Search found 79 matches
- Tue Jan 14, 2014 23:49
- Forum: General Discussion
- Topic: MapGen V7- Only stone? [solved]
- Replies: 13
- Views: 3869
- Tue Jan 14, 2014 10:58
- Forum: General Discussion
- Topic: MapGen V7- Only stone? [solved]
- Replies: 13
- Views: 3869
Is the Mapgen v7 still unreleased in version 0.4.9? biomes compatible with v7 aren't provided in the regular distribution? If the answer is no, can they be installed as mod just as snow mod gives support for v7? I noticed it is in the TODO list to add the biomes, then the logical questions are: * A...
- Tue Jan 14, 2014 10:44
- Forum: General Discussion
- Topic: MapGen V7- Only stone? [solved]
- Replies: 13
- Views: 3869
- Mon Jan 13, 2014 16:57
- Forum: Mod Releases
- Topic: [Mod] DarkAge [0.4] [darkage]
- Replies: 136
- Views: 73462
Thank you I will do some tests with that, stratus is a mistype of stratum :P Let me show you the shapes I was generating with my function. http://static3.wikia.nocookie.net/__cb20121018081903/darkage/images/b/ba/Stratum.png And here you can see the complete shape flying over the world in de debug ph...
- Mon Jan 13, 2014 06:41
- Forum: Mod Releases
- Topic: [Mod] DarkAge [0.4] [darkage]
- Replies: 136
- Views: 73462
- Sun Jan 12, 2014 23:59
- Forum: Mod Releases
- Topic: [Mod] DarkAge [0.4] [darkage]
- Replies: 136
- Views: 73462
Aditionally you use legacy generation methods that are very slow. You should use minetest.register_ore and the LuaVoxelManip if there are any ore types that it doesn't provide. Thank you for the tips, btw what is the LuaVoxelManip!? :P Because the documentation I found it's let's say scarce http://...
- Tue Jan 07, 2014 14:13
- Forum: General Discussion
- Topic: Change a node for another in the whole server
- Replies: 12
- Views: 2626
I decided to use the Pitriss's function. It worked fine, but the stairs, they lost the direction :P I fixed it transfering the param2 value to the new nodes. I prefer not to use an aliass because I wanted to leave the default behaviour, so once I changed all I will remove the abm. Luckily I had not ...
- Tue Jan 07, 2014 06:17
- Forum: Mod Releases
- Topic: [Mod] DarkAge [0.4] [darkage]
- Replies: 136
- Views: 73462
- Mon Jan 06, 2014 23:58
- Forum: Mod Releases
- Topic: [Mod] DarkAge [0.4] [darkage]
- Replies: 136
- Views: 73462
New furniture is always good to have :-) Take a look at my cottages mod. It already comes with some furniture, but there's certainly room for more :-) The anvil from realtest might look fine in a medieval environment as well. wow that's very nice what you did there. You read my mind and implemented...
- Mon Jan 06, 2014 23:06
- Forum: General Discussion
- Topic: Change a node for another in the whole server
- Replies: 12
- Views: 2626
- Mon Jan 06, 2014 21:24
- Forum: General Discussion
- Topic: Change a node for another in the whole server
- Replies: 12
- Views: 2626
Change a node for another in the whole server
I recently migrated from 0.4.3 to 0.4.8 all the changes are impressive and really cool, but I have a little big problem. I have already created large extensions of buildings with cobble stone, now the texture has more sense, but I would not had used that nodes from the begining if that texture was t...
- Mon Jan 06, 2014 19:50
- Forum: Mod Releases
- Topic: [Mod] DarkAge [0.4] [darkage]
- Replies: 136
- Views: 73462
- Mon Jan 06, 2014 09:18
- Forum: Mod Releases
- Topic: [Mod] DarkAge [0.4] [darkage]
- Replies: 136
- Views: 73462
I have been away for a lot of time because OpenGL stopped to work in my computer, a few days ago I solved it (yeah, I took me forever :P) So I opened my old Minetest and updated to the latest version discovering tons of new changes and features in the game. I will review Dark Age to fit better the ...
- Mon Jan 06, 2014 09:14
- Forum: Mod Releases
- Topic: [Mod] DarkAge [0.4] [darkage]
- Replies: 136
- Views: 73462
I have been away for a lot of time because OpenGL stopped to work in my computer, a few days ago I solved it (yeah, I took me forever :P) So I opened my old Minetest and updated to the latest version discovering tons of new changes and features in the game. I will review Dark Age to fit better the n...
- Mon May 13, 2013 14:49
- Forum: Mod Releases
- Topic: [Mod] DarkAge [0.4] [darkage]
- Replies: 136
- Views: 73462
Thank you so much for your improvements. I left them documented in the main post. I will do my best to add the ones I like to the main distribution and leave your variant version available. I must say that not to use morestairs was intended for 2 reasons 1) I wanted my mod without dependences 2) eve...
- Mon May 13, 2013 02:57
- Forum: Mod Releases
- Topic: [Mod] DarkAge [0.4] [darkage]
- Replies: 136
- Views: 73462
It looks like MasterGollum has returned. You should show him your updates to this mod, addi. He should appreciate them. I don't know why it was not warning me about new replies on this thread :( At the moment the development of an iPhone App keeps me busy, but I think in a couple of week I could ta...
- Sun May 12, 2013 21:34
- Forum: WIP Mods
- Topic: [Mod] Smelter [0.1] [smelter]
- Replies: 19
- Views: 10391
- Sun May 12, 2013 21:34
- Forum: WIP Mods
- Topic: [Mod] Smelter [0.1] [smelter]
- Replies: 19
- Views: 10391
- Sat Jan 26, 2013 10:29
- Forum: Mod Releases
- Topic: [Mod] DarkAge [0.4] [darkage]
- Replies: 136
- Views: 73462
Are you still working on this mod? The King Arthur's Land server makes good use of it. i shall point out that dwarves Kingdom has it as well. I was no aware that it has been used, are you using the textures I provided or you replaced them for more hight resolution ones? If there are new features th...
- Tue Nov 06, 2012 09:07
- Forum: Mod Releases
- Topic: [Mod] DarkAge [0.4] [darkage]
- Replies: 136
- Views: 73462
I think he means a download link to that world or a worldedit schematic of it. The building of the picture is not isolated. It forms part of a more complex structure of a street. So doesn't make sense to provide a schematic of it. I'm planing to post the complete world, but not now, when I finish t...
- Mon Nov 05, 2012 19:37
- Forum: Mod Releases
- Topic: [Mod] DarkAge [0.4] [darkage]
- Replies: 136
- Views: 73462
could you add the download link to the house in the screenshot and explain where the different blocks can be used and how they could be used effectively to make a good looking house Thank You Umm what do you mean as download link? this is part of a city that I'm building in my standalone Minetest. ...
try seeing snow mod: http://minetest.net/forum/viewtopic.php?id=2290 I did, but I didn't know why he choose perlin1:get2d({x=x,y=z}) > 0.53 and not other value. And if it's possible to decide based on the values returned by this function the kind of biome we are in. Let's say if pops a value under ...
- Fri Nov 02, 2012 21:19
- Forum: Mod Releases
- Topic: [Mod] DarkAge [0.4] [darkage]
- Replies: 136
- Views: 73462
you have made pretty nice job with the stone generation if you could help me with such a problem, i want to add obsidian to my mod which is supposed only to be found around lava lakes. ive played with your generate stratus routine but without success. Maybe I found the solution, take a look at habi...
- Fri Nov 02, 2012 20:27
- Forum: Mod Releases
- Topic: [Mod] Jungle Trees [1] [jungletree]
- Replies: 83
- Views: 35559
try seeing snow mod: http://minetest.net/forum/viewtopic.php?id=2290 I did, but I didn't know why he choose perlin1:get2d({x=x,y=z}) > 0.53 and not other value. And if it's possible to decide based on the values returned by this function the kind of biome we are in. Let's say if pops a value under ...