many different realms which are discoverable and ...
by DrFrankenstone
Sun Feb 23, 2020 08:58
 
Forum: WIP Mods
Topic: [Mod] Portal API for player-constructed portals [nether]
Replies: 0
Views: 13

Re: Control char(s) in settingtypes.txt

There's an issue for it here, but it's good to know about if you're editing mods.
by DrFrankenstone
Fri Feb 21, 2020 06:11
 
Forum: Problems
Topic: Control char(s) in settingtypes.txt
Replies: 2
Views: 68

Re: [Mod] Nether [nether]

The only request I have is to add a settingtype for the nether depth. I have to manually change it each update.This looks like quite the update though! Cool! This is in PR13 , but I may have already spent all my Krock's-spare-time credits on the last PR :) Now with Nether portal API, it looks like ...
by DrFrankenstone
Wed Feb 19, 2020 09:37
 
Forum: Mod Releases
Topic: [Mod] Nether [nether]
Replies: 297
Views: 139229

Re: [Mod] Nether [nether]

A Nether portals update has been merged. ⋅ The Nether can be used for fast-travel now. (or this can be disabled in options). ⋅ Portals interact with mesecons ⋅ Portals usually spawn on the surface instead of underground ⋅ Various other changes , I'll probably ...
by DrFrankenstone
Sun Feb 16, 2020 02:03
 
Forum: Mod Releases
Topic: [Mod] Nether [nether]
Replies: 297
Views: 139229

Re: Other, Superior Open Source Game Engines Exist Now... :D

I have churned it in my head billions and billions of times and have always come to the same conclusion. Simply put, there needs to be a fork of Minetest specifically tailored for modern/gaming PCs. This is ultimately the solution that the developers of GZDoom had to resort to in order to appease b...
by DrFrankenstone
Sun Feb 09, 2020 06:32
 
Forum: General Discussion
Topic: Other, Superior Open Source Game Engines Exist Now... :D
Replies: 104
Views: 9379

Re: [Mod] Hallelujah Mountains [cloudlands]

Linuxdirk wrote:less discussion, less problems, less. fucking. everything.


Clearly not - me having agreed to remove it apparently causes you to keep posting more discussion.
by DrFrankenstone
Thu Jan 30, 2020 12:52
 
Forum: Mod Releases
Topic: [Mod] Hallelujah Mountains [cloudlands]
Replies: 66
Views: 7759

Re: [Mod] Hallelujah Mountains [cloudlands]

It contained secrets for players to find, secrets for coders to find, and an unobfuscated version for those in the "ain't nobody got time for that" camp. But yes, the unobfuscated code recently fell behind master, support for Minetest's new translation features would be desirable, and obfu...
by DrFrankenstone
Thu Jan 30, 2020 11:25
 
Forum: Mod Releases
Topic: [Mod] Hallelujah Mountains [cloudlands]
Replies: 66
Views: 7759

Re: Screwdriver Mechanics

Right click changes the axis direction of the node through one of 6 options (North, South, East, West, down, up), and left click rotates it around that axis (0°, 90°, 180°, 270°), but even knowing that I often can't make sense of the orientation and just random-click until it's right. It's easier to...
by DrFrankenstone
Wed Jan 29, 2020 20:45
 
Forum: Problems
Topic: Screwdriver Mechanics
Replies: 5
Views: 151

Re: Terrain Editor Mod

There's WorldEdit
by DrFrankenstone
Sat Jan 18, 2020 10:04
 
Forum: General Discussion
Topic: Terrain Editor Mod
Replies: 1
Views: 173

Re: [original ideas for new tools]

[Axe with Reach] An axe that has extra long vertical reach - you still have to chop a tree manually but with it you can chop down the tallest trees. A Minecraft player suggested to me it should have normal horizontal reach so it can't be abused in PvP, though I'm not sure if that matters in Minetes...
by DrFrankenstone
Sat Jan 18, 2020 00:30
 
Forum: Feature Discussion
Topic: [original ideas for new tools]
Replies: 11
Views: 543

Re: [Mod] Settlements [settlements]

The lua schematics are actually necessary to support the varying node replacements that give each settlement a different wall material. When an .mts schematic is loaded replacements are done once and the result is cached, and cannot be re-done for that .mts until the server restarts. FWIW there are...
by DrFrankenstone
Tue Jan 14, 2020 20:37
 
Forum: WIP Mods
Topic: [Mod] Settlements [settlements]
Replies: 81
Views: 4942

Re: Post your videos!

jakab wrote:just go and check it out ;D

you can visit it on Illuna TechEth any time!

https://www.youtube.com/watch?v=Myl_euu0gaw


Wow, that should be in a Minetest gallery!

Or promotional material.
by DrFrankenstone
Mon Jan 13, 2020 09:44
 
Forum: General Discussion
Topic: Post your videos!
Replies: 926
Views: 110851

Re: Amidst for Minetest: A mapping and biomes tool

How about I have it bring up a non-interactive dialog which displays this diagram you've created? The dialog could title itself a Whittaker diagram instead of voronoi, even though it'll still be the voronoi menu that brings it up. (I also have to add the new rivers to carpathian, and add paramat's n...
by DrFrankenstone
Mon Jan 13, 2020 07:51
 
Forum: Minetest-related projects
Topic: Amidst for Minetest: A mapping and biomes tool
Replies: 44
Views: 7196

Re: [Mod] Nether [nether]

FreeGamers wrote:I frequently see this fatal crash occur from this mod:


A fix for this was committed to the github repo 4 days ago
by DrFrankenstone
Mon Jan 13, 2020 03:45
 
Forum: Mod Releases
Topic: [Mod] Nether [nether]
Replies: 297
Views: 139229

Re: Biome specific nodes in schematics and ground level

Yes, but I think it would be better to fix rotation in place_schematic, no? And about the replacement, yes, load schematic can accept a replacement table on the Lua side. The problem with that is, you can't access MTS node names from Lua, and you can't access that replacement table from the engine ...
by DrFrankenstone
Sun Jan 12, 2020 06:21
 
Forum: Partly official engine development
Topic: Biome specific nodes in schematics and ground level
Replies: 15
Views: 512

Re: Biome specific nodes in schematics and ground level

Doesn't fix rotation, but there is a way to get minetest.place_schematic() to do node replacements dynamically, I've used it in Hallelujah Mountains here and again in a PR to the Nether mod. Basically the place_schematic cache is keyed off the .mts filename, and that can be malleated. So you create ...
by DrFrankenstone
Thu Jan 09, 2020 23:26
 
Forum: Partly official engine development
Topic: Biome specific nodes in schematics and ground level
Replies: 15
Views: 512

Re: [Mod] Biome Info API [1.0.1] [biomeinfo]

Kestral - you may be getting that error by not checking if the current mapgen is v6 before using biomeinfo. Leave the numbers as-is (but you can ofc round the numbers as you like). The heat and humdity in v6 is just different. No reason to touch it. Yeah, for an inspection tool there's no need to ch...
by DrFrankenstone
Wed Jan 01, 2020 23:43
 
Forum: Mod Releases
Topic: [Mod] Biome Info API [1.0.3] [biomeinfo]
Replies: 7
Views: 596

Re: [Mod] Biome Info API [1.0.1] [biomeinfo]

Any chance of adding MT5-ish description tables for each biome? I can certainly hard-code node_top etc. values myself, but the biomeinfo mod seems a better location for that information. Perhaps also shims like biomeinfo.get_heat(pos) that returns biomeinfo.get_v6_heat(pos) * 100 if ...
by DrFrankenstone
Wed Jan 01, 2020 00:12
 
Forum: Mod Releases
Topic: [Mod] Biome Info API [1.0.3] [biomeinfo]
Replies: 7
Views: 596

Re: Meaning of param2 of liquids

This might help , it's a PR for displaying english interpretations of the param values via the Inspector. e.g: https://user-images.githubusercontent.com/6390507/70888248-01defa80-2034-11ea-9546-3fb72f2e9221.png It's not documentation or authoritative, it's just what I worked out to add the feature,...
by DrFrankenstone
Thu Dec 19, 2019 07:47
 
Forum: Modding Discussion
Topic: Meaning of param2 of liquids
Replies: 4
Views: 131

Re: [Mod] Hallelujah Mountains [cloudlands]

There's a new version up on github which is faster and fixes the shadows problem, but I haven't uploaded it to content DB yet: The mod is currently broken if combined with MCL2 (version 0.53.4). Lots of the floating islands will have all the tree species at once, which looks awkward. The mod also cr...
by DrFrankenstone
Sat Dec 14, 2019 07:24
 
Forum: Mod Releases
Topic: [Mod] Hallelujah Mountains [cloudlands]
Replies: 66
Views: 7759

[16px] Less Dirt

[Original thread was lost to the Great Forum Disk Corruption of May 2019, this thread's just a tribute] https://forum.minetest.net/download/file.php?mode=view&id=20722&sid=6cdcbfe87bab838e254c8452c4a8c53f "Less Dirt" extends the grass growth on the side of blocks so rolling hills ...
by DrFrankenstone
Sat Dec 07, 2019 07:29
 
Forum: Texture Packs
Topic: [16px] Less Dirt
Replies: 0
Views: 320

Re: [Mod] Hallelujah Mountains [cloudlands]

The mod is currently broken if combined with MCL2 (version 0.53.4). Lots of the floating islands will have all the tree species at once, which looks awkward. Might be one for paramat's expertise... MCL2 registers its trees as biome-specific decorations, and Hallelujah Mountains invokes minetest.gen...
by DrFrankenstone
Wed Dec 04, 2019 22:03
 
Forum: Mod Releases
Topic: [Mod] Hallelujah Mountains [cloudlands]
Replies: 66
Views: 7759

Re: [Mod] Hallelujah Mountains [cloudlands]

I'll look into custom-recalculating the lighting under islands, though it may fail if there's another mod hooked into on_generated that runs calc_lighting() on the chunk after Hallelujah Mountains has finished. It is all about generation, not rendering for a player. Initial lighting is created at ma...
by DrFrankenstone
Tue Dec 03, 2019 21:05
 
Forum: Mod Releases
Topic: [Mod] Hallelujah Mountains [cloudlands]
Replies: 66
Views: 7759
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