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Re: Minetest Server (sonos Survivle Server)

Es ist eher unwahrscheinlich daß dies hier jemand liest. Generell empfiehlt es sich, im Server-Thread des jeweiligen Servers zu posten.

Bei diesem konkreten Server ist leider der Serverbesitzer (sonos) verstorben. Es gibt eine Ankündigung, daß der Betrieb des Servers bald eingestellt wird.
by Sokomine
Sun Mar 24, 2019 21:23
 
Forum: Problems
Topic: Minetest Server (sonos Survivle Server)
Replies: 1
Views: 61

Re: Post your mapgen questions here (modding or engine)

can i detect or make smaller lakes? to make difference between lakes and oceans. The local variable "hole" inside the loop that places the water via set_node has hole.size (in square meters) and hole.volume (in cubic meters) properties. You can decide there what to do with the hole and i....
by Sokomine
Sun Mar 24, 2019 18:29
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 557
Views: 40578

Re: [Modpack] Help [1.3.0] [doc]

I don't understand your problem about next/previous buttons, they clearly do exist. In the entry tab, they are at the bottom right. Sorry. You're right about that. I checked again and saw them. But what's still missing is a "back" button that leads back to the list of blocks (or tools or ...
by Sokomine
Sun Mar 24, 2019 17:01
 
Forum: Mod Releases
Topic: [Modpack] Help [1.3.0] [doc]
Replies: 82
Views: 14299

Re: [Modpack] Help [1.3.0] [doc]

I'm not exactly sure if this is the same mod as the one you use in your MCL2 game. What I'd love to have there is a next/previous button in the blocks, items, tools etc. section. Aborting and clicking through to the new items showing up is not too much fun right now as each new item requires to star...
by Sokomine
Fri Mar 22, 2019 03:53
 
Forum: Mod Releases
Topic: [Modpack] Help [1.3.0] [doc]
Replies: 82
Views: 14299

Re: Modding Competition: Oceans

This thread might also be a collection of mods that modify the ocean. There's the sea modpack - which is still very nice. Together with some fish, my ships_on_mapgen mod, further plants (they're always welcome) and some underground structures (not so simple mobs or a mod related to that spawns under...
by Sokomine
Fri Mar 22, 2019 03:46
 
Forum: Modding Discussion
Topic: Modding Competition: Oceans
Replies: 15
Views: 445

Re: Post your railroads!

Nice! Hope more stations will be added. There's a server (sadly forgot its name) that also runs the advanced trains and looked very promising and intresting when I visited it (lots of impressive underground stations and railways).
by Sokomine
Sun Mar 17, 2019 11:20
 
Forum: General Discussion
Topic: Post your railroads!
Replies: 6
Views: 256

Re: [Mod] cottages [cottages] (medieval, farming, country li

HobbitPower wrote:The server is still available, but yeah its dead and full of bugs (i can not use the crafting guide there anymore) ^^ thx for the help :)

Are you sure that you can still connect? Please tell me IP, port and MT version.
by Sokomine
Fri Mar 15, 2019 22:45
 
Forum: Mod Releases
Topic: [Mod] cottages [cottages] (medieval, farming, country life)
Replies: 100
Views: 36930

Re: [Mod] cottages [cottages] (medieval, farming, country li

Just a thought. Marram grass was so valued for thatch that harvesting it had to be banned in the 17th century, if memory serves. Can it be multiplied by farming somehow? I just recently discovered that that grass has been added to 5.0. If the grass only spawns at mapgen time and cannot be reliably ...
by Sokomine
Thu Mar 14, 2019 00:34
 
Forum: Mod Releases
Topic: [Mod] cottages [cottages] (medieval, farming, country life)
Replies: 100
Views: 36930

Re: [Mod] cottages [cottages] (medieval, farming, country li

The mod is now ready for MT 5.x and ought to produce no more spam due to deprecated functions in your log file. The pitchfork-as-a-node no longer shows up in creative inventory. You can craft/get the tool version and place that one. The config setting cottages_feldweg_mode can now be set in your glo...
by Sokomine
Mon Mar 11, 2019 21:27
 
Forum: Mod Releases
Topic: [Mod] cottages [cottages] (medieval, farming, country life)
Replies: 100
Views: 36930

Re: Post your mapgen questions here (modding or engine)

I added to this mod, and can successfully put not just lakes of water, but lava, quicksand, and others. After checking for holes in the current chunk, the code tests for the type of ground node, and paces the appropriate "liquid". My code can be extended to place other liquids as well - e...
by Sokomine
Mon Mar 11, 2019 19:30
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 557
Views: 40578

Re: Post your mapgen questions here (modding or engine)

Screenshot of a reasonably well looking lake:
Image
by Sokomine
Mon Mar 11, 2019 12:37
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 557
Views: 40578

Re: Post your mapgen questions here (modding or engine)

Paramat is there a way to create highland pools (as in your mod) but that work well with mg7? I love those highlandpools as well and experimented some time ago with them. All it takes is a mapgen with support for the heightmap (mg7 ought to work) and a node to fill your lakes with. The detection of...
by Sokomine
Mon Mar 11, 2019 12:33
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 557
Views: 40578

Re: [0.4.14] LinuxGaming2 - A Server for Builders

LinuxGaming is also a very old server, relative to most other Minetest servers out there. LinuxGaming's world has never been wiped. It is the same world that the sever started with back in the spring of 2013. That is of very high value for builders. Thank you for all the good work and for keeping t...
by Sokomine
Mon Mar 11, 2019 11:24
 
Forum: Servers
Topic: [0.4.14] LinuxGaming2 - A Server for Builders
Replies: 785
Views: 132053

Re: [Server] Xanadu

Buck up! I've survived at least three different map-wipes on the Xanadu server. Yes...Xanandu tends to change the map now and then. The current one at least has been stable for a while. Let's see...which maps did we have: The first one was the red volcano land with a high mountain nearby. I had a t...
by Sokomine
Sun Mar 10, 2019 21:59
 
Forum: Servers
Topic: [Server] Xanadu
Replies: 3553
Views: 288173

Re: [mod] Burnable Diamonds [1.0] [diamonds_burn]

*Walking past with a couple of stacks with cobble in the inventory (each 99 cubic meters)* Did anyone say anything? :)
by Sokomine
Sun Mar 10, 2019 21:34
 
Forum: Mod Releases
Topic: [mod] Burnable Diamonds [1.0] [diamonds_burn]
Replies: 9
Views: 496

Re: Modification of the mod Puyo Puyo

You ought to link the screenshot directly in your posting (maybe make a new posting showing it?). Potential users are attracted by screenshots :-) Also: How does the game work? The formspec looks very nice. Here's your screenshot, linked directly: https://forum.minetest.net/download/file.php?id=18389
by Sokomine
Sun Mar 10, 2019 19:06
 
Forum: Modding Discussion
Topic: [OLD] Modification of the mod Puyo Puyo
Replies: 2
Views: 165

Re: [mod]More uses for default items [useful_default][v0.1]

The papyrus block is very nice. I often miss the papyrus root block from Carbone in normal MTG. /// sand sieve: digs slower and has lower range, but digging sand and silver sand with it, has 3,333% chance to drop a gold lump and digging desert sand has 10% chance to drop a iron lump Nice idea. There...
by Sokomine
Sun Mar 10, 2019 17:45
 
Forum: WIP Mods
Topic: [mod]More uses for default items [useful_default][v0.1]
Replies: 2
Views: 289

Re: Reasons to build a home

I'm experimenting with something like that: travelers are attracted (meaning: spawn) by tables, chairs and wood (floor) in a well-lit environment (but not too well, there must be a roof). If you feed them bread, they drop something that cannot be obtained by other means (in my case, Mese) then disa...
by Sokomine
Sun Mar 10, 2019 17:36
 
Forum: Modding Discussion
Topic: Reasons to build a home
Replies: 23
Views: 1087

Re: [Mod] locks [locks]

mark_as_private is a good idea. It will now be used. New version released.
by Sokomine
Sun Mar 10, 2019 15:54
 
Forum: Mod Releases
Topic: [Mod] locks [locks]
Replies: 64
Views: 26099

Re: [Mod] Locked Travelnet [locked_travelnet] (for PvP-serve

locked_travelnet has been updated in order to work with the changed behaviour of the travelnet (=click on button to dig it). The buttons for "config" and "authorize" ought to show up in more situations now as well. Please update locks and travelnet mod as well to get the new beha...
by Sokomine
Sun Mar 10, 2019 15:26
 
Forum: Mod Releases
Topic: [Mod] Locked Travelnet [locked_travelnet] (for PvP-servers)
Replies: 15
Views: 4610

Re: Starter House

Nice small house. Perhaps you ought to place it in the share-your-worldedit-files-thread. Players just starting may not have WorldEdit at hand. Thus, a node that spawns the house (and that can be crafted somehow) could be helpful. Or at least a command.
by Sokomine
Sun Mar 10, 2019 03:22
 
Forum: Maps
Topic: Starter House
Replies: 1
Views: 217

Re: Import 3D model to Minetest

My handle_schematics mod can read Minecraft .schematic files to some degree. It may be necessary to decompress them first. And I can't guarantee support for all possible types of .schematic files. But it may be worth a try.
by Sokomine
Sun Mar 10, 2019 03:11
 
Forum: Maps
Topic: Import 3D model to Minetest
Replies: 3
Views: 318

Re: More low-tech machines for default game?

Gears and axles can be pretty complex machines. A mod based on those would be very nice to have. But I don't think it belongs into MTG. MTG is - for me - a base for modding and a basic game for getting started. If you want some simple "machines" for breadmaking, perhaps you ought to take a...
by Sokomine
Sun Mar 10, 2019 01:36
 
Forum: Feature Discussion
Topic: More low-tech machines for default game?
Replies: 4
Views: 301

Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]

In short: ⋅  to remove a station, click on "Remove station" in the menu ⋅  several small improvements made ⋅  bugs fixed ⋅  pull requests merged (sound, localization, ...) ⋅  added support for MineClone2 Please update and report any remain...
by Sokomine
Sat Mar 09, 2019 23:13
 
Forum: Mod Releases
Topic: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
Replies: 121
Views: 74560

Re: [Mod] Pineapple (pineapple)

Looks decorative. These plants could certainly enricht the MT world.
by Sokomine
Wed Feb 27, 2019 17:29
 
Forum: WIP Mods
Topic: [Mod] Pineapple (pineapple)
Replies: 5
Views: 389
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