Search found 163 matches

by Nordal
Mon Mar 11, 2024 15:36
Forum: WIP Mods
Topic: [Mod]Better Biomes by Atlante[0.1.0] [terraria]
Replies: 11
Views: 1609

Re: [Mod]Better Biomes by Atlante[0.1.0] [terraria]

Generally in MTG the distribution of biomes depends on the defined humidity_point and heat_point. Y-max of all biomes is set to 31000. In map generating of the "valleys" map that I am interested in, trees don't occur in greater altitudes nevertheless. I think the reason is that the valleys...
by Nordal
Sat Feb 03, 2024 18:25
Forum: WIP Mods
Topic: [Mod]Better Biomes by Atlante[0.1.0] [terraria]
Replies: 11
Views: 1609

Re: [Mod]Better Biomes by Atlante[0.1.0] [terraria]

I used a program called "Agent Ransack" to search for "default:tree" in Atlante's mod folder. It found the following files: humid_deciduous_forest.lua (looks like this is just to handle leaf decay) Then it found 5 schematics in the mods\terraria\schematics folder that use defaul...
by Nordal
Sat Feb 03, 2024 12:16
Forum: WIP Mods
Topic: [Mod]Better Biomes by Atlante[0.1.0] [terraria]
Replies: 11
Views: 1609

Re: [Mod]Better Biomes by Atlante[0.1.0] [terraria]

Maybe he used schematics from here (C:\games\minetest-5.8.0-win64\games\minetest_game\mods\default\schematics) and just wrote register_decoration code to generate them. There is no schematics file in MTG default coding a different default:tree than the default apple tree. Not in any version. And I ...
by Nordal
Fri Feb 02, 2024 19:09
Forum: Mod Releases
Topic: [Mod] Map generator with Rivers [mapgen_rivers]
Replies: 125
Views: 31887

Re: [Mod] Map generator with Rivers [mapgen_rivers]

Great that you continue working on mapgen_rivers!
by Nordal
Fri Feb 02, 2024 18:33
Forum: WIP Mods
Topic: [Mod]Better Biomes by Atlante[0.1.0] [terraria]
Replies: 11
Views: 1609

Re: [Mod]Better Biomes by Atlante[0.1.0] [terraria]

Terraria is a nice enhancement, particularly the new trees and the boulders. It fits very well into MTG. I play around with tree schems a little and try to adapt biomes' y_max to the valleys mapgen introducing a "natural" limit for the appearance of trees. I wonder how the default_tree has...
by Nordal
Sun Dec 24, 2023 05:21
Forum: WIP Mods
Topic: [Mod] Lua schematic to Mts converter [Lua2Mts]
Replies: 4
Views: 699

Re: Lua schematic to Mts converter (Lua2Mts)

1) Create a world in Minetest and enable schmedit and lua2mts mods in that world. 2) In a file manager create a schems sub folder in that world folder. e.g. C:\games\minetest-5.7.0-win64\worlds\myworld\schems 3) Copy all the tree .mts files into that schems folder 4) Use the command "/mts2lua ...
by Nordal
Mon Dec 11, 2023 22:05
Forum: WIP Mods
Topic: [Mod] Handmill [1.0] [handmill]
Replies: 6
Views: 1097

Re: [Mod] Handmill [1.0] [handmill]

Update: You can now easily configure the threshing floor's yield of seeds and straw.
by Nordal
Sat Dec 09, 2023 01:10
Forum: News
Topic: Minetest 5.8.0
Replies: 29
Views: 12892

Re: Minetest 5.8.0

It means that heaps of people still play Minetest Game and probably re-downloaded or will re-download it as soon as they're able to update, so they can keep playing their existing worlds. I think that is the point here. I don't see the fact that MTG is still there as a failure; it is clearly labell...
by Nordal
Wed Nov 29, 2023 08:17
Forum: WIP Mods
Topic: [Mod] Handmill [1.0] [handmill]
Replies: 6
Views: 1097

Re: [Mod] Handmill [1.0] [handmill]

@Blockhead, if you answer please open an issue.
by Nordal
Tue Nov 28, 2023 09:54
Forum: WIP Mods
Topic: [Mod]Better Biomes by Atlante[0.1.0] [terraria]
Replies: 11
Views: 1609

Re: [Mod]Better Biomes by Atlante[0.1.0] [terraria]

Thank you. I see, I'll have to try.
by Nordal
Mon Nov 27, 2023 23:38
Forum: WIP Mods
Topic: [Mod] Handmill [1.0] [handmill]
Replies: 6
Views: 1097

Re: [Mod] Handmill [1.0] [handmill]

override_item covers nodes, tools and crafitems - anything that fits in the inventory is an "item"; there's no separate "override node" etc. functions. With this, you just reference the item in the normal modname:item_name syntax. The special leading colon syntax :modname:item_n...
by Nordal
Mon Nov 27, 2023 21:44
Forum: WIP Mods
Topic: [Mod]Better Biomes by Atlante[0.1.0] [terraria]
Replies: 11
Views: 1609

Re: [Mod]Better Biomes by Atlante[0.1.0] [terraria]

Looks really nice. If I understand you right, there are biomes just upscaled but with the names of MTG biomes and new biomes with new names. Some mods like marinara by Wilhelmine/Lili use biome names to make them more attractive. It would help if you gave a list of new biomes and upscaled MTG biomes...
by Nordal
Sun Nov 26, 2023 14:51
Forum: WIP Mods
Topic: [Mod] Handmill [1.0] [handmill]
Replies: 6
Views: 1097

Re: [Mod] Handmill [1.0] [handmill]

Thank you. The handmill itself produces flour from seeds 1:1. It's the threshing process that halfs the outcome of seeds. I used ceil to calculate the yield of seeds: seeds = math.ceil(threshed / 2) You get approximately 51 seeds from 99 harvested grain. In farming redo the recipe for crafting flour...
by Nordal
Fri Nov 24, 2023 06:29
Forum: WIP Mods
Topic: [Mod] Handmill [1.0] [handmill]
Replies: 6
Views: 1097

[Mod] Handmill [1.0] [handmill]

screenshot_handmill.png Context Handmill is closely related to farming redo by TenPlus1, that introduces the four main grains and their seeds along with flour. Sokomines invention of threshing floor and handmill in her cottages mod provides a logical, realistic way to produce straw, seeds and flour...
by Nordal
Wed Nov 22, 2023 04:32
Forum: General Discussion
Topic: Poll: GUI API design
Replies: 5
Views: 943

Re: Poll: GUI API design

Years ago I worked a lot with pyQt4/5 GUI framework. Since the API documentation is really great, it was not difficult to understand how to handle state changes of GUI elements. It was also comfortable to change the elements themselves, hide or show them. But I guess it requires a lot of time and en...
by Nordal
Mon Oct 09, 2023 07:41
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.61] [mobs]
Replies: 2494
Views: 633823

Re: [Mod] Mobs Redo [1.60] [mobs]

Thanks a lot! So far I didn't have to press jump riding with high speed (diamond horse shoes). :)
by Nordal
Sun Oct 08, 2023 23:56
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.61] [mobs]
Replies: 2494
Views: 633823

Re: [Mod] Mobs Redo [1.60] [mobs]

@TenPlus1, thank you for the hint. mobs_monster was not up to date. No error any more.

Only the horse while riding is still stopping in front of blocks and snow layers. I have to press jump key to get on. mob_horse is latest version.
by Nordal
Sun Oct 08, 2023 00:29
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.61] [mobs]
Replies: 2494
Views: 633823

Re: [Mod] Mobs Redo [1.60] [mobs]

After installing Version 1.60 I suddenly got this Error: 2023-10-08 02:07:08: ERROR[Main]: ServerError: AsyncErr: Lua: Runtime error from mod 'mobs_monster' in callback luaentity_Step(): ...etest-5.6.1/minetest/bin/../mods/mobs_monster/spider.lua:174: attempt to index field 'collisionbox' (a nil val...
by Nordal
Fri May 12, 2023 20:57
Forum: Feature Discussion
Topic: Flat Map lakes with river water source
Replies: 2
Views: 399

Re: Flat Map lakes with river water source

Thank you for your informations! Just if I understand right: The min height of the terrain in FlatMaps is 8. If the lakes' surface level would start say at 4, they would be above sea level and could be filled with river water source without affecting sea water. I just think about deepness. But if th...
by Nordal
Fri May 12, 2023 03:55
Forum: Feature Discussion
Topic: Flat Map lakes with river water source
Replies: 2
Views: 399

Flat Map lakes with river water source

By default FlatMap generates lakes with default:water_source. Concerning decorations and mobs it would make much more sense to me to have lakes generated with default:river_water_source. I want to exchange water and river water in lakes. How can I achieve that? Has it something to do with on_generat...
by Nordal
Sat May 06, 2023 14:34
Forum: News
Topic: Minetest 5.7.0
Replies: 34
Views: 7355

Re: Minetest 5.7.0

Thank you for the great and continous work! Since there are shadows Minetest is really, really great! I am using flatmap MapGen mostly, because it is easy to manipulate the hills and lakes and the amount of flat land in the settings. I think this MapGen is a bit underestimated. It would be an enorm...
by Nordal
Sat Apr 08, 2023 02:11
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.2.1]
Replies: 120
Views: 24932

Re: [Modpack] Regional Weather Bundle [climate] [1.2.1]

I am sorry! The error was my fault. There was one climate-directory nested into another.

And yes, fire will be extinguished by rain. As I learned from the settings. :)

My first Impression - great!
by Nordal
Sat Apr 08, 2023 01:04
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.2.1]
Replies: 120
Views: 24932

Re: [Modpack] Regional Weather Bundle [climate] [1.2.1]

Unfortunately I get this Error, trying to start with the newest Version. I just wanted to mark the mod as Active and the error occurred. 2023-04-08 02:43:25: ERROR[Main]: Main menu error: Runtime error from mod '' in callback handleMainMenuButtons(): Not a mod! 2023-04-08 02:43:25: ERROR[Main]: stac...
by Nordal
Sat Apr 08, 2023 00:50
Forum: WIP Mods
Topic: [MOD] Cheeseeee! [cheese]
Replies: 8
Views: 1232

Re: [MOD] Cheeseeee! [cheese]

Great Mod! Thanks!
by Nordal
Fri Apr 07, 2023 22:38
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.2.1]
Replies: 120
Views: 24932

Re: [Modpack] Regional Weather Bundle [climate] [1.2.1]

Maybe this is a very stupid question. Does rain extinct fire or conflagration caused by destructive fire of dragons? I mean the fire enabled in Game-Settings which can spread over a whole forest...