Search found 79 matches

by MasterGollum
Tue Jan 14, 2014 23:49
Forum: General Discussion
Topic: MapGen V7- Only stone? [solved]
Replies: 13
Views: 3869

Thank you all for the answers, paramat mod is what I was looking for :D
by MasterGollum
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...
by MasterGollum
Tue Jan 14, 2014 10:44
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?
by MasterGollum
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...
by MasterGollum
Mon Jan 13, 2014 06:41
Forum: Mod Releases
Topic: [Mod] DarkAge [0.4] [darkage]
Replies: 136
Views: 73462

hoodedice wrote:New method for manipulating nodes, introduced by hmmmm(mmmm?) in 0.4.7. Reduces node manip and loading time from 20+ seconds to 1-5 seconds. Also, makes calling nodes easier.
Where is the documentation to understand how it works? Is there any example of use?
by MasterGollum
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://...
by MasterGollum
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 ...
by MasterGollum
Tue Jan 07, 2014 06:17
Forum: Mod Releases
Topic: [Mod] DarkAge [0.4] [darkage]
Replies: 136
Views: 73462

Indeed I don't have any problem that you used the texture I created or you decided to supply new node versions for the straw bales, I like a lot what you did. I understand that Dark Age is a "huge" mod that supplies several nodes and functionalities that many people don't want. cottages is...
by MasterGollum
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...
by MasterGollum
Mon Jan 06, 2014 23:06
Forum: General Discussion
Topic: Change a node for another in the whole server
Replies: 12
Views: 2626

thank you, I will try it tomorrow, I have also other nodes to take care, because I have stairs and slabs. To walk over all the map will be hard :P I have lit. Km of tunnels with that cobbles.
by MasterGollum
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...
by MasterGollum
Mon Jan 06, 2014 19:50
Forum: Mod Releases
Topic: [Mod] DarkAge [0.4] [darkage]
Replies: 136
Views: 73462

Thank you for the tips and the welcome, I will look at that. I have been playing a little with nodeboxes, so maybe I will include some new nodes for middle age themed furniture.
by MasterGollum
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 ...
by MasterGollum
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...
by MasterGollum
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...
by MasterGollum
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...
by MasterGollum
Sun May 12, 2013 21:34
Forum: WIP Mods
Topic: [Mod] Smelter [0.1] [smelter]
Replies: 19
Views: 10391

Dan Duncombe wrote:Does it cook faster than a regular furnace? if so, how?
No, it is not more faster.
by MasterGollum
Sun May 12, 2013 21:34
Forum: WIP Mods
Topic: [Mod] Smelter [0.1] [smelter]
Replies: 19
Views: 10391

RealBadAngel wrote:Alloy Furnace and Electric alloy furnace already exists in technic, zinc, brass, stainless steel and some other stuff too ;)
What allows this mod is to be able to create your own smelt recipes.
by MasterGollum
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...
by MasterGollum
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...
by MasterGollum
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. ...
by MasterGollum
Fri Nov 02, 2012 22:02
Forum: WIP Mods
Topic: Biomes
Replies: 6
Views: 1447

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 ...
by MasterGollum
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...
by MasterGollum
Fri Nov 02, 2012 20:27
Forum: Mod Releases
Topic: [Mod] Jungle Trees [1] [jungletree]
Replies: 83
Views: 35559

GloopMaster wrote:because "they were boring"
Strange criteria to discard them. The were buggy, they slowered the map generation, but boring? Who decided it? For popular demand? Exists a way to enable the jungle generation without need of a mod like Jungle Trees?
by MasterGollum
Fri Nov 02, 2012 20:18
Forum: WIP Mods
Topic: Biomes
Replies: 6
Views: 1447

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 ...