Search found 174 matches

by DrFrankenstone
Thu Jul 30, 2020 00:25
Forum: News
Topic: Minetest Game now in maintenance/bugfix-only mode, no feature PRs accepted
Replies: 15
Views: 835

Re: Minetest Game now in maintenance/bugfix-only mode, no feature PRs accepted

I'll add a link to the discussion behind this, as this post came as a bit of a surprise and left me wondering about the intention to sunset MTG.
by DrFrankenstone
Thu Jul 30, 2020 00:12
Forum: News
Topic: Warning: Rewrite of Mapgen V7 floatlands
Replies: 23
Views: 2434

Re: Warning: Rewrite of Mapgen V7 floatlands

Would you be interested in creating a find_surface() lua function for the new floatlands? It might be handy for someone as a get_spawn_level() alternative (or override, if that's possible), but my interest in it is to include the function into portal_examples.lua in the nether mod, enabling a floatl...
by DrFrankenstone
Tue Jul 14, 2020 15:06
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 697
Views: 73098

Re: Post your mapgen questions here (modding or engine)

Something like this but customized to be more minetest specific? https://codepen.io/jhnsnc/pen/KNyOqV That was close enough it inspired me to copy and make the Minetest 2D-Perlin tuning tool I was after. Cheers. https://codepen.io/treer/pen/gOPZyov?editors=001 Screenshot: https://forum.minetest.net...
by DrFrankenstone
Tue Jul 14, 2020 01:58
Forum: General Discussion
Topic: Hidden item economy
Replies: 18
Views: 454

Re: Hidden item economy

There's a Matrix/white rabbit feel to selling access to special nodes the game is built from and the potential to exploit glitches, but their example uses... invisible barriers, xray, ghost blocks, indestructible blocks, curse-of-[inventory]-binding etc, those could all be introduced by speciality p...
by DrFrankenstone
Mon Jul 13, 2020 00:36
Forum: News
Topic: Content database for in-menu installer - add your things!
Replies: 171
Views: 35793

Re: Content database for in-menu installer - add your things!

ContentDB entries on behalf of others... I asked Napiophelios if there was "any chance of putting beautiful mods like lapis onto ContentDB?", and they said: I am not really concerned if my stuff gets put on ConentDB, I make stuff mainly for personal use. I'd add it myself, except it's not my mod. It...
by DrFrankenstone
Fri Jul 03, 2020 08:39
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 697
Views: 73098

Re: Post your mapgen questions here (modding or engine)

Something like this but customized to be more minetest specific? https://codepen.io/jhnsnc/pen/KNyOqV Yes. If it was taking the same noise params as Minetest's perlin implementation, then the live scripting aspect of codepen.io would even let you experiment with different operations on the noise.
by DrFrankenstone
Wed Jul 01, 2020 07:17
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 697
Views: 73098

Re: Post your mapgen questions here (modding or engine)

Is there a perlin noise sandbox / tuner anywhere? Something that isn't too dumbed down, so you could fiddle with offset/scale/spread/ocataves/persistance/lacunarity/flags and then plug the values into Minetest? Or play with simple operations on the result, like clipping range, abs, etc. I think Numb...
by DrFrankenstone
Fri Jun 26, 2020 08:58
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 697
Views: 73098

Re: Post your mapgen questions here (modding or engine)

if they create a new game then copy your map.sqlite file from your /worlds/<worldname> directory into their /worlds/<newworldname> directory then they'll have all that content, but the new game will have to use the mods the original game used or there'll be a bunch of unknown nodes in the world.
by DrFrankenstone
Mon Jun 22, 2020 05:10
Forum: Mod Releases
Topic: [Mod] Hallelujah Mountains [cloudlands]
Replies: 85
Views: 11774

Re: [Mod] Hallelujah Mountains [cloudlands]

/skybox 3, with brightness raised in post - though brightness could have been raised in skybox instead.

I agree it's not very representative of how Minetest games normally look :)
but it was produced by Minetest.
by DrFrankenstone
Mon Jun 22, 2020 03:19
Forum: Mod Releases
Topic: [Mod] Hallelujah Mountains [cloudlands]
Replies: 85
Views: 11774

Re: [Mod] Hallelujah Mountains [cloudlands]

Not a known problem until now! Add the line cloudlands.init() above line 591 in cloudlands.lua file (in is_within_realm()). That should fix it for you immediately, and I'll work out a fix to put in the mod. It looks like someone is trying to ignite a portal to the cloudlands, but the cloudlands mod ...
by DrFrankenstone
Sun Jun 14, 2020 13:57
Forum: Mod Releases
Topic: [Mod] Nether [nether]
Replies: 317
Views: 153022

Re: [Mod] Nether [nether]

Demo vid of how unused space in the Nether mapgen allows a new hidden realm of lava oceans, without changing the existing Nether or breaking existing maps. (see previous comment for more details) https://forum.minetest.net/download/file.php?mode=view&id=22081 Code isn't finished or clean yet, but If...
by DrFrankenstone
Sat Jun 13, 2020 02:48
Forum: General Discussion
Topic: Minetest Merchandising?
Replies: 11
Views: 432

Re: Minetest Merchandising?

Some low effort dabbling: Tree (notebook/stickers) Islands (laptop skin/book/poster etc.) Minecraft isn't good for those images because of its height limitations, but I think Zughy nails it - Minetest needs its own iconic imagery to lend itself to good merch. Some of the mobs - like goblins - could ...
by DrFrankenstone
Fri Jun 12, 2020 04:05
Forum: Mod Releases
Topic: [Mod] Nether [nether]
Replies: 317
Views: 153022

Re: [Mod] Nether [nether]

I've had a eureka moment with solving some of the things I wanted the Nether to accomplish... There are 3 disconnected spatial regions in the Nether and two of them are currently unused: all of the "classic" nether as we know it sits in one of those 3 regions. The other two regions can be used witho...
by DrFrankenstone
Mon Jun 08, 2020 13:13
Forum: Mod Releases
Topic: [Mod] Nether [nether]
Replies: 317
Views: 153022

Re: [Mod] Nether [nether]

New mapgen code has been merged into the Nether mod. [the github repo , not ContentDb] It adds some decorations, prevents some lava being eliminated, and lets you specify the depth of the Nether, but for compatibility reasons it won't change the basic shape of Nether caverns. The main change is to m...
by DrFrankenstone
Mon Jun 08, 2020 12:26
Forum: Mod Releases
Topic: [Mod] Portal API for player-constructed portals [nether]
Replies: 17
Views: 1881

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

First, create a portal and use it to warp to the exit portal. Then, break the exit portal and gather materials from it. I used to do that in Minecraft :) From a gameplay perspective I'm fine with it, as building a portal for the first time is a bit like unlocking a realm, if a player is clever with...
by DrFrankenstone
Sat May 23, 2020 05:42
Forum: Modding Discussion
Topic: How to get ground level (pos.y) at x and z
Replies: 1
Views: 102

Re: How to get ground level (pos.y) at x and z

You've posted variants of this question about 3 times now, adding more comments or specifics to a single post would be better. Unless such a feature has been recently added, I'm not aware of any good ways, but there are ways... First use minetest.get_spawn_level(x, z) as it's fast and works on all m...
by DrFrankenstone
Thu May 21, 2020 06:27
Forum: Mod Releases
Topic: [Mod] Portal API for player-constructed portals [nether]
Replies: 17
Views: 1881

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

...allow me to be blunt. The nether is boring. I would like to suggest that we add some LBMs to the nether so that decorations and other interesting things can be added. Agreed. I made a small start creating some pull requests along these lines, but someone has to review/approve/pull them, and even...
by DrFrankenstone
Sat May 16, 2020 04:47
Forum: General Discussion
Topic: How to find floatlands?
Replies: 4
Views: 174

Re: How to find floatlands?

Floatlands was removed in MT 5.1.1 as paramat wanted to re-implement them in a more 3d fashion , the flag was kept because the floatlands were coming back. The new floatlands were merged yesterday, and can be previewed in the latest pipeline build . https://forum.minetest.net/download/file.php?mode=...
by DrFrankenstone
Sat May 16, 2020 03:39
Forum: Mod Releases
Topic: [Mod] Hallelujah Mountains [cloudlands]
Replies: 85
Views: 11774

Re: [Mod] Hallelujah Mountains [cloudlands]

The nether issue is more complex, Minetest 5.2's new minetest.get_content_id() behaviour also exposed an alias bug MT had. This has been fixed 26 days ago by sfan5 . The nether bug is caused by that bug in Minetest being "activated" by moreores creating an alias for stairs:stair_cobble, so nightly b...
by DrFrankenstone
Sat May 16, 2020 02:27
Forum: Mod Releases
Topic: [Mod] Hallelujah Mountains [cloudlands]
Replies: 85
Views: 11774

Re: [Mod] Hallelujah Mountains [cloudlands]

Minetest 5.2 removed the ability of minetest.get_content_id() to return whether a node is unavailable, requiring find_node_id() in cloudlands to be changed to avoid errors like this. The cloudlands updates for 5.2 were committed on 11th April and your cloudlands find_node_id() code should look like ...
by DrFrankenstone
Mon Apr 27, 2020 05:17
Forum: Mod Releases
Topic: [Mod] Hallelujah Mountains [cloudlands]
Replies: 85
Views: 11774

Re: [Mod] Hallelujah Mountains [cloudlands]

Cloudlands islands get generated in big chunks of 5×5×5 mapblocks, i.e. 80×80×80. If you found some big chunks missing from the cloudlands - likely in places where they get close to the land, you could force the missing chunk(s) to be regenerated using /deleteblocks command. Another option is to rai...
by DrFrankenstone
Sun Apr 19, 2020 12:35
Forum: Mod Releases
Topic: [Mod] Portal API for player-constructed portals [nether]
Replies: 17
Views: 1881

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

Player is reporting that nether portals tend to connect to other player's portals underground sometimes. Not sure if this is just intentional or oversight or just not important :) Just figured I'd mention it either way. Thanks for passing that along. The portals in the Nether mod behave similarly t...
by DrFrankenstone
Sat Apr 18, 2020 07:48
Forum: Modding Discussion
Topic: Failure: Not allowing to place CONTENT_IGNORE ???
Replies: 10
Views: 2312

Necromancy

Another cause is having a liquid node that's missing either liquid_alternative_flowing or liquid_alternative_source in the node definition.

(In case anyone is like me and was confused a.f. and googling this error)
by DrFrankenstone
Sat Apr 11, 2020 07:18
Forum: Mod Releases
Topic: [Mod] Hallelujah Mountains [cloudlands]
Replies: 85
Views: 11774

Re: [Mod] Hallelujah Mountains [cloudlands]

Thanks, I didn't realise that one was undocumented.

cloudlands has been updated for 5.2.0
by DrFrankenstone
Fri Apr 10, 2020 08:37
Forum: Mod Releases
Topic: [Mod] Nether [nether]
Replies: 317
Views: 153022

Re: [Mod] Nether [nether]

I can reproduce it now. MT 5.2.0 introduced new behaviour in PR 9458 which causes the minetest.get_content_id() function to fail fatally on stairs if the moreblocks mod is loaded. You could remove moreblocks or change the problematic line in the nether's mapgen.lua to local c_stair_cobble == minetes...