Search found 1129 matches
- Wed Mar 27, 2024 18:21
- Forum: WIP Games
- Topic: [Game] Voxelgarden (revived) [5.8.0]
- Replies: 12
- Views: 395
Re: [Game] Voxelgarden (revived) [5.8.0]
The idea with edge is that mods that create new realms within the world, could register the edges of that realm (where it starts, where it ends). Each realm would then be self contained. When a player reaches the edge, they get teleported to the other side of the same realm. E.g. when you use the ne...
- Tue Mar 26, 2024 20:21
- Forum: WIP Games
- Topic: [Game] Voxelgarden (revived) [5.8.0]
- Replies: 12
- Views: 395
Re: [Game] Voxelgarden (revived) [5.8.0]
I'm glad this is being revived. Almost feels nostalgic :) The goal is to maintain Voxelgarden in the same spirit as Casimir did, for as long as he is too busy (perhaps he'll want to continue on his own one day, who knows?). I already have enough projects to keep me busy for the rest of my life. It's...
- Thu Jun 30, 2022 20:26
- Forum: Game Releases
- Topic: [Game] Voxelgarden [5.6.0]
- Replies: 166
- Views: 159508
Re: [Game] Voxelgarden [5.5.0]
This one was easy.sirrobzeroone wrote: ↑Tue Jun 28, 2022 22:14...but that's more a flat mob graphic issue as he walks forwards when viewed from the other side :).
- Tue Jun 28, 2022 20:46
- Forum: Game Releases
- Topic: [Game] Voxelgarden [5.6.0]
- Replies: 166
- Views: 159508
Re: [Game] Voxelgarden [5.5.0]
Should be fixed with this commit by jeremyshannon (I don't know if this happens to be you). By the way I'm pretty much occupied with work, garden and other projects at the moment. This won't change for some time, but I do look into and try to react to all issues and pull requests. If someone feels l...
- Tue Jun 28, 2022 20:42
- Forum: Problems
- Topic: I have this error in Voxel Garden
- Replies: 3
- Views: 642
Re: I have this error in Voxel Garden
Should be fixed with this commit by jeremyshannon (I don't know if this happens to be you).
- Sun Feb 20, 2022 14:25
- Forum: Modding Discussion
- Topic: How deep do you like to mine?
- Replies: 9
- Views: 1638
Re: How deep do you like to mine?
My idea was to add biomes underground, with flora and fauna, and make ores be biome-specific to declutter the caves, and encourage to both dig deeper and explore horizontally when they are deep. Using biomes for ore distribution is a great idea. Underground looks too uniform at the moment. In Voxel...
- Fri Feb 18, 2022 22:07
- Forum: Servers
- Topic: How people might choose servers and the market for servers
- Replies: 11
- Views: 1786
Re: How people might choose servers and the market for servers
I've been thinking about anarchic servers for some time now, but mainly from the perspective of reducing the need for moderation. When you can replace a task with code, then you don't have to perform it, as a side effect it also removes arbitrary decisions by humans. However, then you may ask: who w...
- Sun Feb 06, 2022 21:38
- Forum: Game Releases
- Topic: [Game] Voxelgarden [5.6.0]
- Replies: 166
- Views: 159508
Re: [Game] Voxelgarden [5.5.0]
Release 5.5.0 is out. Get it on Content DB or here . Change log: Non-v6 mapgens are now fully supported and recommended Main menu music by Trevor Lentz (music starts after 10 seconds) New strong mob "1hour" Many nodes have been imported from MTG - in the future I want to include all MTG no...
- Sun Feb 06, 2022 10:13
- Forum: WIP Games
- Topic: [Game] Dives Ruris Revival
- Replies: 34
- Views: 4866
Re: [Game] Dives Ruris Revival
You could add in your default/init.lua before registering any nodes. It looks ugly, but it works.
Code: Select all
minetest.nodedef_default.light_source = 3
- Wed Feb 02, 2022 17:58
- Forum: General Discussion
- Topic: I hope and pray that...
- Replies: 20
- Views: 2666
Re: I hope and pray that...
Imagine the experience for new players when MTG where removed. They want an alternative to MC and see Minetest. They download, install, start and want to play, but then they see that it's only an engine and they have to choose get a game. Then they are faced with the discussion which game to downloa...
- Mon Jan 31, 2022 21:02
- Forum: News
- Topic: Minetest 5.5.0
- Replies: 35
- Views: 31039
Re: Minetest 5.5.0
Me reading the change log: Mhm, yeah, okay ... kinda nice ... neat, good too ... oh! Allow for game-specific menu music (ExeVirus) *me dancing to the new title screen music for VG* And these two will occupy some hours of my time :) Add wallmounted support for plantlike and plantlike_rooted nodes (Wu...
- Mon Jan 31, 2022 20:30
- Forum: News
- Topic: [REVERTED!] Debug coordinates will no longer be visible for unprivileged players after 5.4.0
- Replies: 93
- Views: 42566
Re: [REVERTED!] Debug coordinates will no longer be visible for unprivileged players after 5.4.0
It was the right decisions not to include it in that way.
Maybe use a setting "debug_requires_priv" which is false by default. I haven't read the whole discussion, so that might already have been dismissed.
Maybe use a setting "debug_requires_priv" which is false by default. I haven't read the whole discussion, so that might already have been dismissed.
- Fri Jan 28, 2022 18:29
- Forum: Game Releases
- Topic: [Game] Voxelgarden [5.6.0]
- Replies: 166
- Views: 159508
Re: [Game] Voxelgarden [5.0.0]
Mgv7 turned from my least favorite to my favorite mapgen. I have been spending (too much) time tweaking the (confusing) settings, but now I'm happy with the result ( see here for settings ). I still don't know how to adjust the distribution of the "base" terrain (edit: found it). On a test...
- Sat Jan 15, 2022 22:33
- Forum: WIP Mods
- Topic: [mod] Protection with land value tax [lvt]
- Replies: 0
- Views: 1193
[mod] Protection with land value tax [lvt]
LVT-protection is a variation on the usual protection mod. The main difference is that you need to provide fuel to keep the protection going (i.e. pay a lease of the protected area). This way, players who haven't been active for a long time will lose their protected area and other players can claim ...
- Sat Jan 08, 2022 17:53
- Forum: WIP Mods
- Topic: [Mod] dynamic spawning area [spawnarea]
- Replies: 8
- Views: 1042
Re: [Mod] dynamic spawning area [spawnarea]
Now we just need a server running it to get some real world data on performance. That's my plan. I have a very specific idea for a server in mind, which I plan to get started in a few months. Ideally I will log the spawn coordinates to make a nice visualization of how it evolved over time. With the...
- Fri Jan 07, 2022 16:06
- Forum: WIP Mods
- Topic: [Mod] dynamic spawning area [spawnarea]
- Replies: 8
- Views: 1042
[Mod] dynamic spawning area [spawnarea]
This mod is intended for multiplayer, but can also have its use in singleplayer. It takes the average positions of online players and moves the spawn to the center. Players then spawn and respawn randomly within an area (256x256 nodes) around the new spawn. The spawn area adjusts slowly, so there ar...
- Thu Jan 06, 2022 02:20
- Forum: General Discussion
- Topic: Minetest in 2022
- Replies: 46
- Views: 9673
Re: Minetest in 2022
Starting with this new year I will more free time. So hopefully I will be able to put some work in my game and some mods (maybe even more than two one day long bursts of productivity). And when everything works out find I might get a server running again. Regarding Minetest itself, I like the direct...
- Wed Dec 22, 2021 21:38
- Forum: Feature Discussion
- Topic: [DONE] Upcoming feature: Decoupling of liquid features
- Replies: 23
- Views: 4795
Re: Upcoming feature: Decoupling of liquid features
This is great news. An important step towards volume conserving/falling/realistic liquids.
- Sat May 01, 2021 16:54
- Forum: Servers
- Topic: [Voxelgarden] The Ocean Experiment
- Replies: 62
- Views: 13706
Re: [Voxelgarden] The Ocean Experiment
The server is down because the map is broken. Even when trying it in singleplayer the server just shuts down without error. If someone has an idea what this could be, please tell me.
Below is a picture of the spawn island.
Below is a picture of the spawn island.
- Mon Dec 28, 2020 21:15
- Forum: Servers
- Topic: Server Of The Week
- Replies: 30
- Views: 4680
- Sat Nov 28, 2020 09:26
- Forum: Servers
- Topic: Server Of The Week
- Replies: 30
- Views: 4680
Re: Server Of The Week
Welcome to the third round. Votes are in: Andrey01 - Tunnelers' Abyss FrostRanger - Blocky Survival Casimir - [APG] Pixture survival server Chem871 - IFS (IhrFussel's Server) Seed used. And... "Server Of The Week is whatever comment number 2 voted for!" Therefor the fist server of the week...
- Mon Nov 23, 2020 18:43
- Forum: Servers
- Topic: Server Of The Week
- Replies: 30
- Views: 4680
Re: Server Of The Week
I dropped the idea of a meeting for a more general week long theme. But you may pick it up and set a date and time.
- Sun Nov 22, 2020 12:44
- Forum: Servers
- Topic: Hardcore anarchy server FreedomTest
- Replies: 31
- Views: 7934
- Sat Nov 21, 2020 14:45
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11061
- Views: 2055213
Re: Post your screenshots!
Not a screenshot, but let me explain. I am working on a mod that would allow to register different realms/dimensions/worlds within the world. When you reach the edge of one, you get teleported to the other side. I also have been thinking of starting a server that makes full use of all the space avai...
- Fri Nov 20, 2020 17:37
- Forum: Servers
- Topic: Server Of The Week
- Replies: 30
- Views: 4680
Re: Server Of The Week
Welcome to the third round. Votes are in: Andrey01 - Tunnelers' Abyss FrostRanger - Blocky Survival Casimir - [APG] Pixture survival server Chem871 - IFS (IhrFussel's Server) Seed used. And... "Server Of The Week is whatever comment number 2 voted for!" Therefor the fist server of the week...