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Re: How The upcoming insects could move

Insects like butterflies should be entities, because those were designed for movement. There are already extremely good butterflies in um... mobs_sky though I'm not sure I'd want something as complex as a mob framework in the default game. What about people who don't want to play with mobs? It'd jus...
by cy
Tue Jan 08, 2019 05:16
 
Forum: Feature Discussion
Topic: How The upcoming insect blocks of 0.5.0 could move
Replies: 5
Views: 610

Re: [Mod] Bigger and Better Bombs [morebombs]

How about a bomb that damages players and entities but not blocks? Or one that only blows up stone? (Not really possible with the current tnt mod that just blows up everything w/ no option to choose.) Tree cutting bomb, drops charcoal instead of trees. Spacial rift bomb, teleports everything in rang...
by cy
Sun Jan 06, 2019 08:24
 
Forum: WIP Mods
Topic: [Mod] Bigger and Better Bombs [morebombs]
Replies: 3
Views: 585

Re: [mod] MC Like Mobs [mobs_mc]

I know a lot of entities lags the game, for some reason. My hypothesis is that since minetest is stupidly server side, it has to send all individual accelerations of entities to every client in real time, and that can add up to a ton of packets. That's why "walk in straight lines for several bl...
by cy
Sun Jan 06, 2019 08:02
 
Forum: WIP Mods
Topic: [mod] MC Like Mobs [mobs_mc]
Replies: 96
Views: 14231

Re: [Mod] Player_Death [1.0] [player_death]

Well, those models look pretty nice, and a reason to use them besides decoration? Fabulous! Plus if they are diggable afterwards as regular items like bones are, you could still use them as decorations. Especially if you could "carve" an epitaph on them, like ShadMOrdre was saying.
by cy
Sun Jan 06, 2019 07:42
 
Forum: WIP Mods
Topic: [Mod] Player_Death [1.0] [player_death]
Replies: 9
Views: 573

Re: Post your screenshots!

Image

Aaahhh!

Image

AAAAAH
by cy
Sun Jan 06, 2019 05:48
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8956
Views: 1034728

Re: Post your screenshots!

There I was checking out the new Carpathian mapgen today, and to my delight it had plenty of flat areas. I had trouble finding any spots with severe mountains though, which is a tough problem I think: having big flat areas seems to conflict with having areas with massive difficult to pass mountain r...
by cy
Sun Jan 06, 2019 05:46
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8956
Views: 1034728

Re: [Mods] farming redesigned [farming]

Have you checked out biome_lib? That's what the Plantlife modpack uses, with code for placing plants on mapgen, spreading from there via ABM, and growing to different stages, which you could use for (ugh) wilting if you want. Additionally, biome_lib lets you specify temperature and humidity ranges f...
by cy
Sun Jan 06, 2019 05:29
 
Forum: WIP Mods
Topic: [Mods] farming redesigned [farming]
Replies: 1
Views: 544

Re: Mapgen v7 peeves, cracks, cliff rivers, instamountains

I think most of your "problems" could be solved just by changing mapgen parameters. To disable rivers, you need to remove the ridges flag in mapgen V7 specific flags (go in advanced settings) I felt pretty sheepish when I realized that was just literally a flag you could turn off. Yeah I'...
by cy
Sun Jan 06, 2019 05:09
 
Forum: Feature Discussion
Topic: Mapgen v7 peeves, cracks, cliff rivers, instamountains
Replies: 15
Views: 1081

Re: Truly infinite worlds (poll)

I'd like to point out that with the current way of storing coordinates, if all you stored was the coordinates and 16 bit node type (no entities, no metadata) and you filled an entire map of -32000 to 32000 in all three axes, that would add up to 2,097 terabytes of data. (2^16)^3 * (2+2*3) It takes a...
by cy
Thu Dec 27, 2018 04:51
 
Forum: Feature Discussion
Topic: Truly infinite worlds (poll)
Replies: 96
Views: 5556

Mapgen v7 peeves, cracks, cliff rivers, instamountains

Thanks for your great work on the 7th version of mapgen. A few issues I've been having, it seems to generate these vagely convex vertical cracks, which I'd like to disable in favor of canyons or caves. Is that possible? To adjust mapgen to widen them, or something? I'd also like to disable rivers, b...
by cy
Thu Dec 27, 2018 03:44
 
Forum: Feature Discussion
Topic: Mapgen v7 peeves, cracks, cliff rivers, instamountains
Replies: 15
Views: 1081

Re: [mod]skybox[skybox]

This is absolutely gorgeous. I have to wonder what happens if you pillar up and run into the skybox though. Are skyboxes spherical, or are they only half spheres? If they're half spheres, you could pair a daytime one with a nighttime one to make a sphere, though blending the boundary would be tricky...
by cy
Wed Dec 26, 2018 21:22
 
Forum: Mod Releases
Topic: [mod]skybox[skybox]
Replies: 34
Views: 5601

Re: [Server] Glitchtest

Thank you for the comments. Dungeon Masters' fireballs use tnt.boom, which checks for protection. I know, I'm just not a big fan of protection. Other players can't use stuff that's protected! If it's daytime, or if there's protection around, then DMs don't spawn above ground. Well, dirt monsters on...
by cy
Sat Dec 22, 2018 21:38
 
Forum: Servers
Topic: [Server] Glitchtest
Replies: 32
Views: 2293

Re: [Server] Glitchtest

It's a pretty cool server, except for one problem... it's got dungeon masters. On the surface. Each one of their fireballs is equivalent to setting off TNT where it hits, and they spam fireballs. So, any public building gets destroyed. And you have it set so that mobs spawn in areas filled with ligh...
by cy
Sat Dec 22, 2018 06:38
 
Forum: Servers
Topic: [Server] Glitchtest
Replies: 32
Views: 2293

Re: [SURVIVAL SERVER]Viper's Alpha Adventure[SKILLS][No PvP]

Looks like a good server, but... how is it possible you're running protocol version 32 or lower? It says "Server supports protocol versions between 24 and 32" which means that you are using 2 year old code from July 2016 (when version 32 came out). Even if you started your server back in A...
by cy
Sat Dec 22, 2018 02:37
 
Forum: Servers
Topic: [SURVIVAL SERVER]Viper's Alpha Adventure[SKILLS]
Replies: 38
Views: 2595

Re: [Mod] Elepower - A new powerful modpack [elepower]

I personally didn't feel as if the gold was too rare, but I might be able to do something about it if it really is that bad. Experimenting more with gameplay, I think my feedback had a few wee errors in it. ⋅ I forgot about diamonds. ⋅ -1024 is for mese blocks, you can find plen...
by cy
Sun Dec 16, 2018 09:32
 
Forum: WIP Mods
Topic: [Mod] Elepower - A new powerful modpack [elepower]
Replies: 159
Views: 10637

Re: [Mod] Elepower - A new powerful modpack [elepower]

This mod is as awesome as technic, possibly even better, and... as terrible as technic, possibly even worse. Okay yes, primitive living is not likely to result in refined steel. But steel ingots are used for everything not just elepower, but tons of other mods. So elepower overrides iron lumps produ...
by cy
Sat Dec 15, 2018 08:43
 
Forum: WIP Mods
Topic: [Mod] Elepower - A new powerful modpack [elepower]
Replies: 159
Views: 10637

Re: How to smooth out mapgen v7?

this is the sort of thing I'm talking about. It isn't just a fluke either, it just keeps going like this. This isn't floatlands!

Image
by cy
Sat Jun 03, 2017 01:39
 
Forum: Problems
Topic: How to smooth out mapgen v7?
Replies: 4
Views: 607

Re: Can't active mod for a world.

2017-05-08 18:01:06: ERROR[Main]: Impossible de trouver ou charger le jeuArk" And now it starts speaking french?! Something is definitely broken in there. The message is: Could not find or load game "Ark" but I don't see where the language would be specified to be french. Try posting...
by cy
Fri Jun 02, 2017 18:05
 
Forum: Problems
Topic: Can't active mod for a world. [solved]
Replies: 37
Views: 2285

How to smooth out mapgen v7?

Even disabling "ridges" (aka rivers), there's still jarring and dangerously steep hills all over the map in v7 with default settings. I don't mind going to y=200, over 200 nodes, but doing in 50 gives these sheer cliffs that are a pain to climb, and deadly to fall from. how can I alter my ...
by cy
Fri Jun 02, 2017 05:07
 
Forum: Problems
Topic: How to smooth out mapgen v7?
Replies: 4
Views: 607

Re: how to use rollback

It'd be nice if we could rollback a limited area. Either rollback all changes to that area, or rollback 1 player's changes, but only the ones in that area. Like a Worldedit region or something.
by cy
Fri Jun 02, 2017 01:30
 
Forum: Problems
Topic: how to use rollback
Replies: 9
Views: 671

Re: Swimming is weird

Let's make swimmers float mostly underwater, and make all vertical faces in contact with water act like ladders

Yes, please!
by cy
Fri Jun 02, 2017 01:28
 
Forum: Problems
Topic: Swimming is weird
Replies: 8
Views: 657

Protection that Expires from Inactivity

Too many (every single) minetest worlds have a dead spawn point, full of decadent buildings constructed from great effort, that nobody can work on because it's all protected... forever. Players build something, then life happens and they never come back. It'd be nice to be able to mitigate that some...
by cy
Tue May 30, 2017 00:15
 
Forum: Feature Discussion
Topic: Protection that Expires from Inactivity
Replies: 8
Views: 902

Re: Anti Cheat

I noticed that anti cheat isn't working out how it should be because people can hack into it and flush out all the measurements that are put into the game to stop cheating. If people can hack into your server and add "disable_anticheat = 1" to your minetest.conf, that's not the fault of m...
by cy
Mon May 29, 2017 21:27
 
Forum: Feature Discussion
Topic: Anti Cheat
Replies: 9
Views: 1301

Re: How to prevent players from building pillars?

Give players a way to pillar that's easy to clean up. The scaffolding mod for instance. Make ladders cheaper. (I've seen places that have 7 sticks per ladder.) It'd be easy to write a mod that adds a tool that digs a cobble block, and recurses to the block above if it's cobble, and if the surroundin...
by cy
Thu May 25, 2017 01:57
 
Forum: General Discussion
Topic: How to prevent players from building pillars?
Replies: 17
Views: 897

In-game nodedef loading

You know what'd be neat is if we could load stuff in-game, like node definitions. Then you could have a mod where say once you opened the special treasure chest, it sent your client a new node definition, textures and such, for the item you discovered therein. That could save a lot on loading at the...
by cy
Wed May 24, 2017 16:59
 
Forum: Feature Discussion
Topic: In-game nodedef loading
Replies: 0
Views: 188
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