Search found 531 matches

by Hume2
Fri May 29, 2020 07:54
Forum: General Discussion
Topic: Why are ores so far down?
Replies: 15
Views: 219

Re: Why are ores so far down?

thomz92 wrote:
Fri May 29, 2020 00:58
Fortunately, I can create my own mapgen even if nobody else likes it. Go Minetest!
Actually, all you need to is change the ores depth in minetest_game, you don't need to create another mapgen for that.
by Hume2
Wed May 27, 2020 05:17
Forum: General Discussion
Topic: A doubt about licenes
Replies: 5
Views: 143

Re: A doubt about licenes

It must have been changed then because it used to be forbidden. -NC is certainly not a FOSS license. FOSS implies that it can be used for any purpose which includes commercial purposes. According to Wikipedia, it doesn't meet the OKF open definition.
by Hume2
Tue May 26, 2020 09:51
Forum: General Discussion
Topic: A doubt about licenes
Replies: 5
Views: 143

Re: A doubt about licenes

CC-BY-NC-SA is not permited on this forum. It is considered as a non-free license because of the -NC flag.
by Hume2
Tue May 26, 2020 05:54
Forum: General Discussion
Topic: Why are ores so far down?
Replies: 15
Views: 219

Re: Why are ores so far down?

In MTG, there are no challenging mobs or anything like that in caves. So the only way to make the ores harder to reach was to move them deeper. And we are discussing the dullness of MTG again.
by Hume2
Wed May 20, 2020 19:38
Forum: General Discussion
Topic: [survey results] Features people want the most + MTG thoughts
Replies: 9
Views: 358

Re: [survey results] Features people want the most + MTG thoughts

Dynamically modify nodes def while in game ***** No, please don't. This sounds like a potential bug factory to me. If nodes modify themselves at runtime, this might cause all sorts of glitches and overall confusion, and it might invite very messy coding. I'm not saying it will be impossible to deal...
by Hume2
Wed May 13, 2020 17:31
Forum: General Discussion
Topic: There are too many PRs
Replies: 46
Views: 1053

Re: There are too many PRs

I agree with fixing these. Except for: Multiple .cpp files sharing one header file There's one case where this is ok - in porting code, where the cpp file used depends on the platform I agree but then the filenames should be chosen in a way so it is obvious which .cpp files belong to which .h files.
by Hume2
Wed May 13, 2020 09:20
Forum: General Discussion
Topic: There are too many PRs
Replies: 46
Views: 1053

Re: There are too many PRs

> “Rebase needed”: [...] You are basically asking the PR author to risk their repo integrity. I seem to remember you claiming this before. There is no reason why rebasing should damage your repository, you must be doing it wrong. To be honest, how many contributors know what is rebase and how to do...
by Hume2
Tue May 12, 2020 12:19
Forum: Feature Discussion
Topic: A function to detect if a node is inside the active block radius?
Replies: 7
Views: 177

Re: A function to detect if a node is inside the active block radius?

That's what I wrote in the OP. I'm asking if there is a better solution because Minetest somehow has to know that anyway so I see no point of calculating it myself.
by Hume2
Tue May 12, 2020 04:53
Forum: Feature Discussion
Topic: A function to detect if a node is inside the active block radius?
Replies: 7
Views: 177

Re: A function to detect if a node is inside the active block radius?

It's not quite the same. The default radius of loaded chunks is 10 while the radius of active chunks is 3.
by Hume2
Fri May 08, 2020 18:31
Forum: Feature Discussion
Topic: A function to detect if a node is inside the active block radius?
Replies: 7
Views: 177

Re: A function to detect if a node is inside the active block radius?

No, I have a postion and I want to check if the node at the position is active, regardless of what kind of node it is.
by Hume2
Fri May 08, 2020 18:13
Forum: Feature Discussion
Topic: A function to detect if a node is inside the active block radius?
Replies: 7
Views: 177

A function to detect if a node is inside the active block radius?

Is there any such function to do this? Of course that I can iterate over all players and check the distance ... but ... there should be a better option. Minetest should somehow know which chunks are active and which aren't so I shouldn't need to calculate it myself.
by Hume2
Fri May 08, 2020 17:07
Forum: Feature Discussion
Topic: What's the best material for making a space station?
Replies: 5
Views: 873

Re: What's the best material for making a space station?

If you use the technic mod, you can craft silver sandstone from cobblestone.
by Hume2
Tue May 05, 2020 12:57
Forum: General Discussion
Topic: There are too many PRs
Replies: 46
Views: 1053

Re: There are too many PRs

Good point, the rules should be written somewhere. However, a more effective way of suggesting to write down the rules might be this: Write down the rules you have discovered so far or you think that they make sense and then ask to add/remove/change some of them.
by Hume2
Tue May 05, 2020 11:50
Forum: General Discussion
Topic: There are too many PRs
Replies: 46
Views: 1053

Re: There are too many PRs

Would adding a new coredev to the team actually solve anything? As far I know, even core devs have to endure the nerve-racking time-consuming review process as anyone else, under the same rules as anyone else. Right? So I think the status of being a core dev will be nothing more than symbolic. I th...
by Hume2
Mon May 04, 2020 19:25
Forum: General Discussion
Topic: [SURVEY] What's the feature you'd like to see improved the most?
Replies: 17
Views: 626

Re: [SURVEY] What's the feature you'd like to see improved the most?

What's the thing you'd like to see implemented/improved the most? Why? (CHOOSE ONE AND ONE ONLY) Being able to change the node visual properties without the need of registering another node. It can easily happen that there are too many combinations and only a few of them will be ever used and the n...
by Hume2
Sun May 03, 2020 15:04
Forum: General Discussion
Topic: Suggestion for ContentDB- making custom games
Replies: 30
Views: 466

Re: Suggestion for ContentDB- making custom games

should not all mods be universally compatible? if remember correctly Wuzzy made notes in the MC2 core folder referring to how to change mods that are reliant on the core game so they work independently. from what I see those core mods are just adaptations of pre existing mods, can you give us an ex...
by Hume2
Sun May 03, 2020 13:07
Forum: General Discussion
Topic: Suggestion for ContentDB- making custom games
Replies: 30
Views: 466

Re: Suggestion for ContentDB- making custom games

eyekay wrote:
Sun May 03, 2020 12:57
I am sorry, but I still don't understand. Are you referring to game as in the base game being modded or the modded game which the user will download?
I'm talking about the modded game which the user will download.
by Hume2
Sun May 03, 2020 11:33
Forum: General Discussion
Topic: Suggestion for ContentDB- making custom games
Replies: 30
Views: 466

Re: Suggestion for ContentDB- making custom games

Perhaps it can have a option for editing the settingtypes.txt in the mod, if it exists. Or maybe the mod authors can also decide which file we can edit here while publishing the mod to ContentDB (this may require several changes to ContentDB.) It would be nice if the game could override the default...
by Hume2
Sun May 03, 2020 09:09
Forum: General Discussion
Topic: Suggestion for ContentDB- making custom games
Replies: 30
Views: 466

Re: Suggestion for ContentDB- making custom games

This would be definitely a good idea to have something like this. I will just name a few problems which might arise. I don't say that they can't be solved though. A mod might need additional configuration or tweak to work well in the game. The game might require an extra mod which would be useless i...
by Hume2
Fri May 01, 2020 13:17
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.2] [underch]
Replies: 97
Views: 10952

Re: [mod] 62 underground biomes! [1.1.2] [underch]

klera wrote:
Thu Apr 30, 2020 16:47
was on a linux system with a new installation. which stairs mod do you mean exactly?
please post a link. have so far 4 or 5 stair mods through.
I mean the stairs from Minetest Game https://github.com/minetest/minetest_ga ... ods/stairs
by Hume2
Fri May 01, 2020 05:27
Forum: General Discussion
Topic: There are too many PRs
Replies: 46
Views: 1053

Re: There are too many PRs

I would summarise it like this: Instead of finding a way to shot the PR down, do your best to merge it. Just be more optimistic ;)

And trusting the community more (at least the most active contributors) will also help.
by Hume2
Thu Apr 30, 2020 18:15
Forum: General Discussion
Topic: There are too many PRs
Replies: 46
Views: 1053

Re: There are too many PRs

I think, the reviewers have no time so they try to shoot down the pull-request by the first little issue they find. Code-style issues are easy to spot so it's an easy way to shoot down a PR. I think, the most active contributors should be invited to the Minetest organisation. I think that Wuzzy shou...
by Hume2
Thu Apr 30, 2020 12:46
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.2] [underch]
Replies: 97
Views: 10952

Re: [mod] 62 underground biomes! [1.1.2] [underch]

getting similar error ModError: Failed to load and run script from /home/c28xs/.minetest/mods/underch/init.lua: Unknown node: stairs:stair_cobble stack traceback: [C]: in function 'get_content_id' /home/c28xs/.minetest/mods/underch/worldgen.lua:10: in main chunk [C]: in function 'dofile' /home/c28x...
by Hume2
Thu Apr 30, 2020 12:34
Forum: Feature Discussion
Topic: The future of Mob/NPC APIs (split from "Hytest")
Replies: 43
Views: 2299

Re: The future of Mob/NPC APIs (split from "Hytest")

Also, 5.3.0-dev has collision information passed to the third argument of on_step: Collision info passed to `on_step`: { touching_ground = boolean, collides = boolean, standing_on_object = boolean, collisions = { { type = string, -- "node" or "object", axis = string, -- "x", "y" or "z" node_pos = v...