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Re: [Mod] Means of transport tracking lines [linetrack]

Bug: You can run boats on land. I know, I didn't care about that yet. The only way to solve this would be extending the collisionbox down. Hey, interesting concept, applying advtrains to boats. But I have a question: Why exactly are you depending on advtrains_train_track? This mod only registers th...
by Hume2
Sun Oct 20, 2019 15:15
 
Forum: WIP Mods
Topic: [Mod] Means of transport tracking lines [linetrack]
Replies: 5
Views: 82

[Mod] Means of transport tracking lines [linetrack]

Means of Transport Tracking Lines This is a simple mod based on advtrains which adds lines that can be ridden by means of transport which don't require rails. Currently, only boats are implemented. https://forum.minetest.net/download/file.php?mode=view&id=20385&sid=ac759d8db3b5797f6a275b09c...
by Hume2
Sun Oct 20, 2019 14:06
 
Forum: WIP Mods
Topic: [Mod] Means of transport tracking lines [linetrack]
Replies: 5
Views: 82

Re: [Server] Tunnelers' Abyss

Today we opened our first automatic boat line. It leads between Sigterm and Grapeyard Superb.
Here is a view from the boat. Each boat can carry up to 10 passengers.
Image
by Hume2
Sat Oct 19, 2019 17:26
 
Forum: Servers
Topic: [Server] Tunnelers' Abyss
Replies: 60
Views: 3306

Re: Post your screenshots!

Digtron scootering :D
Image
by Hume2
Sat Oct 19, 2019 11:27
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9103
Views: 1049760

Re: Is everyone on Minetest 5.0 yet ?

Tunnelers' Abyss was at 5.0 from the beginning. Even though it uses a forked engine, I rebased it twice during the runtime. Well, it wasn't a big problem though, because the only modification is addition of a custom mapgen.
by Hume2
Fri Oct 18, 2019 14:26
 
Forum: General Discussion
Topic: Is everyone on Minetest 5.0 yet ?
Replies: 15
Views: 475

Re: Does /deleteblocks actually delete the blocks?

This makes sense, thanks!
by Hume2
Thu Oct 17, 2019 19:29
 
Forum: Problems
Topic: Does /deleteblocks actually delete the blocks?
Replies: 2
Views: 103

Does /deleteblocks actually delete the blocks?

Does the command /deleteblocks delete the mapblocks from the database entirely or it only marks them as invalid? I deleted everything in range from (7000 -23000 -1000) to (10000 -11500 1000) by 1km thick layers, from bottom to top. Deleting one layer took up to a few minutes, so it must have been de...
by Hume2
Thu Oct 17, 2019 12:57
 
Forum: Problems
Topic: Does /deleteblocks actually delete the blocks?
Replies: 2
Views: 103

Re: message: Trying to store id = 0 statically but block...

Thank you all for ideas. At least I'm sure what it means.
by Hume2
Thu Oct 17, 2019 12:48
 
Forum: Problems
Topic: message: Trying to store id = 0 statically but block...
Replies: 4
Views: 62

message: Trying to store id = 0 statically but block...

My server logs are full of messages such as: 2019-10-17 06:04:20: WARNING[Server]: ServerEnv: Trying to store id = 0 statically but block (-233,0,349) already contains 64 objects. I have tens of thousands of these in my logs. Does anyone have an idea what it actually means and what it is cau...
by Hume2
Thu Oct 17, 2019 08:25
 
Forum: Problems
Topic: message: Trying to store id = 0 statically but block...
Replies: 4
Views: 62

Signs Extra v.1.0 [signs_extra]

Signs Extra Hello Everyone! https://forum.minetest.net/download/file.php?mode=view&id=20279&sid=6583ea2b2a0549a7bc2892bcbff54131 This is a simple extension of Display Modpack. It adds two signs: blue banner and billboard. License: lGPL v.3 Dependencies: default, dye, signs_api Download: htt...
by Hume2
Wed Oct 09, 2019 18:56
 
Forum: Mod Releases
Topic: Signs Extra v.1.0 [signs_extra]
Replies: 1
Views: 138

Re: MTG: Desert mining just got even worse

I found the commit message which is supposed to contain three good reasons: Split underground biome to correspond to surface biomes In preparation for biome-defined: dungeon materials, cave liquids, stone type, ores, decorations. '_ocean' biomes now extend to y = -255 to be deeper than default mgv5 ...
by Hume2
Mon Sep 30, 2019 05:50
 
Forum: General Discussion
Topic: MTG: Desert mining just got even worse
Replies: 28
Views: 746

Re: [MOD] Sandwiches! [sandwiches]

You made a tasty mod ;) Note that you don't need any dependency for crafting recipes, not even the optional ones. If a crafting recipe requires an unknown item, it won't be even shown in Unified Inventory. Also, you can ask whether a mod is going to load even if it's not a dependency. Did you consid...
by Hume2
Sun Sep 22, 2019 18:30
 
Forum: WIP Mods
Topic: [MOD] Sandwiches! [sandwiches]
Replies: 24
Views: 1526

Re: [64x64]Minetest faithful texture pack experiment [v1.0.1

Well, interpolation is not a simple thing. There are many methods of interpolation and much advice what to do but none of these methods are perfect and each of them is good for different purposes. There are some methods to interpolate pixel-art. However, to interpolate pixel-art correctly, you also ...
by Hume2
Sat Sep 21, 2019 09:18
 
Forum: Texture Packs
Topic: [64x64]Minetest faithful texture pack experiment [v1.0.1]
Replies: 6
Views: 713

Re: attention rheo: i have something to show

I prefer the textures after grafx update. Nice work!

You can inspire by Abyssal Bucks
by Hume2
Sat Sep 21, 2019 08:35
 
Forum: General Discussion
Topic: attention rheo: i have something to show
Replies: 3
Views: 291

Re: [Server] Tunnelers' Abyss

Today I'm opening a new track from Big Vosek to Desert Trap, a new destination in Prim's Land. It's 4.2 km long single-rail track. It is operated by a new line Erosion Trap which leads from Red Erosion to Desert Trap. https://forum.minetest.net/download/file.php?mode=view&id=20038&sid=8630d5...
by Hume2
Thu Sep 19, 2019 19:05
 
Forum: Servers
Topic: [Server] Tunnelers' Abyss
Replies: 60
Views: 3306

Re: Update all my mods

I advice you to download mods using git clone. It has many advantages, such as: ⋅ Updating the mod is as easy as typing "git pull". ⋅ You can easily make sure that your local copy is the same as the copy on the server. ⋅ You never need to remember where you fo...
by Hume2
Sun Sep 15, 2019 18:37
 
Forum: Problems
Topic: Update all my mods
Replies: 2
Views: 140

Can be a Minetest server shutdown by Minetest staff?

Today I heard that Minetest staff has the right to remotely shutdown any Minetest server. I can't imagine how this can even happen. Does Minetest code contain a hole by which it can be shutdown? And what if I patch it? And is it all even true?
by Hume2
Thu Sep 12, 2019 17:40
 
Forum: Feature Discussion
Topic: Can be a Minetest server shutdown by Minetest staff?
Replies: 14
Views: 590

Re: Ores are waste of HDD

These are only default ores: https://forum.minetest.net/download/file.php?mode=view&id=19949&sid=d4bf98ce312f9f04489a75beb8456f23 I made a modification in which only the cave walls are generated and the rest is generated after it gets visible. And the result is: World size is 3 times smaller...
by Hume2
Wed Sep 11, 2019 20:18
 
Forum: Feature Discussion
Topic: Ores are waste of HDD
Replies: 28
Views: 1075

Re: [Server] Tunnelers' Abyss

We have a new map
Image
by Hume2
Fri Aug 30, 2019 14:01
 
Forum: Servers
Topic: [Server] Tunnelers' Abyss
Replies: 60
Views: 3306

Re: Ores are waste of HDD

Well, a different compression method might be also a way. However, the information might not be present at all when nobody would use it. For time efficiency: The cave walls will be generated during mapgen, so the mapgen might just take a little more time. Or maybe even less because all ores will be ...
by Hume2
Fri Aug 23, 2019 19:47
 
Forum: Feature Discussion
Topic: Ores are waste of HDD
Replies: 28
Views: 1075

Re: Ores are waste of HDD

I noticed that caves with water or lava pool might exceed to neighbour mapblocks but I never noticed any new cave being generated during gameplay.
by Hume2
Thu Aug 15, 2019 17:35
 
Forum: Feature Discussion
Topic: Ores are waste of HDD
Replies: 28
Views: 1075

Re: (Just for fun) Why Minetest Game will never be realistic

Sokomine wrote:
Hume2 wrote:There are no ecologists which prevent you from building highways.

Who knows...who knows...Ever wondered about all these dirt-, sand- and stone mobs?

As long as they don't own the plot, it's not a problem.
by Hume2
Thu Aug 15, 2019 17:20
 
Forum: General Discussion
Topic: (Just for fun) Why Minetest Game will never be realistic
Replies: 81
Views: 5433

Re: Ores are waste of HDD

TumeniNodes wrote:caves are constantly generated (even unexplored caves) this is, as far as I recall a known issue.
I could be mistaken though

What do you mean by caves being constantly generated? Do they generate in already generated mapblocks?
by Hume2
Thu Aug 15, 2019 05:56
 
Forum: Feature Discussion
Topic: Ores are waste of HDD
Replies: 28
Views: 1075

Re: Ores are waste of HDD

I think, caves don't cause much entropy. If you take a mk2 prospector from technic and set it to a common ore, you can notice that the veins are scattered everywhere.
by Hume2
Wed Aug 14, 2019 20:00
 
Forum: Feature Discussion
Topic: Ores are waste of HDD
Replies: 28
Views: 1075

Re: Ores are waste of HDD

Deleting unused mapblocks is also a perspective option.
by Hume2
Wed Aug 14, 2019 19:22
 
Forum: Feature Discussion
Topic: Ores are waste of HDD
Replies: 28
Views: 1075
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