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Re: Declare your game to be ready to be bundled with Minetes

If your productive farms / factories / etc are outside the city you will need to factor in transportation costs (time) into how to conduct your business. And so on. The economy is more complex with .ore expensive transportation. Perhaps. But transportation cost is also a factor when accessing shops...
by Sokomine
Fri Jan 19, 2018 17:35
 
Forum: Subgame Releases
Topic: Declare your game to be ready to be bundled with Minetest
Replies: 47
Views: 11224

Re: Share Your WorldEdit Files!

hoping they don’t look so boring and awkward as the originals. Oh yes, those houses in MC are anything but great. You are an exellent builder, but those houses are very small and do not leave much room for creative expression. If you want to, you can pretty easily create a new village type for mg_v...
by Sokomine
Thu Jan 18, 2018 22:15
 
Forum: Maps
Topic: Share Your WorldEdit Files!
Replies: 136
Views: 24550

Re: Declare your game to be ready to be bundled with Minetes

Cheap teleportation or not is indeed a design option for a game. It depends on what you aim at. If PvP and fighting are your only goals, then teleportation might interfere. You might still want to gather your players from time to time automaticly at some common point because no PvP will ever happen ...
by Sokomine
Wed Jan 17, 2018 16:06
 
Forum: Subgame Releases
Topic: Declare your game to be ready to be bundled with Minetest
Replies: 47
Views: 11224

Re: Post your screenshots!

MineTests armada gathers (the ships where spawned by a mod; more schematics are wanted!): https://forum.minetest.net/download/file.php?mode=view&id=13756 A lumberjack house in the jungle. Works fine for dense forrests in relatively flat areas: https://forum.minetest.net/download/file.php?mode=vi...
by Sokomine
Wed Jan 17, 2018 01:34
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 7128
Views: 667852

Re: Post your screenshots!

"Small" accident when trying to spawn a house:
Image
by Sokomine
Fri Jan 12, 2018 04:05
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 7128
Views: 667852

Re: [Mod] Timespeed [timespeed]

I'm aware of that. On servers, not all players have the privileges for setting the time, and not all moderators want to change it to day all the time. If the night is automaticly shortened by a mod that's certainly good :-) My singleplayer worlds have constant mid-day. That might get a bit boring on...
by Sokomine
Thu Jan 11, 2018 20:27
 
Forum: WIP Mods
Topic: [Mod] Timespeed [timespeed]
Replies: 14
Views: 273

Re: Minetest mobile: general peasant discussion

The biggest GUI annoyance is the non-scaled-ness of the mods section, making it impossible to enable mods on a phone (tablets can). The workaround I have used is simply to place the desired mod in the minetest game mods folder, so it is loaded as a part of the minetest game. Back when I was testing...
by Sokomine
Thu Jan 11, 2018 17:04
 
Forum: General Discussion
Topic: Minetest mobile: layman convention of Q&A
Replies: 18
Views: 427

Re: Is crafting actual cement possible?

Cement might be a good way to get around the shortage of clay in the game. Even with the gravel sieve there's still plenty of gravel to be found. Sand isn't as plentiful either for people who don't want to destroy the landscape, but that can be circumvented by supplying grinders. There doesn't seem ...
by Sokomine
Thu Jan 11, 2018 16:52
 
Forum: Feature Discussion
Topic: Is crafting actual cement possible?
Replies: 6
Views: 251

Re: What is happening in falling.lua?

I have some issues with falling nodes in my moresnow and mg_villages mod as well. Throwing a snowball at a field with snow-covered wheat will cause a chain reaction. Uprooting a plant by throwing a snowball on the node next to the plant (or even the plant itself) is not exactly how things ought to w...
by Sokomine
Thu Jan 11, 2018 05:33
 
Forum: Bugs and Problems
Topic: What is happening in falling.lua?
Replies: 5
Views: 167

Re: [Mod] Timespeed [timespeed] (change timespeed for day/ni

Getting rid of the night is always welcome. Hard to harvest materials and eventually use them if all is dark. I usually plaster my creations with tons of torches.
by Sokomine
Thu Jan 11, 2018 03:29
 
Forum: WIP Mods
Topic: [Mod] Timespeed [timespeed]
Replies: 14
Views: 273

Re: Minetest for stories

Given that this is a hobby/game that I'm just playing for fun, it's just at the level where was thinking about very small details and supplemental notes that could go along with a given build. Maybe over time it could come together to something richer. One of the most recent buildings I've seen tha...
by Sokomine
Thu Jan 11, 2018 03:25
 
Forum: General Discussion
Topic: Minetest for stories
Replies: 9
Views: 210

Re: [Mod] Slats [slats]

Good idea. It's always best if a node can be used in many creative ways. Hope to see it on servers.
by Sokomine
Thu Jan 11, 2018 03:15
 
Forum: Mod Releases
Topic: [Mod] Slats [slats]
Replies: 8
Views: 426

Re: Share Your WorldEdit Files!

What do you think about establishing some common licensing guidelines, possibly similar to those being applied for mod releases? Might be a good idea. I consider my own schematics to be released under cc-by-sa. As the general purpose here is to share those files for people who want to take a look a...
by Sokomine
Mon Jan 08, 2018 17:32
 
Forum: Maps
Topic: Share Your WorldEdit Files!
Replies: 136
Views: 24550

Re: [Mod] Alive AI V13nu [aliveai]

roboto wrote:Unless some non-lazy person forks this mod. :-)

That might require some heavy mutation :-) It's in their genes to behave the way they do.
by Sokomine
Fri Jan 05, 2018 02:11
 
Forum: Mod Releases
Topic: [Mod] Alive AI V15 [aliveai]
Replies: 271
Views: 18882

Re: Post your screenshots!

Blue Sky Mining Corporation breaks ground The Blue Sky Mining Corporation announced today that it has broken ground on a fresh mining operation on the outskirts of Build Area 1 of the undercore world. https://forum.minetest.net/download/file.php?mode=view&id=13569 Build Area 1 will certainly pr...
by Sokomine
Thu Jan 04, 2018 05:13
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 7128
Views: 667852

Re: [Discussion] Mods performance improvements

Mobs spawning seems to be rather expensive anyway. Sapiers animals modpack had lag when trying to spawn new mobs in existing terrain. Spawners might help but would also make mobs too predictable.
by Sokomine
Thu Jan 04, 2018 03:31
 
Forum: Modding Discussion
Topic: [Discussion] Mods performance improvements
Replies: 11
Views: 224

Re: [Mod] Alive AI V13nu [aliveai]

Nice mod, but could I order them to do various task for me via right click menu? (inspired by this http://www.minecraftforum.net/forums/ma ... rty-series)? Probably. I've observed them some time in the game and I doubt they'd follow any orders for a long time. As their creator already stated: They'...
by Sokomine
Wed Jan 03, 2018 20:47
 
Forum: Mod Releases
Topic: [Mod] Alive AI V15 [aliveai]
Replies: 271
Views: 18882

Re: Find rectangles on the height map

Update: Mountain tops (orange) and bottoms of valleys (yellow) can now be detcted thanks to the segmentation. In a second step they can be lowered/raised and the newly formed mountain tops (cyan) and bottoms of valleys (magenta) detected. The resulting height maps can be searched for flat spaces of...
by Sokomine
Mon Jan 01, 2018 18:22
 
Forum: Modding Discussion
Topic: Find rectangles on the height map
Replies: 19
Views: 333

Re: Do you like the crafting grid?

Since you can carry around 3168 cubic meters of cobble 16 cubhic meters for a furnace are absolutely reasonable :D Don't tell anyone! But...furnaces are a good way to dispose of cobble. Just leave the middle slot empty and craft 8 stacks of cobble into 1 stack of furnaces. And then dispose of the f...
by Sokomine
Sun Dec 31, 2017 01:08
 
Forum: Feature Discussion
Topic: Do you like the crafting grid?
Replies: 18
Views: 382

Re: Share Your WorldEdit Files!

How do i save builds and just let release as .we file? Install WorldEdit, type "//p set", punch one node at one end of what you want to save and a second one on the opposite end (build a pillar of glass to be able to punch something there if needed), type "//save nameoffile", an...
by Sokomine
Sun Dec 31, 2017 00:21
 
Forum: Maps
Topic: Share Your WorldEdit Files!
Replies: 136
Views: 24550

Re: Is MINECRAFT Coppying MINETEST's Ice Biomes ?

My opinion is that the community should focus on perfecting the default game. Survival would be much more believable if such basic parameters as hunger, thirst, hypothermia, tiredness and sleep deprivation were introduced. The core nature of almost every game is some sort of struggle, either with p...
by Sokomine
Sun Dec 31, 2017 00:17
 
Forum: General Discussion
Topic: Is MINECRAFT Coppying MINETEST's Ice Biomes ?
Replies: 30
Views: 690

Re: [Mod]lower Crossroads [lowercrossroads]

I put investigation on possible interactions with mg_village on my list. Some way of road building/connection of villages is also on my todo list. Just not sure when I'll be able to find the time. The general idea is to have a straight road with right angles that connects at least some villages. Cu...
by Sokomine
Sat Dec 30, 2017 23:33
 
Forum: WIP Mods
Topic: [Mod]lower Crossroads [lowercrossroads]
Replies: 14
Views: 394

Re: Find rectangles on the height map

The first is to use a sample size. Rather that look at each node in a given area, use a sampling of the area to find suitable flat terrain. Example would be, assuming starting position of 0,0 for simplicity, and searching for an area of size 200, That's in general a good idea and may simplify thing...
by Sokomine
Sat Dec 30, 2017 23:09
 
Forum: Modding Discussion
Topic: Find rectangles on the height map
Replies: 19
Views: 333

Re: Find rectangles on the height map

i have been playing around with an idea to identify some spots on the map that are rather flat. I'm not sure if pathfinding is the best way to go here (speed?). I like your connected-component labeling idea more as it might be more versatile. Back when I wrote the integration of the villages into t...
by Sokomine
Fri Dec 29, 2017 23:34
 
Forum: Modding Discussion
Topic: Find rectangles on the height map
Replies: 19
Views: 333

Re: Post your blueprints!

The initial positing might indicate that images as such are also welcome. I first thought the topic was about floor plans as such. Hope I got that word right; in German, it would be called "Grundriß" (2d drawings of a 3d building, horizontal cut through one floor showing where the walls, d...
by Sokomine
Tue Dec 26, 2017 18:27
 
Forum: General Discussion
Topic: Post your blueprints!
Replies: 47
Views: 1810
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