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Re: Minetest sticker designs (for Freenode conference)

Couldn't find a good font for DrFrankenstone's suggestion. Yeah, to derail a sticker thread into logotype bloviation... it should be possible to have a font for Minetest that ⋅  Is its own thing rather than a derivative of the Minecraft banners. ⋅  Is still thematic for the engi...
by DrFrankenstone
Fri Oct 12, 2018 05:27
 
Forum: General Discussion
Topic: Minetest sticker designs (for Freenode conference)
Replies: 15
Views: 492

Re: What's the best way I can help Minetest development?

(also not a Minetest developer) ⋅ Testing, PR reviews. You don't need special knowledge in coding, only compiling, and it helps the developers a lot. Rubenwardy has called for more help from the community with this, and wrote about how to do it ⋅ Good subgames. There are quite a ...
by DrFrankenstone
Fri Oct 12, 2018 02:42
 
Forum: General Discussion
Topic: What's the best way I can help Minetest development?
Replies: 11
Views: 424

Re: [Mod]Ender Chest[xenderchest]

I think it's missing a crafting recipe.

(Also a readme.md so players can know the recipe, and the LGPL2.1 licence)
by DrFrankenstone
Thu Oct 11, 2018 00:48
 
Forum: WIP Mods
Topic: [Mod]Ender Chest[xenderchest]
Replies: 6
Views: 616

Re: [Mods] MineClone2-enabled mods

Already compatible: Hallelujah Mountains , though it requires Minetest 5. (I run it with MineClone2 in Minetest 5, and some of its best screenshots have come from MineClone2, but I don't know whether Minetest 5 is supported by MC2 officially yet) LGPL 2.1+ ---- And while not a mod, Amidst also comes...
by DrFrankenstone
Wed Oct 10, 2018 13:56
 
Forum: Modding Discussion
Topic: [Mods] MineClone2-enabled mods
Replies: 14
Views: 531

Re: Minetest sticker designs (for Freenode conference)

How much time before they have to be printed? The naivest thing to do would be to just use the logo, but this is uninventive and doesn't serve as good advertising as the logo is very unknown. It would be better to have something that incorporates the Minetest name ⁝ The shape of it make putting the ...
by DrFrankenstone
Sun Oct 07, 2018 09:33
 
Forum: General Discussion
Topic: Minetest sticker designs (for Freenode conference)
Replies: 15
Views: 492

Re: hello people, new here, looking for some quick tips.

GreenDimond wrote:Or:
Code: Select all
/grantme all

(much faster)

Sweet! Didn't know this.
by DrFrankenstone
Tue Oct 02, 2018 02:28
 
Forum: General Discussion
Topic: hello people, new here, looking for some quick tips.
Replies: 6
Views: 280

Re: I need a completely flat green map

Since I just linked this thread as an answer...

The wiki page also mentions the Superflat Mapgen mod, which was updated in 2017, but I've not tried it.

Perhaps flatgen should be removed from the wiki page and replaced with grassland.
by DrFrankenstone
Tue Oct 02, 2018 00:03
 
Forum: General Discussion
Topic: I need a completely flat green map
Replies: 11
Views: 404

Re: hello people, new here, looking for some quick tips.

Various ways to get lands flat were recently discussed here , sounds like you should skip the flatgen answer until having read the other answers tho. The command you're looking for to grant privileges in a local game is /grantme /grantme settime /grantme give /grantme fast /grantme fly /grantme tele...
by DrFrankenstone
Mon Oct 01, 2018 23:42
 
Forum: General Discussion
Topic: hello people, new here, looking for some quick tips.
Replies: 6
Views: 280

Re: [Mod] World-warping supervirus [contamination]

So we must devise our own containment strategies, like perilously isolating the affected land within glass. "Do not grief. Contaminant inside!" Or posting signs that say "go no further, if the server loads any chunks ahead the contamination will spread!" :D (a contaminated sign w...
by DrFrankenstone
Tue Sep 25, 2018 03:02
 
Forum: WIP Mods
Topic: [Mod] World-warping supervirus [contamination]
Replies: 5
Views: 448

Re: [mod] Crater MG [cratermg] [experimental] [mapgen]

A planet surface like this would also make nice levels in multi_map
by DrFrankenstone
Fri Sep 21, 2018 15:15
 
Forum: WIP Mods
Topic: [mod] Crater MG [cratermg] [experimental] [mapgen]
Replies: 7
Views: 448

Re: Amidst for Minetest: A mapping and biomes tool

Jordach wrote:Couldn't you just put that data in JSON or something to allow people to edit it themselves outside the Java Applet like we already do for uh, Biome Data?

Not a bad idea. Perfect is the enemy of the good, this way would at least make some of the functionality accessible.
by DrFrankenstone
Fri Sep 21, 2018 11:52
 
Forum: Minetest-related projects
Topic: Amidst for Minetest: A mapping and biomes tool
Replies: 37
Views: 2507

Re: Amidst for Minetest: A mapping and biomes tool

Not without changing it in the source and recompiling. The settings are currently in the *params.java files here . Ideally it would locate the minetest directory, and you could select a world and have it read the settings from map_meta.txt etc. However, I don't see myself ever having the time to dev...
by DrFrankenstone
Fri Sep 21, 2018 05:56
 
Forum: Minetest-related projects
Topic: Amidst for Minetest: A mapping and biomes tool
Replies: 37
Views: 2507

Re: Vines/Ropes mod not working

I looked into it a little. plants_lib was split apart from plantlife modpack in Aug 2015, and was renamed to biome_lib. So if something is requiring "plants_lib" then it's either an obsolete version, or something has slipped through. The latest versions of the mods should avoid the depende...
by DrFrankenstone
Fri Sep 21, 2018 05:17
 
Forum: Problems
Topic: Vines/Ropes mod not working
Replies: 16
Views: 449

Re: New to coding, need help with deeper modifications

For a start, I would like to see if I can fix the accelerating/wobbly/skating mouse and make it snappy and responsive You might have cinematic mode turned on, it's normally bound to F8 and toggles between snappy and eased I can't seem to find anything written in c++, just the LUA files. The Minetes...
by DrFrankenstone
Fri Sep 21, 2018 04:19
 
Forum: Modding Discussion
Topic: New to coding, need help with deeper modifications
Replies: 15
Views: 336

Re: Vines/Ropes mod not working

IIRC the vines require a minimum humidity and are also affected by a plantlife density, so there will be lots of places where there no vines, or very few.

Good to hear you got it working, not so good that there are hidden dependencies.
by DrFrankenstone
Fri Sep 21, 2018 04:07
 
Forum: Problems
Topic: Vines/Ropes mod not working
Replies: 16
Views: 449

Re: Vines/Ropes mod not working

Have you tried searching your debug.txt file for "vines"? It may tell you what's wrong.

(Debug info can also be increased in the advanced settings)
by DrFrankenstone
Fri Sep 21, 2018 02:28
 
Forum: Problems
Topic: Vines/Ropes mod not working
Replies: 16
Views: 449

Minetest.net gallery

When I go to Minetest.net it doesn't jump out as a beautiful game to try above the next. The screenshots on the landing page are the original ones Calinou used to fill the gallery section 3 years ago. Their purpose may have been to spotlight a few of the features and variety, but that gallery has an...
by DrFrankenstone
Thu Sep 20, 2018 04:14
 
Forum: General Discussion
Topic: Minetest.net gallery
Replies: 2
Views: 203

Re: Vines/Ropes mod not working

vines and several other things in that modpack depend on biome_lib, which isn't in the Plant Life mod, so add that and you should be good.

If you search your debug.txt file for "vines" there'll probably be an error along those lines
by DrFrankenstone
Wed Sep 19, 2018 15:19
 
Forum: Problems
Topic: Vines/Ropes mod not working
Replies: 16
Views: 449

Re: How to calculate a spherical surface?

A formula for a sphere is: x² + y² + z² = r² so rearrange that for y gives y = sqrt(r² - x² - z²) The radius of earth is 6,371 km, so y = sqrt(6371000² - x² - z²) But that earth is centered on (0,0,0) and you probably want it centered 6371km lower so that ground level at x=0, z=0 will be at y=0, so ...
by DrFrankenstone
Wed Sep 19, 2018 12:23
 
Forum: General Discussion
Topic: How to calculate a spherical surface?
Replies: 2
Views: 156

Re: A way to pre-generate world?

From an earlier discussion

Krock wrote:Or use the chat command " /emergeblocks (-2048, 0, -2048) (2048, 128, 2048) ". Beware, this might take a while, so I recommend generating smaller map parts first to check whether it works as desired.
by DrFrankenstone
Tue Sep 18, 2018 07:20
 
Forum: General Discussion
Topic: A way to pre-generate world?
Replies: 2
Views: 137

Re: [Mod] Aotearoa [0.1][aotearoa]

I've added this into Amidstest . Wanting to see Aotearoa in Amidst (and Aotearoa being designed for mgValleys) is what forced me to finally get the Valleys mapgen working in it, so this mod can take that credit. https://forum.minetest.net/download/file.php?mode=view&id=16636 It includes demon_bo...
by DrFrankenstone
Sun Sep 16, 2018 12:27
 
Forum: WIP Mods
Topic: [Mod] Aotearoa [0.1][aotearoa]
Replies: 35
Views: 1759

Re: Amidst for Minetest: A new map tool

New release - 1.3!

Finally it supports Valleys mapgen.

It also adds built-in biomes for the Aotearoa and Australia mods.
by DrFrankenstone
Sun Sep 16, 2018 10:40
 
Forum: Minetest-related projects
Topic: Amidst for Minetest: A mapping and biomes tool
Replies: 37
Views: 2507

Re: [Mod] Bridges [bridger]

v-rob wrote:Update!
-----------

Trusses, trestles, or wooden footbridges and drawbridges can now be disabled via advanced settings.
<and more>


Excellent! Thanks.
by DrFrankenstone
Fri Sep 14, 2018 03:57
 
Forum: Mod Releases
Topic: [Mod] Bridges [bridger]
Replies: 43
Views: 4224

Painted doors option

From a player perspective, you can't beat the fully hidden doors in this mod, they even sound the part. The idea behind a server setting that downgrades the look of fully hidden doors to be merely "painted doors" is it allows players who are paying attention to discover a concealed door (A...
by DrFrankenstone
Thu Sep 13, 2018 01:37
 
Forum: Mod Releases
Topic: [Mod] Hidden Doors [1.11] [hidden_doors]
Replies: 83
Views: 5094

Re: [Mod] Bridges [bridger]

Would you be interesting in merging a feature that lets you enable/disable different kinds of bridges in the mod settings? For the genre I have in mind, the wood bridges are great but the steel girder ones are out of place, so I was thinking of adding a "Small wood bridges only" setting, b...
by DrFrankenstone
Wed Sep 12, 2018 12:27
 
Forum: Mod Releases
Topic: [Mod] Bridges [bridger]
Replies: 43
Views: 4224
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