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Re: Placing schematics with chests

Yes, with the official MT schematic format '.mts' you have to initialise any node that should contain metadata, such as chests.
by paramat
Fri Oct 18, 2019 21:45
 
Forum: Modding Discussion
Topic: Placing schematics with chests
Replies: 2
Views: 68

Re: L-system for schematics? Finding a dungeon generation AP

texmex wrote:A Lua API is what I'm asking for.

Ah i misunderstood, thought you meant an API that exists in the MT engine.
by paramat
Fri Oct 18, 2019 21:41
 
Forum: Modding Discussion
Topic: L-system for schematics? Finding a dungeon generation API
Replies: 14
Views: 289

Re: L-system for schematics? Finding a dungeon generation AP

> is there a dungeon generation API in existance for MT?

Nope =)
it would be much better for you to code what you want in a Lua mod.
by paramat
Sat Oct 12, 2019 23:04
 
Forum: Modding Discussion
Topic: L-system for schematics? Finding a dungeon generation API
Replies: 14
Views: 289

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

I agree, i am not suggesting the method i described is a practical solution.
by paramat
Sat Oct 12, 2019 22:52
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 625
Views: 51936

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

Hm that's not right. if 'get node' loaded an unloaded area of world from disk that would take a long time and the Lua code would halt for that time. So 'get node' is instant but returns "ignore" for unloaded world. The 'generated' status of a mapblock is stored in the world database so can...
by paramat
Sun Oct 06, 2019 23:46
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 625
Views: 51936

Re: [mod] Islands - Experimental lua mapgen [islands]

See these 2 functions https://github.com/minetest/minetest/blob/825579b43d6454cc33607ab8eff4e896b003b801/doc/lua_api.txt#L4404 Anything related to registered biomes does not function in singlenode mapgen, however, ores and decorations can be registered and placed, they just cannot be located by biome.
by paramat
Sun Oct 06, 2019 22:39
 
Forum: WIP Mods
Topic: [mod] Islands - Experimental lua mapgen [islands]
Replies: 13
Views: 598

Re: why are nodemodels upscaled by 1,5 , if used for entity?

I'm guessing it is just an old hardcoded value used because wielditems look the right size that way, and the upscaling doesn't get disabled when an object uses the "wielditem" code. Problem is, if we change this it will break many mods which are coded to compensate for the upscaling. It's ...
by paramat
Sun Oct 06, 2019 22:32
 
Forum: Modding Discussion
Topic: why are nodemodels upscaled by 1,5 , if used for entity?
Replies: 2
Views: 115

Re: [Solved] Noise params for approx. 1 node thin lines

> Is it at all possible, to say, starting at pos x,y,z, using this, or a similar noise, to then draw a line to pos x,y,z? No, because noise is random so decoration placement is random =) With villages, if noise-determined paths intersected a village this was only by coincidence. So i didn't have a s...
by paramat
Sun Oct 06, 2019 22:10
 
Forum: Modding Discussion
Topic: [Solved] Noise params for approx. 1 node thin lines
Replies: 16
Views: 413

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

Kurtzmusch, use 'get node', if the nodename is "ignore" it is either ungenerated world or outside the configured 'mapgen limit'.
EDIT: I was wrong, see below.
by paramat
Sun Oct 06, 2019 22:01
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 625
Views: 51936

Re: Ore spawn rates

Yes, the ore documentation needs examples as it is very difficult to work out how to format a registration for a particular ore. I'll make a note ...
by paramat
Thu Oct 03, 2019 22:34
 
Forum: General Discussion
Topic: Ore spawn rates
Replies: 4
Views: 178

Re: error determining biome name

Should it be:
Code: Select all
local bname=minetest.get_biome_name(minetest.get_biome_data(player:get_pos()).biome)

.biome
instead of
["biome"]
?

Biomes are 3D and they are stacked in MTG. It is only heat and humidity noises that are 2D.
by paramat
Thu Oct 03, 2019 22:20
 
Forum: Modding Discussion
Topic: error determining biome name
Replies: 13
Views: 205

Re: Upcoming "Wet Dry Dirt"?

Perhaps a good idea to change that description to "Irrigated Dry Soil" or something. However in context of how farming works and how it names nodes, it is logical, that's why it was merged. It is not an issue in survival mode because it drops default:dry_dirt, so you would never have a nod...
by paramat
Thu Oct 03, 2019 22:10
 
Forum: Feature Discussion
Topic: Upcoming "Wet Dry Dirt"?
Replies: 8
Views: 468

Re: Localization files not being used in Minetest releases

See Krock's post above and note: ... 5.0.0 is developed on the master branch and 0.4.17(.1) is only a backport, which happened on a separate branch, which cannot be translated by Weblate (limited to master). So translations unfortunately could not be used in 0.4.17. The accusations made here by Haml...
by paramat
Thu Oct 03, 2019 21:45
 
Forum: Problems
Topic: Localization files not being used in Minetest releases
Replies: 15
Views: 742

Re: Strip the default status from MTG

Chiantos wrote:Because there is a big ego problem in this community where everyone stays on their positions.

The most unpleasant ego in this thread is yourself.
by paramat
Sat Sep 28, 2019 00:27
 
Forum: General Discussion
Topic: Strip the default status from MTG
Replies: 69
Views: 1383

Re: Strip the default status from MTG

https://github.com/minetest/minetest/issues/2730 When you see ... No add a good feature, only because Paramat have not a good mouse ... You understand all ... You have misrepresented what happened in that issue. I disapproved of the feature request but 1 dissapproval cannot block a feature, i expla...
by paramat
Sat Sep 28, 2019 00:20
 
Forum: General Discussion
Topic: Strip the default status from MTG
Replies: 69
Views: 1383

Re: Strip the default status from MTG

I support removing special status from minetest game to encourage more parity of games. However, despite all its criticisms, Minetest Game is still the best game to recommend to new users as it is reasonably stable. It is actually quite fun when you add a few mods on top of it. Promoting the abilit...
by paramat
Sat Sep 28, 2019 00:03
 
Forum: General Discussion
Topic: Strip the default status from MTG
Replies: 69
Views: 1383

Re: Minetest 5.1 is coming out soon, and still no mouse bind

Mouse binds are supported by core devs, it is a great idea and probably supported by all core devs, and we have been 'considering adding' it for years. Please do not confuse 'support' with 'approval for merge', that gives the wrong impression of core devs rejecting the feature. If a feature is delay...
by paramat
Fri Sep 27, 2019 23:50
 
Forum: Feature Discussion
Topic: Minetest 5.1 is coming out soon, and still no mouse binds
Replies: 5
Views: 329

Re: MTG: Desert mining just got even worse

Good grief Wuzzy here we go again. Desert stone now extends down to -255 instead of -112, that is not much of a change. The tunnels allow easy vertical travel, it is sometimes possible to walk to -256 without digging anything. It is ridiculous to think that is 'brutal' or 'hard'. Many people find MT...
by paramat
Fri Sep 27, 2019 23:38
 
Forum: General Discussion
Topic: MTG: Desert mining just got even worse
Replies: 28
Views: 738

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

Kurtzmurch, what do you mean by 'exists'?: Loaded into the client, or generated?

SnikeMK, inventory is not mapgen, you're in the wrong thread =)
by paramat
Fri Sep 27, 2019 22:53
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 625
Views: 51936

Re: [Solved] Noise params for approx. 1 node thin lines

> I think I want a bit squigglier lines since they often run in straight ~90° for quite long stretches. How can I achieve this? There is only one octave by necessity (noise flag 'absvalue' only works for this usage with 1 octave), so additional octaves cannot be added to generate finer detail in the...
by paramat
Fri Sep 27, 2019 22:47
 
Forum: Modding Discussion
Topic: [Solved] Noise params for approx. 1 node thin lines
Replies: 16
Views: 413

Re: Crop mts schematic of air

Any "air" nodes in a schematic are not unnecessary or a problem. A schematic is a flat array of nodes in a particular order, removing nodes from a flat array makes a flat array meaningless. It's also important to realise that "air" is also a node and is no less important than any...
by paramat
Fri Sep 27, 2019 22:26
 
Forum: Modding Discussion
Topic: Crop mts schematic of air
Replies: 6
Views: 180

Re: different value for viewing entity

https://github.com/minetest/minetest/blob/b79741c90ffffac6fb24783b38c5b507316cbcc8/minetest.conf.example#L1298
Lines 1298 to 1312.
Increase 'active_object_send_range_blocks = 4' and 'active_block_range = 3'.
by paramat
Fri Sep 27, 2019 22:16
 
Forum: General Discussion
Topic: different value for viewing entity
Replies: 1
Views: 153

Re: Homepage minetest.net sucks at showcasing games

Some good and valid points but ... Compare this abomination [...] minetest.net is an EPIC FAIL because: ⋅ No apparent quality control, looks like everything is just “whatever the core devs like” ⋅ It features Minetest Game, which is crap Ridiculous insults will cause resentment. ...
by paramat
Fri Sep 20, 2019 20:37
 
Forum: General Discussion
Topic: Homepage minetest.net sucks at showcasing games
Replies: 12
Views: 466

Re: [Solved] Noise params for approx. 1 node thin lines

Good to know. Feel free to ask if you need help with tuning the parameters.
by paramat
Fri Sep 20, 2019 20:06
 
Forum: Modding Discussion
Topic: [Solved] Noise params for approx. 1 node thin lines
Replies: 16
Views: 413
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