Search found 134 matches
- Tue Nov 23, 2021 00:20
- Forum: News
- Topic: 2021 Minetest GAME JAM [December 1st-21st] [$720 prize pool] [POST-MORTEM!]
- Replies: 133
- Views: 143968
Re: 2021 Minetest GAME JAM [December 1st-21st] [$200 prize pool]
Sorry If I missed it, but does it matter what version of Minetest we use?
- Tue Apr 13, 2021 08:31
- Forum: WIP Mods
- Topic: [Mod] Funny Shadows [shadows]
- Replies: 33
- Views: 8966
Re: [Mod] Funny Shadows [shadows]
I just tried this! Looks good for what it is (maybe slightly hacky, but what are you going to do until we get an opportunity for custom modded shaders).
Good job!
Good job!
- Sat Nov 21, 2020 06:19
- Forum: General Discussion
- Topic: Microsoft accounts required to use Minecraft in 2021
- Replies: 40
- Views: 7009
Re: Microsoft accounts required to use Minecraft in 2021
Wow! Microsoft really hates their players. Get a load of this: https://www.minecraft.net/en-us/article/moderating-minecraft From here: https://help.minecraft.net/hc/en-us/articles/360052618531 "Players that have been found to be in violation of our Community Standards will find the message abov...
- Mon Apr 13, 2020 04:44
- Forum: WIP Mods
- Topic: [Mod] Villagers for Minetest [villagers][v0.17]
- Replies: 167
- Views: 44843
Re: [Mod] Villagers for Minetest [villagers][v0.17]
Hi! I am a teacher running a class for elementary school kids in Minetest. I am not very tech savvy. I have installed your villagers mod. For the curriculum I am trying to do, I'd like to try to spawn villagers in towns that the kids are designing and building? Is that possible to do? If you could ...
- Sat Jul 27, 2019 21:19
- Forum: WIP Mods
- Topic: [MOD] Geominer: cave-ins, flooding, deep mining! [geominer]
- Replies: 98
- Views: 14845
Re: [MOD] Geominer: cave-ins, flooding, deep mining! [geomin
I made it in 0.4.16 so that's your best bet. I noticed one small bug, cave-ins and floods will not handle multiple players well. Also, this is a mod but really should be a game/subgame but I was a noob when I made this.
- Tue Feb 19, 2019 06:44
- Forum: WIP Mods
- Topic: [Mod] Interactive Physics (out of alpha!) [physics]
- Replies: 9
- Views: 3165
Re: [Mod] Interactive Physics (Sneak Peak) [physics]
Really great! I've been thinking about how cool some sports mods would be.
Is the code going to be posted here? Or should refer to the Athletics mod? Can you provide links? Testing will go faster if people can play with it!
Is the code going to be posted here? Or should refer to the Athletics mod? Can you provide links? Testing will go faster if people can play with it!
- Tue Nov 27, 2018 08:22
- Forum: Minetest-related projects
- Topic: Editing the Minetest menu to look something like Minecraft
- Replies: 11
- Views: 2155
Re: Editing the Minetest menu to look something like Minecra
As far as I know, and I'm pretty sure, Minetest's main menu cloud background is an actual scene rendered using the engine (Irrlicht). If you want something different that is animated then it will require C++ and compiling Minetest from source.
- Sun Oct 07, 2018 07:27
- Forum: General Discussion
- Topic: I need a completely flat green map
- Replies: 11
- Views: 2933
Re: I need a completely flat green map
I'm not sure. Show me the code you would use for that and I'll implement it but I couldn't figure it or test anything.
- Thu Sep 27, 2018 22:19
- Forum: Modding Discussion
- Topic: Having trouble finding positions of generated decorations
- Replies: 2
- Views: 724
Re: Having trouble finding positions of generated decoration
Are you using 0.4.16 stable? See this bug https://github.com/minetest/minetest/issues/6590 it was fixed in March. The fix might be in 0.4.17, but will certainly be in 5.0.0. Also see the 'fireflies' mod in MTGame for example code. I'm using master 5.0.0. I will look at the example code, thank you.
- Thu Sep 27, 2018 22:14
- Forum: General Discussion
- Topic: I need a completely flat green map
- Replies: 11
- Views: 2933
Re: I need a completely flat green map
That's my mod! I just updated it so that caves are now turned off automatically. I'll paste this here though, use caution when using this mod: NOTE: Grasslands mod modifies map generation settings 'caves' and 'dungeons'. This mod tries to reset these settings when the world is closed, but if they ar...
- Sun Sep 23, 2018 07:35
- Forum: Modding Discussion
- Topic: Having trouble finding positions of generated decorations
- Replies: 2
- Views: 724
Having trouble finding positions of generated decorations
I have the following code: tree_deco_ids = {} tree_deco_ids.fall_tree_deco_id = minetest.register_decoration({ name = nil, decoration = {"nodes:pine_fall_tree_log"}, deco_type = "simple", place_on = {"nodes:fall_pine_dirt_with_grass"}, sidelen = 16, noise_params = { off...
- Tue Aug 14, 2018 16:41
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11052
- Views: 2048441
Re: Post your screenshots!
voxelproof, can you post the settings you are using for mg_valleys? I really want to try it. Or could you make a post somewhere on the forums where you can update the settings as you keep tuning them? Thanks!
- Wed Jul 25, 2018 01:58
- Forum: Minetest-related projects
- Topic: Presence: Tiny experimental shader project for MT
- Replies: 9
- Views: 3437
Re: Presence: Tiny experimental shader project for MT
Tried it, love it.
- Sat Jul 21, 2018 19:07
- Forum: WIP Mods
- Topic: [PoC] NPC Build Queue [npcbuildqueue]
- Replies: 18
- Views: 2709
Re: [Mod] NPC Build Queue API [npcbuildqueue]
Wow. This is really great.
- Mon Jul 16, 2018 05:52
- Forum: Game Releases
- Topic: [Game] CaptureTheFlag [capturetheflag]
- Replies: 113
- Views: 57108
Re: [Game] CaptureTheFlag [WIP-0.1][capturetheflag] - Kill h
Rubenwardy, the one thing this game needs the most is pressure plates/automatic way for doors to open and then close and they only work for your team. Right now, you can spend all the time in the world making a base but then your teammates will leave a door open...
- Thu Jul 12, 2018 19:33
- Forum: WIP Mods
- Topic: [Mod] Player Nametags [playertags]
- Replies: 22
- Views: 4013
Re: [MOD][TINY][GIT]Playertags[playertags]
What license is your mod? You have this in the readme:
What is that copyright? Also, you need to include a license file with your code.License : GPLv3
© Lars Müller
- Thu Jul 12, 2018 15:20
- Forum: WIP Mods
- Topic: [Mod] Player Nametags [playertags]
- Replies: 22
- Views: 4013
Re: [MOD][TINY][GIT]Playertags[playertags]
Looking at the code for both: this one seems much more simple (maybe even more reliable) and it supports more characters. Also, The one TalkLounge linked needs each font in a different color whereas LMD's needs a base font and that base can be turned into any color you like. LMD's is better for the ...
- Wed Jul 11, 2018 18:52
- Forum: WIP Mods
- Topic: [Mod] Player Nametags [playertags]
- Replies: 22
- Views: 4013
Re: [MOD][TINY][GIT]Playertags[playertags]
If using 5.0.0, needs an option for different vertical offset because of model change, otherwise, the tag is in player model's head. Good mod otherwise!
- Mon Jul 09, 2018 01:14
- Forum: Servers
- Topic: [Server] King of the Hill
- Replies: 8
- Views: 1360
Re: [Server] King of the Hill
Yeah, I know. Not enough people were on it to justify keeping it going.ratmix wrote:Server offline
- Wed Jun 06, 2018 01:05
- Forum: General Discussion
- Topic: Emigrate from Github?
- Replies: 81
- Views: 11180
Re: Emigrate from Github?
Here's where Gitlab announced this: https://about.gitlab.com/2018/06/05/git ... en-source/domtron vox wrote: On another note from the same comment thread, git lab gold tier is now free for education or FOSS projects.
- Tue May 22, 2018 05:35
- Forum: Servers
- Topic: [Server] King of the Hill
- Replies: 8
- Views: 1360
Re: [Server] King of the Hill
Updated the server! The new IP is updated in the OP post but here is the IP and port anyway:
IP: 168.235.81.210
PORT: 30000
There are also some new features.
IP: 168.235.81.210
PORT: 30000
There are also some new features.
- Wed May 09, 2018 02:04
- Forum: Mod Releases
- Topic: [mod] Lighten wielded item [wielded_light]
- Replies: 60
- Views: 11232
Re: [mod] Lighten wielded item [wielded_light]
Just thought I'd put this out there. I implemented a similar thing for throwing lit items in my Geominer mod. I did not know that. Looking to the code.... The difference is my mod uses nodetimers to remove the shining node, and does not have flickering if different light sources are in the same coo...
- Tue May 08, 2018 21:25
- Forum: Mod Releases
- Topic: [mod] Lighten wielded item [wielded_light]
- Replies: 60
- Views: 11232
Re: [mod] Lighten wielded item [wielded_light]
Just thought I'd put this out there. I implemented a similar thing for throwing lit items in my Geominer mod. Here's a glowstick being dropped but there is also one for throwing with your hand: https://fat.gfycat.com/HonorableOrderlyEidolonhelvum.gif Geominer: https://forum.minetest.net/viewtopic.ph...
- Sun May 06, 2018 06:39
- Forum: Mod Releases
- Topic: [Mod] Tectonic Map Generator 0.3.2 [mg_tectonic]
- Replies: 111
- Views: 28193
Re: [Mod] Tectonic Map Generator [mg_tectonic]
I really like it! I love terrain mods but I wish they could be faster if implemented in LUA. When walking around with this mod everything generates very slowly. Still, I love the terrain it generates!
- Mon Apr 09, 2018 23:56
- Forum: Partly official engine development
- Topic: Compression in the engine.
- Replies: 1
- Views: 931
Compression in the engine.
I have a question. Is zlib being actively worked on being replaced by ZSTD or LZ4 for the 0.5.0 release? It is in the possible features of the project: https://github.com/minetest/minetest/projects . I don't know much about it but from comparisons (seen on this page https://github.com/facebook/zstd ...